306 lines
11 KiB
Python
306 lines
11 KiB
Python
from pandac.PandaModules import NodePath, VBase4
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from direct.showbase.DirectObject import DirectObject
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from direct.showbase.RandomNumGen import RandomNumGen
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from toontown.minigame.MazeBase import MazeBase
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import CogdoMazeGameGlobals as Globals
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from CogdoMazeGameObjects import CogdoMazeWaterCooler
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import CogdoMazeData
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import CogdoUtil
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class CogdoMaze(MazeBase, DirectObject):
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def __init__(self, model, data, cellWidth):
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MazeBase.__init__(self, model, data, cellWidth)
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self._initWaterCoolers()
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self.elevatorPos = self.maze.find('**/elevator_loc').getPos(render)
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self.exitPos = self.maze.find('**/exit_loc').getPos(render)
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self.maze.flattenStrong()
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self._clearColor = VBase4(base.win.getClearColor())
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self._clearColor.setW(1.0)
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base.win.setClearColor(VBase4(0.0, 0.0, 0.0, 1.0))
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def _initWaterCoolers(self):
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self._waterCoolers = []
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self._waterCoolerRoot = NodePath('WaterCoolerRoot')
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self._waterCoolerRoot.reparentTo(render)
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models = []
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for model in self.maze.findAllMatches('**/*waterCooler'):
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model.wrtReparentTo(render)
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models.append((model.getPos(self.maze), model.getHpr(self.maze), model))
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models.sort()
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i = 0
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for pos, hpr, model in models:
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wc = CogdoMazeWaterCooler(i, model)
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wc.wrtReparentTo(self._waterCoolerRoot)
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wc.setPos(pos)
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wc.setHpr(hpr)
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self._waterCoolers.append(wc)
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i += 1
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self._waterCoolerRoot.stash()
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def getWaterCoolers(self):
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return self._waterCoolers
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def isAccessible(self, tX, tY):
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if tX < 0 or tY < 0 or tX >= self.width or tY >= self.height:
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return 0
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return self.collisionTable[tY][tX] != 1
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def destroy(self):
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for waterCooler in self._waterCoolers:
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waterCooler.destroy()
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del self._waterCoolers
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self._waterCoolerRoot.removeNode()
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del self._waterCoolerRoot
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base.win.setClearColor(self._clearColor)
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del self._clearColor
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MazeBase.destroy(self)
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def onstage(self):
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MazeBase.onstage(self)
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self._waterCoolerRoot.unstash()
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def offstage(self):
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self._waterCoolerRoot.stash()
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MazeBase.offstage(self)
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BARRIER_DATA_RIGHT = 1
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BARRIER_DATA_TOP = 1
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class CogdoMazeFactory:
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def __init__(self, randomNumGen, width, height, frameWallThickness = Globals.FrameWallThickness, cogdoMazeData = CogdoMazeData):
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self._rng = RandomNumGen(randomNumGen)
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self.width = width
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self.height = height
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self.frameWallThickness = frameWallThickness
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self._cogdoMazeData = cogdoMazeData
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self.quadrantSize = self._cogdoMazeData.QuadrantSize
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self.cellWidth = self._cogdoMazeData.QuadrantCellWidth
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def getMazeData(self):
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if not hasattr(self, '_data'):
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self._generateMazeData()
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return self._data
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def createCogdoMaze(self, flattenModel = True):
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if not hasattr(self, '_maze'):
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self._loadAndBuildMazeModel(flatten=flattenModel)
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return CogdoMaze(self._model, self._data, self.cellWidth)
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def _gatherQuadrantData(self):
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self.openBarriers = []
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barrierItems = range(Globals.TotalBarriers)
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self._rng.shuffle(barrierItems)
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for i in barrierItems[0:len(barrierItems) - Globals.NumBarriers]:
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self.openBarriers.append(i)
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self.quadrantData = []
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quadrantKeys = self._cogdoMazeData.QuadrantCollisions.keys()
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self._rng.shuffle(quadrantKeys)
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i = 0
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for y in xrange(self.height):
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for x in xrange(self.width):
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key = quadrantKeys[i]
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collTable = self._cogdoMazeData.QuadrantCollisions[key]
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angle = self._cogdoMazeData.QuadrantAngles[self._rng.randint(0, len(self._cogdoMazeData.QuadrantAngles) - 1)]
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self.quadrantData.append((key, collTable[angle], angle))
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i += 1
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if x * y >= self._cogdoMazeData.NumQuadrants:
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i = 0
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def _generateBarrierData(self):
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data = []
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for y in xrange(self.height):
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data.append([])
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for x in xrange(self.width):
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if x == self.width - 1:
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ax = -1
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else:
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ax = 1
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if y == self.height - 1:
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ay = -1
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else:
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ay = 1
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data[y].append([ax, ay])
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dirUp = 0
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dirDown = 1
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dirLeft = 2
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dirRight = 3
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def getAvailableDirections(ax, ay, ignore = None):
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dirs = []
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if ax - 1 >= 0 and data[ay][ax - 1][BARRIER_DATA_RIGHT] == 1 and (ax, ay) != ignore:
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dirs.append(dirLeft)
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if ax + 1 < self.width and data[ay][ax][BARRIER_DATA_RIGHT] == 1 and (ax, ay) != ignore:
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dirs.append(dirRight)
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if ay - 1 >= 0 and data[ay - 1][ax][BARRIER_DATA_TOP] == 1 and (ax, ay) != ignore:
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dirs.append(dirDown)
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if ay + 1 < self.height and data[ay][ax][BARRIER_DATA_TOP] == 1 and (ax, ay) != ignore:
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dirs.append(dirUp)
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return dirs
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visited = []
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def tryVisitNeighbor(ax, ay, ad):
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if ad == dirUp:
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if data[ay][ax] in visited:
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return None
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visited.append(data[ay][ax])
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data[ay][ax][BARRIER_DATA_TOP] = 0
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ay += 1
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elif ad == dirDown:
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if data[ay - 1][ax] in visited:
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return None
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visited.append(data[ay - 1][ax])
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data[ay - 1][ax][BARRIER_DATA_TOP] = 0
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ay -= 1
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elif ad == dirLeft:
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if data[ay][ax - 1] in visited:
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return None
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visited.append(data[ay][ax - 1])
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data[ay][ax - 1][BARRIER_DATA_RIGHT] = 0
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ax -= 1
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elif ad == dirRight:
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if data[ay][ax] in visited:
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return None
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visited.append(data[ay][ax])
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data[ay][ax][BARRIER_DATA_RIGHT] = 0
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ax += 1
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return (ax, ay)
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def openBarriers(x, y):
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dirs = getAvailableDirections(x, y)
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for dir in dirs:
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next = tryVisitNeighbor(x, y, dir)
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if next is not None:
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openBarriers(*next)
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return
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x = self._rng.randint(0, self.width - 1)
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y = self._rng.randint(0, self.height - 1)
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openBarriers(x, y)
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self._barrierData = data
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return
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def _generateMazeData(self):
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if not hasattr(self, 'quadrantData'):
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self._gatherQuadrantData()
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self._data = {}
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self._data['width'] = (self.width + 1) * self.frameWallThickness + self.width * self.quadrantSize
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self._data['height'] = (self.height + 1) * self.frameWallThickness + self.height * self.quadrantSize
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self._data['originX'] = int(self._data['width'] / 2)
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self._data['originY'] = int(self._data['height'] / 2)
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collisionTable = []
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horizontalWall = [ 1 for x in xrange(self._data['width']) ]
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collisionTable.append(horizontalWall)
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for i in xrange(0, len(self.quadrantData), self.width):
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for y in xrange(self.quadrantSize):
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row = [1]
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for x in xrange(i, i + self.width):
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if x == 1 and y < self.quadrantSize / 2 - 2:
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newData = []
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for j in self.quadrantData[x][1][y]:
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if j == 0:
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newData.append(2)
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else:
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newData.append(j + 0)
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row += newData + [1]
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else:
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row += self.quadrantData[x][1][y] + [1]
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collisionTable.append(row)
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collisionTable.append(horizontalWall[:])
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barriers = Globals.MazeBarriers
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for i in xrange(len(barriers)):
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for coords in barriers[i]:
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collisionTable[coords[1]][coords[0]] = 0
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y = self._data['originY']
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for x in xrange(len(collisionTable[y])):
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if collisionTable[y][x] == 0:
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collisionTable[y][x] = 2
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x = self._data['originX']
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for y in xrange(len(collisionTable)):
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if collisionTable[y][x] == 0:
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collisionTable[y][x] = 2
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self._data['collisionTable'] = collisionTable
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def _loadAndBuildMazeModel(self, flatten = False):
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self.getMazeData()
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self._model = NodePath('CogdoMazeModel')
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levelModel = CogdoUtil.loadMazeModel('level')
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self.quadrants = []
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quadrantUnitSize = int(self.quadrantSize * self.cellWidth)
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frameActualSize = self.frameWallThickness * self.cellWidth
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size = quadrantUnitSize + frameActualSize
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halfWidth = int(self.width / 2)
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halfHeight = int(self.height / 2)
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i = 0
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for y in xrange(self.height):
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for x in xrange(self.width):
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ax = (x - halfWidth) * size
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ay = (y - halfHeight) * size
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extension = ''
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if hasattr(getBase(), 'air'):
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extension = '.bam'
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filepath = self.quadrantData[i][0] + extension
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angle = self.quadrantData[i][2]
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m = self._createQuadrant(filepath, i, angle, quadrantUnitSize)
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m.setPos(ax, ay, 0)
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m.reparentTo(self._model)
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self.quadrants.append(m)
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i += 1
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quadrantHalfUnitSize = quadrantUnitSize * 0.5
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barrierModel = CogdoUtil.loadMazeModel('grouping_blockerDivider').find('**/divider')
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y = 3
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for x in xrange(self.width):
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if x == (self.width - 1) / 2:
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continue
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ax = (x - halfWidth) * size
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ay = (y - halfHeight) * size - quadrantHalfUnitSize - (self.cellWidth - 0.5)
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b = NodePath('barrier')
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barrierModel.instanceTo(b)
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b.setPos(ax, ay, 0)
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b.reparentTo(self._model)
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offset = self.cellWidth - 0.5
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for x in (0, 3):
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for y in xrange(self.height):
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ax = (x - halfWidth) * size - quadrantHalfUnitSize - frameActualSize + offset
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ay = (y - halfHeight) * size
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b = NodePath('barrier')
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barrierModel.instanceTo(b)
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b.setPos(ax, ay, 0)
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b.setH(90)
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b.reparentTo(self._model)
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offset -= 2.0
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barrierModel.removeNode()
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levelModel.getChildren().reparentTo(self._model)
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for np in self._model.findAllMatches('**/*lightCone*'):
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CogdoUtil.initializeLightCone(np, 'fixed', 3)
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if flatten:
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self._model.flattenStrong()
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return self._model
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def _createQuadrant(self, filepath, serialNum, angle, size):
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root = NodePath('QuadrantRoot-%i' % serialNum)
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quadrant = loader.loadModel(filepath)
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quadrant.getChildren().reparentTo(root)
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root.setH(angle)
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return root
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