Poodletooth-iLand/toontown/minigame/MazeBase.py

158 lines
5.4 KiB
Python

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)