toontown-just-works/toontown/cogdominium/CogdoFlyingLevel.py

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2024-07-07 18:08:39 -05:00
from pandac.PandaModules import NodePath, Plane, Vec3, Point3
from pandac.PandaModules import CollisionPlane, CollisionNode
from direct.showbase.RandomNumGen import RandomNumGen
from direct.showbase.DirectObject import DirectObject
from direct.showbase.PythonUtil import bound as clamp
import CogdoUtil
import CogdoFlyingGameGlobals as Globals
from CogdoFlyingLevelQuadrant import CogdoFlyingLevelQuadrant
from CogdoFlyingObjects import CogdoFlyingGatherableFactory, CogdoFlyingPlatform, CogdoFlyingLevelFog
from CogdoFlyingObstacles import CogdoFlyingObstacleFactory
from CogdoGameExit import CogdoGameExit
from otp.otpbase import OTPGlobals
class CogdoFlyingLevel(DirectObject):
notify = directNotify.newCategory('CogdoFlyingLevel')
def __init__(self, parent, frameModel, startPlatformModel, endPlatformModel, quadLengthUnits, quadVisibilityAhead, quadVisibiltyBehind):
self.parent = parent
self.quadLengthUnits = quadLengthUnits
self._halfQuadLengthUnits = quadLengthUnits / 2.0
self.quadVisibiltyAhead = quadVisibilityAhead
self.quadVisibiltyBehind = quadVisibiltyBehind
self._frameModel = frameModel
self.root = NodePath('CogdoFlyingLevel')
self.quadrantRoot = NodePath('QuadrantsRoot')
self.quadrantRoot.reparentTo(self.root)
self._startPlatformModel = startPlatformModel
self._startPlatformModel.reparentTo(self.root)
self._startPlatformModel.setZ(Globals.Level.StartPlatformHeight)
self._endPlatformModel = endPlatformModel
self._endPlatformModel.reparentTo(self.root)
self._endPlatformModel.setZ(Globals.Level.EndPlatformHeight)
self.wallR = self._frameModel.find('**/wallR')
self.wallL = self._frameModel.find('**/wallL')
self._exit = CogdoGameExit()
self._exit.reparentTo(self._endPlatformModel)
loc = self._endPlatformModel.find('**/exit_loc')
offset = loc.getPos(render)
self._exit.setPos(render, offset)
self.quadrants = []
self.visibleQuadIndices = []
self._numQuads = 0
self._currentQuadNum = -1
self._camera = None
self._initCollisions()
self.upLimit = self._frameModel.find('**/limit_up').getZ(render)
self.downLimit = self._frameModel.find('**/limit_down').getZ(render)
self.leftLimit = self._frameModel.find('**/limit_left').getX(render) - 30.0
self.rightLimit = self._frameModel.find('**/limit_right').getX(render) + 30.0
self.backLimit = -self.quadLengthUnits
self.forwardLimit = self.quadLengthUnits * 20
self._frameModel.flattenStrong()
self.gatherableFactory = CogdoFlyingGatherableFactory()
self.obstacleFactory = CogdoFlyingObstacleFactory()
return
def getExit(self):
return self._exit
def getBounds(self):
return ((self.leftLimit, self.rightLimit), (self.backLimit, self.forwardLimit), (self.downLimit, self.upLimit))
def getGatherable(self, serialNum):
for quadrant in self.quadrants:
for gatherable in quadrant.gatherables:
if gatherable.serialNum == serialNum:
return gatherable
return None
def ready(self):
self.gatherableFactory.destroy()
del self.gatherableFactory
self.obstacleFactory.destroy()
del self.obstacleFactory
self._initStartEndPlatforms()
self._frameModel.reparentTo(self.root)
self.root.reparentTo(self.parent)
self.root.stash()
def _initStartEndPlatforms(self):
self.startPlatform = CogdoFlyingPlatform(self._startPlatformModel, Globals.Level.PlatformTypes.StartPlatform)
self.endPlatform = CogdoFlyingPlatform(self._endPlatformModel, Globals.Level.PlatformTypes.EndPlatform)
self._endPlatformModel.setY(self.convertQuadNumToY(self._numQuads))
self.backLimit = self._startPlatformModel.getY(render) - Globals.Level.StartPlatformLength * 0.7
self.forwardLimit = self._endPlatformModel.getY(render) + Globals.Level.EndPlatformLength * 0.7
def _initCollisions(self):
self.collPlane = CollisionPlane(Plane(Vec3(0, 0, 1.0), Point3(0, 0, 10)))
self.collPlane.setTangible(0)
self.collNode = CollisionNode('fogPlane')
self.collNode.setIntoCollideMask(OTPGlobals.FloorBitmask)
self.collNode.addSolid(self.collPlane)
self.collNodePath = self.root.attachNewNode(self.collNode)
self.collNodePath.hide()
def destroy(self):
del self.collPlane
self.collNodePath.removeNode()
del self.collNodePath
del self.collNode
for quadrant in self.quadrants:
quadrant.destroy()
self._exit.destroy()
del self._exit
self.root.removeNode()
del self.root
def onstage(self):
self.root.unstash()
self.update(0.0)
def offstage(self):
self.root.stash()
def start(self, startTime = 0.0):
self._startTime = startTime
def stop(self):
pass
def getLength(self):
return self.quadLengthUnits * self.getNumQuadrants()
def appendQuadrant(self, model):
quadrant = CogdoFlyingLevelQuadrant(self._numQuads, model, self, self.root)
if self._numQuads == 0:
quadrant.generateGatherables(self._startPlatformModel)
quadrant.offstage()
self.quadrants.append(quadrant)
self._numQuads = len(self.quadrants)
def getNumQuadrants(self):
return self._numQuads
def setCamera(self, camera):
self._camera = camera
def getCameraActualQuadrant(self):
camY = self._camera.getY(render)
y = self.root.getY(render)
return self.convertYToQuadNum(camY - y)
def update(self, dt = 0.0):
if self._camera is None:
return
quadNum = clamp(self.getCameraActualQuadrant(), 0, self._numQuads - 1)
if quadNum < self._numQuads:
self.quadrants[quadNum].update(dt)
if quadNum + 1 < self._numQuads:
self.quadrants[quadNum + 1].update(dt)
if quadNum != self._currentQuadNum:
self._switchToQuadrant(quadNum)
return
def _switchToQuadrant(self, quadNum):
self.visibleQuadIndices = []
if quadNum >= 0:
if quadNum > 0:
self.quadrants[max(quadNum - self.quadVisibiltyBehind, 0)].onstage()
for i in xrange(quadNum, min(quadNum + self.quadVisibiltyAhead + 1, self._numQuads)):
self.quadrants[i].onstage()
self.visibleQuadIndices.append(i)
if i == 0:
self.startPlatform.onstage()
elif i == self._numQuads - 1:
self.endPlatform.onstage()
self._currentQuadNum = quadNum
for i in range(0, max(self._currentQuadNum - self.quadVisibiltyBehind, 0)) + range(min(self._currentQuadNum + self.quadVisibiltyAhead + 1, self._numQuads), self._numQuads):
self.quadrants[i].offstage()
if i == 0:
self.startPlatform.offstage()
elif i == self._numQuads - 1:
self.endPlatform.offstage()
def convertQuadNumToY(self, quadNum):
return quadNum * self.quadLengthUnits
def convertYToQuadNum(self, y):
return int(y / self.quadLengthUnits)
def convertCenterYToQuadNum(self, y):
return self.convertYToQuadNum(y + self._halfQuadLengthUnits)
class CogdoFlyingLevelFactory:
def __init__(self, parent, quadLengthUnits, quadVisibilityAhead, quadVisibiltyBehind, rng = None):
self.parent = parent
self.quadLengthUnits = quadLengthUnits
self.quadVisibiltyAhead = quadVisibilityAhead
self.quadVisibiltyBehind = quadVisibiltyBehind
self._rng = rng or RandomNumGen(1)
self._level = None
return
def loadAndBuildLevel(self, safezoneId):
levelNode = NodePath('level')
frameModel = CogdoUtil.loadFlyingModel('level')
startPlatformModel = CogdoUtil.loadFlyingModel('levelStart')
endPlatformModel = CogdoUtil.loadFlyingModel('levelEnd')
for fan in frameModel.findAllMatches('**/*wallFan'):
fan.flattenStrong()
frameModel.find('**/fogOpaque').setBin('background', 1)
frameModel.find('**/ceiling').setBin('background', 2)
frameModel.find('**/fogTranslucent_bm').setBin('fixed', 1)
frameModel.find('**/wallR').setBin('opaque', 2)
frameModel.find('**/wallL').setBin('opaque', 2)
frameModel.find('**/fogTranslucent_top').setBin('fixed', 2)
frameModel.getChildren().reparentTo(levelNode)
levelNode.hide()
self._level = CogdoFlyingLevel(self.parent, levelNode, startPlatformModel, endPlatformModel, self.quadLengthUnits, self.quadVisibiltyAhead, self.quadVisibiltyBehind)
if Globals.Dev.WantTempLevel:
quads = Globals.Dev.DevQuadsOrder
else:
levelInfo = Globals.Level.DifficultyOrder[safezoneId]
quads = []
for difficulty in levelInfo:
quadList = Globals.Level.QuadsByDifficulty[difficulty]
quads.append(quadList[self._rng.randint(0, len(quadList) - 1)])
for i in quads:
filePath = CogdoUtil.getModelPath('quadrant%i' % i, 'flying')
quadModel = loader.loadModel(filePath)
for np in quadModel.findAllMatches('**/*lightCone*'):
CogdoUtil.initializeLightCone(np, 'fixed', 3)
self._level.appendQuadrant(quadModel)
self._level.ready()
def createLevel(self, safezoneId = 2000):
if self._level is None:
self.loadAndBuildLevel(safezoneId)
return self._level
def createLevelFog(self):
if self._level is None:
self.loadAndBuildLevel()
return CogdoFlyingLevelFog(self._level)