474 lines
19 KiB
Python
474 lines
19 KiB
Python
import math
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from pandac.PandaModules import CollisionSphere, CollisionNode, Point3, CollisionTube, Vec3, rad2Deg
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from direct.showbase.DirectObject import DirectObject
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from direct.distributed.ClockDelta import globalClockDelta
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from direct.interval.IntervalGlobal import Parallel, SoundInterval, Sequence, Func, LerpScaleInterval
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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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from toontown.minigame import CogThiefGameGlobals
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from toontown.battle.BattleProps import globalPropPool
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from toontown.battle.BattleSounds import globalBattleSoundCache
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CTGG = CogThiefGameGlobals
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class CogThief(DirectObject):
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notify = directNotify.newCategory('CogThief')
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DefaultSpeedWalkAnim = 4.0
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CollisionRadius = 1.25
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MaxFriendsVisible = 4
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Infinity = 100000.0
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SeparationDistance = 6.0
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MinUrgency = 0.5
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MaxUrgency = 0.75
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def __init__(self, cogIndex, suitType, game, cogSpeed):
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self.cogIndex = cogIndex
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self.suitType = suitType
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self.game = game
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self.cogSpeed = cogSpeed
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suit = Suit.Suit()
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d = SuitDNA.SuitDNA()
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d.newSuit(suitType)
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suit.setDNA(d)
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suit.pose('walk', 0)
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self.suit = suit
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self.goal = CTGG.NoGoal
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self.goalId = CTGG.InvalidGoalId
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self.lastLocalTimeStampFromAI = 0
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self.lastPosFromAI = Point3(0, 0, 0)
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self.lastThinkTime = 0
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self.doneAdjust = False
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self.barrel = CTGG.NoBarrelCarried
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self.signalledAtReturnPos = False
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self.defaultPlayRate = 1.0
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self.netTimeSentToStartByHit = 0
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self.velocity = Vec3(0, 0, 0)
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self.oldVelocity = Vec3(0, 0, 0)
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self.acceleration = Vec3(0, 0, 0)
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self.bodyLength = self.CollisionRadius * 2
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self.cruiseDistance = 2 * self.bodyLength
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self.maxVelocity = self.cogSpeed
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self.maxAcceleration = 5.0
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self.perceptionRange = 6
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self.notify.debug('cogSpeed=%s' % self.cogSpeed)
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self.kaboomSound = loader.loadSfx('phase_4/audio/sfx/MG_cannon_fire_alt.ogg')
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self.kaboom = loader.loadModel('phase_4/models/minigames/ice_game_kaboom')
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self.kaboom.setScale(2.0)
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self.kaboom.setBillboardPointEye()
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self.kaboom.hide()
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self.kaboomTrack = None
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splatName = 'splat-creampie'
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self.splat = globalPropPool.getProp(splatName)
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self.splat.setBillboardPointEye()
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self.splatType = globalPropPool.getPropType(splatName)
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self.pieHitSound = globalBattleSoundCache.getSound('AA_wholepie_only.ogg')
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return
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def destroy(self):
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self.ignoreAll()
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self.suit.delete()
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self.game = None
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return
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def uniqueName(self, baseStr):
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return baseStr + '-' + str(self.game.doId)
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def handleEnterSphere(self, collEntry):
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intoNp = collEntry.getIntoNodePath()
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self.notify.debug('handleEnterSphere suit %d hit %s' % (self.cogIndex, intoNp))
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if self.game:
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self.game.handleEnterSphere(collEntry)
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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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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, 1.25)
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self.collSphere.setTangible(1)
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name = 'CogThiefSphere-%d' % self.cogIndex
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self.collSphereName = self.uniqueName(name)
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self.collNode = CollisionNode(self.collSphereName)
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self.collNode.setIntoCollideMask(CTGG.BarrelBitmask | 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.accept('enter' + self.collSphereName, self.handleEnterSphere)
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self.pieCollSphere = CollisionTube(0, 0, 0, 0, 0, 4, self.CollisionRadius)
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self.pieCollSphere.setTangible(1)
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name = 'CogThiefPieSphere-%d' % self.cogIndex
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self.pieCollSphereName = self.uniqueName(name)
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self.pieCollNode = CollisionNode(self.pieCollSphereName)
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self.pieCollNode.setIntoCollideMask(ToontownGlobals.PieBitmask)
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self.pieCollNode.addSolid(self.pieCollSphere)
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self.pieCollNodePath = self.suit.attachNewNode(self.pieCollNode)
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def shutdownCollisions(self):
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self.ignore(self.uniqueName('enter' + self.collSphereName))
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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 updateGoal(self, timestamp, inResponseClientStamp, goalType, goalId, pos):
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self.notify.debug('self.netTimeSentToStartByHit =%s' % self.netTimeSentToStartByHit)
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if not self.game:
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self.notify.debug('updateGoal self.game is None, just returning')
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return
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if not self.suit:
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self.notify.debug('updateGoal self.suit is None, just returning')
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return
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if self.goal == CTGG.NoGoal:
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self.startWalkAnim()
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if goalType == CTGG.NoGoal:
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self.notify.debug('updateGoal setting position to %s' % pos)
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self.suit.setPos(pos)
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self.lastThinkTime = 0
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self.velocity = Vec3(0, 0, 0)
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self.oldVelocity = Vec3(0, 0, 0)
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self.acceleration = Vec3(0, 0, 0)
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if goalType == CTGG.RunAwayGoal:
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pass
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if inResponseClientStamp < self.netTimeSentToStartByHit and self.goal == CTGG.NoGoal and goalType == CTGG.RunAwayGoal:
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self.notify.warning('ignoring newGoal %s as cog %d was recently hit responsetime=%s hitTime=%s' % (CTGG.GoalStr[goalType],
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self.cogIndex,
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inResponseClientStamp,
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self.netTimeSentToStartByHit))
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else:
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self.lastLocalTimeStampFromAI = globalClockDelta.networkToLocalTime(timestamp, bits=32)
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self.goal = goalType
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self.goalId = goalId
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self.lastPosFromAI = pos
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self.doneAdjust = False
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self.signalledAtReturnPos = False
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def startWalkAnim(self):
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if self.suit:
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self.suit.loop('walk')
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speed = self.cogSpeed
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self.defaultPlayRate = float(self.cogSpeed / self.DefaultSpeedWalkAnim)
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self.suit.setPlayRate(self.defaultPlayRate, 'walk')
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def think(self):
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if self.goal == CTGG.ToonGoal:
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self.thinkAboutCatchingToon()
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elif self.goal == CTGG.BarrelGoal:
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self.thinkAboutGettingBarrel()
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elif self.goal == CTGG.RunAwayGoal:
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self.thinkAboutRunAway()
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def thinkAboutCatchingToon(self):
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if not self.game:
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return
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av = self.game.getAvatar(self.goalId)
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if av:
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if not self.lastThinkTime:
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self.lastThinkTime = globalClock.getFrameTime()
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diffTime = globalClock.getFrameTime() - self.lastThinkTime
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avPos = av.getPos()
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myPos = self.suit.getPos()
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if not self.doneAdjust:
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myPos = self.lastPosFromAI
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self.notify.debug('thinkAboutCatchingToon not doneAdjust setting pos %s' % myPos)
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self.doneAdjust = True
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self.suit.setPos(myPos)
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if self.game.isToonPlayingHitTrack(self.goalId):
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self.suit.headsUp(av)
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self.velocity = Vec3(0, 0, 0)
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self.oldVelocity = Vec3(0, 0, 0)
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self.acceleration = Vec3(0, 0, 0)
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else:
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self.commonMove()
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newPos = self.suit.getPos()
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self.adjustPlayRate(newPos, myPos, diffTime)
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self.lastThinkTime = globalClock.getFrameTime()
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def convertNetworkStampToGameTime(self, timestamp):
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localStamp = globalClockDelta.networkToLocalTime(timestamp, bits=32)
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gameTime = self.game.local2GameTime(localStamp)
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return gameTime
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def respondToToonHit(self, timestamp):
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localStamp = globalClockDelta.networkToLocalTime(timestamp, bits=32)
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if self.netTimeSentToStartByHit < timestamp:
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self.clearGoal()
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self.showKaboom()
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startPos = CTGG.CogStartingPositions[self.cogIndex]
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oldPos = self.suit.getPos()
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self.suit.setPos(startPos)
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if self.netTimeSentToStartByHit < timestamp:
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self.netTimeSentToStartByHit = timestamp
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else:
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self.notify.debug('localStamp = %s, lastLocalTimeStampFromAI=%s, ignoring respondToToonHit' % (localStamp, self.lastLocalTimeStampFromAI))
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self.notify.debug('respondToToonHit self.netTimeSentToStartByHit = %s' % self.netTimeSentToStartByHit)
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def clearGoal(self):
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self.goal = CTGG.NoGoal
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self.goalId = CTGG.InvalidGoalId
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def thinkAboutGettingBarrel(self):
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if not self.game:
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return
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if not hasattr(self.game, 'barrels'):
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return
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if self.goalId not in xrange(len(self.game.barrels)):
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return
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if not self.lastThinkTime:
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self.lastThinkTime = globalClock.getFrameTime()
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diffTime = globalClock.getFrameTime() - self.lastThinkTime
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barrel = self.game.barrels[self.goalId]
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barrelPos = barrel.getPos()
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myPos = self.suit.getPos()
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if not self.doneAdjust:
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myPos = self.lastPosFromAI
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self.notify.debug('thinkAboutGettingBarrel not doneAdjust setting position to %s' % myPos)
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self.suit.setPos(myPos)
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self.doneAdjust = True
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displacement = barrelPos - myPos
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distanceToToon = displacement.length()
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self.suit.headsUp(barrel)
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lengthTravelled = diffTime * self.cogSpeed
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if lengthTravelled > distanceToToon:
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lengthTravelled = distanceToToon
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displacement.normalize()
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dirVector = displacement
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dirVector *= lengthTravelled
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newPos = myPos + dirVector
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newPos.setZ(0)
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self.suit.setPos(newPos)
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self.adjustPlayRate(newPos, myPos, diffTime)
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self.lastThinkTime = globalClock.getFrameTime()
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def stopWalking(self, timestamp):
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localStamp = globalClockDelta.networkToLocalTime(timestamp, bits=32)
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if localStamp > self.lastLocalTimeStampFromAI:
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self.suit.loop('neutral')
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self.clearGoal()
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def thinkAboutRunAway(self):
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if not self.game:
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return
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if not self.lastThinkTime:
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self.lastThinkTime = globalClock.getFrameTime()
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diffTime = globalClock.getFrameTime() - self.lastThinkTime
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returnPos = CTGG.CogReturnPositions[self.goalId]
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myPos = self.suit.getPos()
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if not self.doneAdjust:
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myPos = self.lastPosFromAI
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self.suit.setPos(myPos)
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self.doneAdjust = True
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displacement = returnPos - myPos
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distanceToToon = displacement.length()
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tempNp = render.attachNewNode('tempRet')
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tempNp.setPos(returnPos)
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self.suit.headsUp(tempNp)
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tempNp.removeNode()
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lengthTravelled = diffTime * self.cogSpeed
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if lengthTravelled > distanceToToon:
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lengthTravelled = distanceToToon
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displacement.normalize()
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dirVector = displacement
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dirVector *= lengthTravelled
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newPos = myPos + dirVector
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newPos.setZ(0)
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self.suit.setPos(newPos)
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self.adjustPlayRate(newPos, myPos, diffTime)
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if (self.suit.getPos() - returnPos).length() < 0.0001:
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if not self.signalledAtReturnPos and self.barrel >= 0:
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self.game.sendCogAtReturnPos(self.cogIndex, self.barrel)
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self.signalledAtReturnPos = True
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self.lastThinkTime = globalClock.getFrameTime()
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def makeCogCarryBarrel(self, timestamp, inResponseClientStamp, barrelModel, barrelIndex, cogPos):
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if not self.game:
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return
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localTimeStamp = globalClockDelta.networkToLocalTime(timestamp, bits=32)
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self.lastLocalTimeStampFromAI = localTimeStamp
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inResponseGameTime = self.convertNetworkStampToGameTime(inResponseClientStamp)
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self.notify.debug('inResponseGameTime =%s timeSentToStart=%s' % (inResponseGameTime, self.netTimeSentToStartByHit))
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if inResponseClientStamp < self.netTimeSentToStartByHit and self.goal == CTGG.NoGoal:
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self.notify.warning('ignoring makeCogCarrybarrel')
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else:
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barrelModel.setPos(0, -1.0, 1.5)
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barrelModel.reparentTo(self.suit)
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self.suit.setPos(cogPos)
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self.barrel = barrelIndex
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def makeCogDropBarrel(self, timestamp, inResponseClientStamp, barrelModel, barrelIndex, barrelPos):
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localTimeStamp = globalClockDelta.networkToLocalTime(timestamp, bits=32)
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self.lastLocalTimeStampFromAI = localTimeStamp
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barrelModel.reparentTo(render)
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barrelModel.setPos(barrelPos)
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self.barrel = CTGG.NoBarrelCarried
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def respondToPieHit(self, timestamp):
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localStamp = globalClockDelta.networkToLocalTime(timestamp, bits=32)
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if self.netTimeSentToStartByHit < timestamp:
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self.clearGoal()
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self.showSplat()
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startPos = CTGG.CogStartingPositions[self.cogIndex]
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oldPos = self.suit.getPos()
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self.suit.setPos(startPos)
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if self.netTimeSentToStartByHit < timestamp:
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self.netTimeSentToStartByHit = timestamp
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else:
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self.notify.debug('localStamp = %s, lastLocalTimeStampFromAI=%s, ignoring respondToPieHit' % (localStamp, self.lastLocalTimeStampFromAI))
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self.notify.debug('respondToPieHit self.netTimeSentToStartByHit = %s' % self.netTimeSentToStartByHit)
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def cleanup(self):
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self.clearGoal()
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self.ignoreAll()
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self.suit.delete()
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if self.kaboomTrack and self.kaboomTrack.isPlaying():
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self.kaboomTrack.finish()
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self.suit = None
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self.game = None
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return
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def adjustPlayRate(self, newPos, oldPos, diffTime):
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lengthTravelled = (newPos - oldPos).length()
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if diffTime:
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speed = lengthTravelled / diffTime
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else:
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speed = self.cogSpeed
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rateMult = speed / self.cogSpeed
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newRate = rateMult * self.defaultPlayRate
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self.suit.setPlayRate(newRate, 'walk')
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def commonMove(self):
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if not self.lastThinkTime:
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self.lastThinkTime = globalClock.getFrameTime()
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dt = globalClock.getFrameTime() - self.lastThinkTime
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self.oldpos = self.suit.getPos()
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pos = self.suit.getPos()
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pos += self.velocity * dt
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self.suit.setPos(pos)
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self.seeFriends()
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acc = Vec3(0, 0, 0)
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self.accumulate(acc, self.getTargetVector())
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if self.numFlockmatesSeen > 0:
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keepDistanceVector = self.keepDistance()
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oldAcc = Vec3(acc)
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self.accumulate(acc, keepDistanceVector)
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if self.cogIndex == 0:
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pass
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if acc.length() > self.maxAcceleration:
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acc.normalize()
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acc *= self.maxAcceleration
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self.oldVelocity = self.velocity
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self.velocity += acc
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if self.velocity.length() > self.maxVelocity:
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self.velocity.normalize()
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self.velocity *= self.maxVelocity
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forwardVec = Vec3(1, 0, 0)
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heading = rad2Deg(math.atan2(self.velocity[1], self.velocity[0]))
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heading -= 90
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self.suit.setH(heading)
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def getTargetVector(self):
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targetPos = Point3(0, 0, 0)
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if self.goal == CTGG.ToonGoal:
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av = self.game.getAvatar(self.goalId)
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if av:
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targetPos = av.getPos()
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elif self.goal == CTGG.BarrelGoal:
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barrel = self.game.barrels[self.goalId]
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targetPos = barrel.getPos()
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elif self.goal == CTGG.RunAwayGoal:
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targetPos = CTGG.CogReturnPositions[self.goalId]
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targetPos.setZ(0)
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myPos = self.suit.getPos()
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diff = targetPos - myPos
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if diff.length() > 1.0:
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diff.normalize()
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diff *= 1.0
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return diff
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def accumulate(self, accumulator, valueToAdd):
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accumulator += valueToAdd
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return accumulator.length()
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def seeFriends(self):
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self.clearVisibleList()
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for cogIndex in self.game.cogInfo.keys():
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if cogIndex == self.cogIndex:
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continue
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if self.sameGoal(cogIndex):
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dist = self.canISee(cogIndex)
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if dist != self.Infinity:
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self.addToVisibleList(cogIndex)
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if dist < self.distToNearestFlockmate:
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self.nearestFlockmate = cogIndex
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self.distToNearestFlockmate = dist
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return self.numFlockmatesSeen
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def clearVisibleList(self):
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self.visibleFriendsList = []
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self.numFlockmatesSeen = 0
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self.nearestFlockmate = None
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self.distToNearestFlockmate = self.Infinity
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return
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def addToVisibleList(self, cogIndex):
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if self.numFlockmatesSeen < self.MaxFriendsVisible:
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self.visibleFriendsList.append(cogIndex)
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self.numFlockmatesSeen += 1
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if self.cogIndex == 0:
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pass
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def canISee(self, cogIndex):
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if self.cogIndex == cogIndex:
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return self.Infinity
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cogThief = self.game.getCogThief(cogIndex)
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distance = self.suit.getDistance(cogThief.suit)
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if distance < self.perceptionRange:
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return distance
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return self.Infinity
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def sameGoal(self, cogIndex):
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cogThief = self.game.getCogThief(cogIndex)
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result = cogThief.goalId == self.goalId and cogThief.goal == self.goal
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return result
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def keepDistance(self):
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ratio = self.distToNearestFlockmate / self.SeparationDistance
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nearestThief = self.game.getCogThief(self.nearestFlockmate)
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change = nearestThief.suit.getPos() - self.suit.getPos()
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if ratio < self.MinUrgency:
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ratio = self.MinUrgency
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if ratio > self.MaxUrgency:
|
|
ratio = self.MaxUrgency
|
|
if self.distToNearestFlockmate < self.SeparationDistance:
|
|
change.normalize()
|
|
change *= -(1 - ratio)
|
|
elif self.distToNearestFlockmate > self.SeparationDistance:
|
|
change.normalize()
|
|
change *= ratio
|
|
else:
|
|
change = Vec3(0, 0, 0)
|
|
return change
|
|
|
|
def showKaboom(self):
|
|
if self.kaboomTrack and self.kaboomTrack.isPlaying():
|
|
self.kaboomTrack.finish()
|
|
self.kaboom.reparentTo(render)
|
|
self.kaboom.setPos(self.suit.getPos())
|
|
self.kaboom.setZ(3)
|
|
self.kaboomTrack = Parallel(SoundInterval(self.kaboomSound, volume=0.5), Sequence(Func(self.kaboom.showThrough), LerpScaleInterval(self.kaboom, duration=0.5, scale=Point3(10, 10, 10), startScale=Point3(1, 1, 1), blendType='easeOut'), Func(self.kaboom.hide)))
|
|
self.kaboomTrack.start()
|
|
|
|
def showSplat(self):
|
|
if self.kaboomTrack and self.kaboomTrack.isPlaying():
|
|
self.kaboomTrack.finish()
|
|
self.splat.reparentTo(render)
|
|
self.splat.setPos(self.suit.getPos())
|
|
self.splat.setZ(3)
|
|
self.kaboomTrack = Parallel(SoundInterval(self.pieHitSound, volume=1.0), Sequence(Func(self.splat.showThrough), LerpScaleInterval(self.splat, duration=0.5, scale=1.75, startScale=Point3(0.1, 0.1, 0.1), blendType='easeOut'), Func(self.splat.hide)))
|
|
self.kaboomTrack.start()
|