mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-23 11:42:39 -06:00
262 lines
10 KiB
Python
Executable file
262 lines
10 KiB
Python
Executable file
from direct.showbase.DirectObject import DirectObject
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from direct.interval.MetaInterval import Parallel
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from direct.interval.LerpInterval import LerpPosInterval, LerpHprInterval
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from direct.showbase.RandomNumGen import RandomNumGen
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from pandac.PandaModules import Point3, WaitInterval
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from pandac.PandaModules import CollisionSphere, CollisionNode
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from toontown.suit import Suit
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from toontown.suit import SuitDNA
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from toontown.toonbase import ToontownGlobals
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import MazeGameGlobals
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class MazeSuit(DirectObject):
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COLL_SPHERE_NAME = 'MazeSuitSphere'
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COLLISION_EVENT_NAME = 'MazeSuitCollision'
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MOVE_IVAL_NAME = 'moveMazeSuit'
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DIR_UP = 0
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DIR_DOWN = 1
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DIR_LEFT = 2
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DIR_RIGHT = 3
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oppositeDirections = [DIR_DOWN,
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DIR_UP,
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DIR_RIGHT,
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DIR_LEFT]
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directionHs = [0,
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180,
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90,
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270]
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DEFAULT_SPEED = 4.0
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SUIT_Z = 0.1
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def __init__(self, serialNum, maze, randomNumGen, cellWalkPeriod, difficulty, suitDnaName = 'f', startTile = None, ticFreq = MazeGameGlobals.SUIT_TIC_FREQ, walkSameDirectionProb = MazeGameGlobals.WALK_SAME_DIRECTION_PROB, walkTurnAroundProb = MazeGameGlobals.WALK_TURN_AROUND_PROB, uniqueRandomNumGen = True, walkAnimName = None):
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self.serialNum = serialNum
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self.maze = maze
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if uniqueRandomNumGen:
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self.rng = RandomNumGen(randomNumGen)
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else:
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self.rng = randomNumGen
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self.difficulty = difficulty
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self._walkSameDirectionProb = walkSameDirectionProb
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self._walkTurnAroundProb = walkTurnAroundProb
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self._walkAnimName = walkAnimName or 'walk'
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self.suit = Suit.Suit()
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d = SuitDNA.SuitDNA()
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d.newSuit(suitDnaName)
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self.suit.setDNA(d)
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self.suit.nametag3d.stash()
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self.suit.nametag.destroy()
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if startTile is None:
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defaultStartPos = MazeGameGlobals.SUIT_START_POSITIONS[self.serialNum]
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self.startTile = (defaultStartPos[0] * self.maze.width, defaultStartPos[1] * self.maze.height)
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else:
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self.startTile = startTile
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self.ticFreq = ticFreq
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self.ticPeriod = int(cellWalkPeriod)
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self.cellWalkDuration = float(self.ticPeriod) / float(self.ticFreq)
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self.turnDuration = 0.6 * self.cellWalkDuration
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return
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def destroy(self):
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self.suit.delete()
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def uniqueName(self, str):
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return str + `(self.serialNum)`
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def gameStart(self, gameStartTime):
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self.gameStartTime = gameStartTime
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self.initCollisions()
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self.startWalkAnim()
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self.occupiedTiles = [(self.nextTX, self.nextTY)]
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n = 20
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self.nextThinkTic = self.serialNum * self.ticFreq / n
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self.fromPos = Point3(0, 0, 0)
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self.toPos = Point3(0, 0, 0)
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self.fromHpr = Point3(0, 0, 0)
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self.toHpr = Point3(0, 0, 0)
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self.moveIval = WaitInterval(1.0)
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def gameEnd(self):
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self.moveIval.pause()
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del self.moveIval
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self.shutdownCollisions()
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self.suit.loop('neutral')
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def initCollisions(self):
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self.collSphere = CollisionSphere(0, 0, 0, 2.0)
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self.collSphere.setTangible(0)
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self.collNode = CollisionNode(self.uniqueName(self.COLL_SPHERE_NAME))
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self.collNode.setIntoCollideMask(ToontownGlobals.WallBitmask)
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self.collNode.addSolid(self.collSphere)
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self.collNodePath = self.suit.attachNewNode(self.collNode)
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self.collNodePath.hide()
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self.accept(self.uniqueName('enter' + self.COLL_SPHERE_NAME), self.handleEnterSphere)
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def shutdownCollisions(self):
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self.ignore(self.uniqueName('enter' + self.COLL_SPHERE_NAME))
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del self.collSphere
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self.collNodePath.removeNode()
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del self.collNodePath
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del self.collNode
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def handleEnterSphere(self, collEntry):
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messenger.send(self.COLLISION_EVENT_NAME, [self.serialNum])
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def __getWorldPos(self, sTX, sTY):
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wx, wy = self.maze.tile2world(sTX, sTY)
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return Point3(wx, wy, self.SUIT_Z)
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def onstage(self):
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sTX = int(self.startTile[0])
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sTY = int(self.startTile[1])
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c = 0
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lim = 0
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toggle = 0
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direction = 0
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while not self.maze.isWalkable(sTX, sTY):
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if 0 == direction:
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sTX -= 1
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elif 1 == direction:
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sTY -= 1
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elif 2 == direction:
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sTX += 1
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elif 3 == direction:
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sTY += 1
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c += 1
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if c > lim:
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c = 0
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direction = (direction + 1) % 4
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toggle += 1
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if not toggle & 1:
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lim += 1
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self.TX = sTX
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self.TY = sTY
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self.direction = self.DIR_DOWN
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self.lastDirection = self.direction
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self.nextTX = self.TX
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self.nextTY = self.TY
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self.suit.setPos(self.__getWorldPos(self.TX, self.TY))
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self.suit.setHpr(self.directionHs[self.direction], 0, 0)
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self.suit.reparentTo(render)
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self.suit.pose(self._walkAnimName, 0)
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self.suit.loop('neutral')
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def offstage(self):
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self.suit.reparentTo(hidden)
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def startWalkAnim(self):
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self.suit.loop(self._walkAnimName)
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speed = float(self.maze.cellWidth) / self.cellWalkDuration
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self.suit.setPlayRate(speed / self.DEFAULT_SPEED, self._walkAnimName)
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def __applyDirection(self, dir, TX, TY):
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if self.DIR_UP == dir:
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TY += 1
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elif self.DIR_DOWN == dir:
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TY -= 1
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elif self.DIR_LEFT == dir:
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TX -= 1
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elif self.DIR_RIGHT == dir:
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TX += 1
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return (TX, TY)
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def __chooseNewWalkDirection(self, unwalkables):
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if not self.rng.randrange(self._walkSameDirectionProb):
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newTX, newTY = self.__applyDirection(self.direction, self.TX, self.TY)
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if self.maze.isWalkable(newTX, newTY, unwalkables):
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return self.direction
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if self.difficulty >= 0.5:
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if not self.rng.randrange(self._walkTurnAroundProb):
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oppositeDir = self.oppositeDirections[self.direction]
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newTX, newTY = self.__applyDirection(oppositeDir, self.TX, self.TY)
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if self.maze.isWalkable(newTX, newTY, unwalkables):
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return oppositeDir
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candidateDirs = [self.DIR_UP,
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self.DIR_DOWN,
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self.DIR_LEFT,
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self.DIR_RIGHT]
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candidateDirs.remove(self.oppositeDirections[self.direction])
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while len(candidateDirs):
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dir = self.rng.choice(candidateDirs)
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newTX, newTY = self.__applyDirection(dir, self.TX, self.TY)
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if self.maze.isWalkable(newTX, newTY, unwalkables):
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return dir
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candidateDirs.remove(dir)
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return self.oppositeDirections[self.direction]
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def getThinkTimestampTics(self, curTic):
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if curTic < self.nextThinkTic:
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return []
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else:
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r = range(self.nextThinkTic, curTic + 1, self.ticPeriod)
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self.lastTicBeforeRender = r[-1]
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return r
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def prepareToThink(self):
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self.occupiedTiles = [(self.nextTX, self.nextTY)]
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def think(self, curTic, curT, unwalkables):
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self.TX = self.nextTX
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self.TY = self.nextTY
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self.lastDirection = self.direction
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self.direction = self.__chooseNewWalkDirection(unwalkables)
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self.nextTX, self.nextTY = self.__applyDirection(self.direction, self.TX, self.TY)
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self.occupiedTiles = [(self.TX, self.TY), (self.nextTX, self.nextTY)]
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if curTic == self.lastTicBeforeRender:
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fromCoords = self.maze.tile2world(self.TX, self.TY)
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toCoords = self.maze.tile2world(self.nextTX, self.nextTY)
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self.fromPos.set(fromCoords[0], fromCoords[1], self.SUIT_Z)
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self.toPos.set(toCoords[0], toCoords[1], self.SUIT_Z)
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self.moveIval = LerpPosInterval(self.suit, self.cellWalkDuration, self.toPos, startPos=self.fromPos, name=self.uniqueName(self.MOVE_IVAL_NAME))
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if self.direction != self.lastDirection:
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self.fromH = self.directionHs[self.lastDirection]
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toH = self.directionHs[self.direction]
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if self.fromH == 270 and toH == 0:
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self.fromH = -90
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elif self.fromH == 0 and toH == 270:
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self.fromH = 360
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self.fromHpr.set(self.fromH, 0, 0)
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self.toHpr.set(toH, 0, 0)
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turnIval = LerpHprInterval(self.suit, self.turnDuration, self.toHpr, startHpr=self.fromHpr, name=self.uniqueName('turnMazeSuit'))
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self.moveIval = Parallel(self.moveIval, turnIval, name=self.uniqueName(self.MOVE_IVAL_NAME))
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else:
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self.suit.setH(self.directionHs[self.direction])
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moveStartT = float(self.nextThinkTic) / float(self.ticFreq)
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self.moveIval.start(curT - (moveStartT + self.gameStartTime))
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self.nextThinkTic += self.ticPeriod
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@staticmethod
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def thinkSuits(suitList, startTime, ticFreq = MazeGameGlobals.SUIT_TIC_FREQ):
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curT = globalClock.getFrameTime() - startTime
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curTic = int(curT * float(ticFreq))
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suitUpdates = []
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for i in xrange(len(suitList)):
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updateTics = suitList[i].getThinkTimestampTics(curTic)
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suitUpdates.extend(zip(updateTics, [i] * len(updateTics)))
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suitUpdates.sort(lambda a, b: a[0] - b[0])
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if len(suitUpdates) > 0:
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curTic = 0
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for i in xrange(len(suitUpdates)):
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update = suitUpdates[i]
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tic = update[0]
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suitIndex = update[1]
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suit = suitList[suitIndex]
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if tic > curTic:
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curTic = tic
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j = i + 1
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while j < len(suitUpdates):
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if suitUpdates[j][0] > tic:
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break
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suitList[suitUpdates[j][1]].prepareToThink()
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j += 1
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unwalkables = []
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for si in xrange(suitIndex):
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unwalkables.extend(suitList[si].occupiedTiles)
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for si in xrange(suitIndex + 1, len(suitList)):
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unwalkables.extend(suitList[si].occupiedTiles)
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suit.think(curTic, curT, unwalkables)
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