Ejemplo n.º 1
0
 def __clientUpdate(self):
     dt = BigWorld.time() - self.__lastUpdateTime
     self.__setClientUpdateCallBack()
     if EntityStates.inState(self._owner,
                             EntityStates.DEAD | EntityStates.OBSERVER):
         self.__stopShootingSounds()
     if EntityStates.inState(self._owner, EntityStates.GAME):
         self._wrdh.update(dt)
         if not self.__prevControllerPosition:
             self.__prevControllerPosition = Math.Vector3(
                 self._owner.getShootingControllerPosition())
             self.__prevControllerRotation = Math.Quaternion(
                 self._owner.getShootingControllerRotation())
         shootingGroups = self._owner.shootingGroups()
         singleShotGroups = self._owner.popSingleShotGroups(
             shootingGroups & self.__guns.singleShotMask)
         from Helpers.AvatarHelper import isSpectating
         if shootingGroups or singleShotGroups or self.__isPlayer or isSpectating(
                 self._owner.id):
             if self.__pastTime > 0.0:
                 self.__guns.commonUpdate(self.__pastTime, 0)
             self.__guns.commonUpdate(dt, shootingGroups)
             self.__pastTime = 0.0
             shootClient = False
             shootingGroups &= ~self.__guns.singleShotMask
             weaponGroups = self.__guns.shoot(shootingGroups)
             if weaponGroups:
                 self.__shootClient(dt, weaponGroups)
                 shootClient = True
             if singleShotGroups:
                 self.__guns.reload(singleShotGroups)
                 weaponGroups = self.__guns.shoot(singleShotGroups)
                 if weaponGroups:
                     self.__shootClient(dt, weaponGroups)
                     shootClient = True
             if COLLISION_RECORDER:
                 self._owner.markPosition(
                     0, self.__prevControllerPosition,
                     self._owner.syncedRandom.getInfo())
             if not shootClient:
                 self.__stopShootingSounds()
         else:
             if self.__pastTime == 0.0:
                 self.__stopShootingSounds()
             self.__pastTime += dt
         self.__prevControllerPosition.set(
             self._owner.getShootingControllerPosition())
         if COLLISION_RECORDER:
             self._owner.markPosition(1, self.__prevControllerPosition,
                                      self._owner.syncedRandom.getInfo())
         self.__prevControllerRotation = self._owner.getShootingControllerRotation(
         )
         if self.__isOwnerAvatar:
             self._owner.updateAmmo()
     Weapons.debug_showBulletCollisionEffects()
Ejemplo n.º 2
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 def _updateConsumable(self, playerConsumable, modelConsumable, status):
     modelConsumable.amount = playerConsumable.chargesCount
     consumableID = modelConsumable.id.get()
     activeEndTime = int(
         round(playerConsumable.activeTill -
               BigWorld.player().arenaStartTime))
     if modelConsumable.activeEndTime.get() != activeEndTime:
         modelConsumable.activeEndTime = activeEndTime
     if playerConsumable.chargesCount == 0:
         modelConsumable.isEmpty = True
         modelConsumable.respawnEndTime = 0
     else:
         modelConsumable.isEmpty = False
         respawnEndTime = int(
             round(playerConsumable.coolDownTill -
                   BigWorld.player().arenaStartTime))
         cooldownTime = self._db.getConsumableByID(
             consumableID).coolDownTime
         respawnStartTime = int(respawnEndTime - cooldownTime)
         modelConsumable.respawnEndTime = respawnEndTime
         modelConsumable.respawnStartTime = respawnStartTime
     self._updateStatus(modelConsumable, status)
     if EntityStates.inState(
             self._playerAvatar,
             EntityStates.END_GAME) and modelConsumable.status.get() == 2:
         modelConsumable.isEmpty = True
Ejemplo n.º 3
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 def __updatePreparations(self):
     self.__avatar = BigWorld.entities.get(self.__avatarID, None)
     if not self.__inProcess or not self.__avatar or EntityStates.inState(
             self.__avatar, EntityStates.DESTROYED):
         return False
     else:
         return True
Ejemplo n.º 4
0
 def __updateVisibleAxis(self):
     if not self._notControlledByUser and EntityStates.inState(BigWorld.player(), EntityStates.GAME):
         player = BigWorld.player()
         fmRotation = BigWorld.player().getRotation()
         norm = Math.Vector3(self.__camDirection)
         norm.normalise()
         yawAngle = 0.5 * math.pi - math.acos(clamp(-1.0, fmRotation.getAxisX().dot(norm), 1.0))
         pitchAngle = 0.5 * math.pi - math.acos(clamp(-1.0, fmRotation.getAxisY().dot(norm), 1.0))
         mouseRoll = -sign(yawAngle) * clamp(-1.0, max(0.0, abs(yawAngle) / math.radians(5.0) - 1.0), 1.0)
         hAxis = clamp(-1.0, yawAngle / math.radians(5.0) * 8.0, 1.0) * (1 - abs(self.__lastKeyBoardAxis[HORIZONTAL_AXIS])) + self.__lastKeyBoardAxis[HORIZONTAL_AXIS]
         vAxis = clamp(-1.0, pitchAngle / math.radians(10.0), 1.0) * (1 - abs(self.__lastKeyBoardAxis[VERTICAL_AXIS])) + self.__lastKeyBoardAxis[VERTICAL_AXIS]
         rAxis = bool(InputMapping.g_instance.mouseSettings.ROLL_SPEED_CFC) * mouseRoll * (1 - abs(self.__lastKeyBoardAxis[ROLL_AXIS])) + self.__lastKeyBoardAxis[ROLL_AXIS]
         speedDirection = player.getWorldVector()
         speedDirection.normalise()
         dotX = clamp(-1.0, fmRotation.getAxisX().dot(speedDirection), 1.0)
         dotY = clamp(-1.0, fmRotation.getAxisY().dot(speedDirection), 1.0)
         angleX = abs(0.5 * math.pi - math.acos(dotX)) / math.radians(10.0)
         angleY = abs(0.5 * math.pi - math.acos(dotY)) / math.radians(35.0 / 2.0)
         signX = sign(dotX)
         signY = sign(dotY)
         hAxis = clamp(-1.0, hAxis - (1.0 - abs(hAxis)) * clamp(-1.0, signX * angleX, 1.0), 1.0)
         vAxis = clamp(-1.0, vAxis - (1.0 - abs(vAxis)) * clamp(-1.0, signY * angleY, 1.0), 1.0)
         mouseAngle = math.acos(clamp(-1.0, fmRotation.getAxisZ().dot(norm), 1.0))
         equalizerAngle = 0.5 * (0.3 + 0.7 * InputMapping.g_instance.mouseSettings.RADIUS_OF_CONDUCTING) * BigWorld.projection().fov * InputMapping.g_instance.mouseSettings.EQUALIZER_ZONE_SIZE
         equalizer = max(0.0, (equalizerAngle - mouseAngle) / equalizerAngle) * clamp(-1.0, 3.0 * bool(InputMapping.g_instance.mouseSettings.EQUALIZER_FORCE) * player.roll / math.pi, 1.0) if equalizerAngle else 0.0
         rAxis = clamp(-1.0, rAxis - (1.0 - abs(rAxis)) * equalizer, 1.0)
         self.__applyInputAxis(HORIZONTAL_AXIS, clamp(-1.0, hAxis, 1.0))
         self.__applyInputAxis(ROLL_AXIS, clamp(-1.0, rAxis, 1.0))
         self.__applyInputAxis(VERTICAL_AXIS, clamp(-1.0, vAxis, 1.0))
         self.__applyInputAxis(FORCE_AXIS, self.__lastKeyBoardAxis[FORCE_AXIS])
         automaticFlaps = False
         if InputMapping.g_instance.mouseSettings.AUTOMATIC_FLAPS:
             automaticFlaps = int(max(0.0, player.asymptoteVMaxPitch - abs(player.getRotationSpeed().y)) < 0.25 * player.asymptoteVMaxPitch)
         self.__applyInputAxis(FLAPS_AXIS, self.__lastKeyBoardAxis[FLAPS_AXIS] or automaticFlaps)
Ejemplo n.º 5
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 def __updateAirwave(self, target):
     AIRWAVE_DISTANCE = db.DBLogic.g_instance.cameraEffects.airwaveDistance
     if target.inWorld and EntityStates.inState(target, EntityStates.GAME):
         targetDir = target.position - BigWorld.player().position
         targetDist = targetDir.length
         if targetDist < AIRWAVE_DISTANCE:
             if target.id not in self.__nearPlaneDistances:
                 self.__nearPlaneDistances[target.id] = (targetDist,
                                                         targetDir,
                                                         target.id)
             else:
                 targetPrevInfo = self.__nearPlaneDistances[target.id]
                 if targetPrevInfo:
                     targetPrevDist = targetPrevInfo[0]
                     if targetPrevDist < targetDist:
                         self.__startAirwaveEffect(targetPrevInfo)
                         self.__nearPlaneDistances[target.id] = None
                     else:
                         self.__nearPlaneDistances[target.id] = (targetDist,
                                                                 targetDir,
                                                                 target.id)
             return
     if target.id in self.__nearPlaneDistances:
         targetInfo = self.__nearPlaneDistances[target.id]
         if targetInfo:
             self.__startAirwaveEffect(targetInfo)
         self.__nearPlaneDistances.pop(target.id)
     return
 def _canPerformUpdate(self):
     if not (self._player and self._player.inWorld
             and EntityStates.inState(self._player, EntityStates.GAME)):
         return False
     if not (self._getArena and self._gameMode and self._gameMode.isReady):
         return False
     return True
Ejemplo n.º 7
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    def __getFightPhase(self, flag=FLAG.NONE):
        if self.__currentSoundPhase in (
                SOUND_PHASES.RESULT_SCREEN,
                SOUND_PHASES.SCREEN) or self.__currentSoundPhase in (
                    SOUND_PHASES.SPECTATOR,
                    SOUND_PHASES.NOSEDIVING) and not flag == FLAG.RESPAWN:
            return
        phase = SOUND_PHASES.PILOTING
        player = BigWorld.player()
        visibleAvatars = player.visibleAvatars.values()
        if flag == FLAG.LEAVE_WORLD:
            enemiesCounter = 0
        for avatar in visibleAvatars:
            arena = GameEnvironment.getClientArena()
            isTeamate = arena.avatarInfos.get(player.id).get(
                'teamIndex',
                -1) == arena.avatarInfos.get(avatar.id).get('teamIndex', -1)
            if not isTeamate and not EntityStates.inState(
                    avatar, EntityStates.DESTROYED):
                if not flag == FLAG.LEAVE_WORLD or enemiesCounter:
                    phase = SOUND_PHASES.DOGFIGHT
                    break
                else:
                    enemiesCounter += 1

        return phase
Ejemplo n.º 8
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 def __updateHUDProgress(self):
     arenaStartTime = BigWorld.player().arenaStartTime
     serverTime = BigWorld.serverTime()
     curTime = int(round(arenaStartTime - serverTime))
     if arenaStartTime > 0:
         if curTime <= self.__class__.PRE_INTRO_CINEMATIC_START_TIME:
             if curTime > self.__class__.PRE_INTRO_ZOOM_START_TIME:
                 if not self.__cinematicStarted:
                     player = BigWorld.player()
                     if EntityStates.inState(player,
                                             EntityStates.PRE_START_INTRO):
                         if 'scenarioCameraController' in player.controllers:
                             import BWPersonality
                             player.controllers[
                                 'scenarioCameraController'].onEvent(
                                     BWPersonality.getNextIntroTimeline(),
                                     BigWorld.serverTime())
                             cinematicStartTime = self.__class__.PRE_INTRO_CINEMATIC_START_TIME - curTime
                             if cinematicStartTime < self.__class__.PRE_INTRO_CINEMATIC_START_TIME:
                                 self.getStateObject().setCinematicTime(
                                     cinematicStartTime)
                         self.__cinematicStarted = True
             elif not self.__preintroFinished:
                 curTime = clamp(0.0, curTime,
                                 self.__class__.PRE_INTRO_ZOOM_START_TIME)
                 self.stopPreIntro(curTime)
Ejemplo n.º 9
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 def _isValidTarget(self, target):
     return EntityStates.inState(
         target, EntityStates.GAME
     ) and self._ownerEntity.teamIndex != target.teamIndex and self._ownerLogic.targetInTurretSector(
         target) and not BigWorld.hm_collideSimple(
             self._ownerEntity.spaceID, self._ownerEntity.position,
             target.position) and target.id not in self._ignoreList
Ejemplo n.º 10
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 def __updateWakeTarget(self, target):
     if target.inWorld and EntityStates.inState(target, EntityStates.GAME):
         dirFromTarget = BigWorld.player().position - target.position
         distToTarget = dirFromTarget.length
         WAKE_HALF_ANGLE = db.DBLogic.g_instance.cameraEffects.wakeParams.angle * 0.5
         if distToTarget <= db.DBLogic.g_instance.cameraEffects.wakeParams.distance and not EntityStates.inState(
                 target, EntityStates.OBSERVER | EntityStates.DESTROYED):
             targetDir = target.getRotation().getAxisZ()
             angleToTarget = math.pi - abs(dirFromTarget.angle(targetDir))
             if angleToTarget < WAKE_HALF_ANGLE:
                 playerCamPresetID = BigWorld.player(
                 ).settings.airplane.visualSettings.camera
                 targetCamPresetID = target.settings.airplane.visualSettings.camera
                 camPresetInfo = db.DBLogic.g_instance.cameraEffects.camPresetInfo
                 if targetCamPresetID in camPresetInfo and playerCamPresetID in camPresetInfo:
                     targetFactor = camPresetInfo[
                         targetCamPresetID].amplitudeFactor
                     playerFactor = camPresetInfo[
                         playerCamPresetID].amplitudeFactor
                     force = playerFactor / targetFactor * (
                         1.0 - distToTarget / db.DBLogic.g_instance.
                         cameraEffects.wakeParams.distance)
                     self.__wakePlaneForces[target.id] = force
                 return
     if target.id in self.__wakePlaneForces:
         self.__wakePlaneForces.pop(target.id)
Ejemplo n.º 11
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 def __changeInputState(self):
     if EntityStates.inState(
             BigWorld.player(),
             EntityStates.OBSERVER | EntityStates.END_GAME
             | EntityStates.DEAD | EntityStates.OUTRO):
         return
     self.setState(
         self.__inputToCamState[self.__inputState][self.__inputBattleMode])
Ejemplo n.º 12
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 def __findPartCollisionHealth(self, start, end):
     partsCollider = BigWorld.hm_collideParts(self._owner.spaceID, start,
                                              end, self._owner)
     if partsCollider:
         for entity, partId, position in partsCollider:
             if hasattr(entity, 'health') and EntityStates.inState(
                     entity, EntityStates.GAME):
                 return (entity, partId, position)
Ejemplo n.º 13
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 def update(self):
     if self.getState(
     ) is not None and self.curZoomData is not None and EntityStates.inState(
             BigWorld.player(), EntityStates.GAME):
         self.__updateZoomDataPosition()
         self.getStateObject().onZoomIndexChanged(self.__curZoomState,
                                                  self.curZoomData)
     return
Ejemplo n.º 14
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 def isActive(self):
     if self._lockTargetId > 0:
         target = BigWorld.entities.get(self._lockTargetId)
         if target is not None and isTeamObject(
                 target) and EntityStates.inState(target,
                                                  EntityStates.GAME):
             return self._lockTargetDamage > _HotChickSkillTargetHPCfc * target.maxHealth
     self._lockTargetId = -1
     return False
Ejemplo n.º 15
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 def setEffectsEnabled(self, isEnabled):
     if self.__cam:
         self.__cam.effectController.setEnabled(
             isEnabled or EntityStates.inState(BigWorld.player(),
                                               EntityStates.OBSERVER))
     else:
         LOG_ERROR(
             "Cannot change camera effects state, bacause AircraftCamera isn't created yet."
         )
Ejemplo n.º 16
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 def isActive(self):
     if self._lockTargetId > 0:
         target = BigWorld.entities.get(self._lockTargetId)
         if target is not None and isAvatar(
                 target) and EntityStates.inState(target,
                                                  EntityStates.GAME):
             return self._isFrontAttack(target)
     self._lockTargetId = -1
     return False
Ejemplo n.º 17
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 def onFlyKeyBoardInputAllowed(self, flag, playerAvatar):
     if not flag and EntityStates.inState(playerAvatar, EntityStates.GAME):
         if self.getState() not in [
                 CameraState.DebugCamera, CameraState.Spectator,
                 CameraState.DestroyedFall, CameraState.SuperFree,
                 CameraState.ReplayFree, CameraState.Gunner,
                 CameraState.Bomber
         ]:
             self.reset()
Ejemplo n.º 18
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 def handleSpeed(self, speedMPS, ignoreNonForsageStates=True):
     cam = GameEnvironment.getCamera()
     cameraState = cam.getState()
     isValidCameraState = cameraState in self.__class__.__FORSAGE_STATES if ignoreNonForsageStates else True
     if EntityStates.inState(
             BigWorld.player(),
             EntityStates.GAME | EntityStates.PRE_START_INTRO
     ) and speedMPS > 0 and isValidCameraState:
         speedNorm = clamp(0.0, speedMPS / self.__maxSpeed, 1.0)
         self.__speedStateMachine.setTargetSpeed(speedNorm)
Ejemplo n.º 19
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 def __setStrategy(self, soundModeID):
     if self.__strategy:
         self.__strategy.finish()
     if soundModeID is None:
         self.__strategy = None
     else:
         avatar = BigWorld.entities.get(self._avatarID)
         if avatar and not EntityStates.inState(avatar,
                                                EntityStates.DESTROYED):
             self.__strategy = self._createSoundStrategy(soundModeID)
     return
Ejemplo n.º 20
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 def _updateBelts(self):
     if EntityStates.inState(self._playerAvatar, EntityStates.WAIT_START):
         self._model.ammoBelts.clean()
         self._addBaseBelts()
     else:
         ammoGroups = self._playerAvatar.getBeltsAmmoCountByGroup()
         for groupID in ammoGroups:
             beltStructure = self._model.ammoBelts.first(
                 lambda e: e.id.get() == groupID)
             if beltStructure:
                 status = ammoGroups[groupID]
                 if status != beltStructure.status.get():
                     beltStructure.status = status
Ejemplo n.º 21
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 def _getCurrTargetID(self):
     if self._targetID <= 0 and self._active:
         targetEntity = BigWorld.entities.get(self._lastTargetID, None)
         if targetEntity is not None and EntityStates.inState(
                 targetEntity, EntityStates.GAME
         ) and self._context.basePosition.distTo(
                 targetEntity.position
         ) < self._context.targetLockShootDistance and self.__playerDirection.angle(
                 targetEntity.position - self._context.basePosition
         ) < self._context.turretLoseBorderZone:
             return self._lastTargetID
     self._lastTargetID = self._targetID
     return self._lastTargetID
Ejemplo n.º 22
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 def pushMessage(self, data):
     if EntityStates.inState(self._avatarPlayer, EntityStates.OUTRO):
         return
     LOG_DEBUG(' BattleAlertsSource: pushMessage ', vars(data))
     self._alertCounter += 1
     battleAlertData = dict(type=data.type,
                            title=data.title,
                            icon=data.icon,
                            lifetime=data.lifeTime,
                            priority=data.priority,
                            alertCounter=self._alertCounter,
                            data=data.data)
     battleAlertData = self._checkOnAddValue(
         data, self._checkOnTimer(data, battleAlertData))
     self._model.battleAlert = battleAlertData
Ejemplo n.º 23
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 def _onPlayerStateChanged(self, oldState, state):
     LOG_DEBUG(' STATES TEST :  currentState : ',
               EntityStates.getStateName(state))
     if state & (EntityStates.DESTROYED | EntityStates.DESTROYED_FALL):
         if oldState & EntityStates.GAME_CONTROLLED:
             LOG_DEBUG(' STATES TEST : ', 'DEAD')
             self._stateMachine.signal(ON_DEATH)
             self.___endDeathStateCallback = BigWorld.callback(
                 10, self._endDeathState)
     if state & EntityStates.GAME:
         LOG_DEBUG('STATES TEST : ', 'START GAME AFTER RESPAWN')
         if not self._awaitLoadPlaneResources:
             self._stateMachine.signal(ON_END_RESPAWN)
     if state & EntityStates.OUTRO:
         LOG_DEBUG(' STATES TEST : ', ' OUTRO ')
         self._stateMachine.signal(ON_OUTRO)
Ejemplo n.º 24
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 def update(self, dt):
     md = self._cursor()
     baseDirection = self._owner.getShootingControllerRotation().getAxisZ()
     wData = self.weaponSettings
     validData = md is not None and self._currCursor is not None and baseDirection.angle(
         md) < wData.cursorAngleMax
     if not EntityStates.inState(self._owner, EntityStates.GAME):
         self._currCursor = baseDirection
     elif self._maxSpeed >= 0 and validData:
         angle = self._currCursor.angle(md)
         axis = self._currCursor.cross(md)
         _Q.fromAngleAxis(min(angle, self._maxSpeed * dt), axis)
         self._currCursor = _Q.rotateVec(self._currCursor)
     else:
         self._currCursor = md
     return
Ejemplo n.º 25
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 def update(self, dt):
     if EntityStates.inState(self._owner, EntityStates.GAME):
         self._wrdh.update(dt)
         if not self.__prevControllerPosition:
             self.__prevControllerPosition = Math.Vector3(
                 self._owner.getShootingControllerPosition())
             self.__prevControllerRotation = Math.Quaternion(
                 self._owner.getShootingControllerRotation())
         groups1 = reduce(
             ior,
             map(lambda group: group.singleShotBit,
                 filter(lambda group: group.isReady(), self.__guns.groups)),
             0)
         armaments = self.__guns.cellUpdate(
             dt, self.oneTickFireFlag | self.fireFlags)
         groups2 = reduce(
             ior,
             map(lambda group: group.singleShotBit,
                 filter(lambda group: group.isReady(), self.__guns.groups)),
             0)
         groups = ~groups1 & groups2
         if groups:
             self._owner.onSingleShotReady(groups)
         if COLLISION_RECORDER:
             self._owner.markPosition(0, self.__prevControllerPosition,
                                      self._owner.syncedRandom.getInfo())
         if self._owner.armamentStates and self._owner.armamentStates != armaments:
             self._owner.shootingSync = self._owner.syncedRandom.refresh()
             self.syncGunsRandom()
         if armaments != 0:
             self._owner.onDisclosure()
             self.__storedArmament |= armaments
             readyGroups = self.__guns.shoot(armaments)
             if readyGroups:
                 self.__shootCell(dt, readyGroups)
         self.oneTickFireFlag = 0
         if armaments != self._owner.armamentStates:
             if self._owner.armamentStates:
                 self._owner.syncGunsWithClient(self.__guns.getSyncData())
             self._owner.armamentStates = armaments
         self.__prevControllerPosition = Math.Vector3(
             self._owner.getShootingControllerPosition())
         if COLLISION_RECORDER:
             self._owner.markPosition(1, self.__prevControllerPosition,
                                      self._owner.syncedRandom.getInfo())
         self.__prevControllerRotation = Math.Quaternion(
             self._owner.getShootingControllerRotation())
Ejemplo n.º 26
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 def __sendCursor(self):
     import BattleReplay
     if BattleReplay.isPlaying():
         return
     if EntityStates.inState(BigWorld.player(), EntityStates.GAME):
         self.__updateCurrentRadius()
         direction = self.__cameraStrategy.cursorDirection if not self.__isExtraMode else self.__lastDirection
         self.__profile.setCamDirection(direction)
         dataDir, up = self.__prepareMousePackage(direction)
         self.__lastDirection = direction
         if dataDir != self.__lastDataDir:
             self._lastDataDir = dataDir
             timeSend = GameEnvironment.getInput().inputAxis.serverTime
             BigWorld.player().cell.sendMouseDirData(timeSend, dataDir)
         if up != self.__lastUp:
             self.__lastUp = up
             BigWorld.player().cell.sendMouseUp(up)
Ejemplo n.º 27
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 def __idleAnimate(self):
     if self.__callback is not None:
         BigWorld.cancelCallback(self.__callback)
     if not IS_EDITOR and isAvatar(
             BigWorld.player()) and EntityStates.inState(
                 BigWorld.player(), EntityStates.GAME):
         if self.__passiveTime > 0:
             self.__passiveTime -= PilotHeadController.CALLBACK_TIME
         else:
             rudderY = choice([-1, 0, 1])
             self.matrixProvider.yaw = self.maxAngle * rudderY
             rudderP = choice([0, -1]) * (1 if not self.reversed else -1)
             self.matrixProvider.pitch = self.maxAngle * rudderP
             self.__passiveTime = PilotHeadController.PASSIVE_TIME
     self.__callback = BigWorld.callback(PilotHeadController.CALLBACK_TIME,
                                         self.__idleAnimate)
     return
Ejemplo n.º 28
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 def processMouseEvent(self, event):
     if EntityStates.inState(BigWorld.player(), EntityStates.WAIT_START
                             | EntityStates.CREATED):
         return
     if getattr(self.getStateObject(), 'isInOverview', False):
         self.__cameraStateMachine.updateStateAttr(self.getState(),
                                                   'onOverlookScroll',
                                                   event.dz)
     elif not self.__cameraStateMachine.updateStateAttr(
             self.getState(), 'onMouseScroll', event.dz):
         stateInstance = self.getStateObject()
         if stateInstance and stateInstance.zoomPresent(
         ) and self.__isZoomEnable:
             if event.dz > 0 and self.__curZoomState != ZoomStates.Sniper:
                 self.__setZoom(ZoomStates.Sniper)
             elif event.dz < 0 and self.__curZoomState != ZoomStates.Normal:
                 self.__setZoom(ZoomStates.Normal)
     else:
         camStateStrategy = self.getStateStrategy()
         if hasattr(camStateStrategy, 'distance'):
             dist = self.getStateStrategy().distance
             self.eDistanceChanged(dist)
Ejemplo n.º 29
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 def update(self):
     isPlayerInGame = EntityStates.inState(
         BigWorld.player(), EntityStates.GAME | EntityStates.PRE_START_INTRO
         | EntityStates.WAIT_START)
     if self.__curState:
         self.__curState.setActive(isPlayerInGame)
     if self.__targetSpeed is None:
         return
     else:
         if self.__ticker is None:
             self.__curSpeed = self.__targetSpeed
             self.__ticker = time()
             dt = 0
         else:
             currTime = time()
             dt = currTime - self.__ticker
             self.__ticker = currTime
         self.__curSpeed += (self.__targetSpeed -
                             self.__curSpeed) * dt * 0.5
         if self.__curState:
             self.__curState.update(self.__curSpeed)
         return
Ejemplo n.º 30
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 def _positionUpdate(self):
     t = self._getCurrentTime()
     if t >= 0.0:
         curState = self.getState()
         if curState == UPDATABLE_STATE.CREATE:
             newMovement = self.__getDistForTime(t)
             self.__tickMovement = newMovement - self.__totalMovement
             self.__totalMovement = newMovement
             self.position = self._startPosition + self.__direction * self.__totalMovement
             if not IS_CLIENT:
                 r = self.__shellDescription.lockRange * self._owner.controllers[
                     'externalModifiers'].modifiers.ACTIVATE_ROCKET_DETONATOR
                 if next((e for e in self._owner.entitiesInRange(
                         r, 'Avatar', self.position) + self._owner.
                          entitiesInRange(r, 'AvatarBot', self.position)
                          if EntityStates.inState(e, EntityStates.GAME)
                          and self._owner.teamIndex != e.teamIndex), None):
                     self.__doExplosion()
                     return
                 if self.__findPartCollisionHealth(
                         self.position -
                         self.__direction * self.__tickMovement * 0.5,
                         self.position +
                         self.__direction * self.__tickMovement * 0.5):
                     self.__doExplosion()
                     return
             if self.__totalMovement >= self.__maxFlightDist:
                 normal = Math.Vector3(self._startVector)
                 normal.normalise()
                 self.position = self.__maxFlightDist * normal + self._startPosition
                 self.__doExplosion()
                 return
         if IS_CLIENT:
             self.__updatableSound.updatePosition(self.position)
     if IS_CLIENT:
         if self.model:
             self.matrix.translation = self.position
     return