from pandac.PandaModules import * from direct.showbase.DirectObject import DirectObject from toontown.toonbase.ToonBaseGlobal import * from direct.directnotify import DirectNotifyGlobal from direct.interval.IntervalGlobal import * from toontown.battle.BattleProps import * from toontown.battle import MovieUtil import math class TwoDBattleMgr(DirectObject): notify = DirectNotifyGlobal.directNotify.newCategory('TwoDBattleMgr') def __init__(self, game, toon): self.game = game self.toon = toon self.waterBulletIval = None self.shootTrack = None self.showCollSpheres = False self.WATER_SPRAY_COLOR = Point4(1, 1, 1, 1) self.WATER_BULLET_SCALE = 0.2 self.SHOOT_DISTANCE = 10 self.WATER_BULLET_START_POINT = Point3(0, 1, 3) self.WATER_BULLET_END_POINT = Point3(0, self.WATER_BULLET_START_POINT.getY() + self.SHOOT_DISTANCE, self.WATER_BULLET_START_POINT.getZ()) self.WATER_BULLET_HIDE_POINT = Point3(0, 0, 1.5) self.sprayProp = self.game.assetMgr.sprayProp.copyTo(self.game.assetMgr.world) self.setupPistol() if self.toon == base.localAvatar: self.createShootCollision() return def destroy(self): if self.toon == base.localAvatar: if self.waterBulletIval: self.waterBulletIval.finish() del self.waterBulletIval self.waterBulletIval = None self.ignore('enter' + self.collSphereName) base.localAvatar.controlManager.currentControls.cTrav.removeCollider(self.waterBullet) self.waterBullet.removeNode() del self.waterBullet self.hand_jointpath0.removeNode() MovieUtil.removeProp(self.pistol) if self.shootTrack != None: self.shootTrack.finish() self.shootTrack = None self.game = None self.toon = None return def start(self): pass def stop(self): pass def setupPistol(self): self.pistol = globalPropPool.getProp('water-gun') hands = self.toon.getRightHands() self.hand_jointpath0 = hands[0].attachNewNode('handJoint0-path') pistolPos = Point3(0.28, 0.1, 0.08) pistolHpr = VBase3(85.6, -4.44, 94.43) MovieUtil.showProp(self.pistol, self.hand_jointpath0, pistolPos, pistolHpr) def shoot(self): if not self.shootTrack: self.shootTrack = Parallel(self.getToonShootTrack(), self.getSprayTrack()) if self.toon == base.localAvatar: self.shootTrack.append(Func(self.game.assetMgr.playWatergunSound)) self.shootTrack.append(self.getWaterBulletIval()) self.shootTrack.start() return elif self.shootTrack.isStopped(): self.shootTrack = Parallel(self.getToonShootTrack(), self.getSprayTrack()) if self.toon == base.localAvatar: self.shootTrack.append(Func(self.game.assetMgr.playWatergunSound)) self.shootTrack.append(self.getWaterBulletIval()) self.shootTrack.start() def createShootCollision(self): self.notify.debug('entering createShootCollision') collSphere = CollisionSphere(0, 0, 0, 1) collSphere.setTangible(0) self.collSphereName = self.game.uniqueName('waterBullet') collNode = CollisionNode(self.collSphereName) collNode.setFromCollideMask(ToontownGlobals.WallBitmask) collNode.addSolid(collSphere) self.waterBullet = base.localAvatar.attachNewNode(collNode) self.waterBullet.setPos(self.WATER_BULLET_HIDE_POINT) self.waterBullet.setScale(self.WATER_BULLET_SCALE) self.waterBullet.hide() if self.showCollSpheres: self.waterBullet.show() bulletEvent = CollisionHandlerEvent() bulletEvent.addInPattern('enter%fn') bulletEvent.addOutPattern('exit%fn') cTrav = base.localAvatar.controlManager.currentControls.cTrav cTrav.addCollider(self.waterBullet, bulletEvent) self.accept('enter' + self.collSphereName, self.handleBulletCollision) self.waterBulletIval = Sequence(Wait(0.15)) self.waterBulletIval.append(LerpPosInterval(self.waterBullet, 0.25, pos=Point3(self.WATER_BULLET_END_POINT), startPos=Point3(self.WATER_BULLET_START_POINT), name='waterBulletMoveFront')) self.waterBulletIval.append(Func(self.waterBullet.setPos, self.WATER_BULLET_HIDE_POINT)) def getToonShootTrack(self): def returnToLastAnim(toon): if hasattr(toon, 'playingAnim') and toon.playingAnim: toon.loop(toon.playingAnim) else: toon.loop('neutral') torso = self.toon.getPart('torso', '1000') toonTrack = Sequence(ActorInterval(self.toon, 'water-gun', startFrame=48, endFrame=58, partName='torso'), ActorInterval(self.toon, 'water-gun', startFrame=107, endFrame=126, playRate=2, partName='torso'), Func(returnToLastAnim, self.toon)) return toonTrack def calcSprayStartPos(self): if self.toon: self.toon.update(0) joint = self.pistol.find('**/joint_nozzle') p = joint.getPos(render) self.origin = p def calcSprayEndPos(self): if self.toon: xDirection = -math.sin(self.toon.getH()) else: xDirection = -math.sin(-90) endPos = Point3(self.origin.getX() + self.SHOOT_DISTANCE * xDirection, self.origin.getY(), self.origin.getZ()) self.target = endPos def getSprayTrack(self): dSprayScale = 0.15 dSprayHold = 0.035 color = self.WATER_SPRAY_COLOR parent = render horizScale = 1.0 vertScale = 1.0 def showSpray(sprayScale, sprayRot, sprayProp, parent): sprayRot.reparentTo(parent) sprayRot.clearMat() sprayScale.reparentTo(sprayRot) sprayScale.clearMat() sprayProp.reparentTo(sprayScale) sprayProp.clearMat() sprayRot.setPos(self.origin) sprayRot.lookAt(Point3(self.target)) def calcTargetScale(horizScale = horizScale, vertScale = vertScale): distance = Vec3(self.target - self.origin).length() yScale = distance / MovieUtil.SPRAY_LEN targetScale = Point3(yScale * horizScale, yScale, yScale * vertScale) return targetScale def prepareToShrinkSpray(spray, sprayProp): sprayProp.setPos(Point3(0.0, -MovieUtil.SPRAY_LEN, 0.0)) spray.setPos(self.target) def hideSpray(spray, sprayScale, sprayRot, sprayProp, propPool): sprayProp.detachNode() sprayRot.removeNode() sprayScale.removeNode() sprayProp = self.sprayProp sprayScale = hidden.attachNewNode('spray-parent') sprayRot = hidden.attachNewNode('spray-rotate') spray = sprayRot spray.setColor(color) if color[3] < 1.0: spray.setTransparency(1) track = Sequence(Wait(0.1), Func(self.calcSprayStartPos), Func(self.calcSprayEndPos), Func(showSpray, sprayScale, sprayRot, sprayProp, parent), LerpScaleInterval(sprayScale, dSprayScale, calcTargetScale, startScale=MovieUtil.PNT3_NEARZERO), Wait(dSprayHold), Func(prepareToShrinkSpray, spray, sprayProp), LerpScaleInterval(sprayScale, dSprayScale, MovieUtil.PNT3_NEARZERO), Func(hideSpray, spray, sprayScale, sprayRot, sprayProp, globalPropPool)) return track def handleBulletCollision(self, cevent): if cevent.getIntoNodePath().getName()[:5] == 'Enemy': sectionIndex = int(cevent.getIntoNodePath().getName()[6:8]) enemyIndex = int(cevent.getIntoNodePath().getName()[9:11]) messenger.send('enemyShot', [sectionIndex, enemyIndex]) def clearWaterBulletIval(self): if self.waterBulletIval: self.waterBulletIval.finish() del self.waterBulletIval self.waterBulletIval = None return def getWaterBulletIval(self): if not self.waterBulletIval.isPlaying(): return self.waterBulletIval