oldschool-toontown/toontown/racing/Piejectile.py

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import math
import random
from direct.showbase.PythonUtil import *
from direct.showbase.DirectObject import DirectObject
from direct.task import Task
from panda3d.core import *
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from panda3d.physics import *
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from direct.fsm import FSM
from direct.distributed import DistributedSmoothNode
from otp.avatar import ShadowCaster
from otp.otpbase import OTPGlobals
from toontown.racing.FlyingGag import FlyingGag
from toontown.battle import MovieUtil
class Piejectile(DirectObject, FlyingGag):
physicsCalculationsPerSecond = 60
maxPhysicsDt = 1.0
physicsDt = 1.0 / float(physicsCalculationsPerSecond)
maxPhysicsFrames = maxPhysicsDt * physicsCalculationsPerSecond
def __init__(self, sourceId, targetId, type, name):
FlyingGag.__init__(self, 'flyingGag', base.race.pie)
self.billboard = False
self.race = base.race
self.scale = 1
self.imHitMult = 1
self.wallCollideTrack = None
self.curSpeed = 0
self.acceleration = 0
self.count = 0
self.name = name
self.physicsObj = None
self.ownerId = sourceId
self.targetId = targetId
self.ownerAv = None
self.ownerKart = None
self.hasTarget = 0
self.deleting = 0
self.d2t = 0
self.lastD2t = 0
self.startTime = globalClock.getFrameTime()
self.timeRatio = 0
self.maxTime = 8
self.rotH = randFloat(-360, 360)
self.rotP = randFloat(-90, 90)
self.rotR = randFloat(-90, 90)
print('generating Pie %s' % self.name)
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self.ownerKart = base.cr.doId2do.get(base.race.kartMap.get(sourceId, None), None)
if targetId != 0:
self.targetKart = base.cr.doId2do.get(base.race.kartMap.get(targetId, None), None)
self.hasTarget = 1
if self.ownerId == localAvatar.doId:
startPos = self.ownerKart.getPos(render)
else:
startPos = self.ownerKart.getPos(render)
self.setPos(startPos[0], startPos[1], startPos[2])
self.__setupCollisions()
self.setupPhysics()
self.__enableCollisions()
self.forward = NodePath('forward')
self.forward.setPos(0, 1, 0)
self.splatTaskName = 'splatTask %s' % self.name
if self.hasTarget:
self.splatTask = taskMgr.doMethodLater(self.maxTime, self.splat, self.splatTaskName)
else:
self.splatTask = taskMgr.doMethodLater(self.maxTime / 2.5, self.splat, self.splatTaskName)
self.reparentTo(render)
return
def delete(self):
print('removing piejectile')
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taskMgr.remove(self.taskName)
self.__undoCollisions()
self.physicsMgr.clearLinearForces()
FlyingGag.delete(self)
self.deleting = 1
self.ignoreAll()
def remove(self):
self.delete()
def setAvId(self, avId):
self.avId = avId
def setRace(self, doId):
self.race = base.cr.doId2do.get(doId)
def setOwnerId(self, ownerId):
self.ownerId = ownerId
def setType(self, type):
self.type = type
def setPos(self, x, y, z):
DistributedSmoothNode.DistributedSmoothNode.setPos(self, x, y, z)
def getVelocity(self):
return self.actorNode.getPhysicsObject().getVelocity()
def setupPhysics(self):
self.physicsMgr = PhysicsManager()
self.physicsEpoch = globalClock.getFrameTime()
self.lastPhysicsFrame = 0
integrator = LinearEulerIntegrator()
self.physicsMgr.attachLinearIntegrator(integrator)
fn = ForceNode('windResistance')
fnp = NodePath(fn)
fnp.reparentTo(render)
windResistance = LinearFrictionForce(0.2)
fn.addForce(windResistance)
self.physicsMgr.addLinearForce(windResistance)
self.windResistance = windResistance
fn = ForceNode('engine')
fnp = NodePath(fn)
fnp.reparentTo(self)
engine = LinearVectorForce(0, 0, 3)
fn.addForce(engine)
self.physicsMgr.addLinearForce(engine)
self.engine = engine
self.physicsMgr.attachPhysicalNode(self.node())
self.physicsObj = self.actorNode.getPhysicsObject()
ownerAv = base.cr.doId2do[self.ownerId]
ownerVel = self.ownerKart.getVelocity()
ownerSpeed = ownerVel.length()
rotMat = Mat3.rotateMatNormaxis(self.ownerKart.getH(), Vec3.up())
ownerHeading = rotMat.xform(Vec3.forward())
throwSpeed = 50
throwVel = ownerHeading * throwSpeed
throwVelCast = Vec3(throwVel[0], throwVel[1], throwVel[2] + 50)
self.actorNode.getPhysicsObject().setVelocity(self.ownerKart.getVelocity() + throwVelCast)
lookPoint = render.getRelativePoint(self.ownerKart, Point3(0, 10, 0))
self.lookAt(lookPoint)
self.taskName = 'updatePhysics%s' % self.name
taskMgr.add(self.__updatePhysics, self.taskName, priority=25)
def checkTargetDistance(self):
if self.hasTarget:
return self.getDistance(self.targetKart)
else:
return 0
def splatTarget(self):
if self.targetId == base.localAvatar.getDoId() and base.race.localKart:
base.race.localKart.splatPie()
self.race.effectManager.addSplatEffect(spawner=self.targetKart, parent=self.targetKart)
taskMgr.remove(self.splatTaskName)
self.remove()
def splat(self, optional = None):
self.race.effectManager.addSplatEffect(spawner=self)
taskMgr.remove(self.splatTaskName)
self.remove()
def __updatePhysics(self, task):
if self.deleting:
return Task.done
self.timeRatio = (globalClock.getFrameTime() - self.startTime) / self.maxTime
self.windResistance.setCoef(0.2 + 0.8 * self.timeRatio)
if base.cr.doId2do.get(self.targetId) == None:
self.hasTarget = 0
self.lastD2t = self.d2t
self.d2t = self.checkTargetDistance()
if self.hasTarget:
targetDistance = self.d2t
distMax = 100
if self.d2t > distMax:
targetDistance = distMax
targetVel = self.targetKart.getVelocity()
targetPos = self.targetKart.getPos()
targetAim = Point3(targetPos[0] + targetVel[0] * (targetDistance / distMax), targetPos[1] + targetVel[1] * (targetDistance / distMax), targetPos[2] + targetVel[2] * (targetDistance / distMax))
self.lookAt(targetPos)
if self.d2t < 7 and self.hasTarget:
self.splatTarget()
return Task.done
self.count += 1
dt = globalClock.getDt()
physicsFrame = int((globalClock.getFrameTime() - self.physicsEpoch) * self.physicsCalculationsPerSecond)
numFrames = min(physicsFrame - self.lastPhysicsFrame, self.maxPhysicsFrames)
self.lastPhysicsFrame = physicsFrame
if self.hasTarget:
targetVel = self.targetKart.getVelocity()
targetSpeed = targetVel.length()
if self.d2t - 10 * self.physicsDt > self.lastD2t:
self.engine.setVector(Vec3(0, 150 + 150 * self.timeRatio + targetSpeed * (1.0 + 1.0 * self.timeRatio) + self.d2t * (1.0 + 1.0 * self.timeRatio), 12))
else:
self.engine.setVector(Vec3(0, 10 + 10 * self.timeRatio + targetSpeed * (0.5 + 0.5 * self.timeRatio) + self.d2t * (0.5 + 0.5 * self.timeRatio), 12))
else:
self.engine.setVector(Vec3(0, 100, 3))
for i in range(numFrames):
pitch = self.gagNode.getP()
self.gagNode.setP(pitch + self.rotH * self.physicsDt)
roll = self.gagNode.getR()
self.gagNode.setR(roll + self.rotP * self.physicsDt)
heading = self.gagNode.getH()
self.gagNode.setH(heading + self.rotR * self.physicsDt)
self.physicsMgr.doPhysics(self.physicsDt)
if self.count % 60 == 0:
pass
return Task.cont
def __setupCollisions(self):
self.cWallTrav = CollisionTraverser('ProjectileWall')
self.cWallTrav.setRespectPrevTransform(True)
self.collisionNode = CollisionNode(self.name)
self.collisionNode.setFromCollideMask(OTPGlobals.WallBitmask)
self.collisionNode.setIntoCollideMask(BitMask32.allOff())
cs = CollisionSphere(0, 0, 0, 7)
self.collisionNode.addSolid(cs)
sC = self.attachNewNode(self.collisionNode)
self.collisionNodePath = NodePath(self.collisionNode)
self.wallHandler = CollisionHandlerPusher()
base.cTrav.addCollider(sC, self.wallHandler)
self.wallHandler.addCollider(self.collisionNodePath, self)
cRay = CollisionRay(0.0, 0.0, 40000.0, 0.0, 0.0, -1.0)
pieFloorRayName = 'pieFloorRay%s' % self.name
cRayNode = CollisionNode(pieFloorRayName)
cRayNode.addSolid(cRay)
cRayNode.setFromCollideMask(OTPGlobals.FloorBitmask)
cRayNode.setIntoCollideMask(BitMask32.allOff())
self.cRayNodePath = self.attachNewNode(cRayNode)
self.lifter = CollisionHandlerGravity()
self.lifter.setGravity(32.174 * 3.0)
self.lifter.setOffset(OTPGlobals.FloorOffset)
self.lifter.setReach(40.0)
self.lifter.addCollider(self.cRayNodePath, self)
base.cTrav.addCollider(self.cRayNodePath, self.lifter)
def __undoCollisions(self):
base.cTrav.removeCollider(self.cRayNodePath)
def __enableCollisions(self):
self.cQueue = []
self.cRays = NodePath('stickProjectileToFloor')
self.cRays.reparentTo(self.gag)
x = self.gag.getX()
y = self.gag.getY()
rayNode = CollisionNode('floorcast')
ray = CollisionRay(x, y, 40000.0, 0.0, 0.0, -1.0)
rayNode.addSolid(ray)
rayNode.setFromCollideMask(OTPGlobals.FloorBitmask)
rayNode.setIntoCollideMask(BitMask32.allOff())
rayNodePath = self.cRays.attachNewNode(rayNode)
cQueue = CollisionHandlerQueue()
self.cWallTrav.addCollider(rayNodePath, cQueue)
self.cQueue.append(cQueue)
self.collisionNodePath.reparentTo(self)