from pandac.PandaModules import * from direct.interval.IntervalGlobal import * from BattleBase import * from BattleProps import * from toontown.toonbase.ToontownBattleGlobals import * from SuitBattleGlobals import * from direct.directnotify import DirectNotifyGlobal import random import MovieUtil notify = DirectNotifyGlobal.directNotify.newCategory('MovieCamera') def chooseHealShot(heals, attackDuration): isUber = 0 for heal in heals: if heal['level'] == 6 and not heal.get('petId'): isUber = 1 if isUber: openShot = chooseHealOpenShot(heals, attackDuration, isUber) openDuration = openShot.getDuration() openName = openShot.getName() closeShot = chooseHealCloseShot(heals, openDuration, openName, attackDuration * 3, isUber) track = Sequence(closeShot) else: openShot = chooseHealOpenShot(heals, attackDuration, isUber) openDuration = openShot.getDuration() openName = openShot.getName() closeShot = chooseHealCloseShot(heals, openDuration, openName, attackDuration, isUber) track = Sequence(openShot, closeShot) return track def chooseHealOpenShot(heals, attackDuration, isUber = 0): numHeals = len(heals) av = None duration = 2.8 if isUber: duration = 5.0 shotChoices = [toonGroupShot] track = apply(random.choice(shotChoices), [av, duration]) return track def chooseHealMidShot(heals, attackDuration, isUber = 0): numHeals = len(heals) av = None duration = 2.1 if isUber: duration = 2.1 shotChoices = [toonGroupHighShot] track = apply(random.choice(shotChoices), [av, duration]) return track def chooseHealCloseShot(heals, openDuration, openName, attackDuration, isUber = 0): av = None duration = attackDuration - openDuration shotChoices = [toonGroupShot] if isUber: shotChoices = [allGroupLowShot] track = apply(random.choice(shotChoices), [av, duration]) return track def chooseTrapShot(traps, attackDuration, enterDuration = 0, exitDuration = 0): enterShot = chooseNPCEnterShot(traps, enterDuration) openShot = chooseTrapOpenShot(traps, attackDuration) openDuration = openShot.getDuration() openName = openShot.getName() closeShot = chooseTrapCloseShot(traps, openDuration, openName, attackDuration) exitShot = chooseNPCExitShot(traps, exitDuration) track = Sequence(enterShot, openShot, closeShot, exitShot) return track def chooseTrapOpenShot(traps, attackDuration): numTraps = len(traps) av = None duration = 3.0 shotChoices = [allGroupLowShot] track = apply(random.choice(shotChoices), [av, duration]) return track def chooseTrapCloseShot(traps, openDuration, openName, attackDuration): av = None duration = attackDuration - openDuration shotChoices = [allGroupLowShot] track = apply(random.choice(shotChoices), [av, duration]) return track def chooseLureShot(lures, attackDuration, enterDuration = 0.0, exitDuration = 0.0): enterShot = chooseNPCEnterShot(lures, enterDuration) openShot = chooseLureOpenShot(lures, attackDuration) openDuration = openShot.getDuration() openName = openShot.getName() closeShot = chooseLureCloseShot(lures, openDuration, openName, attackDuration) exitShot = chooseNPCExitShot(lures, exitDuration) track = Sequence(enterShot, openShot, closeShot, exitShot) return track def chooseLureOpenShot(lures, attackDuration): numLures = len(lures) av = None duration = 3.0 shotChoices = [allGroupLowShot] track = apply(random.choice(shotChoices), [av, duration]) return track def chooseLureCloseShot(lures, openDuration, openName, attackDuration): av = None duration = attackDuration - openDuration hasTrainTrackTrap = False battle = lures[0]['battle'] for suit in battle.suits: if hasattr(suit, 'battleTrap') and suit.battleTrap == UBER_GAG_LEVEL_INDEX: hasTrainTrackTrap = True if hasTrainTrackTrap: shotChoices = [avatarBehindHighRightShot] av = lures[0]['toon'] else: shotChoices = [allGroupLowShot] track = apply(random.choice(shotChoices), [av, duration]) return track def chooseSoundShot(sounds, targets, attackDuration, enterDuration = 0.0, exitDuration = 0.0): enterShot = chooseNPCEnterShot(sounds, enterDuration) openShot = chooseSoundOpenShot(sounds, targets, attackDuration) openDuration = openShot.getDuration() openName = openShot.getName() closeShot = chooseSoundCloseShot(sounds, targets, openDuration, openName, attackDuration) exitShot = chooseNPCExitShot(sounds, exitDuration) track = Sequence(enterShot, openShot, closeShot, exitShot) return track def chooseSoundOpenShot(sounds, targets, attackDuration): duration = 3.1 isUber = 0 for sound in sounds: if sound['level'] == 6: isUber = 1 duration = 5.0 numSounds = len(sounds) av = None if numSounds == 1: av = sounds[0]['toon'] if isUber: shotChoices = [avatarCloseUpThreeQuarterRightShotWide, allGroupLowShot, suitGroupThreeQuarterLeftBehindShot] else: shotChoices = [avatarCloseUpThreeQuarterRightShot, allGroupLowShot, suitGroupThreeQuarterLeftBehindShot] elif numSounds >= 2 and numSounds <= 4: shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot] else: notify.error('Bad number of sounds: %s' % numSounds) track = apply(random.choice(shotChoices), [av, duration]) return track def chooseSoundCloseShot(sounds, targets, openDuration, openName, attackDuration): numSuits = len(targets) av = None duration = attackDuration - openDuration if numSuits == 1: av = targets[0]['suit'] shotChoices = [avatarCloseUpThrowShot, avatarCloseUpThreeQuarterLeftShot, allGroupLowShot, suitGroupThreeQuarterLeftBehindShot] elif numSuits >= 2 and numSuits <= 4: shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot] else: notify.error('Bad number of suits: %s' % numSuits) track = apply(random.choice(shotChoices), [av, duration]) return track def chooseThrowShot(throws, suitThrowsDict, attackDuration): openShot = chooseThrowOpenShot(throws, suitThrowsDict, attackDuration) openDuration = openShot.getDuration() openName = openShot.getName() closeShot = chooseThrowCloseShot(throws, suitThrowsDict, openDuration, openName, attackDuration) track = Sequence(openShot, closeShot) return track def chooseThrowOpenShot(throws, suitThrowsDict, attackDuration): numThrows = len(throws) av = None duration = 3.0 if numThrows == 1: av = throws[0]['toon'] shotChoices = [avatarCloseUpThrowShot, avatarCloseUpThreeQuarterRightShot, avatarBehindShot, allGroupLowShot, suitGroupThreeQuarterLeftBehindShot] elif numThrows >= 2 and numThrows <= 4: shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot] else: notify.error('Bad number of throws: %s' % numThrows) track = apply(random.choice(shotChoices), [av, duration]) return track def chooseThrowCloseShot(throws, suitThrowsDict, openDuration, openName, attackDuration): numSuits = len(suitThrowsDict) av = None duration = attackDuration - openDuration if numSuits == 1: av = base.cr.doId2do[suitThrowsDict.keys()[0]] shotChoices = [avatarCloseUpThrowShot, avatarCloseUpThreeQuarterLeftShot, allGroupLowShot, suitGroupThreeQuarterLeftBehindShot] elif numSuits >= 2 and numSuits <= 4 or numSuits == 0: shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot] else: notify.error('Bad number of suits: %s' % numSuits) track = apply(random.choice(shotChoices), [av, duration]) return track def chooseSquirtShot(squirts, suitSquirtsDict, attackDuration): openShot = chooseSquirtOpenShot(squirts, suitSquirtsDict, attackDuration) openDuration = openShot.getDuration() openName = openShot.getName() closeShot = chooseSquirtCloseShot(squirts, suitSquirtsDict, openDuration, openName, attackDuration) track = Sequence(openShot, closeShot) return track def chooseSquirtOpenShot(squirts, suitSquirtsDict, attackDuration): numSquirts = len(squirts) av = None duration = 3.0 if numSquirts == 1: av = squirts[0]['toon'] shotChoices = [avatarCloseUpThrowShot, avatarCloseUpThreeQuarterRightShot, avatarBehindShot, allGroupLowShot, suitGroupThreeQuarterLeftBehindShot] elif numSquirts >= 2 and numSquirts <= 4: shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot] else: notify.error('Bad number of squirts: %s' % numSquirts) track = apply(random.choice(shotChoices), [av, duration]) return track def chooseSquirtCloseShot(squirts, suitSquirtsDict, openDuration, openName, attackDuration): numSuits = len(suitSquirtsDict) av = None duration = attackDuration - openDuration if numSuits == 1: av = base.cr.doId2do[suitSquirtsDict.keys()[0]] shotChoices = [avatarCloseUpThrowShot, avatarCloseUpThreeQuarterLeftShot, allGroupLowShot, suitGroupThreeQuarterLeftBehindShot] elif numSuits >= 2 and numSuits <= 4: shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot] else: notify.error('Bad number of suits: %s' % numSuits) track = apply(random.choice(shotChoices), [av, duration]) return track def chooseDropShot(drops, suitDropsDict, attackDuration, enterDuration = 0.0, exitDuration = 0.0): enterShot = chooseNPCEnterShot(drops, enterDuration) openShot = chooseDropOpenShot(drops, suitDropsDict, attackDuration) openDuration = openShot.getDuration() openName = openShot.getName() closeShot = chooseDropCloseShot(drops, suitDropsDict, openDuration, openName, attackDuration) exitShot = chooseNPCExitShot(drops, exitDuration) track = Sequence(enterShot, openShot, closeShot, exitShot) return track def chooseDropOpenShot(drops, suitDropsDict, attackDuration): numDrops = len(drops) av = None duration = 3.0 if numDrops == 1: av = drops[0]['toon'] shotChoices = [avatarCloseUpThrowShot, avatarCloseUpThreeQuarterRightShot, avatarBehindShot, allGroupLowShot, suitGroupThreeQuarterLeftBehindShot] elif numDrops >= 2 and numDrops <= 4 or numDrops == 0: shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot] else: notify.error('Bad number of drops: %s' % numDrops) track = apply(random.choice(shotChoices), [av, duration]) return track def chooseDropCloseShot(drops, suitDropsDict, openDuration, openName, attackDuration): numSuits = len(suitDropsDict) av = None duration = attackDuration - openDuration if numSuits == 1: av = base.cr.doId2do[suitDropsDict.keys()[0]] shotChoices = [avatarCloseUpThrowShot, avatarCloseUpThreeQuarterLeftShot, allGroupLowShot, suitGroupThreeQuarterLeftBehindShot] elif numSuits >= 2 and numSuits <= 4 or numSuits == 0: shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot] else: notify.error('Bad number of suits: %s' % numSuits) choice = random.choice(shotChoices) track = choice(av, duration) return track def chooseNPCEnterShot(enters, entersDuration): av = None duration = entersDuration shotChoices = [toonGroupShot] track = apply(random.choice(shotChoices), [av, duration]) return track def chooseNPCExitShot(exits, exitsDuration): av = None duration = exitsDuration shotChoices = [toonGroupShot] track = apply(random.choice(shotChoices), [av, duration]) return track def chooseSuitShot(attack, attackDuration): groupStatus = attack['group'] target = attack['target'] if groupStatus == ATK_TGT_SINGLE: toon = target['toon'] suit = attack['suit'] name = attack['id'] battle = attack['battle'] camTrack = Sequence() def defaultCamera(attack = attack, attackDuration = attackDuration, openShotDuration = 3.5, target = target): if attack['group'] == ATK_TGT_GROUP: return randomGroupAttackCam(attack['suit'], target, attack['battle'], attackDuration, openShotDuration) else: return randomAttackCam(attack['suit'], target['toon'], attack['battle'], attackDuration, openShotDuration, 'suit') if name == AUDIT: camTrack.append(defaultCamera()) elif name == BITE: camTrack.append(defaultCamera(openShotDuration=2.8)) elif name == BOUNCE_CHECK: camTrack.append(defaultCamera()) elif name == BRAIN_STORM: camTrack.append(defaultCamera(openShotDuration=2.4)) elif name == BUZZ_WORD: camTrack.append(defaultCamera(openShotDuration=4.7)) elif name == CALCULATE: camTrack.append(defaultCamera()) elif name == CANNED: camTrack.append(defaultCamera(openShotDuration=2.9)) elif name == CHOMP: camTrack.append(defaultCamera(openShotDuration=2.8)) elif name == CLIPON_TIE: camTrack.append(defaultCamera(openShotDuration=3.3)) elif name == CRUNCH: camTrack.append(defaultCamera(openShotDuration=3.4)) elif name == DEMOTION: camTrack.append(defaultCamera(openShotDuration=1.7)) elif name == DOUBLE_TALK: camTrack.append(defaultCamera(openShotDuration=3.9)) elif name == EVICTION_NOTICE: camTrack.append(defaultCamera(openShotDuration=3.2)) elif name == EVIL_EYE: camTrack.append(defaultCamera(openShotDuration=2.7)) elif name == FILIBUSTER: camTrack.append(defaultCamera(openShotDuration=2.7)) elif name == FILL_WITH_LEAD: camTrack.append(defaultCamera(openShotDuration=3.2)) elif name == FINGER_WAG: camTrack.append(defaultCamera(openShotDuration=2.3)) elif name == FIRED: camTrack.append(defaultCamera(openShotDuration=1.7)) elif name == FOUNTAIN_PEN: camTrack.append(defaultCamera(openShotDuration=2.6)) elif name == FREEZE_ASSETS: camTrack.append(defaultCamera(openShotDuration=2.5)) elif name == HALF_WINDSOR: camTrack.append(defaultCamera(openShotDuration=2.8)) elif name == HEAD_SHRINK: camTrack.append(defaultCamera(openShotDuration=1.3)) elif name == GLOWER_POWER: camTrack.append(defaultCamera(openShotDuration=1.4)) elif name == GUILT_TRIP: camTrack.append(defaultCamera(openShotDuration=0.9)) elif name == HANG_UP: camTrack.append(defaultCamera(openShotDuration=5.1)) elif name == HOT_AIR: camTrack.append(defaultCamera(openShotDuration=2.5)) elif name == JARGON: camTrack.append(defaultCamera()) elif name == LEGALESE: camTrack.append(defaultCamera(openShotDuration=1.5)) elif name == LIQUIDATE: camTrack.append(defaultCamera(openShotDuration=2.5)) elif name == MARKET_CRASH: camTrack.append(defaultCamera(openShotDuration=2.9)) elif name == MUMBO_JUMBO: camTrack.append(defaultCamera(openShotDuration=2.8)) elif name == PARADIGM_SHIFT: camTrack.append(defaultCamera(openShotDuration=1.6)) elif name == PECKING_ORDER: camTrack.append(defaultCamera(openShotDuration=2.8)) elif name == PLAY_HARDBALL: camTrack.append(defaultCamera(openShotDuration=2.3)) elif name == PICK_POCKET: camTrack.append(allGroupLowShot(suit, 2.7)) elif name == PINK_SLIP: camTrack.append(defaultCamera(openShotDuration=2.8)) elif name == POUND_KEY: camTrack.append(defaultCamera(openShotDuration=2.8)) elif name == POWER_TIE: camTrack.append(defaultCamera(openShotDuration=2.4)) elif name == POWER_TRIP: camTrack.append(defaultCamera(openShotDuration=1.1)) elif name == QUAKE: shakeIntensity = 5.15 quake = 1 camTrack.append(suitCameraShakeShot(suit, attackDuration, shakeIntensity, quake)) elif name == RAZZLE_DAZZLE: camTrack.append(defaultCamera(openShotDuration=2.2)) elif name == RED_TAPE: camTrack.append(defaultCamera(openShotDuration=3.5)) elif name == RE_ORG: camTrack.append(defaultCamera(openShotDuration=1.1)) elif name == RESTRAINING_ORDER: camTrack.append(defaultCamera(openShotDuration=2.8)) elif name == ROLODEX: camTrack.append(defaultCamera()) elif name == RUBBER_STAMP: camTrack.append(defaultCamera(openShotDuration=3.2)) elif name == RUB_OUT: camTrack.append(defaultCamera(openShotDuration=2.2)) elif name == SACKED: camTrack.append(defaultCamera(openShotDuration=2.9)) elif name == SCHMOOZE: camTrack.append(defaultCamera(openShotDuration=2.8)) elif name == SHAKE: shakeIntensity = 1.75 camTrack.append(suitCameraShakeShot(suit, attackDuration, shakeIntensity)) elif name == SHRED: camTrack.append(defaultCamera(openShotDuration=4.1)) elif name == SPIN: camTrack.append(defaultCamera(openShotDuration=1.7)) elif name == SYNERGY: camTrack.append(defaultCamera(openShotDuration=1.7)) elif name == TABULATE: camTrack.append(defaultCamera()) elif name == TEE_OFF: camTrack.append(defaultCamera(openShotDuration=4.5)) elif name == TREMOR: shakeIntensity = 0.25 camTrack.append(suitCameraShakeShot(suit, attackDuration, shakeIntensity)) elif name == WATERCOOLER: camTrack.append(defaultCamera()) elif name == WITHDRAWAL: camTrack.append(defaultCamera(openShotDuration=1.2)) elif name == WRITE_OFF: camTrack.append(defaultCamera()) elif name == THROW_BOOK: camTrack.append(defaultCamera(openShotDuration=2.9)) else: notify.warning('unknown attack id in chooseSuitShot: %d using default cam' % name) camTrack.append(defaultCamera()) pbpText = attack['playByPlayText'] displayName = TTLocalizer.SuitAttackNames[attack['name']] pbpTrack = pbpText.getShowInterval(displayName, 3.5) return Parallel(camTrack, pbpTrack) def chooseSuitCloseShot(attack, openDuration, openName, attackDuration): av = None duration = attackDuration - openDuration if duration < 0: duration = 1e-06 groupStatus = attack['group'] diedTrack = None if groupStatus == ATK_TGT_SINGLE: av = attack['target']['toon'] shotChoices = [avatarCloseUpThreeQuarterRightShot, suitGroupThreeQuarterLeftBehindShot] died = attack['target']['died'] if died != 0: pbpText = attack['playByPlayText'] diedText = av.getName() + ' was defeated!' diedTextList = [diedText] diedTrack = pbpText.getToonsDiedInterval(diedTextList, duration) elif groupStatus == ATK_TGT_GROUP: av = None shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot] deadToons = [] targetDicts = attack['target'] for targetDict in targetDicts: died = targetDict['died'] if died != 0: deadToons.append(targetDict['toon']) if len(deadToons) > 0: pbpText = attack['playByPlayText'] diedTextList = [] for toon in deadToons: pbpText = attack['playByPlayText'] diedTextList.append(toon.getName() + ' was defeated!') diedTrack = pbpText.getToonsDiedInterval(diedTextList, duration) else: notify.error('Bad groupStatus: %s' % groupStatus) track = apply(random.choice(shotChoices), [av, duration]) if diedTrack == None: return track else: mtrack = Parallel(track, diedTrack) return mtrack return def makeShot(x, y, z, h, p, r, duration, other = None, name = 'makeShot'): if other: return heldRelativeShot(other, x, y, z, h, p, r, duration, name) else: return heldShot(x, y, z, h, p, r, duration, name) def focusShot(x, y, z, duration, target, other = None, splitFocusPoint = None, name = 'focusShot'): track = Sequence() if other: track.append(Func(camera.setPos, other, Point3(x, y, z))) else: track.append(Func(camera.setPos, Point3(x, y, z))) if splitFocusPoint: track.append(Func(focusCameraBetweenPoints, target, splitFocusPoint)) else: track.append(Func(camera.lookAt, target)) track.append(Wait(duration)) return track def moveShot(x, y, z, h, p, r, duration, other = None, name = 'moveShot'): return motionShot(x, y, z, h, p, r, duration, other, name) def focusMoveShot(x, y, z, duration, target, other = None, name = 'focusMoveShot'): camera.setPos(Point3(x, y, z)) camera.lookAt(target) hpr = camera.getHpr() return motionShot(x, y, z, hpr[0], hpr[1], hpr[2], duration, other, name) def chooseSOSShot(av, duration): shotChoices = [avatarCloseUpThreeQuarterRightShot, avatarBehindShot, avatarBehindHighShot, suitGroupThreeQuarterLeftBehindShot] track = apply(random.choice(shotChoices), [av, duration]) return track def chooseRewardShot(av, duration, allowGroupShot = 1): def chooseRewardShotNow(av): if av.playingAnim == 'victory' or not allowGroupShot: shotChoices = [(0, 8, av.getHeight() * 0.66, 179, 15, 0), (5.2, 5.45, av.getHeight() * 0.66, 131.5, 3.6, 0)] shot = random.choice(shotChoices) camera.setPosHpr(av, *shot) else: camera.setPosHpr(10, 0, 10, 115, -30, 0) return Sequence(Func(chooseRewardShotNow, av), Wait(duration)) def heldShot(x, y, z, h, p, r, duration, name = 'heldShot'): track = Sequence(name=name) track.append(Func(camera.setPosHpr, x, y, z, h, p, r)) track.append(Wait(duration)) return track def heldRelativeShot(other, x, y, z, h, p, r, duration, name = 'heldRelativeShot'): track = Sequence(name=name) track.append(Func(camera.setPosHpr, other, x, y, z, h, p, r)) track.append(Wait(duration)) return track def motionShot(x, y, z, h, p, r, duration, other = None, name = 'motionShot'): if other: posTrack = LerpPosInterval(camera, duration, pos=Point3(x, y, z), other=other) hprTrack = LerpHprInterval(camera, duration, hpr=Point3(h, p, r), other=other) else: posTrack = LerpPosInterval(camera, duration, pos=Point3(x, y, z)) hprTrack = LerpHprInterval(camera, duration, hpr=Point3(h, p, r)) return Parallel(posTrack, hprTrack) def allGroupShot(avatar, duration): return heldShot(10, 0, 10, 89, -30, 0, duration, 'allGroupShot') def allGroupLowShot(avatar, duration): return heldShot(15, 0, 3, 89, 0, 0, duration, 'allGroupLowShot') def allGroupLowDiagonalShot(avatar, duration): return heldShot(7, 5, 6, 119, -30, 0, duration, 'allGroupLowShot') def toonGroupShot(avatar, duration): return heldShot(10, 0, 10, 115, -30, 0, duration, 'toonGroupShot') def toonGroupHighShot(avatar, duration): return heldShot(5, 0, 1, 115, 45, 0, duration, 'toonGroupHighShot') def suitGroupShot(avatar, duration): return heldShot(10, 0, 10, 65, -30, 0, duration, 'suitGroupShot') def suitGroupLowLeftShot(avatar, duration): return heldShot(8.4, -3.85, 2.75, 36.3, 3.25, 0, duration, 'suitGroupLowLeftShot') def suitGroupThreeQuarterLeftBehindShot(avatar, duration): if random.random() > 0.5: x = 12.37 h = 134.61 else: x = -12.37 h = -134.61 return heldShot(x, 11.5, 8.16, h, -22.7, 0, duration, 'suitGroupThreeQuarterLeftBehindShot') def suitWakeUpShot(avatar, duration): return heldShot(10, -5, 10, 65, -30, 0, duration, 'suitWakeUpShot') def suitCameraShakeShot(avatar, duration, shakeIntensity, quake = 0): track = Sequence(name='suitShakeCameraShot') if quake == 1: shakeDelay = 1.1 numShakes = 4 else: shakeDelay = 0.3 numShakes = 5 postShakeDelay = 0.5 shakeTime = (duration - shakeDelay - postShakeDelay) / numShakes shakeDuration = shakeTime * (1.0 / numShakes) shakeWaitInterval = shakeTime * ((numShakes - 1.0) / numShakes) def shakeCameraTrack(intensity, shakeWaitInterval = shakeWaitInterval, quake = quake, shakeDuration = shakeDuration, numShakes = numShakes): vertShakeTrack = Sequence(Wait(shakeWaitInterval), Func(camera.setZ, camera.getZ() + intensity / 2), Wait(shakeDuration / 2), Func(camera.setZ, camera.getZ() - intensity), Wait(shakeDuration / 2), Func(camera.setZ, camera.getZ() + intensity / 2)) horizShakeTrack = Sequence(Wait(shakeWaitInterval - shakeDuration / 2), Func(camera.setY, camera.getY() + intensity / 4), Wait(shakeDuration / 2), Func(camera.setY, camera.getY() - intensity / 2), Wait(shakeDuration / 2), Func(camera.setY, camera.getY() + intensity / 4), Wait(shakeDuration / 2), Func(camera.lookAt, Point3(0, 0, 0))) shakeTrack = Sequence() for i in xrange(0, numShakes): if quake == 0: shakeTrack.append(vertShakeTrack) else: shakeTrack.append(Parallel(vertShakeTrack, horizShakeTrack)) return shakeTrack x = 10 + random.random() * 3 if random.random() > 0.5: x = -x z = 7 + random.random() * 3 track.append(Func(camera.setPos, x, -5, z)) track.append(Func(camera.lookAt, Point3(0, 0, 0))) track.append(Wait(shakeDelay)) track.append(shakeCameraTrack(shakeIntensity)) track.append(Wait(postShakeDelay)) return track def avatarCloseUpShot(avatar, duration): return heldRelativeShot(avatar, 0, 8, avatar.getHeight() * 0.66, 179, 15, 0, duration, 'avatarCloseUpShot') def avatarCloseUpThrowShot(avatar, duration): return heldRelativeShot(avatar, 3, 8, avatar.getHeight() * 0.66, 159, 3.6, 0, duration, 'avatarCloseUpThrowShot') def avatarCloseUpThreeQuarterRightShot(avatar, duration): return heldRelativeShot(avatar, 5.2, 5.45, avatar.getHeight() * 0.66, 131.5, 3.6, 0, duration, 'avatarCloseUpThreeQuarterRightShot') def avatarCloseUpThreeQuarterRightShotWide(avatar, duration): return heldRelativeShot(avatar, 7.2, 8.45, avatar.getHeight() * 0.66, 131.5, 3.6, 0, duration, 'avatarCloseUpThreeQuarterRightShot') def avatarCloseUpThreeQuarterLeftShot(avatar, duration): return heldRelativeShot(avatar, -5.2, 5.45, avatar.getHeight() * 0.66, -131.5, 3.6, 0, duration, 'avatarCloseUpThreeQuarterLeftShot') def avatarCloseUpThreeQuarterRightFollowShot(avatar, duration): track = Sequence(name='avatarCloseUpThreeQuarterRightFollowShot') track.append(heldRelativeShot(avatar, 5.2, 5.45, avatar.getHeight() * 0.66, 131.5, 3.6, 0, duration * 0.65)) track.append(LerpHprInterval(nodePath=camera, other=avatar, duration=duration * 0.2, hpr=Point3(110, 3.6, 0), blendType='easeInOut')) track.append(Wait(duration * 0.25)) return track def avatarCloseUpZoomShot(avatar, duration): track = Sequence('avatarCloseUpZoomShot') track.append(LerpPosHprInterval(nodePath=camera, other=avatar, duration=duration / 2, startPos=Point3(0, 10, avatar.getHeight()), startHpr=Point3(179, -10, 0), pos=Point3(0, 6, avatar.getHeight()), hpr=Point3(179, -10, 0), blendType='easeInOut')) track.append(Wait(duration / 2)) return track def avatarBehindShot(avatar, duration): return heldRelativeShot(avatar, 5, -7, avatar.getHeight(), 40, -12, 0, duration, 'avatarBehindShot') def avatarBehindHighShot(avatar, duration): return heldRelativeShot(avatar, -4, -7, 5 + avatar.getHeight(), -30, -35, 0, duration, 'avatarBehindHighShot') def avatarBehindHighRightShot(avatar, duration): return heldRelativeShot(avatar, 4, -7, 5 + avatar.getHeight(), 30, -35, 0, duration, 'avatarBehindHighShot') def avatarBehindThreeQuarterRightShot(avatar, duration): return heldRelativeShot(avatar, 7.67, -8.52, avatar.getHeight() * 0.66, 25, 7.5, 0, duration, 'avatarBehindThreeQuarterRightShot') def avatarSideFollowAttack(suit, toon, duration, battle): windupDuration = duration * (0.1 + random.random() * 0.1) projectDuration = duration * 0.75 impactDuration = duration - windupDuration - projectDuration suitHeight = suit.getHeight() toonHeight = toon.getHeight() suitCentralPoint = suit.getPos(battle) suitCentralPoint.setZ(suitCentralPoint.getZ() + suitHeight * 0.75) toonCentralPoint = toon.getPos(battle) toonCentralPoint.setZ(toonCentralPoint.getZ() + toonHeight * 0.75) initialX = random.randint(12, 14) finalX = random.randint(7, 8) initialY = finalY = random.randint(-3, 0) initialZ = suitHeight * 0.5 + random.random() * suitHeight finalZ = toonHeight * 0.5 + random.random() * toonHeight if random.random() > 0.5: initialX = -initialX finalX = -finalX return Sequence(focusShot(initialX, initialY, initialZ, windupDuration, suitCentralPoint), focusMoveShot(finalX, finalY, finalZ, projectDuration, toonCentralPoint), Wait(impactDuration)) def focusCameraBetweenPoints(point1, point2): if point1[0] > point2[0]: x = point2[0] + (point1[0] - point2[0]) * 0.5 else: x = point1[0] + (point2[0] - point1[0]) * 0.5 if point1[1] > point2[1]: y = point2[1] + (point1[1] - point2[1]) * 0.5 else: y = point1[1] + (point2[1] - point1[1]) * 0.5 if point1[2] > point2[2]: z = point2[2] + (point1[2] - point2[2]) * 0.5 else: z = point1[2] + (point2[2] - point1[2]) * 0.5 camera.lookAt(Point3(x, y, z)) def randomCamera(suit, toon, battle, attackDuration, openShotDuration): return randomAttackCam(suit, toon, battle, attackDuration, openShotDuration, 'suit') def randomAttackCam(suit, toon, battle, attackDuration, openShotDuration, attackerString = 'suit'): if openShotDuration > attackDuration: openShotDuration = attackDuration closeShotDuration = attackDuration - openShotDuration if attackerString == 'suit': attacker = suit defender = toon defenderString = 'toon' else: attacker = toon defender = suit defenderString = 'suit' randomDouble = random.random() if randomDouble > 0.6: openShot = randomActorShot(attacker, battle, openShotDuration, attackerString) elif randomDouble > 0.2: openShot = randomOverShoulderShot(suit, toon, battle, openShotDuration, focus=attackerString) else: openShot = randomSplitShot(attacker, defender, battle, openShotDuration) randomDouble = random.random() if randomDouble > 0.6: closeShot = randomActorShot(defender, battle, closeShotDuration, defenderString) elif randomDouble > 0.2: closeShot = randomOverShoulderShot(suit, toon, battle, closeShotDuration, focus=defenderString) else: closeShot = randomSplitShot(attacker, defender, battle, closeShotDuration) return Sequence(openShot, closeShot) def randomGroupAttackCam(suit, targets, battle, attackDuration, openShotDuration): if openShotDuration > attackDuration: openShotDuration = attackDuration closeShotDuration = attackDuration - openShotDuration openShot = randomActorShot(suit, battle, openShotDuration, 'suit', groupShot=0) closeShot = randomToonGroupShot(targets, suit, closeShotDuration, battle) return Sequence(openShot, closeShot) def randomActorShot(actor, battle, duration, actorType, groupShot = 0): height = actor.getHeight() centralPoint = actor.getPos(battle) centralPoint.setZ(centralPoint.getZ() + height * 0.75) if actorType == 'suit': x = 4 + random.random() * 8 y = -2 - random.random() * 4 z = height * 0.5 + random.random() * height * 1.5 if groupShot == 1: y = -4 z = height * 0.5 else: x = 2 + random.random() * 8 y = -2 + random.random() * 3 z = height + random.random() * height * 1.5 if groupShot == 1: y = y + 3 z = height * 0.5 if MovieUtil.shotDirection == 'left': x = -x return focusShot(x, y, z, duration, centralPoint) def randomSplitShot(suit, toon, battle, duration): suitHeight = suit.getHeight() toonHeight = toon.getHeight() suitCentralPoint = suit.getPos(battle) suitCentralPoint.setZ(suitCentralPoint.getZ() + suitHeight * 0.75) toonCentralPoint = toon.getPos(battle) toonCentralPoint.setZ(toonCentralPoint.getZ() + toonHeight * 0.75) x = 9 + random.random() * 2 y = -2 - random.random() * 2 z = suitHeight * 0.5 + random.random() * suitHeight if MovieUtil.shotDirection == 'left': x = -x return focusShot(x, y, z, duration, toonCentralPoint, splitFocusPoint=suitCentralPoint) def randomOverShoulderShot(suit, toon, battle, duration, focus): suitHeight = suit.getHeight() toonHeight = toon.getHeight() suitCentralPoint = suit.getPos(battle) suitCentralPoint.setZ(suitCentralPoint.getZ() + suitHeight * 0.75) toonCentralPoint = toon.getPos(battle) toonCentralPoint.setZ(toonCentralPoint.getZ() + toonHeight * 0.75) x = 2 + random.random() * 10 if focus == 'toon': y = 8 + random.random() * 6 z = suitHeight * 1.2 + random.random() * suitHeight else: y = -10 - random.random() * 6 z = toonHeight * 1.5 if MovieUtil.shotDirection == 'left': x = -x return focusShot(x, y, z, duration, toonCentralPoint, splitFocusPoint=suitCentralPoint) def randomCameraSelection(suit, attack, attackDuration, openShotDuration): shotChoices = [avatarCloseUpThrowShot, avatarCloseUpThreeQuarterLeftShot, allGroupLowShot, suitGroupLowLeftShot, avatarBehindHighShot] if openShotDuration > attackDuration: openShotDuration = attackDuration closeShotDuration = attackDuration - openShotDuration openShot = apply(random.choice(shotChoices), [suit, openShotDuration]) closeShot = chooseSuitCloseShot(attack, closeShotDuration, openShot.getName(), attackDuration) return Sequence(openShot, closeShot) def randomToonGroupShot(toons, suit, duration, battle): sum = 0 for t in toons: toon = t['toon'] height = toon.getHeight() sum = sum + height avgHeight = sum / len(toons) * 0.75 suitPos = suit.getPos(battle) x = 1 + random.random() * 6 if suitPos.getX() > 0: x = -x if random.random() > 0.5: y = 4 + random.random() * 1 z = avgHeight + random.random() * 6 else: y = 11 + random.random() * 2 z = 13 + random.random() * 2 focalPoint = Point3(0, -4, avgHeight) return focusShot(x, y, z, duration, focalPoint) def chooseFireShot(throws, suitThrowsDict, attackDuration): openShot = chooseFireOpenShot(throws, suitThrowsDict, attackDuration) openDuration = openShot.getDuration() openName = openShot.getName() closeShot = chooseFireCloseShot(throws, suitThrowsDict, openDuration, openName, attackDuration) track = Sequence(openShot, closeShot) return track def chooseFireOpenShot(throws, suitThrowsDict, attackDuration): numThrows = len(throws) av = None duration = 3.0 if numThrows == 1: av = throws[0]['toon'] shotChoices = [avatarCloseUpThrowShot, avatarCloseUpThreeQuarterRightShot, avatarBehindShot, allGroupLowShot, suitGroupThreeQuarterLeftBehindShot] elif numThrows >= 2 and numThrows <= 4: shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot] else: notify.error('Bad number of throws: %s' % numThrows) shotChoice = random.choice(shotChoices) track = apply(shotChoice, [av, duration]) print 'chooseFireOpenShot %s' % shotChoice return track def chooseFireCloseShot(throws, suitThrowsDict, openDuration, openName, attackDuration): numSuits = len(suitThrowsDict) av = None duration = attackDuration - openDuration if numSuits == 1: av = base.cr.doId2do[suitThrowsDict.keys()[0]] shotChoices = [avatarCloseUpFireShot, avatarCloseUpThreeQuarterLeftFireShot, allGroupLowShot, suitGroupThreeQuarterLeftBehindShot] elif numSuits >= 2 and numSuits <= 4 or numSuits == 0: shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot] else: notify.error('Bad number of suits: %s' % numSuits) shotChoice = random.choice(shotChoices) track = apply(shotChoice, [av, duration]) print 'chooseFireOpenShot %s' % shotChoice return track def avatarCloseUpFireShot(avatar, duration): return heldRelativeShot(avatar, 7, 17, avatar.getHeight() * 0.66, 159, 3.6, 0, duration, 'avatarCloseUpFireShot') def avatarCloseUpThreeQuarterLeftFireShot(avatar, duration): return heldRelativeShot(avatar, -8.2, 8.45, avatar.getHeight() * 0.66, -131.5, 3.6, 0, duration, 'avatarCloseUpThreeQuarterLeftShot')