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actors.py
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actors.py
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from globals.types import Point
from OpenGL.GL import *
import globals
import ui
import drawing
import os
import game_view
import random
import pygame
import cmath
import math
import numpy
import modes
class Actor(object):
texture = None
width = None
height = None
threshold = 0.01
initial_health = 100
max_speed = 0.25
max_square_speed = max_speed**2
def __init__(self,map,pos):
self.map = map
self.tc = globals.atlas.TextureSpriteCoords('%s.png' % self.texture)
self.quad = drawing.Quad(globals.quad_buffer,tc = self.tc)
self.size = Point(float(self.width)/16,float(self.height)/16)
self.corners = self.size, Point(-self.size.x,self.size.y), Point(-self.size.x,-self.size.y), Point(self.size.x,-self.size.y)
self.corners = [p*0.5 for p in self.corners]
self.corners_polar = [(p.length(),((1+i*2)*math.pi)/4) for i,p in enumerate(self.corners)]
self.radius_square = (self.size.x/2)**2 + (self.size.y/2)**2
self.radius = math.sqrt(self.radius_square)
self.corners_euclid = [p for p in self.corners]
self.current_sound = None
self.last_update = None
self.dead = False
self.move_speed = Point(0,0)
self.angle_speed = 0
self.move_direction = Point(0,0)
self.pos = None
self.last_damage = 0
self.health = self.initial_health
self.interacting = None
self.SetPos(pos)
self.set_angle(3*math.pi/2)
self.hand_offset = Point(0,self.size.y*1.1)
self.track_quads = []
self.last_track = 0
def mid_point(self):
return self.pos + (self.size/2).Rotate(self.angle)
def RemoveFromMap(self):
if self.pos is not None:
bl = self.pos.to_int()
tr = (self.pos+self.size).to_int()
for x in xrange(bl.x,tr.x+1):
for y in xrange(bl.y,tr.y+1):
self.map.RemoveActor(Point(x,y),self)
def AdjustHealth(self,amount):
self.health += amount
if self.health > self.initial_health:
self.health = self.initial_health
if self.health < 0:
#if self.dead_sound:
# self.dead_sound.play()
self.health = 0
self.dead = True
self.Death()
def damage(self, amount):
if globals.time < self.last_damage + self.immune_duration:
#woop we get to skip
return
self.last_damage = globals.time
self.AdjustHealth(-amount)
def SetPos(self,pos):
self.RemoveFromMap()
self.pos = pos
self.vertices = [((pos + corner)*globals.tile_dimensions).to_int() for corner in self.corners_euclid]
bl = pos
tr = bl + self.size
bl = bl.to_int()
tr = tr.to_int()
#self.quad.SetVertices(bl,tr,4)
self.quad.SetAllVertices(self.vertices, 4)
for x in xrange(bl.x,tr.x+1):
for y in xrange(bl.y,tr.y+1):
self.map.AddActor(Point(x,y),self)
def TriggerCollide(self,other):
pass
def set_angle(self, angle):
self.angle = angle%(2*math.pi)
self.corners_polar = [(p.length(),self.angle + ((1+i*2)*math.pi)/4) for i,p in enumerate(self.corners)]
cnums = [cmath.rect(r,a) for (r,a) in self.corners_polar]
self.corners_euclid = [Point(c.real,c.imag) for c in cnums]
def Update(self,t):
self.Move(t)
def hand_pos(self):
return self.pos + self.hand_offset.Rotate(self.angle)
def Move(self,t):
if self.last_update is None:
self.last_update = globals.time
return
elapsed = (globals.time - self.last_update)*globals.time_step
self.last_update = globals.time
angle_change = self.angle_speed*elapsed
if 0 != self.required_turn:
self.turned += abs(angle_change)
self.set_angle(self.angle + angle_change)
self.move_speed += self.move_direction.Rotate(self.angle)*elapsed
if self.move_speed.SquareLength() > self.max_square_speed:
self.move_speed = self.move_speed.unit_vector() * self.max_speed
mp = self.mid_point().to_int()
try:
tile = self.map.data[mp.x][mp.y]
if tile.type == game_view.TileTypes.ICE:
friction = 0.002*elapsed
if not globals.wee_played:
globals.sounds.weee.play()
globals.wee_played = True
else:
friction = 0.05*elapsed
except IndexError:
friction = 0.05*elapsed
if friction:
friction = self.move_speed.unit_vector()*friction
if friction.SquareLength() < self.move_speed.SquareLength():
#self.move_speed *= 0.7*(1-(elapsed/1000.0))
self.move_speed -= friction
else:
self.move_speed = Point(0,0)
if tile.type != game_view.TileTypes.ICE:#There's friction so also make some tracks
if globals.time - self.last_track > 10 and self.move_speed.SquareLength() > 0.001 or abs(angle_change) > 0.001:
self.last_track = globals.time
quad = drawing.Quad(globals.quad_buffer,tc = globals.atlas.TextureSpriteCoords('tracks.png'))
quad.SetAllVertices(self.vertices, 0.5)
self.track_quads.append(quad)
if len(self.track_quads) > 10000:
q = self.track_quads.pop(0)
q.Delete()
if self.interacting:
self.move_speed = Point(0,0)
amount = self.move_speed * elapsed
bl = self.pos.to_int()
tr = (self.pos+self.size).to_int()
for x in xrange(bl.x,tr.x+1):
for y in xrange(bl.y,tr.y+1):
try:
for actor in self.map.data[x][y].actors:
if actor is self:
continue
distance = actor.pos - self.pos
if distance.SquareLength() < self.radius_square + actor.radius_square:
overlap = self.radius + actor.radius - distance.length()
adjust = distance.unit_vector()*-overlap
amount += adjust*0.1
self.TriggerCollide(actor)
#We've hit, so move us away from it's centre by the overlap
except IndexError:
pass
#check each of our four corners
for corner in self.corners:
pos = self.pos + corner
target_x = pos.x + amount.x
if target_x >= self.map.size.x:
amount.x = 0
target_x = pos.x
elif target_x < 0:
amount.x = -pos.x
target_x = 0
target_tile_x = self.map.data[int(target_x)][int(pos.y)]
if target_tile_x.type in game_view.TileTypes.Impassable:
amount.x = 0
elif (int(target_x),int(pos.y)) in self.map.object_cache:
obj = self.map.object_cache[int(target_x),int(pos.y)]
if obj.Contains(Point(target_x,pos.y)):
amount.x = 0
target_y = pos.y + amount.y
if target_y >= self.map.size.y:
amount.y = 0
target_y = pos.y
elif target_y < 0:
amount.y = -pos.y
target_y = 0
target_tile_y = self.map.data[int(pos.x)][int(target_y)]
if target_tile_y.type in game_view.TileTypes.Impassable:
amount.y = 0
elif (int(pos.x),int(target_y)) in self.map.object_cache:
obj = self.map.object_cache[int(pos.x),int(target_y)]
if obj.Contains(Point(pos.x,target_y)):
amount.y = 0
self.SetPos(self.pos + amount)
if self.interacting:
diff = self.interacting.pos + (self.interacting.size*0.5) - self.pos
distance = diff.length()
if distance > 2.5:
self.deactivate()
def GetPos(self):
return self.pos
def GetPosCentre(self):
return self.pos
def click(self, pos, button):
pass
def unclick(self, pos, button):
pass
@property
def screen_pos(self):
p = (self.pos*globals.tile_dimensions - globals.game_view.viewpos._pos)*globals.scale
return p
class Light(object):
z = 60
def __init__(self,pos,radius = 400, intensity = 1):
self.radius = radius
self.width = self.height = radius
self.quad_buffer = drawing.QuadBuffer(4)
self.quad = drawing.Quad(self.quad_buffer)
self.shadow_quad = globals.shadow_quadbuffer.NewLight()
self.shadow_index = self.shadow_quad.shadow_index
self.colour = (1,1,1)
self.intensity = float(intensity)
self.set_pos(pos)
self.on = True
self.append_to_list()
def append_to_list(self):
globals.lights.append(self)
def set_pos(self,pos):
self.world_pos = pos
pos = pos*globals.tile_dimensions
self.pos = (pos.x,pos.y,self.z)
box = (globals.tile_scale*Point(self.width,self.height))
bl = Point(*self.pos[:2]) - box*0.5
tr = bl + box
bl = bl.to_int()
tr = tr.to_int()
self.quad.SetVertices(bl,tr,4)
def Update(self,t):
pass
@property
def screen_pos(self):
p = self.pos
return ((p[0] - globals.game_view.viewpos._pos.x)*globals.scale.x,(p[1]-globals.game_view.viewpos._pos.y)*globals.scale.y,self.z)
class NonShadowLight(Light):
def append_to_list(self):
globals.non_shadow_lights.append(self)
class ActorLight(object):
z = 6
def __init__(self,parent):
self.parent = parent
self.quad_buffer = drawing.QuadBuffer(4)
self.quad = drawing.Quad(self.quad_buffer)
self.colour = (1,1,1)
self.radius = 30
self.intensity = 1
self.on = True
globals.non_shadow_lights.append(self)
def Update(self,t):
self.vertices = [((self.parent.pos + corner*2)*globals.tile_dimensions).to_int() for corner in self.parent.corners_euclid]
self.quad.SetAllVertices(self.vertices, 0)
@property
def pos(self):
return (self.parent.pos.x*globals.tile_dimensions.x,self.parent.pos.y*globals.tile_dimensions.y,self.z)
class MorseLight(object):
z = 6
def __init__(self,parent,colour):
self.parent = parent
self.quad_buffer = drawing.QuadBuffer(4)
self.quad = drawing.Quad(self.quad_buffer)
self.colour = colour
self.radius = 60
self.intensity = 1
self.on = True
globals.non_shadow_lights.append(self)
def Update(self,t):
self.vertices = [((self.parent.pos + corner*3)*globals.tile_dimensions).to_int() for corner in self.parent.corners_euclid]
self.quad.SetAllVertices(self.vertices, 0)
@property
def pos(self):
return (self.parent.pos.x*globals.tile_dimensions.x,self.parent.pos.y*globals.tile_dimensions.y,self.z)
class FixedLight(object):
z = 6
def __init__(self,pos,size):
#self.world_pos = pos
self.pos = pos*globals.tile_dimensions
self.size = size
self.quad_buffer = drawing.QuadBuffer(4)
self.quad = drawing.Quad(self.quad_buffer)
self.colour = (0.2,0.2,0.2)
self.on = True
globals.uniform_lights.append(self)
self.pos = (self.pos.x,self.pos.y,self.z)
box = (self.size*globals.tile_dimensions)
bl = Point(*self.pos[:2])
tr = bl + box
bl = bl.to_int()
tr = tr.to_int()
self.quad.SetVertices(bl,tr,4)
class ConeLight(object):
width = 700
height = 700
z = 60
def __init__(self,pos,angle,width):
self.quad_buffer = drawing.QuadBuffer(4)
self.quad = drawing.Quad(self.quad_buffer)
self.shadow_quad = globals.shadow_quadbuffer.NewLight()
self.shadow_index = self.shadow_quad.shadow_index
self.colour = (1,1,1)
self.initial_angle = angle
self.angle = angle
self.angle_width = width
self.on = True
pos = pos*globals.tile_dimensions
self.world_pos = pos
self.pos = (pos.x,pos.y,self.z)
box = (globals.tile_scale*Point(self.width,self.height))
bl = Point(*self.pos[:2]) - box*0.5
tr = bl + box
bl = bl.to_int()
tr = tr.to_int()
self.quad.SetVertices(bl,tr,4)
globals.cone_lights.append(self)
@property
def screen_pos(self):
p = self.pos
out = ((p[0] - globals.game_view.viewpos._pos.x)*globals.scale.x,(p[1]-globals.game_view.viewpos._pos.y)*globals.scale.y,self.z)
return out
class Torch(ConeLight):
def __init__(self,parent,offset):
self.quad_buffer = drawing.QuadBuffer(4)
self.quad = drawing.Quad(self.quad_buffer)
self.shadow_quad = globals.shadow_quadbuffer.NewLight()
self.shadow_index = self.shadow_quad.shadow_index
self.parent = parent
self.last_update = None
self.colour = (1,1,1)
self.angle = 0.0
self.offset = cmath.polar(offset.x + offset.y*1j)
self.angle_width = 0.7
self.on = True
globals.cone_lights.append(self)
@property
def world_pos(self):
offset = cmath.rect(self.offset[0],self.offset[1]+self.parent.angle)
pos = (self.parent.pos + Point(offset.real,offset.imag))
return (pos.x,pos.y,self.z)
@property
def pos(self):
offset = cmath.rect(self.offset[0],self.offset[1]+self.parent.angle)
pos = (self.parent.pos + Point(offset.real,offset.imag))*globals.tile_dimensions
return (pos.x,pos.y,self.z)
def Update(self,t):
self.angle = (self.parent.angle + math.pi*0.5)%(2*math.pi)
box = (globals.tile_scale*Point(self.width,self.height))
bl = Point(*self.pos[:2]) - box*0.5
tr = bl + box
bl = bl.to_int()
tr = tr.to_int()
self.quad.SetVertices(bl,tr,4)
#self.quad.SetAllVertices(self.parent.vertices, 0)
class Robot(Actor):
texture = 'robot'
width = 24
height = 24
forward_speed = Point( 0.00, 0.1)
rotation_speed = 0.04
name = 'unknown'
def __init__(self,map,pos):
super(Robot,self).__init__(map,pos)
self.light = ActorLight(self)
self.morse_light = MorseLight(self,self.morse_colour)
self.morse_light.on = False
self.info_window = self.map.parent.robot_window
self.commands = {'f' : self.forward,
'b' : self.back,
'l' : self.left,
'r' : self.right}
self.command_info = [('F<num>' , 'forward <num> units'),
('B<num>' , 'back <num> units'),
('L<num>' , 'turn left <num>'),
('R<num>' , 'turn right <num>')]
self.setup_info()
self.move_end = None
self.target_angle = self.angle
self.turned = 0
self.required_turn = 0
offset = Point(-(self.width/globals.tile_dimensions.x)*0.6,0)
self.torch = Torch(self,offset.Rotate(self.angle))
def setup_info(self):
#Title in the middle at the top
self.info = ui.UIElement(parent=self.info_window,
pos = Point(0,0),
tr = Point(1,1))
self.info.name = ui.TextBox(parent=self.info,
bl=Point(0,0.8),
tr=Point(1,1),
text=self.name,
scale=8,
colour=self.map.parent.text_colour,
alignment=drawing.texture.TextAlignments.CENTRE)
num_rows = 10
num_cols = 1
margin_height_top = 0.1
margin_height_bottom = 0.02
margin_width = -0.045
height = (1.0-(margin_height_top+margin_height_bottom))/num_rows
width = (1.0-2*margin_width)/num_cols
self.info.commands = []
for i,(command,info) in enumerate(self.command_info):
x = margin_width + (i/num_rows)*width
y = margin_height_bottom + (num_rows - 1 - (i%num_rows))*height
item = ui.TextBox(parent = self.info,
bl = Point(x,y),
tr = Point(x+width,y+height),
scale=6,
text = '%s: %s' % (command,info),
colour=self.map.parent.text_colour)
self.info.commands.append(item)
self.info.Disable()
def Update(self,t):
self.torch.Update(t)
if self.move_end and t >= self.move_end:
self.move_direction = Point(0,0)
self.move_end = None
globals.sounds.move.fadeout(100)
if self.turned > self.required_turn:
self.done_turn()
super(Robot,self).Update(t)
self.light.Update(t)
self.morse_light.Update(t)
def done_turn(self):
self.angle_speed = 0
self.turned = 0
self.required_turn = 0
self.angle = self.target_angle
self.target_angle = 0
def Select(self):
self.info.Enable()
def UnSelect(self):
self.info.Disable()
def move_command(self,command,multiplier):
try:
distance = int(command)
except ValueError:
globals.game_view.recv_morse.play('IN '+command, self.morse_light)
return
self.move_direction = self.forward_speed*multiplier
self.move_end = globals.time + (distance*420/abs(multiplier))
globals.sounds.move.play()
globals.game_view.recv_morse.play('OK', self.morse_light)
def forward(self,command):
self.move_command(command,1)
def back(self,command):
self.move_command(command,-0.6)
def turn_command(self,command,multiplier):
try:
command = abs(int(command))
except ValueError:
return
if command == 0:
return
try:
angle = float(command)*math.pi/180
except ValueError:
globals.game_view.recv_morse.play('IN '+command, self.morse_light)
return
self.begin_turn(angle,multiplier)
globals.game_view.recv_morse.play('OK', self.morse_light)
def begin_turn(self,angle,multiplier):
self.angle_speed = self.rotation_speed*multiplier
self.target_angle = (self.angle + angle*multiplier)%(2*math.pi)
self.required_turn = angle
self.turned = 0
globals.sounds.move.play()
def left(self,command):
self.turn_command(command,1)
def right(self,command):
self.turn_command(command,-1)
def execute_command(self,command):
command = command.lower()
command_name,command_data = command[:1],command[1:]
try:
self.commands[command_name](command_data)
except KeyError:
globals.game_view.recv_morse.play('UC '+command_name, self.morse_light)
class ActivatingRobot(Robot):
name = 'Activator'
morse_colour = (1,1,0)
def __init__(self,map,pos):
super(ActivatingRobot,self).__init__(map,pos)
self.mark_quads = []
self.num_marked = 0
def setup_info(self):
#Add special commands
self.scanning = False
self.commands['a'] = self.activate
self.commands['s'] = self.scan
self.commands['m'] = self.mark
self.command_info.append( ('A','Activate') )
self.command_info.append( ('S','Scan') )
self.command_info.append( ('M','Mark') )
super(ActivatingRobot,self).setup_info()
def activate(self,command=None):
#There's a precise and quick way of doing this, but due to not knowing exactly where in a tile we are,
#and issues about which tile we're pointing into (it might be the same one), we'll take a shitty approach
#and just loop over all the objects to see if they're close enough to us
for door in self.map.doors:
distance = (self.hand_pos() - door.mid_point).length()
if distance < 1:
door.Interact(self)
break
def scan(self,command):
#The scan will find three things:
# - The other robot
# - The axe
# - The candy cane
messages = ['SR']
self.move_end = globals.time-1
globals.sounds.move.fadeout(100)
other_robot = self.map.robots[0]
items = [('AX',self.map.axe_position+Point(0.5,0.5)),
('CC',self.map.candy.mid_point),
('RB',other_robot.mid_point())]
if other_robot.axe:
items = items[1:]
globals.sounds.scanning.play()
for name,item in items:
vector = (self.mid_point() - item).Rotate((math.pi*0.5)-self.angle)
distance = vector.length()
r,a = cmath.polar(vector.x + vector.y*1j)
a = (a + math.pi*2)%(math.pi*2)
bearing = a*180.0/math.pi
#we want it to be clockwise
bearing = 360 - bearing
distance = r/1.95
message = '%s DS %d BR %d' % (name,int(distance),int(bearing))
messages.append(message)
globals.game_view.recv_morse.play('\n'.join(messages), self.morse_light)
self.torch.colour = (0,0,1)
self.begin_turn(math.pi*2,1)
self.scanning = True
def mark(self,command):
#Stick a mark quad exactly where we are
quad = drawing.Quad(globals.quad_buffer,tc = globals.atlas.TextureSpriteCoords('mark.png'))
quad.SetAllVertices(self.vertices, 1 + self.num_marked*0.01)
self.num_marked += 1
self.mark_quads.append(quad)
globals.sounds.mark.play()
if len(self.mark_quads) > 100:
q = self.mark_quads.pop(0)
q.Delete()
def done_turn(self):
super(ActivatingRobot,self).done_turn()
globals.sounds.move.fadeout(100)
if self.scanning:
self.torch.colour = (1,1,1)
self.scanning = False
class BashingRobot(Robot):
texture = 'robot_blue'
name = 'Chopper'
chop_duration = 300
morse_colour = (1,1,0)
def __init__(self,map,pos):
self.axe = False
self.chop_end = None
super(BashingRobot,self).__init__(map,pos)
self.axe_quad = drawing.Quad(globals.quad_buffer,tc = globals.atlas.TextureSpriteCoords('axe.png'))
self.axe_offset = Point(self.size.x*0.6,self.size.y*0.2)
self.axe = False
self.axe_quad.Disable()
self.axe_angle = 0
self.dig_quads = []
self.num_dug = 0
#Temp hack for debugging
#self.found_axe()
def SetPos(self,pos):
super(BashingRobot,self).SetPos(pos)
if self.axe:
offset = self.axe_offset.Rotate(self.angle)
vertices = [(offset + corner).Rotate(self.axe_angle)*globals.tile_dimensions for corner in self.corners_euclid]
vertices = [(pos*globals.tile_dimensions + c).to_int() for c in vertices]
self.axe_quad.SetAllVertices(vertices, 4.1)
def setup_info(self):
#Add special commands
self.commands['d'] = self.dig
self.commands['c'] = self.chop
self.command_info.append( ('D','Dig for item') )
self.command_info.append( ('C','Chop with axe') )
super(BashingRobot,self).setup_info()
def dig(self,command):
#Stick a mark quad exactly where we are
quad = drawing.Quad(globals.quad_buffer,tc = globals.atlas.TextureSpriteCoords('dig.png'))
quad.SetAllVertices(self.vertices, 1.1 + self.num_dug*0.01)
self.num_dug += 1
self.dig_quads.append(quad)
if len(self.dig_quads) > 100:
q = self.dig_quads.pop(0)
q.Delete()
axe = self.map.axe_position+Point(0.5,0.5)
distance = (self.mid_point() - axe).length()
if distance < 5:
#We found the axe!
self.found_axe()
else:
globals.sounds.dig.play()
def found_axe(self):
self.axe = True
self.axe_quad.Enable()
globals.sounds.axe.play()
self.map.parent.recv_morse.play('AX FND', self.morse_light)
def Update(self,t):
if self.chop_end:
if t > self.chop_end:
self.finish_chop()
else:
partial = 1 - float(self.chop_end - t)/self.chop_duration
if partial < 0.5:
self.axe_angle = partial*2*math.pi*0.5
else:
partial = 1-partial
self.axe_angle = partial*2*math.pi*0.5
super(BashingRobot,self).Update(t)
def chop(self,command):
if not self.axe:
globals.game_view.recv_morse.play('NO AX', self.morse_light)
return
self.chop_end = globals.time + self.chop_duration
#play chop sound
globals.sounds.chop.play()
target = self.mid_point() + (Point(0,1).Rotate(self.angle))
try:
target_tile = self.map.data[int(target.x)][int(target.y)]
except IndexError:
self.chop_target = None
return
self.chop_target = target_tile
def finish_chop(self):
if self.chop_target and self.chop_target.type in game_view.TileTypes.Choppable:
self.chop_target.chop_down()
self.chop_target = None
self.axe_angle = 0