from pandac.PandaModules import Point3, CollisionSphere, CollisionNode from direct.showbase.DirectObject import DirectObject from direct.showbase.PythonUtil import Functor from direct.showbase.RandomNumGen import RandomNumGen from direct.task.Task import Task from toontown.minigame.MazeSuit import MazeSuit from CogdoGameGatherable import CogdoMemo from CogdoMazePlayer import CogdoMazePlayer from CogdoMazeLocalPlayer import CogdoMazeLocalPlayer from CogdoMazeGuiManager import CogdoMazeGuiManager from CogdoGameAudioManager import CogdoGameAudioManager from CogdoMazeGameObjects import CogdoMazeExit, CogdoMazeDrop from CogdoMazeSuits import CogdoMazeSuit, CogdoMazeSlowMinionSuit, CogdoMazeFastMinionSuit, CogdoMazeBossSuit from CogdoMazeGameMovies import CogdoMazeGameIntro, CogdoMazeGameFinish import CogdoMazeGameGlobals as Globals import CogdoUtil import math import random class CogdoMazeGame(DirectObject): notify = directNotify.newCategory('CogdoMazeGame') UpdateTaskName = 'CogdoMazeGameUpdateTask' RemoveGagTaskName = 'CogdoMazeGameRemoveGag' PlayerCoolerCollision = '%s-into-%s' % (Globals.LocalPlayerCollisionName, Globals.WaterCoolerCollisionName) PlayerDropCollision = '%s-into-%s' % (Globals.LocalPlayerCollisionName, Globals.DropCollisionName) def __init__(self, distGame): self.distGame = distGame self._allowSuitsHitToons = base.config.GetBool('cogdomaze-suits-hit-toons', True) def load(self, cogdoMazeFactory, numSuits, bossCode): self._initAudio() self.maze = cogdoMazeFactory.createCogdoMaze() suitSpawnSpot = self.maze.createRandomSpotsList(numSuits, self.distGame.randomNumGen) self.guiMgr = CogdoMazeGuiManager(self.maze, bossCode) self.suits = [] self.suitsById = {} self.shakers = [] self.toonsThatRevealedDoor = [] self.quake = 0 self.dropCounter = 0 self.drops = {} self.gagCounter = 0 self.gags = [] self.hackTemp = False self.dropGen = RandomNumGen(self.distGame.doId) self.gagTimeoutTasks = [] self.finished = False self.lastBalloonTimestamp = None difficulty = self.distGame.getDifficulty() serialNum = 0 for i in xrange(numSuits[0]): suitRng = RandomNumGen(self.distGame.doId + serialNum * 10) suit = CogdoMazeBossSuit(serialNum, self.maze, suitRng, difficulty, startTile=suitSpawnSpot[0][i]) self.addSuit(suit) self.guiMgr.mazeMapGui.addSuit(suit.suit) serialNum += 1 for i in xrange(numSuits[1]): suitRng = RandomNumGen(self.distGame.doId + serialNum * 10) suit = CogdoMazeFastMinionSuit(serialNum, self.maze, suitRng, difficulty, startTile=suitSpawnSpot[1][i]) self.addSuit(suit) serialNum += 1 for i in xrange(numSuits[2]): suitRng = RandomNumGen(self.distGame.doId + serialNum * 10) suit = CogdoMazeSlowMinionSuit(serialNum, self.maze, suitRng, difficulty, startTile=suitSpawnSpot[2][i]) self.addSuit(suit) serialNum += 1 self.toonId2Door = {} self.keyIdToKey = {} self.players = [] self.toonId2Player = {} cellPos = (int(self.maze.width / 2), self.maze.height - 1) pos = self.maze.tile2world(*cellPos) self._exit = CogdoMazeExit() self._exit.reparentTo(render) self._exit.setPos(self.maze.exitPos) self._exit.stash() self.guiMgr.mazeMapGui.placeExit(*cellPos) self._collNode2waterCooler = {} for waterCooler in self.maze.getWaterCoolers(): pos = waterCooler.getPos(render) tpos = self.maze.world2tile(pos[0], pos[1]) self.guiMgr.mazeMapGui.addWaterCooler(*tpos) self._collNode2waterCooler[waterCooler.collNode] = waterCooler self.pickups = [] self.gagModel = CogdoUtil.loadMazeModel('waterBalloon') self._movie = CogdoMazeGameIntro(self.maze, self._exit, self.distGame.randomNumGen) self._movie.load() return def _initAudio(self): self._audioMgr = CogdoGameAudioManager(Globals.MusicFiles, Globals.SfxFiles, camera, cutoff=Globals.AudioCutoff) self._quakeSfx1 = self._audioMgr.createSfx('quake') self._quakeSfx2 = self._audioMgr.createSfx('quake') def _destroyAudio(self): self._quakeSfx1.destroy() self._quakeSfx2.destroy() del self._quakeSfx1 del self._quakeSfx2 self._audioMgr.destroy() del self._audioMgr def addSuit(self, suit): id = suit.serialNum self.suits.append(suit) if suit.type == Globals.SuitTypes.Boss: self.shakers.append(suit) self.suitsById[id] = suit def removeSuit(self, suit): id = suit.serialNum del self.suitsById[id] if suit.type == Globals.SuitTypes.Boss: self.shakers.remove(suit) self.guiMgr.showBossCode(id) self.guiMgr.mazeMapGui.removeSuit(suit.suit) self.suits.remove(suit) suit.destroy() def unload(self): self.toonsThatRevealedDoor = [] for suit in self.suits: suit.destroy() del self.suits for id in self.drops.keys(): self.cleanupDrop(id) self.__stopUpdateTask() self.ignoreAll() self.maze.destroy() del self.maze self._exit.destroy() del self._exit self.guiMgr.destroy() del self.guiMgr for player in self.players: player.destroy() del self.players del self.toonId2Player del self.localPlayer for pickup in self.pickups: pickup.destroy() self._destroyAudio() del self.distGame def onstage(self): self._exit.onstage() self.maze.onstage() def offstage(self): self.maze.offstage() self._exit.offstage() for suit in self.suits: suit.offstage() def startIntro(self): self._movie.play() self._audioMgr.playMusic('normal') def endIntro(self): self._movie.end() self._movie.unload() del self._movie for player in self.players: self.placePlayer(player) if player.toon is localAvatar: localAvatar.sendCurrentPosition() player.request('Ready') def startFinish(self): self._movie = CogdoMazeGameFinish(self.localPlayer, self._exit) self._movie.load() self._movie.play() def endFinish(self): self._movie.end() self._movie.unload() del self._movie def placeEntranceElevator(self, elevator): pos = self.maze.elevatorPos elevator.setPos(pos) tpos = self.maze.world2tile(pos[0], pos[1]) self.guiMgr.mazeMapGui.placeEntrance(*tpos) def initPlayers(self): for toonId in self.distGame.getToonIds(): toon = self.distGame.getToon(toonId) if toon is not None: if toon.isLocal(): player = CogdoMazeLocalPlayer(len(self.players), base.localAvatar, self, self.guiMgr) self.localPlayer = player else: player = CogdoMazePlayer(len(self.players), toon) self._addPlayer(player) return def start(self): self.accept(self.PlayerDropCollision, self.handleLocalToonMeetsDrop) self.accept(self.PlayerCoolerCollision, self.handleLocalToonMeetsWaterCooler) self.accept(CogdoMazeExit.EnterEventName, self.handleLocalToonEntersDoor) self.accept(CogdoMemo.EnterEventName, self.handleLocalToonMeetsPickup) if self._allowSuitsHitToons: self.accept(CogdoMazeSuit.COLLISION_EVENT_NAME, self.handleLocalToonMeetsSuit) self.accept(CogdoMazePlayer.GagHitEventName, self.handleToonMeetsGag) self.accept(CogdoMazeSuit.GagHitEventName, self.handleLocalSuitMeetsGag) self.accept(CogdoMazeSuit.DeathEventName, self.handleSuitDeath) self.accept(CogdoMazeSuit.ThinkEventName, self.handleSuitThink) self.accept(CogdoMazeBossSuit.ShakeEventName, self.handleBossShake) self.accept(CogdoMazePlayer.RemovedEventName, self._removePlayer) self.__startUpdateTask() for player in self.players: player.handleGameStart() player.request('Normal') for suit in self.suits: suit.onstage() suit.gameStart(self.distGame.getStartTime()) def exit(self): self._quakeSfx1.stop() self._quakeSfx2.stop() for suit in self.suits: suit.gameEnd() self.ignore(self.PlayerDropCollision) self.ignore(self.PlayerCoolerCollision) self.ignore(CogdoMazeExit.EnterEventName) self.ignore(CogdoMemo.EnterEventName) self.ignore(CogdoMazeSuit.COLLISION_EVENT_NAME) self.ignore(CogdoMazePlayer.GagHitEventName) self.ignore(CogdoMazeSuit.GagHitEventName) self.ignore(CogdoMazeSuit.DeathEventName) self.ignore(CogdoMazeSuit.ThinkEventName) self.ignore(CogdoMazeBossSuit.ShakeEventName) self.ignore(CogdoMazePlayer.RemovedEventName) self.__stopUpdateTask() for timeoutTask in self.gagTimeoutTasks: taskMgr.remove(timeoutTask) self.finished = True self.localPlayer.handleGameExit() for player in self.players: player.request('Done') self.guiMgr.hideTimer() self.guiMgr.hideMazeMap() self.guiMgr.hideBossGui() def _addPlayer(self, player): self.players.append(player) self.toonId2Player[player.toon.doId] = player def _removePlayer(self, player): if player in self.players: self.players.remove(player) else: for cPlayer in self.players: if cPlayer.toon == player.toon: self.players.remove(cPlayer) break if player.toon.doId in self.toonId2Player: del self.toonId2Player[player.toon.doId] self.guiMgr.mazeMapGui.removeToon(player.toon) def handleToonLeft(self, toonId): self._removePlayer(self.toonId2Player[toonId]) def __startUpdateTask(self): self.__stopUpdateTask() taskMgr.add(self.__updateTask, CogdoMazeGame.UpdateTaskName, 45) def __stopUpdateTask(self): taskMgr.remove(CogdoMazeGame.UpdateTaskName) taskMgr.remove('loopSecondQuakeSound') def __updateTask(self, task): dt = globalClock.getDt() self.localPlayer.update(dt) for player in self.players: curTX, curTY = self.maze.world2tileClipped(player.toon.getX(), player.toon.getY()) self.guiMgr.mazeMapGui.updateToon(player.toon, curTX, curTY) self.__updateGags() if Globals.QuakeSfxEnabled: self.__updateQuakeSound() for pickup in self.pickups: pickup.update(dt) MazeSuit.thinkSuits(self.suits, self.distGame.getStartTime()) return Task.cont def __updateGags(self): remove = [] for i in xrange(len(self.gags)): balloon = self.gags[i] if balloon.isSingleton(): remove.append(i) elif balloon.getParent() == render: loc = self.maze.world2tile(balloon.getX(), balloon.getY()) if not self.maze.isAccessible(loc[0], loc[1]): self.removeGag(balloon) remove.reverse() for i in remove: self.gags.pop(i) def __updateQuakeSound(self): shake = self.localPlayer.getCameraShake() if shake < 1.0: shake = 1.0 volume = 3.0 * shake / Globals.CameraShakeMax if volume > 3.0: volume = 3.0 if self._quakeSfx1.getAudioSound().status() != self._quakeSfx1.getAudioSound().PLAYING: self._quakeSfx1.loop(volume=volume) else: self._quakeSfx1.getAudioSound().setVolume(volume) volume = shake * shake / Globals.CameraShakeMax if not self.hackTemp and self._quakeSfx2.getAudioSound().status() != self._quakeSfx2.getAudioSound().PLAYING: taskMgr.doMethodLater(1.5, self._quakeSfx2.loop, 'loopSecondQuakeSound', extraArgs=[]) self.hackTemp = True else: self._quakeSfx2.getAudioSound().setVolume(volume) def handleLocalToonMeetsSuit(self, suitType, suitNum): if self.localPlayer.state == 'Normal' and not self.localPlayer.invulnerable: self.distGame.b_toonHitBySuit(suitType, suitNum) def toonHitBySuit(self, toonId, suitType, suitNum, elapsedTime = 0.0): player = self.toonId2Player[toonId] if player.state == 'Normal': player.request('Hit', elapsedTime) def handleSuitDeath(self, suitType, suitNum): suit = self.suitsById[suitNum] self.dropMemos(suit) self.removeSuit(suit) def dropMemos(self, suit): numDrops = suit.memos if numDrops > 0: start = math.radians(random.randint(0, 360)) step = math.radians(360.0 / numDrops) radius = 2.0 for i in xrange(numDrops): angle = start + i * step x = radius * math.cos(angle) + suit.suit.getX() y = radius * math.sin(angle) + suit.suit.getY() self.generatePickup(x, y) def handleSuitThink(self, suit, TX, TY): if suit in self.shakers: self.guiMgr.mazeMapGui.updateSuit(suit.suit, TX, TY) suit.dropTimer += 1 if suit.dropTimer >= Globals.DropFrequency: self.doDrop(suit) suit.dropTimer = 0 def doDrop(self, boss): dropLoc = boss.pickRandomValidSpot() self.generateDrop(dropLoc[0], dropLoc[1]) def handleBossShake(self, suit, strength): if Globals.BossShakeEnabled: self.shakeCamera(suit.suit, strength, Globals.BossMaxDistance) def randomDrop(self, centerTX, centerTY, radius): dropArray = [] for i in xrange(1, distance): dropArray.append(i) dropArray.append(-1 * i) offsetTX = self.distGame.randomNumGen.choice(dropArray) offsetTY = self.distGame.randomNumGen.choice(dropArray) dropTX = sourceTX + offsetTX dropTY = sourceTY + offsetTY if self.maze.isWalkable(dropTX, dropTY): self.generateDrop(dropTX, dropTY) def generateDrop(self, TX, TY): drop = self.maze.tile2world(TX, TY) ival = self.createDrop(drop[0], drop[1]) ival.start() def createDrop(self, x, y): self.dropCounter = self.dropCounter + 1 id = self.dropCounter drop = CogdoMazeDrop(self, id, x, y) self.drops[id] = drop return drop.getDropIval() def cleanupDrop(self, id): if id in self.drops.keys(): drop = self.drops[id] drop.destroy() del self.drops[id] def dropHit(self, node, id): if self.finished: return if Globals.DropShakeEnabled: self.shakeCamera(node, Globals.DropShakeStrength, Globals.DropMaxDistance) def shakeCamera(self, node, strength, distanceCutoff = 60.0): distance = self.localPlayer.toon.getDistance(node) shake = strength * (1 - distance / distanceCutoff) if shake > 0: self.localPlayer.shakeCamera(shake) def handleLocalToonMeetsDrop(self, collEntry): fcabinet = collEntry.getIntoNodePath() if fcabinet.getTag('isFalling') == str('False'): return if self.localPlayer.state == 'Normal' and not self.localPlayer.invulnerable: self.distGame.b_toonHitByDrop() def toonHitByDrop(self, toonId): player = self.toonId2Player[toonId] player.hitByDrop() def handleLocalToonMeetsGagPickup(self, collEntry): if self.localPlayer.equippedGag != None: return into = collEntry.getIntoNodePath() if into.hasPythonTag('id'): id = into.getPythonTag('id') self.distGame.d_sendRequestGagPickUp(id) return def hasGag(self, toonId, elapsedTime = 0.0): player = self.toonId2Player[toonId] player.equipGag() def handleLocalToonMeetsWaterCooler(self, collEntry): if self.localPlayer.equippedGag != None: return if self.lastBalloonTimestamp and globalClock.getFrameTime() - self.lastBalloonTimestamp < Globals.BalloonDelay: return collNode = collEntry.getIntoNode() waterCooler = self._collNode2waterCooler[collNode] self.lastBalloonTimestamp = globalClock.getFrameTime() self.distGame.d_sendRequestGag(waterCooler.serialNum) return def requestUseGag(self, x, y, h): self.distGame.b_toonUsedGag(x, y, h) def toonUsedGag(self, toonId, x, y, h, elapsedTime = 0.0): player = self.toonId2Player[toonId] heading = h pos = Point3(x, y, 0) gag = player.showToonThrowingGag(heading, pos) if gag is not None: self.gags.append(gag) return def handleToonMeetsGag(self, playerId, gag): self.removeGag(gag) self.distGame.b_toonHitByGag(playerId) def toonHitByGag(self, toonId, hitToon, elapsedTime = 0.0): if toonId not in self.toonId2Player.keys() or hitToon not in self.toonId2Player.keys(): return player = self.toonId2Player[hitToon] player.hitByGag() def handleLocalSuitMeetsGag(self, suitType, suitNum, gag): self.removeGag(gag) self.localPlayer.hitSuit(suitType) self.distGame.b_suitHitByGag(suitType, suitNum) def suitHitByGag(self, toonId, suitType, suitNum, elapsedTime = 0.0): if suitType == Globals.SuitTypes.Boss: self.guiMgr.showBossHit(suitNum) if suitNum in self.suitsById.keys(): suit = self.suitsById[suitNum] suit.hitByGag() def removeGag(self, gag): gag.detachNode() def toonRevealsDoor(self, toonId): self._exit.revealed = True def openDoor(self, timeLeft): self._audioMgr.playMusic('timeRunningOut') if not self._exit.isOpen(): self._exit.open() self.localPlayer.handleOpenDoor(self._exit) self.guiMgr.showTimer(timeLeft, self._handleTimerExpired) self.guiMgr.mazeMapGui.showExit() self.guiMgr.mazeMapGui.revealAll() def countdown(self, timeLeft): self.guiMgr.showTimer(timeLeft, self._handleTimerExpired) def timeAlert(self): self._audioMgr.playMusic('timeRunningOut') def _handleTimerExpired(self): self.localPlayer.request('Done') def toonEntersDoor(self, toonId): player = self.toonId2Player[toonId] self.guiMgr.mazeMapGui.removeToon(player.toon) self._exit.playerEntersDoor(player) self.localPlayer.handleToonEntersDoor(toonId, self._exit) player.request('Done') def generatePickup(self, x, y): pickup = CogdoMemo(len(self.pickups), pitch=-90) self.pickups.append(pickup) pickup.reparentTo(self.maze.maze) pickup.setPos(x, y, 1) pickup.enable() def handleLocalToonMeetsPickup(self, pickup): pickup.disable() self.distGame.d_sendRequestPickUp(pickup.serialNum) def pickUp(self, toonId, pickupNum, elapsedTime = 0.0): self.notify.debugCall() player = self.toonId2Player[toonId] pickup = self.pickups[pickupNum] if not pickup.wasPickedUp(): pickup.pickUp(player.toon, elapsedTime) self.localPlayer.handlePickUp(toonId) def placePlayer(self, player): toonIds = self.distGame.getToonIds() if player.toon.doId not in toonIds: return i = toonIds.index(player.toon.doId) x = int(self.maze.width / 2.0) - int(len(toonIds) / 2.0) + i y = 2 while not self.maze.isAccessible(x, y): y += 1 pos = self.maze.tile2world(x, y) player.toon.setPos(pos[0], pos[1], 0) self.guiMgr.mazeMapGui.addToon(player.toon, x, y) def handleLocalToonEntersDoor(self, door): localToonId = self.localPlayer.toon.doId if self._exit.isOpen(): self.distGame.d_sendRequestAction(Globals.GameActions.EnterDoor, 0) else: if localToonId not in self.toonsThatRevealedDoor: self.toonsThatRevealedDoor.append(localToonId) self.localPlayer.handleToonRevealsDoor(localToonId, self._exit) if not self._exit.revealed: self.toonRevealsDoor(localToonId) self.distGame.d_sendRequestAction(Globals.GameActions.RevealDoor, 0) def handleToonWentSad(self, toonId): if toonId == self.localPlayer.toon.doId: for player in self.players: player.removeGag() elif toonId in self.toonId2Player.keys(): player = self.toonId2Player[toonId] player.removeGag() def handleToonDisconnected(self, toonId): if toonId == self.localPlayer.toon.doId: pass elif toonId in self.toonId2Player.keys(): player = self.toonId2Player[toonId] self._removePlayer(player)