from pandac.PandaModules import VBase3 from direct.showbase.RandomNumGen import RandomNumGen class MazeBase: def __init__(self, model, mazeData, cellWidth, parent = None): if parent is None: parent = render self.width = mazeData['width'] self.height = mazeData['height'] self.originTX = mazeData['originX'] self.originTY = mazeData['originY'] self.collisionTable = mazeData['collisionTable'] self._initialCellWidth = cellWidth self.cellWidth = self._initialCellWidth self.maze = model self.maze.setPos(0, 0, 0) self.maze.reparentTo(parent) self.maze.stash() return def destroy(self): self.maze.removeNode() del self.maze def onstage(self): self.maze.unstash() def offstage(self): self.maze.stash() def setScale(self, xy = 1, z = 1): self.maze.setScale(VBase3(xy, xy, z)) self.cellWidth = self._initialCellWidth * xy def isWalkable(self, tX, tY, rejectList = ()): if tX <= 0 or tY <= 0 or tX >= self.width or tY >= self.height: return 0 return not self.collisionTable[tY][tX] and not self.collisionTable[tY - 1][tX] and not self.collisionTable[tY][tX - 1] and not self.collisionTable[tY - 1][tX - 1] and (tX, tY) not in rejectList def tile2world(self, TX, TY): return [(TX - self.originTX) * self.cellWidth, (TY - self.originTY) * self.cellWidth] def world2tile(self, x, y): return [int(x / self.cellWidth + self.originTX), int(y / self.cellWidth + self.originTY)] def world2tileClipped(self, x, y): coords = [int(x / self.cellWidth + self.originTX), int(y / self.cellWidth + self.originTY)] coords[0] = min(max(coords[0], 0), self.width - 1) coords[1] = min(max(coords[1], 0), self.height - 1) return coords def doOrthoCollisions(self, oldPos, newPos): offset = newPos - oldPos WALL_OFFSET = 1.0 curX = oldPos[0] curY = oldPos[1] curTX, curTY = self.world2tile(curX, curY) def calcFlushCoord(curTile, newTile, centerTile): EPSILON = 0.01 if newTile > curTile: return (newTile - centerTile) * self.cellWidth - EPSILON - WALL_OFFSET else: return (curTile - centerTile) * self.cellWidth + WALL_OFFSET offsetX = offset[0] offsetY = offset[1] WALL_OFFSET_X = WALL_OFFSET if offsetX < 0: WALL_OFFSET_X = -WALL_OFFSET_X WALL_OFFSET_Y = WALL_OFFSET if offsetY < 0: WALL_OFFSET_Y = -WALL_OFFSET_Y newX = curX + offsetX + WALL_OFFSET_X newY = curY newTX, newTY = self.world2tile(newX, newY) if newTX != curTX: if self.collisionTable[newTY][newTX] == 1: offset.setX(calcFlushCoord(curTX, newTX, self.originTX) - curX) newX = curX newY = curY + offsetY + WALL_OFFSET_Y newTX, newTY = self.world2tile(newX, newY) if newTY != curTY: if self.collisionTable[newTY][newTX] == 1: offset.setY(calcFlushCoord(curTY, newTY, self.originTY) - curY) offsetX = offset[0] offsetY = offset[1] newX = curX + offsetX + WALL_OFFSET_X newY = curY + offsetY + WALL_OFFSET_Y newTX, newTY = self.world2tile(newX, newY) if self.collisionTable[newTY][newTX] == 1: cX = calcFlushCoord(curTX, newTX, self.originTX) cY = calcFlushCoord(curTY, newTY, self.originTY) if abs(cX - curX) < abs(cY - curY): offset.setX(cX - curX) else: offset.setY(cY - curY) return oldPos + offset def createRandomSpotsList(self, numSpots, randomNumGen): randomNumGen = RandomNumGen(randomNumGen) width = self.width height = self.height halfWidth = int(width / 2) halfHeight = int(height / 2) quadrants = [(0, 0, halfWidth - 1, halfHeight - 1), (halfWidth, 0, width - 1, halfHeight - 1), (0, halfHeight, halfWidth - 1, height - 1), (halfWidth, halfHeight, width - 1, height - 1)] spotsTaken = [] def getEmptySpotInQuadrant(quadrant): tX = -1 tY = -1 while tX < 0 or not self.isWalkable(tX, tY, spotsTaken): tX = randomNumGen.randint(quadrant[0], quadrant[2]) tY = randomNumGen.randint(quadrant[1], quadrant[3]) spot = (tX, tY) spotsTaken.append(spot) return spot def getSpotList(length): randomNumGen.shuffle(quadrants) l = [] remaining = length for quadrant in quadrants: for u in xrange(int(length / 4)): l.append(getEmptySpotInQuadrant(quadrant)) remaining -= int(length / 4) for u in xrange(remaining): quadrant = quadrants[randomNumGen.randint(0, len(quadrants) - 1)] l.append(getEmptySpotInQuadrant(quadrant)) return l if type(numSpots) == tuple or type(numSpots) == list: spots = [] for i in numSpots: spots.append(getSpotList(i)) return spots return getSpotList(numSpots)