mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-24 04:02:40 -06:00
187 lines
4.5 KiB
Python
Executable file
187 lines
4.5 KiB
Python
Executable file
from panda3d.core import *
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from direct.interval.IntervalGlobal import *
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from direct.fsm.FSM import *
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import random, math
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estateRadius = 130
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estateCenter = (0, -40)
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houseRadius = 15
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houses = ((60, 10), (42, 75), (-37, 35), (80, -80), (-70, -120), (-55, -40))
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dist = 2
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def inCircle(x, y, c=estateCenter, r=estateRadius):
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center_x, center_y = c
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square_dist = (center_x - x) ** 2 + (center_y - y) ** 2
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return square_dist <= r ** 2
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def housePointCollision(x, y):
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for i, h in enumerate(houses):
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if inCircle(x, y, h, houseRadius):
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return 1
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return 0
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def generatePos():
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def get():
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r = random.randint(0, estateRadius) - estateRadius / 2
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r2 = random.randint(0, estateRadius) - estateRadius / 2
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x = r + estateCenter[0]
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y = r2 + estateCenter[1]
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assert inCircle(x, y)
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return x, y
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p = get()
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while housePointCollision(*p):
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p = get()
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return p
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def lineInCircle(pt1, pt2, circlePoint, circleRadius=houseRadius):
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x1, y1 = pt1
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x2, y2 = pt2
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dist = math.hypot(x2 - x1, y2 - y1)
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if dist == 0:
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return 0
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dx = (x2 - x1) / dist
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dy = (y2 - y1) / dist
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t = dx * (circlePoint[0] - x1) + dy * (circlePoint[1] - y1)
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ex = t * dx + x1
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ey = t * dy + y1
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d2 = math.hypot(ex - circlePoint[0], ey - circlePoint[1])
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return d2 <= circleRadius
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def houseCollision(pt1, pt2):
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for i, h in enumerate(houses):
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if lineInCircle(pt1, pt2, h):
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return 1
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return 0
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def generatePath(start, end):
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points = [start]
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if not houseCollision(start, end):
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points.append(end)
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return points
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while True:
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next = generatePos()
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while houseCollision(points[-1], next):
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next = generatePos()
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points.append(next)
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if not houseCollision(next, end):
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points.append(end)
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return points
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def angle(A, B):
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ax = A.getX()
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ay = A.getY()
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bx = B.getX()
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by = B.getY()
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return math.atan2(by-ay, bx-ax)
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class PetMoverAI(FSM):
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def __init__(self, pet):
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self.pet = pet
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FSM.__init__(self, 'PetMoverAI-%d' % self.pet.doId)
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self.chaseTarget = None
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self.__seq = None
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self.fwdSpeed = 10.0
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self.rotSpeed = 360.0
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self.__moveFromStill()
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self.__chaseCallback = None
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def enterStill(self):
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taskMgr.doMethodLater(random.randint(15, 60), self.__moveFromStill, self.pet.uniqueName('next-state'))
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def exitStill(self):
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taskMgr.remove(self.pet.uniqueName('next-state'))
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def __moveFromStill(self, task=None):
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choices = ["Wander"]
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nextState = random.choice(choices)
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self.request(nextState)
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def enterWander(self):
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target = self.getPoint()
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self.walkToPoint(target)
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def getPoint(self):
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x, y = generatePos()
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return Point3(x, y, 0)
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def walkToPoint(self, target):
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here = self.pet.getPos()
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dist = Vec3(here - target).length()
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self.__seq = Sequence(Func(self.pet.lookAt, target), Func(self.pet.setP, 0), self.pet.posInterval(dist / self.fwdSpeed, target, here),
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Func(self.__stateComplete))
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self.__seq.start()
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def exitWander(self):
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if self.__seq:
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self.__seq.pause()
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self.__seq = None
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def __stateComplete(self):
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try:
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self.request("Still")
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except:
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pass
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def destroy(self):
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self.demand("Off")
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def setFwdSpeed(self, speed):
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self.fwdSpeed = speed
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def getFwdSpeed(self):
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return self.fwdSpeed
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def setRotSpeed(self, speed):
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self.rotSpeed = speed
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def getRotSpeed(self):
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return self.rotSpeed
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def lock(self):
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if self.state != "Still":
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self.demand("Still")
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def enterChase(self, target=None):
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if not target:
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target = hidden.attachNewNode('target')
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target.setPos(self.getPoint())
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pos = target.getPos()
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theta = angle(self.pet.getPos(), pos) * (math.pi / 180)
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dx = dist * math.cos(theta)
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dy = dist * math.sin(theta)
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self.walkToPoint(Point3(pos.getX() - dx, pos.getY() - dy, pos.getZ()))
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def exitChase(self):
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if self.__chaseCallback:
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self.__chaseCallback()
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self.__chaseCallback = None
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if self.__seq:
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self.__seq.pause()
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self.__seq = None
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def walkToAvatar(self, av, callback=None):
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if callback:
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self.__chaseCallback = callback
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self.demand("Chase", av)
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