oldschool-toontown/toontown/estate/GardenDropGame.py

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from panda3d.core import *
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from toontown.toonbase.ToonBaseGlobal import *
from direct.gui.DirectGui import *
from panda3d.core import *
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from direct.gui.DirectScrolledList import *
from direct.distributed.ClockDelta import *
from toontown.toontowngui import TTDialog
import math
from direct.task.Task import Task
from toontown.toonbase import ToontownGlobals
from direct.distributed import DistributedObject
from direct.directnotify import DirectNotifyGlobal
from direct.fsm import ClassicFSM
from direct.fsm import State
from toontown.toon import Toon
from direct.showbase import RandomNumGen
from toontown.toonbase import TTLocalizer
import random
import random
import pickle
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from direct.showbase import PythonUtil
from . import GameSprite
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from math import pi
from . import GardenProgressMeter
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class GardenDropGame(DirectObject.DirectObject):
def __init__(self):
self.acceptErrorDialog = None
self.doneEvent = 'game Done'
self.sprites = []
self.load()
thing = self.model.find('**/item_board')
self.block = self.model1.find('**/minnieCircle')
self.colorRed = (1, 0, 0, 1)
self.colorBlue = (0, 0, 1, 1)
self.colorGreen = (0, 1, 0, 1)
self.colorGhostRed = (1, 0, 0, 0.5)
self.colorGhostBlue = (0, 0, 1, 0.5)
self.colorGhostGreen = (0, 1, 0, 0.5)
self.colorWhite = (1, 1, 1, 1)
self.colorBlack = (0, 0, 0, 1.0)
self.colorShadow = (0, 0, 0, 0.5)
self.lastTime = None
self.running = 0
self.massCount = 0
self.foundCount = 0
self.maxX = 0.47
self.minX = -0.47
self.maxZ = 0.65
self.minZ = -0.1
self.newBallX = 0.0
self.newBallZ = 0.6
self.rangeX = self.maxX - self.minX
self.rangeZ = self.maxZ - self.minZ
size = 0.085
sizeZ = size * 0.8
gX = int(self.rangeX / size)
gZ = int(self.rangeZ / sizeZ)
self.maxX = self.minX + gX * size
self.maxZ = self.minZ + gZ * sizeZ
self.controlOffsetX = 0.0
self.controlOffsetZ = 0.0
self.queExtent = 3
print('Grid Dimensions X%s Z%s' % (gX, gZ))
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self.grid = []
self.gridDimX = gX
self.gridDimZ = gZ
self.gridBrick = False
base.gardenGame = self
for countX in range(self.gridDimX):
newRow = []
for countZ in range(self.gridDimZ):
offset = 0
if countZ % 2 == 0:
offset = size / 2
newRow.append([None, countX * size + self.minX + offset, countZ * sizeZ + self.minZ])
self.grid.append(newRow)
self.controlSprite = None
self.cogSprite = self.addUnSprite(self.block, posX=0.25, posZ=0.5)
self.cogSprite.setColor(self.colorShadow)
for ball in range(0, 3):
place = random.random() * self.rangeX
newSprite = self.addSprite(self.block, size=0.5, posX=self.minX + place, posZ=0.0, found=1)
self.stickInGrid(newSprite, 1)
self.queBall = self.addSprite(self.block, posX=0.25, posZ=0.5, found=0)
self.queBall.setColor(self.colorWhite)
self.queBall.isQue = 1
self.matchList = []
self.newBallTime = 1.0
self.newBallCountUp = 0.0
self.cogX = 0
self.cogZ = 0
self.__run()
return
def findGrid(self, x, z, force = 0):
currentClosest = None
currentDist = 10000000
for countX in range(self.gridDimX):
for countZ in range(self.gridDimZ):
testDist = self.testPointDistanceSquare(x, z, self.grid[countX][countZ][1], self.grid[countX][countZ][2])
if self.grid[countX][countZ][0] == None and testDist < currentDist and (force or self.hasNeighbor(countX, countZ)):
currentClosest = self.grid[countX][countZ]
self.closestX = countX
self.closestZ = countZ
currentDist = testDist
return currentClosest
def hasNeighbor(self, cellX, cellZ):
gotNeighbor = 0
if cellZ % 2 == 0:
if self.testGridfull(self.getValidGrid(cellX - 1, cellZ)):
gotNeighbor = 1
elif self.testGridfull(self.getValidGrid(cellX + 1, cellZ)):
gotNeighbor = 1
elif self.testGridfull(self.getValidGrid(cellX, cellZ + 1)):
gotNeighbor = 1
elif self.testGridfull(self.getValidGrid(cellX + 1, cellZ + 1)):
gotNeighbor = 1
elif self.testGridfull(self.getValidGrid(cellX, cellZ - 1)):
gotNeighbor = 1
elif self.testGridfull(self.getValidGrid(cellX + 1, cellZ - 1)):
gotNeighbor = 1
elif self.testGridfull(self.getValidGrid(cellX - 1, cellZ)):
gotNeighbor = 1
elif self.testGridfull(self.getValidGrid(cellX + 1, cellZ)):
gotNeighbor = 1
elif self.testGridfull(self.getValidGrid(cellX, cellZ + 1)):
gotNeighbor = 1
elif self.testGridfull(self.getValidGrid(cellX - 1, cellZ + 1)):
gotNeighbor = 1
elif self.testGridfull(self.getValidGrid(cellX, cellZ - 1)):
gotNeighbor = 1
elif self.testGridfull(self.getValidGrid(cellX - 1, cellZ - 1)):
gotNeighbor = 1
return gotNeighbor
def clearMatchList(self):
for entry in self.matchList:
gridEntry = self.grid[entry[0]][entry[1]]
sprite = gridEntry[0]
gridEntry[0] = None
sprite.markedForDeath = 1
return
def createMatchList(self, x, z):
self.matchList = []
self.fillMatchList(x, z)
def fillMatchList(self, cellX, cellZ):
if (cellX, cellZ) in self.matchList:
return
self.matchList.append((cellX, cellZ))
colorType = self.grid[cellX][cellZ][0].colorType
if cellZ % 2 == 0:
if self.getColorType(cellX - 1, cellZ) == colorType:
self.fillMatchList(cellX - 1, cellZ)
if self.getColorType(cellX + 1, cellZ) == colorType:
self.fillMatchList(cellX + 1, cellZ)
if self.getColorType(cellX, cellZ + 1) == colorType:
self.fillMatchList(cellX, cellZ + 1)
if self.getColorType(cellX + 1, cellZ + 1) == colorType:
self.fillMatchList(cellX + 1, cellZ + 1)
if self.getColorType(cellX, cellZ - 1) == colorType:
self.fillMatchList(cellX, cellZ - 1)
if self.getColorType(cellX + 1, cellZ - 1) == colorType:
self.fillMatchList(cellX + 1, cellZ - 1)
else:
if self.getColorType(cellX - 1, cellZ) == colorType:
self.fillMatchList(cellX - 1, cellZ)
if self.getColorType(cellX + 1, cellZ) == colorType:
self.fillMatchList(cellX + 1, cellZ)
if self.getColorType(cellX, cellZ + 1) == colorType:
self.fillMatchList(cellX, cellZ + 1)
if self.getColorType(cellX - 1, cellZ + 1) == colorType:
self.fillMatchList(cellX - 1, cellZ + 1)
if self.getColorType(cellX, cellZ - 1) == colorType:
self.fillMatchList(cellX, cellZ - 1)
if self.getColorType(cellX - 1, cellZ - 1) == colorType:
self.fillMatchList(cellX - 1, cellZ - 1)
def testGridfull(self, cell):
if not cell:
return 0
elif cell[0] != None:
return 1
else:
return 0
return
def getValidGrid(self, x, z):
if x < 0 or x >= self.gridDimX:
return None
elif z < 0 or z >= self.gridDimZ:
return None
else:
return self.grid[x][z]
return None
def getColorType(self, x, z):
if x < 0 or x >= self.gridDimX:
return -1
elif z < 0 or z >= self.gridDimZ:
return -1
elif self.grid[x][z][0] == None:
return -1
else:
return self.grid[x][z][0].colorType
return
def findGridCog(self):
self.cogX = 0
self.cogZ = 0
self.massCount = 0
for row in self.grid:
for cell in row:
if cell[0] != None:
self.cogX += cell[1]
self.cogZ += cell[2]
self.massCount += 1
if self.massCount > 0:
self.cogX = self.cogX / self.massCount
self.cogZ = self.cogZ / self.massCount
self.cogSprite.setX(self.cogX)
self.cogSprite.setZ(self.cogZ)
else:
self.doOnClearGrid()
return
def doOnClearGrid(self):
secondSprite = self.addSprite(self.block, posX=self.newBallX, posZ=0.0, found=1)
secondSprite.addForce(0, 1.55 * pi)
self.stickInGrid(secondSprite, 1)
def findGrid2(self, x, z):
rangeX = self.maxX - self.minX
rangeZ = self.maxZ - self.minZ
framedX = x - self.minX
framedZ = z - self.minZ
tileDimX = rangeX / self.gridDimX
tileDimZ = rangeZ / self.gridDimZ
tileX = int(framedX / tileDimX)
tileZ = int(framedZ / tileDimZ)
print('find Grid tileX%s tileZ%s' % (tileX, tileZ))
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return (tileX, tileZ)
def findPos(self, x, z):
rangeX = self.maxX - self.minX
rangeZ = self.maxZ - self.minZ
tileDimX = rangeX / self.gridDimX
tileDimZ = rangeZ / self.gridDimZ
posX = tileDimX * x + self.minX
posZ = tileDimZ * z + self.minZ
print('find Pos X%s Z%s' % (posX, posZ))
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return (posX, posZ)
def placeIntoGrid(self, sprite, x, z):
if self.grid[x][z][0] == None:
self.grid[x][z][0] = sprite
sprite.setActive(0)
newX, newZ = self.findPos(x, z)
sprite.setX(newX)
sprite.setZ(newZ)
print('Setting Final Pos X%s Z%s' % (newX, newZ))
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else:
self.placeIntoGrid(sprite, x + 1, z - 1)
return
def stickInGrid(self, sprite, force = 0):
if sprite.isActive and not sprite.isQue:
gridCell = self.findGrid(sprite.getX(), sprite.getZ(), force)
if gridCell:
gridCell[0] = sprite
sprite.setActive(0)
sprite.setX(gridCell[1])
sprite.setZ(gridCell[2])
self.createMatchList(self.closestX, self.closestZ)
if len(self.matchList) >= 3:
self.clearMatchList()
self.findGridCog()
def stickInGrid2(self, sprite):
if sprite.isActive and not sprite.isQue:
tileX, tileZ = self.findGrid(sprite.getX(), sprite.getZ())
self.placeIntoGrid(sprite, tileX, tileZ)
sprite.isActive = 0
def load(self):
model = loader.loadModel('phase_5.5/models/gui/package_delivery_panel')
model1 = loader.loadModel('phase_3.5/models/gui/matching_game_gui')
self.model = model
self.model1 = model1
background = model.find('**/bg')
itemBoard = model.find('**/item_board')
self.frame = DirectFrame(scale=1.1, relief=DGG.FLAT, frameSize=(-0.5,
0.5,
-0.45,
-0.05), frameColor=(0.737, 0.573, 0.345, 1.0))
self.background = DirectFrame(self.frame, image=background, image_scale=0.05, relief=None, pos=(0, 1, 0))
self.itemBoard = DirectFrame(parent=self.frame, image=itemBoard, image_scale=0.05, image_color=(0.922, 0.922, 0.753, 1), relief=None, pos=(0, 1, 0))
gui2 = loader.loadModel('phase_3/models/gui/quit_button')
self.quitButton = DirectButton(parent=self.frame, relief=None, image=(gui2.find('**/QuitBtn_UP'), gui2.find('**/QuitBtn_DN'), gui2.find('**/QuitBtn_RLVR')), pos=(0.5, 1.0, -0.42), scale=0.9, text='Exit Mini Game', text_font=ToontownGlobals.getSignFont(), text0_fg=(1, 1, 1, 1), text1_fg=(1, 1, 1, 1), text2_fg=(1, 1, 1, 1), text_scale=0.045, text_pos=(0, -0.01), command=self.__handleExit)
return
def unload(self):
self.frame.destroy()
del self.frame
if self.acceptErrorDialog:
self.acceptErrorDialog.cleanup()
self.acceptErrorDialog = None
taskMgr.remove('gameTask')
self.ignoreAll()
return
def show(self):
self.frame.show()
def hide(self):
self.frame.hide()
def __handleExit(self):
self.__acceptExit()
def __acceptExit(self, buttonValue = None):
if hasattr(self, 'frame'):
self.hide()
self.unload()
messenger.send(self.doneEvent)
def addSprite(self, image, size = 0.5, posX = 0, posZ = 0, found = 0):
nodeObj = DirectLabel(parent=self.frame, relief=None, image=image, pos=(posX, 0.0, posZ), scale=size, image_color=(1.0, 1.0, 1.0, 1))
colorChoice = random.choice(list(range(0, 3)))
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newSprite = GameSprite.GameSprite(nodeObj, colorChoice, found)
self.sprites.append(newSprite)
if found:
self.foundCount += 1
return newSprite
def addUnSprite(self, image, size = 0.5, posX = 0, posZ = 0):
nodeObj = DirectLabel(parent=self.frame, relief=None, image=image, pos=(posX, 0.0, posZ), scale=size, image_color=(1.0, 1.0, 1.0, 1))
newSprite = GameSprite.GameSprite(nodeObj)
newSprite = GameSprite.GameSprite(nodeObj)
return newSprite
def __run(self, cont = 1):
if self.lastTime == None:
self.lastTime = globalClock.getRealTime()
timeDelta = globalClock.getRealTime() - self.lastTime
self.lastTime = globalClock.getRealTime()
self.newBallCountUp += timeDelta
if base.mouseWatcherNode.hasMouse():
x = base.mouseWatcherNode.getMouseX()
y = base.mouseWatcherNode.getMouseY()
self.queBall.setX(x)
self.queBall.setZ(y)
for sprite in self.sprites:
sprite.run(timeDelta)
if sprite.getX() > self.maxX:
sprite.setX(self.maxX)
sprite.velX = -sprite.velX
if sprite.getX() < self.minX:
sprite.setX(self.minX)
sprite.velX = -sprite.velX
if sprite.getZ() > self.maxZ:
sprite.setZ(self.maxZ)
sprite.velZ = -sprite.velZ
if sprite.getZ() < self.minZ:
self.stickInGrid(sprite, 1)
if sprite.isActive:
sprite.addForce(timeDelta * 0.9, pi * 1.5)
self.queBall.velX = (self.queBall.getX() - self.queBall.prevX) / timeDelta
self.queBall.velZ = (self.queBall.getZ() - self.queBall.prevZ) / timeDelta
self.__colTest()
for sprite in self.sprites:
if sprite.markedForDeath:
if sprite.foundation:
self.foundCount -= 1
self.sprites.remove(sprite)
sprite.delete()
if self.controlSprite == None:
self.addControlSprite(self.newBallX, self.newBallZ)
self.newBallCountUp = 0.0
if self.newBallCountUp >= self.newBallTime:
self.addControlSprite(self.newBallX, self.newBallZ)
self.newBallCountUp = 0.0
if not self.controlSprite.isActive:
self.controlSprite = None
if self.foundCount <= 0:
self.__handleWin()
if cont and not self.running:
taskMgr.add(self.__run, 'gameTask')
self.running = 1
return Task.cont
def __handleWin(self):
GardenProgressMeter.GardenProgressMeter()
self.__handleExit()
def addControlSprite(self, x = 0.0, z = 0.0):
newSprite = self.addSprite(self.block, posX=x, posZ=z)
self.controlSprite = newSprite
def __colTest(self):
if not hasattr(self, 'tick'):
self.tick = 0
self.tick += 1
if self.tick > 5:
self.tick = 0
sizeSprites = len(self.sprites)
for movingSpriteIndex in range(len(self.sprites)):
for testSpriteIndex in range(movingSpriteIndex, len(self.sprites)):
movingSprite = self.getSprite(movingSpriteIndex)
testSprite = self.getSprite(testSpriteIndex)
if testSprite and movingSprite:
if movingSpriteIndex != testSpriteIndex and (movingSprite.isActive or testSprite.isActive):
if movingSprite.isQue or testSprite.isQue:
if self.testDistance(movingSprite.nodeObj, testSprite.nodeObj) < self.queExtent * (movingSprite.size + testSprite.size):
self.push(movingSprite, testSprite)
elif self.testDistance(movingSprite.nodeObj, testSprite.nodeObj) < movingSprite.size + testSprite.size:
if not (movingSprite.isActive and testSprite.isActive):
self.__collide(movingSprite, testSprite)
if self.tick == 5:
pass
def getSprite(self, spriteIndex):
if spriteIndex >= len(self.sprites) or self.sprites[spriteIndex].markedForDeath:
return None
else:
return self.sprites[spriteIndex]
return None
def testDistance(self, nodeA, nodeB):
distX = nodeA.getX() - nodeB.getX()
distZ = nodeA.getZ() - nodeB.getZ()
distC = distX * distX + distZ * distZ
dist = math.sqrt(distC)
return dist
def testPointDistance(self, x1, z1, x2, z2):
distX = x1 - x2
distZ = z1 - z2
distC = distX * distX + distZ * distZ
dist = math.sqrt(distC)
if dist == 0:
dist = 1e-10
return dist
def testPointDistanceSquare(self, x1, z1, x2, z2):
distX = x1 - x2
distZ = z1 - z2
distC = distX * distX + distZ * distZ
if distC == 0:
distC = 1e-10
return distC
def angleTwoSprites(self, sprite1, sprite2):
x1 = sprite1.getX()
z1 = sprite1.getZ()
x2 = sprite2.getX()
z2 = sprite2.getZ()
x = x2 - x1
z = z2 - z1
angle = math.atan2(-x, z)
return angle + pi * 0.5
def angleTwoPoints(self, x1, z1, x2, z2):
x = x2 - x1
z = z2 - z1
angle = math.atan2(-x, z)
return angle + pi * 0.5
def __collide(self, move, test):
queHit = 0
if move.isQue:
que = move
hit = test
queHit = 1
elif test.isQue:
que = test
hit = move
queHit = 1
else:
test.velX = 0
test.velZ = 0
move.velX = 0
move.velZ = 0
test.collide()
move.collide()
self.stickInGrid(move)
self.stickInGrid(test)
if queHit:
forceM = 0.1
distX = que.getX() - hit.getX()
distZ = que.getZ() - hit.getZ()
def push(self, move, test):
queHit = 0
if move.isQue:
que = move
hit = test
queHit = 1
elif test.isQue:
que = test
hit = move
queHit = 1
if queHit:
forceM = 0.1
dist = self.testDistance(move.nodeObj, test.nodeObj)
if abs(dist) < self.queExtent * que.size and abs(dist) > 0:
scaleSize = self.queExtent * que.size * 0.5
distFromPara = abs(abs(dist) - scaleSize)
force = (scaleSize - distFromPara) / scaleSize * (dist / abs(dist))
angle = self.angleTwoSprites(que, hit)
if angle < 0:
angle = angle + 2 * pi
if angle > pi * 2.0:
angle = angle - 2 * pi
newAngle = pi * 1.0
if angle > pi * 1.5 or angle < pi * 0.5:
newAngle = pi * 0.0
hit.addForce(forceM * force, newAngle)