oldschool-toontown/toontown/minigame/DistributedCatchGame.py

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from pandac.PandaModules import *
from toontown.toonbase.ToonBaseGlobal import *
from .DistributedMinigame import *
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from direct.interval.IntervalGlobal import *
from .OrthoWalk import *
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from direct.showbase.PythonUtil import Functor, bound, lineupPos, lerp
from direct.fsm import ClassicFSM, State
from direct.fsm import State
from toontown.toonbase import TTLocalizer
from . import CatchGameGlobals
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from direct.task.Task import Task
from toontown.toon import Toon
from toontown.suit import Suit
from . import MinigameAvatarScorePanel
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from toontown.toonbase import ToontownTimer
from toontown.toonbase import ToontownGlobals
from . import CatchGameToonSD
from . import Trajectory
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import math
from direct.distributed import DistributedSmoothNode
from direct.showbase.RandomNumGen import RandomNumGen
from . import MinigameGlobals
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from toontown.toon import ToonDNA
from toontown.suit import SuitDNA
from .CatchGameGlobals import DropObjectTypes
from .CatchGameGlobals import Name2DropObjectType
from .DropPlacer import *
from .DropScheduler import *
from functools import reduce
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class DistributedCatchGame(DistributedMinigame):
DropTaskName = 'dropSomething'
EndGameTaskName = 'endCatchGame'
SuitWalkTaskName = 'catchGameSuitWalk'
DropObjectPlurals = {'apple': TTLocalizer.CatchGameApples,
'orange': TTLocalizer.CatchGameOranges,
'pear': TTLocalizer.CatchGamePears,
'coconut': TTLocalizer.CatchGameCoconuts,
'watermelon': TTLocalizer.CatchGameWatermelons,
'pineapple': TTLocalizer.CatchGamePineapples,
'anvil': TTLocalizer.CatchGameAnvils}
def __init__(self, cr):
DistributedMinigame.__init__(self, cr)
self.gameFSM = ClassicFSM.ClassicFSM('DistributedCatchGame', [State.State('off', self.enterOff, self.exitOff, ['play']), State.State('play', self.enterPlay, self.exitPlay, ['cleanup']), State.State('cleanup', self.enterCleanup, self.exitCleanup, [])], 'off', 'cleanup')
self.addChildGameFSM(self.gameFSM)
self.setUsesSmoothing()
self.setUsesLookAround()
def getTitle(self):
return TTLocalizer.CatchGameTitle
def getInstructions(self):
return TTLocalizer.CatchGameInstructions % {'fruit': self.DropObjectPlurals[self.fruitName],
'badThing': self.DropObjectPlurals['anvil']}
def getMaxDuration(self):
return CatchGameGlobals.GameDuration + 5
def load(self):
self.notify.debug('load')
DistributedMinigame.load(self)
self.defineConstants()
groundModels = ['phase_4/models/minigames/treehouse_2players',
'phase_4/models/minigames/treehouse_2players',
'phase_4/models/minigames/treehouse_3players',
'phase_4/models/minigames/treehouse_4players']
index = self.getNumPlayers() - 1
self.ground = loader.loadModel(groundModels[index])
self.ground.setHpr(180, -90, 0)
self.dropShadow = loader.loadModel('phase_3/models/props/drop_shadow')
self.dropObjModels = {}
for objType in DropObjectTypes:
if objType.name not in ['anvil', self.fruitName]:
continue
model = loader.loadModel(objType.modelPath)
self.dropObjModels[objType.name] = model
modelScales = {'apple': 0.7,
'orange': 0.7,
'pear': 0.5,
'coconut': 0.7,
'watermelon': 0.6,
'pineapple': 0.45}
if objType.name in modelScales:
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model.setScale(modelScales[objType.name])
if objType == Name2DropObjectType['pear']:
model.setZ(-.6)
if objType == Name2DropObjectType['coconut']:
model.setP(180)
if objType == Name2DropObjectType['watermelon']:
model.setH(135)
model.setZ(-.5)
if objType == Name2DropObjectType['pineapple']:
model.setZ(-1.7)
if objType == Name2DropObjectType['anvil']:
model.setZ(-self.ObjRadius)
model.flattenMedium()
self.music = base.loader.loadMusic('phase_4/audio/bgm/MG_toontag.mid')
self.sndGoodCatch = base.loader.loadSfx('phase_4/audio/sfx/SZ_DD_treasure.mp3')
self.sndOof = base.loader.loadSfx('phase_4/audio/sfx/MG_cannon_hit_dirt.mp3')
self.sndAnvilLand = base.loader.loadSfx('phase_4/audio/sfx/AA_drop_anvil_miss.mp3')
self.sndPerfect = base.loader.loadSfx('phase_4/audio/sfx/ring_perfect.mp3')
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self.toonSDs = {}
avId = self.localAvId
toonSD = CatchGameToonSD.CatchGameToonSD(avId, self)
self.toonSDs[avId] = toonSD
toonSD.load()
if self.WantSuits:
suitTypes = ['f',
'tm',
'pp',
'dt']
self.suits = []
for type in suitTypes:
suit = Suit.Suit()
d = SuitDNA.SuitDNA()
d.newSuit(type)
suit.setDNA(d)
suit.pose('walk', 0)
self.suits.append(suit)
self.__textGen = TextNode('ringGame')
self.__textGen.setFont(ToontownGlobals.getSignFont())
self.__textGen.setAlign(TextNode.ACenter)
self.introMovie = self.getIntroMovie()
def unload(self):
self.notify.debug('unload')
DistributedMinigame.unload(self)
self.removeChildGameFSM(self.gameFSM)
del self.gameFSM
self.introMovie.finish()
del self.introMovie
del self.__textGen
for avId in list(self.toonSDs.keys()):
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toonSD = self.toonSDs[avId]
toonSD.unload()
del self.toonSDs
for suit in self.suits:
suit.reparentTo(hidden)
suit.delete()
del self.suits
self.ground.removeNode()
del self.ground
self.dropShadow.removeNode()
del self.dropShadow
for model in list(self.dropObjModels.values()):
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model.removeNode()
del self.dropObjModels
del self.music
del self.sndGoodCatch
del self.sndOof
del self.sndAnvilLand
del self.sndPerfect
def getObjModel(self, objName):
return self.dropObjModels[objName].copyTo(hidden)
def __genText(self, text):
self.__textGen.setText(text)
return self.__textGen.generate()
def calcDifficultyConstants(self, difficulty, numPlayers):
ToonSpeedRange = [16.0, 25.0]
self.ToonSpeed = lerp(ToonSpeedRange[0], ToonSpeedRange[1], difficulty)
self.SuitSpeed = self.ToonSpeed / 2.0
self.SuitPeriodRange = [lerp(5.0, 3.0, self.getDifficulty()), lerp(15.0, 8.0, self.getDifficulty())]
def scaledDimensions(widthHeight, scale):
w, h = widthHeight
return [math.sqrt(scale * w * w), math.sqrt(scale * h * h)]
BaseStageDimensions = [20, 15]
areaScales = [1.0,
1.0,
3.0 / 2,
4.0 / 2]
self.StageAreaScale = areaScales[numPlayers - 1]
self.StageLinearScale = math.sqrt(self.StageAreaScale)
self.notify.debug('StageLinearScale: %s' % self.StageLinearScale)
self.StageDimensions = scaledDimensions(BaseStageDimensions, self.StageAreaScale)
self.notify.debug('StageDimensions: %s' % self.StageDimensions)
self.StageHalfWidth = self.StageDimensions[0] / 2.0
self.StageHalfHeight = self.StageDimensions[1] / 2.0
MOHs = [24] * 2 + [26, 28]
self.MinOffscreenHeight = MOHs[self.getNumPlayers() - 1]
distance = math.sqrt(self.StageDimensions[0] * self.StageDimensions[0] + self.StageDimensions[1] * self.StageDimensions[1])
distance /= self.StageLinearScale
if self.DropPlacerType == PathDropPlacer:
distance /= 1.5
ToonRunDuration = distance / self.ToonSpeed
offScreenOnScreenRatio = 1.0
fraction = 1.0 / 3 * 0.85
self.BaselineOnscreenDropDuration = ToonRunDuration / (fraction * (1.0 + offScreenOnScreenRatio))
self.notify.debug('BaselineOnscreenDropDuration=%s' % self.BaselineOnscreenDropDuration)
self.OffscreenTime = offScreenOnScreenRatio * self.BaselineOnscreenDropDuration
self.notify.debug('OffscreenTime=%s' % self.OffscreenTime)
self.BaselineDropDuration = self.BaselineOnscreenDropDuration + self.OffscreenTime
self.MaxDropDuration = self.BaselineDropDuration
self.DropPeriod = self.BaselineDropDuration / 2.0
scaledNumPlayers = (numPlayers - 1.0) * 0.75 + 1.0
self.DropPeriod /= scaledNumPlayers
typeProbs = {'fruit': 3,
'anvil': 1}
probSum = reduce(lambda x, y: x + y, list(typeProbs.values()))
for key in list(typeProbs.keys()):
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typeProbs[key] = float(typeProbs[key]) / probSum
scheduler = DropScheduler(CatchGameGlobals.GameDuration, self.FirstDropDelay, self.DropPeriod, self.MaxDropDuration, self.FasterDropDelay, self.FasterDropPeriodMult)
self.totalDrops = 0
while not scheduler.doneDropping():
scheduler.stepT()
self.totalDrops += 1
self.numFruits = int(self.totalDrops * typeProbs['fruit'])
self.numAnvils = int(self.totalDrops - self.numFruits)
def getNumPlayers(self):
return self.numPlayers
def defineConstants(self):
self.notify.debug('defineConstants')
self.DropPlacerType = RegionDropPlacer
fruits = {ToontownGlobals.ToontownCentral: 'apple',
ToontownGlobals.DonaldsDock: 'orange',
ToontownGlobals.DaisyGardens: 'pear',
ToontownGlobals.MinniesMelodyland: 'coconut',
ToontownGlobals.TheBrrrgh: 'watermelon',
ToontownGlobals.DonaldsDreamland: 'pineapple'}
self.fruitName = fruits[self.getSafezoneId()]
self.ShowObjSpheres = 0
self.ShowToonSpheres = 0
self.ShowSuitSpheres = 0
self.PredictiveSmoothing = 1
self.UseGravity = 1
self.TrickShadows = 1
self.WantSuits = 1
self.FirstDropDelay = 0.5
self.FasterDropDelay = int(2.0 / 3 * CatchGameGlobals.GameDuration)
self.notify.debug('will start dropping fast after %s seconds' % self.FasterDropDelay)
self.FasterDropPeriodMult = 0.5
self.calcDifficultyConstants(self.getDifficulty(), self.getNumPlayers())
self.notify.debug('ToonSpeed: %s' % self.ToonSpeed)
self.notify.debug('total drops: %s' % self.totalDrops)
self.notify.debug('numFruits: %s' % self.numFruits)
self.notify.debug('numAnvils: %s' % self.numAnvils)
self.ObjRadius = 1.0
dropGridDimensions = [[5, 5],
[5, 5],
[6, 6],
[7, 7]]
self.DropRows, self.DropColumns = dropGridDimensions[self.getNumPlayers() - 1]
self.cameraPosTable = [[0, -29.36, 28.17]] * 2 + [[0, -32.87, 30.43], [0, -35.59, 32.1]]
self.cameraHpr = [0, -35, 0]
self.CameraPosHpr = self.cameraPosTable[self.getNumPlayers() - 1] + self.cameraHpr
for objType in DropObjectTypes:
self.notify.debug('*** Object Type: %s' % objType.name)
objType.onscreenDuration = objType.onscreenDurMult * self.BaselineOnscreenDropDuration
self.notify.debug('onscreenDuration=%s' % objType.onscreenDuration)
v_0 = 0.0
t = objType.onscreenDuration
x_0 = self.MinOffscreenHeight
x = 0.0
g = 2.0 * (x - x_0 - v_0 * t) / (t * t)
self.notify.debug('gravity=%s' % g)
objType.trajectory = Trajectory.Trajectory(0, Vec3(0, 0, x_0), Vec3(0, 0, v_0), gravMult=abs(g / Trajectory.Trajectory.gravity))
objType.fallDuration = objType.onscreenDuration + self.OffscreenTime
def grid2world(self, column, row):
x = column / float(self.DropColumns - 1)
y = row / float(self.DropRows - 1)
x = x * 2.0 - 1.0
y = y * 2.0 - 1.0
x *= self.StageHalfWidth
y *= self.StageHalfHeight
return (x, y)
def showPosts(self):
self.hidePosts()
self.posts = [Toon.Toon(),
Toon.Toon(),
Toon.Toon(),
Toon.Toon()]
for i in range(len(self.posts)):
toon = self.posts[i]
toon.setDNA(base.localAvatar.getStyle())
toon.reparentTo(render)
x = self.StageHalfWidth
y = self.StageHalfHeight
if i > 1:
x = -x
if i % 2:
y = -y
toon.setPos(x, y, 0)
def hidePosts(self):
if hasattr(self, 'posts'):
for toon in self.posts:
toon.removeNode()
del self.posts
def showDropGrid(self):
self.hideDropGrid()
self.dropMarkers = []
print('dropRows: %s' % self.DropRows)
print('dropCols: %s' % self.DropColumns)
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for row in range(self.DropRows):
self.dropMarkers.append([])
rowList = self.dropMarkers[row]
for column in range(self.DropColumns):
toon = Toon.Toon()
toon.setDNA(base.localAvatar.getStyle())
toon.reparentTo(render)
toon.setScale(1.0 / 3)
x, y = self.grid2world(column, row)
toon.setPos(x, y, 0)
rowList.append(toon)
def hideDropGrid(self):
if hasattr(self, 'dropMarkers'):
for row in self.dropMarkers:
for marker in row:
marker.removeNode()
del self.dropMarkers
def onstage(self):
self.notify.debug('onstage')
DistributedMinigame.onstage(self)
self.ground.reparentTo(render)
self.scorePanels = []
camera.reparentTo(render)
camera.setPosHpr(*self.CameraPosHpr)
lt = base.localAvatar
lt.reparentTo(render)
self.__placeToon(self.localAvId)
lt.setSpeed(0, 0)
toonSD = self.toonSDs[self.localAvId]
toonSD.enter()
toonSD.fsm.request('normal')
self.orthoWalk.stop()
radius = 0.7
handler = CollisionHandlerEvent()
handler.setInPattern('ltCatch%in')
self.ltLegsCollNode = CollisionNode('catchLegsCollNode')
self.ltLegsCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask)
self.ltHeadCollNode = CollisionNode('catchHeadCollNode')
self.ltHeadCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask)
self.ltLHandCollNode = CollisionNode('catchLHandCollNode')
self.ltLHandCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask)
self.ltRHandCollNode = CollisionNode('catchRHandCollNode')
self.ltRHandCollNode.setCollideMask(ToontownGlobals.CatchGameBitmask)
legsCollNodepath = lt.attachNewNode(self.ltLegsCollNode)
legsCollNodepath.hide()
head = base.localAvatar.getHeadParts().getPath(2)
headCollNodepath = head.attachNewNode(self.ltHeadCollNode)
headCollNodepath.hide()
lHand = base.localAvatar.getLeftHands()[0]
lHandCollNodepath = lHand.attachNewNode(self.ltLHandCollNode)
lHandCollNodepath.hide()
rHand = base.localAvatar.getRightHands()[0]
rHandCollNodepath = rHand.attachNewNode(self.ltRHandCollNode)
rHandCollNodepath.hide()
lt.cTrav.addCollider(legsCollNodepath, handler)
lt.cTrav.addCollider(headCollNodepath, handler)
lt.cTrav.addCollider(lHandCollNodepath, handler)
lt.cTrav.addCollider(lHandCollNodepath, handler)
if self.ShowToonSpheres:
legsCollNodepath.show()
headCollNodepath.show()
lHandCollNodepath.show()
rHandCollNodepath.show()
self.ltLegsCollNode.addSolid(CollisionSphere(0, 0, radius, radius))
self.ltHeadCollNode.addSolid(CollisionSphere(0, 0, 0, radius))
self.ltLHandCollNode.addSolid(CollisionSphere(0, 0, 0, 2 * radius / 3.0))
self.ltRHandCollNode.addSolid(CollisionSphere(0, 0, 0, 2 * radius / 3.0))
self.toonCollNodes = [legsCollNodepath,
headCollNodepath,
lHandCollNodepath,
rHandCollNodepath]
if self.PredictiveSmoothing:
DistributedSmoothNode.activateSmoothing(1, 1)
self.introMovie.start()
def offstage(self):
self.notify.debug('offstage')
DistributedSmoothNode.activateSmoothing(1, 0)
self.introMovie.finish()
for avId in list(self.toonSDs.keys()):
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self.toonSDs[avId].exit()
self.hidePosts()
self.hideDropGrid()
for collNode in self.toonCollNodes:
while collNode.node().getNumSolids():
collNode.node().removeSolid(0)
base.localAvatar.cTrav.removeCollider(collNode)
del self.toonCollNodes
for panel in self.scorePanels:
panel.cleanup()
del self.scorePanels
self.ground.reparentTo(hidden)
DistributedMinigame.offstage(self)
def handleDisabledAvatar(self, avId):
self.notify.debug('handleDisabledAvatar')
self.notify.debug('avatar ' + str(avId) + ' disabled')
self.toonSDs[avId].exit(unexpectedExit=True)
del self.toonSDs[avId]
DistributedMinigame.handleDisabledAvatar(self, avId)
def __placeToon(self, avId):
toon = self.getAvatar(avId)
idx = self.avIdList.index(avId)
x = lineupPos(idx, self.numPlayers, 4.0)
toon.setPos(x, 0, 0)
toon.setHpr(180, 0, 0)
def setGameReady(self):
if not self.hasLocalToon:
return
self.notify.debug('setGameReady')
if DistributedMinigame.setGameReady(self):
return
headCollNP = base.localAvatar.find('**/catchHeadCollNode')
if headCollNP and not headCollNP.isEmpty():
headCollNP.hide()
for avId in self.remoteAvIdList:
toon = self.getAvatar(avId)
if toon:
toon.reparentTo(render)
self.__placeToon(avId)
toonSD = CatchGameToonSD.CatchGameToonSD(avId, self)
self.toonSDs[avId] = toonSD
toonSD.load()
toonSD.enter()
toonSD.fsm.request('normal')
toon.startSmooth()
def setGameStart(self, timestamp):
if not self.hasLocalToon:
return
self.notify.debug('setGameStart')
DistributedMinigame.setGameStart(self, timestamp)
self.introMovie.finish()
camera.reparentTo(render)
camera.setPosHpr(*self.CameraPosHpr)
self.gameFSM.request('play')
def enterOff(self):
self.notify.debug('enterOff')
def exitOff(self):
pass
def enterPlay(self):
self.notify.debug('enterPlay')
self.orthoWalk.start()
for suit in self.suits:
suitCollSphere = CollisionSphere(0, 0, 0, 1.0)
suit.collSphereName = 'suitCollSphere%s' % self.suits.index(suit)
suitCollSphere.setTangible(0)
suitCollNode = CollisionNode(self.uniqueName(suit.collSphereName))
suitCollNode.setIntoCollideMask(ToontownGlobals.WallBitmask)
suitCollNode.addSolid(suitCollSphere)
suit.collNodePath = suit.attachNewNode(suitCollNode)
suit.collNodePath.hide()
if self.ShowSuitSpheres:
suit.collNodePath.show()
self.accept(self.uniqueName('enter' + suit.collSphereName), self.handleSuitCollision)
self.scores = [0] * self.numPlayers
spacing = 0.4
for i in range(self.numPlayers):
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avId = self.avIdList[i]
avName = self.getAvatarName(avId)
scorePanel = MinigameAvatarScorePanel.MinigameAvatarScorePanel(avId, avName)
scorePanel.setScale(0.9)
scorePanel.setPos(0.75 - spacing * (self.numPlayers - 1 - i), 0.0, 0.85)
scorePanel.makeTransparent(0.75)
self.scorePanels.append(scorePanel)
self.fruitsCaught = 0
self.droppedObjCaught = {}
self.dropIntervals = {}
self.droppedObjNames = []
self.dropSchedule = []
self.numItemsDropped = 0
self.scheduleDrops()
self.startDropTask()
if self.WantSuits:
self.startSuitWalkTask()
self.timer = ToontownTimer.ToontownTimer()
self.timer.posInTopRightCorner()
self.timer.setTime(CatchGameGlobals.GameDuration)
self.timer.countdown(CatchGameGlobals.GameDuration, self.timerExpired)
self.timer.setTransparency(1)
self.timer.setColorScale(1, 1, 1, 0.75)
base.playMusic(self.music, looping=0, volume=0.9)
def exitPlay(self):
self.stopDropTask()
self.stopSuitWalkTask()
if hasattr(self, 'perfectIval'):
self.perfectIval.pause()
del self.perfectIval
self.timer.stop()
self.timer.destroy()
del self.timer
self.music.stop()
for suit in self.suits:
self.ignore(self.uniqueName('enter' + suit.collSphereName))
suit.collNodePath.removeNode()
for ival in list(self.dropIntervals.values()):
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ival.finish()
del self.dropIntervals
del self.droppedObjNames
del self.droppedObjCaught
del self.dropSchedule
taskMgr.remove(self.EndGameTaskName)
def timerExpired(self):
pass
def __handleCatch(self, objNum):
self.notify.debug('catch: %s' % objNum)
self.showCatch(self.localAvId, objNum)
objName = self.droppedObjNames[objNum]
objTypeId = CatchGameGlobals.Name2DOTypeId[objName]
self.sendUpdate('claimCatch', [objNum, objTypeId])
self.finishDropInterval(objNum)
def showCatch(self, avId, objNum):
isLocal = avId == self.localAvId
objName = self.droppedObjNames[objNum]
objType = Name2DropObjectType[objName]
if objType.good:
if objNum not in self.droppedObjCaught:
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if isLocal:
base.playSfx(self.sndGoodCatch)
fruit = self.getObjModel(objName)
toon = self.getAvatar(avId)
rHand = toon.getRightHands()[0]
self.toonSDs[avId].eatFruit(fruit, rHand)
else:
self.toonSDs[avId].fsm.request('fallForward')
self.droppedObjCaught[objNum] = 1
def setObjectCaught(self, avId, objNum):
if not self.hasLocalToon:
return
if self.gameFSM.getCurrentState().getName() != 'play':
self.notify.warning('ignoring msg: object %s caught by %s' % (objNum, avId))
return
isLocal = avId == self.localAvId
if not isLocal:
self.notify.debug('AI: avatar %s caught %s' % (avId, objNum))
self.finishDropInterval(objNum)
self.showCatch(avId, objNum)
objName = self.droppedObjNames[objNum]
if Name2DropObjectType[objName].good:
i = self.avIdList.index(avId)
self.scores[i] += 1
self.scorePanels[i].setScore(self.scores[i])
self.fruitsCaught += 1
def finishDropInterval(self, objNum):
if objNum in self.dropIntervals:
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self.dropIntervals[objNum].finish()
def scheduleDrops(self):
self.droppedObjNames = [self.fruitName] * self.numFruits + ['anvil'] * self.numAnvils
self.randomNumGen.shuffle(self.droppedObjNames)
dropPlacer = self.DropPlacerType(self, self.getNumPlayers(), self.droppedObjNames)
while not dropPlacer.doneDropping():
self.dropSchedule.append(dropPlacer.getNextDrop())
def startDropTask(self):
taskMgr.add(self.dropTask, self.DropTaskName)
def stopDropTask(self):
taskMgr.remove(self.DropTaskName)
def dropTask(self, task):
curT = self.getCurrentGameTime()
while self.dropSchedule[0][0] <= curT:
drop = self.dropSchedule[0]
self.dropSchedule = self.dropSchedule[1:]
dropTime, objName, dropCoords = drop
objNum = self.numItemsDropped
lastDrop = len(self.dropSchedule) == 0
x, y = self.grid2world(*dropCoords)
dropIval = self.getDropIval(x, y, objName, objNum)
def cleanup(self = self, objNum = objNum, lastDrop = lastDrop):
del self.dropIntervals[objNum]
if lastDrop:
self.sendUpdate('reportDone')
dropIval.append(Func(cleanup))
self.dropIntervals[objNum] = dropIval
self.numItemsDropped += 1
dropIval.start(curT - dropTime)
if lastDrop:
return Task.done
return Task.cont
def setEveryoneDone(self):
if not self.hasLocalToon:
return
if self.gameFSM.getCurrentState().getName() != 'play':
self.notify.warning('ignoring setEveryoneDone msg')
return
self.notify.debug('setEveryoneDone')
def endGame(task, self = self):
if not CatchGameGlobals.EndlessGame:
self.gameOver()
return Task.done
self.notify.debug('num fruits: %s' % self.numFruits)
self.notify.debug('num catches: %s' % self.fruitsCaught)
self.timer.hide()
if self.fruitsCaught >= self.numFruits:
self.notify.debug('perfect game!')
perfectTextSubnode = hidden.attachNewNode(self.__genText(TTLocalizer.CatchGamePerfect))
perfectText = hidden.attachNewNode('perfectText')
perfectTextSubnode.reparentTo(perfectText)
frame = self.__textGen.getCardActual()
offsetY = -abs(frame[2] + frame[3]) / 2.0
perfectTextSubnode.setPos(0, 0, offsetY)
perfectText.setColor(1, 0.1, 0.1, 1)
def fadeFunc(t, text = perfectText):
text.setColorScale(1, 1, 1, t)
def destroyText(text = perfectText):
text.removeNode()
textTrack = Sequence(Func(perfectText.reparentTo, aspect2d), Parallel(LerpScaleInterval(perfectText, duration=0.5, scale=0.3, startScale=0.0), LerpFunctionInterval(fadeFunc, fromData=0.0, toData=1.0, duration=0.5)), Wait(2.0), Parallel(LerpScaleInterval(perfectText, duration=0.5, scale=1.0), LerpFunctionInterval(fadeFunc, fromData=1.0, toData=0.0, duration=0.5, blendType='easeIn')), Func(destroyText), WaitInterval(0.5), Func(endGame, None))
soundTrack = SoundInterval(self.sndPerfect)
self.perfectIval = Parallel(textTrack, soundTrack)
self.perfectIval.start()
else:
taskMgr.doMethodLater(1, endGame, self.EndGameTaskName)
return
def getDropIval(self, x, y, dropObjName, num):
objType = Name2DropObjectType[dropObjName]
dropNode = hidden.attachNewNode('catchDropNode%s' % num)
dropNode.setPos(x, y, 0)
shadow = self.dropShadow.copyTo(dropNode)
shadow.setZ(0.2)
shadow.setColor(1, 1, 1, 1)
object = self.getObjModel(dropObjName)
object.reparentTo(dropNode)
if dropObjName in ['watermelon', 'anvil']:
objH = object.getH()
absDelta = {'watermelon': 12,
'anvil': 15}[dropObjName]
delta = (self.randomNumGen.random() * 2.0 - 1.0) * absDelta
newH = objH + delta
else:
newH = self.randomNumGen.random() * 360.0
object.setH(newH)
sphereName = 'FallObj%s' % num
radius = self.ObjRadius
if objType.good:
radius *= lerp(1.0, 1.3, self.getDifficulty())
collSphere = CollisionSphere(0, 0, 0, radius)
collSphere.setTangible(0)
collNode = CollisionNode(sphereName)
collNode.setCollideMask(ToontownGlobals.CatchGameBitmask)
collNode.addSolid(collSphere)
collNodePath = object.attachNewNode(collNode)
collNodePath.hide()
if self.ShowObjSpheres:
collNodePath.show()
catchEventName = 'ltCatch' + sphereName
def eatCollEntry(forward, collEntry):
forward()
self.accept(catchEventName, Functor(eatCollEntry, Functor(self.__handleCatch, num)))
def cleanup(self = self, dropNode = dropNode, num = num, event = catchEventName):
self.ignore(event)
dropNode.removeNode()
duration = objType.fallDuration
onscreenDuration = objType.onscreenDuration
dropHeight = self.MinOffscreenHeight
targetShadowScale = 0.3
if self.TrickShadows:
intermedScale = targetShadowScale * (self.OffscreenTime / self.BaselineDropDuration)
shadowScaleIval = Sequence(LerpScaleInterval(shadow, self.OffscreenTime, intermedScale, startScale=0))
shadowScaleIval.append(LerpScaleInterval(shadow, duration - self.OffscreenTime, targetShadowScale, startScale=intermedScale))
else:
shadowScaleIval = LerpScaleInterval(shadow, duration, targetShadowScale, startScale=0)
targetShadowAlpha = 0.4
shadowAlphaIval = LerpColorScaleInterval(shadow, self.OffscreenTime, Point4(1, 1, 1, targetShadowAlpha), startColorScale=Point4(1, 1, 1, 0))
shadowIval = Parallel(shadowScaleIval, shadowAlphaIval)
if self.UseGravity:
def setObjPos(t, objType = objType, object = object):
z = objType.trajectory.calcZ(t)
object.setZ(z)
setObjPos(0)
dropIval = LerpFunctionInterval(setObjPos, fromData=0, toData=onscreenDuration, duration=onscreenDuration)
else:
startPos = Point3(0, 0, self.MinOffscreenHeight)
object.setPos(startPos)
dropIval = LerpPosInterval(object, onscreenDuration, Point3(0, 0, 0), startPos=startPos, blendType='easeIn')
ival = Sequence(Func(Functor(dropNode.reparentTo, render)), Parallel(Sequence(WaitInterval(self.OffscreenTime), dropIval), shadowIval), Func(cleanup), name='drop%s' % num)
landSound = None
if objType == Name2DropObjectType['anvil']:
landSound = self.sndAnvilLand
if landSound:
ival.append(SoundInterval(landSound))
return ival
def startSuitWalkTask(self):
ival = Parallel(name='catchGameMetaSuitWalk')
rng = RandomNumGen(self.randomNumGen)
delay = 0.0
while delay < CatchGameGlobals.GameDuration:
delay += lerp(self.SuitPeriodRange[0], self.SuitPeriodRange[0], rng.random())
walkIval = Sequence(name='catchGameSuitWalk')
walkIval.append(Wait(delay))
def pickY(self = self, rng = rng):
return lerp(-self.StageHalfHeight, self.StageHalfHeight, rng.random())
m = [2.5,
2.5,
2.3,
2.1][self.getNumPlayers() - 1]
startPos = Point3(-(self.StageHalfWidth * m), pickY(), 0)
stopPos = Point3(self.StageHalfWidth * m, pickY(), 0)
if rng.choice([0, 1]):
startPos, stopPos = stopPos, startPos
walkIval.append(self.getSuitWalkIval(startPos, stopPos, rng))
ival.append(walkIval)
ival.start()
self.suitWalkIval = ival
def stopSuitWalkTask(self):
self.suitWalkIval.finish()
del self.suitWalkIval
def getSuitWalkIval(self, startPos, stopPos, rng):
data = {}
lerpNP = render.attachNewNode('catchGameSuitParent')
def setup(self = self, startPos = startPos, stopPos = stopPos, data = data, lerpNP = lerpNP, rng = rng):
if len(self.suits) == 0:
return
suit = rng.choice(self.suits)
data['suit'] = suit
self.suits.remove(suit)
suit.reparentTo(lerpNP)
suit.loop('walk')
suit.setPlayRate(self.SuitSpeed / ToontownGlobals.SuitWalkSpeed, 'walk')
suit.setPos(0, 0, 0)
lerpNP.setPos(startPos)
suit.lookAt(stopPos)
def cleanup(self = self, data = data, lerpNP = lerpNP):
if 'suit' in data:
2019-11-02 17:27:54 -05:00
suit = data['suit']
suit.reparentTo(hidden)
self.suits.append(suit)
lerpNP.removeNode()
distance = Vec3(stopPos - startPos).length()
duration = distance / self.SuitSpeed
ival = Sequence(FunctionInterval(setup), LerpPosInterval(lerpNP, duration, stopPos), FunctionInterval(cleanup))
return ival
def handleSuitCollision(self, collEntry):
self.toonSDs[self.localAvId].fsm.request('fallBack')
timestamp = globalClockDelta.localToNetworkTime(globalClock.getFrameTime())
self.sendUpdate('hitBySuit', [self.localAvId, timestamp])
def hitBySuit(self, avId, timestamp):
if not self.hasLocalToon:
return
if self.gameFSM.getCurrentState().getName() != 'play':
self.notify.warning('ignoring msg: av %s hit by suit' % avId)
return
toon = self.getAvatar(avId)
if toon == None:
return
self.notify.debug('avatar %s hit by a suit' % avId)
if avId != self.localAvId:
self.toonSDs[avId].fsm.request('fallBack')
return
def enterCleanup(self):
self.notify.debug('enterCleanup')
def exitCleanup(self):
pass
def initOrthoWalk(self):
self.notify.debug('startOrthoWalk')
def doCollisions(oldPos, newPos, self = self):
x = bound(newPos[0], self.StageHalfWidth, -self.StageHalfWidth)
y = bound(newPos[1], self.StageHalfHeight, -self.StageHalfHeight)
newPos.setX(x)
newPos.setY(y)
return newPos
orthoDrive = OrthoDrive(self.ToonSpeed, customCollisionCallback=doCollisions)
self.orthoWalk = OrthoWalk(orthoDrive, broadcast=not self.isSinglePlayer())
def destroyOrthoWalk(self):
self.notify.debug('destroyOrthoWalk')
self.orthoWalk.destroy()
del self.orthoWalk
def getIntroMovie(self):
locNode = self.ground.find('**/locator_tree')
treeNode = locNode.attachNewNode('treeNode')
treeNode.setHpr(render, 0, 0, 0)
def cleanupTree(treeNode = treeNode):
treeNode.removeNode()
initialCamPosHpr = (-0.21,
-19.56,
13.94,
0.0,
26.57,
0.0)
suitViewCamPosHpr = (0, -11.5, 13, 0, -35, 0)
finalCamPosHpr = self.CameraPosHpr
cameraIval = Sequence(Func(camera.reparentTo, render), Func(camera.setPosHpr, treeNode, *initialCamPosHpr), WaitInterval(4.0), LerpPosHprInterval(camera, 2.0, Point3(*suitViewCamPosHpr[:3]), Point3(*suitViewCamPosHpr[3:]), blendType='easeInOut', name='lerpToSuitView'), WaitInterval(4.0), LerpPosHprInterval(camera, 3.0, Point3(*finalCamPosHpr[:3]), Point3(*finalCamPosHpr[3:]), blendType='easeInOut', name='lerpToPlayView'))
def getIntroToon(toonProperties, parent, pos):
toon = Toon.Toon()
dna = ToonDNA.ToonDNA()
dna.newToonFromProperties(*toonProperties)
toon.setDNA(dna)
toon.reparentTo(parent)
toon.setPos(*pos)
toon.setH(180)
toon.startBlink()
return toon
def cleanupIntroToon(toon):
toon.detachNode()
toon.stopBlink()
toon.delete()
def getThrowIval(toon, hand, object, leftToon, isAnvil = 0):
anim = 'catch-intro-throw'
grabFrame = 12
fullSizeFrame = 30
framePeriod = 1.0 / toon.getFrameRate(anim)
objScaleDur = (fullSizeFrame - grabFrame) * framePeriod
releaseFrame = 35
trajDuration = 1.6
trajDistance = 4
if leftToon:
releaseFrame = 34
trajDuration = 1.0
trajDistance = 1
animIval = ActorInterval(toon, anim, loop=0)
def getThrowDest(object = object, offset = trajDistance):
dest = object.getPos(render)
dest += Point3(0, -offset, 0)
dest.setZ(0)
return dest
if leftToon:
trajIval = ProjectileInterval(object, startVel=Point3(0, 0, 0), duration=trajDuration)
else:
trajIval = ProjectileInterval(object, endPos=getThrowDest, duration=trajDuration)
trajIval = Sequence(Func(object.wrtReparentTo, render), trajIval, Func(object.wrtReparentTo, hidden))
if isAnvil:
trajIval.append(SoundInterval(self.sndAnvilLand))
objIval = Track((grabFrame * framePeriod, Sequence(Func(object.reparentTo, hand), Func(object.setPosHpr, 0.05, -.13, 0.62, 0, 0, 336.8), LerpScaleInterval(object, objScaleDur, 1.0, startScale=0.1, blendType='easeInOut'))), (releaseFrame * framePeriod, trajIval))
def cleanup(object = object):
object.reparentTo(hidden)
object.removeNode()
throwIval = Sequence(Parallel(animIval, objIval), Func(cleanup))
return throwIval
tY = -4.0
tZ = 19.5
props = ['css',
'md',
'm',
'f',
9,
0,
9,
9,
13,
5,
11,
5,
8,
7]
leftToon = getIntroToon(props, treeNode, [-2.3, tY, tZ])
props = ['mss',
'ls',
'l',
'm',
6,
0,
6,
6,
3,
5,
3,
5,
5,
0]
rightToon = getIntroToon(props, treeNode, [1.8, tY, tZ])
fruit = self.getObjModel(self.fruitName)
if self.fruitName == 'pineapple':
fruit.setZ(0.42)
fruit.flattenMedium()
anvil = self.getObjModel('anvil')
anvil.setH(100)
anvil.setZ(0.42)
anvil.flattenMedium()
leftToonIval = getThrowIval(leftToon, leftToon.getRightHands()[0], fruit, leftToon=1)
rightToonIval = getThrowIval(rightToon, rightToon.getLeftHands()[0], anvil, leftToon=0, isAnvil=1)
animDur = leftToon.getNumFrames('catch-intro-throw') / leftToon.getFrameRate('catch-intro-throw')
toonIval = Sequence(Parallel(Sequence(leftToonIval, Func(leftToon.loop, 'neutral')), Sequence(Func(rightToon.loop, 'neutral'), WaitInterval(animDur / 2.0), rightToonIval, Func(rightToon.loop, 'neutral')), WaitInterval(cameraIval.getDuration())), Func(cleanupIntroToon, leftToon), Func(cleanupIntroToon, rightToon))
self.treeNode = treeNode
self.fruit = fruit
self.anvil = anvil
self.leftToon = leftToon
self.rightToon = rightToon
introMovie = Sequence(Parallel(cameraIval, toonIval), Func(cleanupTree))
return introMovie