class Pokemao():#Inimigos): def __init__(self,render, num): self.nome = "Pokemao" self.agi = 10 self.hp = 10 self.int = 5 self.str = 1 self.dano = 5 self.bloqueio = False self.bloqueado = False self.velocAtaque = 0.5 self.arma = None self.escudo = None self.armadura = None self.delete = False self.render = render self.loadModels(num) self.setAI() def getPos(self): return self.pokemao.getPos() def loadModels(self,num): # Seeker pokemaoPos = Vec3(-10,-30.0,2.10) self.pokemao = Actor('personagens/Modelos/Pokeperna/p1', {"andar" :"personagens/Modelos/Pokeperna/p1-andar.egg", "saltar" :"personagens/Modelos/Pokeperna/p1-saltar.egg", "correr" : "personagens/Modelos/Pokeperna/p1-correr", "abaixar" : "personagens/Modelos/Pokeperna/p1-abaixar"}) self.pokemao.reparentTo(self.render) #self.wanderer.setScale(0.5) self.pokemao.setPos(pokemaoPos) self.pokemao.setTag("inimigo",str(num)) def setAI(self): #Creating AI World self.AIworld = AIWorld(self.render) self.AIchar = AICharacter("wanderer",self.pokemao, 100, 0.05, 5) self.AIworld.addAiChar(self.AIchar) self.AIbehaviors = self.AIchar.getAiBehaviors() self.AIbehaviors.wander(5, 0, 10, 1.0) self.pokemao.loop("correr") #AI World update taskMgr.add(self.AIUpdate,"AIUpdate") #to update the AIWorld def AIUpdate(self,task): if self.hp < 1: #self.cleanup() self.pokemao.detachNode() self.delete = True self.AIworld.update() return Task.cont
class CogAI(DirectObject): cancelStep = False def __init__(self, cog, spawn, support = False): self.cog = cog self.spawn = spawn self.attack = True self.support = support self.flyIn() def setAI(self): collisions = render.getPythonTag('WorldCollisions') collisions.addCogGroundCollision(self.cog) self.AIWorld = AIWorld(render) self.AIChar = AICharacter('Cog', self.cog.getCog(), -125, 90, -14) self.AIWorld.addAiChar(self.AIChar) self.AIBehaviors = self.AIChar.getAiBehaviors() if self.support == False: self.AIBehaviors.pathFollow(8) self.AIBehaviors.addToPath(VBase3(110.60, -0.32, 4.57)) checkpoints = self.spawn.getPath().getCheckpoints() for checkpoint in xrange(len(checkpoints)): self.AIBehaviors.addToPath(checkpoints[checkpoint].getPos()) self.AIBehaviors.startFollow() else: self.AIBehaviors.pursue(render.find('**/Toon')) self.cog.getCog().loop('walk') base.taskMgr.add(self.AIUpdate, "AIUpdate") def calcChance(self, percent): if(random.randint(0, 100) < percent): return True else: return False def toggleAttack(self): if(self.attack): self.attack = False else: self.attack = True def AIUpdate(self, task): if(self.AIBehaviors.behaviorStatus('pathfollow') == 'done'): self.cog.getCog().loop('neutral') self.AIBehaviors.removeAi('pathfollow') toonHall = render.getPythonTag("ToonHall") toonHall.startCogEnter(self.cog) return Task.done else: if(self.cog.getHealth() > 0): if(self.calcChance(40) and self.attack): def resumeAI(task): self.AIBehaviors.resumeAi('pathfollow') self.cog.getCog().loop('walk') return Task.done def enableAttacks(task): return Task.done avatar = render.find('**/Toon') if(self.cog.getCog().getDistance(avatar) <= 20): self.AIBehaviors.pauseAi('pathfollow') self.cog.getCog().stop() self.attack = False self.cog.getCog().lookAt(avatar) self.cog.getCog().play('throw-object') attack = CogAttacks().getRandomAttack(self.cog.getLevel() * 2) attack.execute(self.cog) base.taskMgr.doMethodLater(10, enableAttacks, 'Toggle Attack') base.taskMgr.doMethodLater(3, resumeAI, 'Resume AI') self.AIWorld.update() return Task.cont else: self.AIBehaviors.removeAi('pathfollow') return Task.done def flyIn(self): phase_4 = "phase_4/models/props" cog = self.cog.getCog() collisions = render.getPythonTag('WorldCollisions') collisions.addCogCollision(self.cog) self.propeller = Actor(loader.loadModel(phase_4 + "/propeller-mod.bam"), {'chan' : loader.loadModel(phase_4 + "/propeller-chan.bam")}) self.propeller.reparentTo(cog.find('**/joint_head')) propSound = SoundBank.getSound('propeller') propSound.setLoop(True) propSound.setVolume(0.8) propSound.play() pos = cog.getPos() cog.setPos(pos.getX(), pos.getY(), pos.getZ() + 20) cog.pose('landing', 1) cog.colorScaleInterval(4.8, Vec4(1, 1, 1, 1), startColorScale=Vec4(0.2509803921568627, 0.2509803921568627, 0.2509803921568627, 0.25), blendType='easeInOut').start() path = cog.posInterval(5, pos, startPos = cog.getPos()) path.start() self.propeller.loop('chan', fromFrame=0, toFrame=3) base.taskMgr.add(self.handleCogDead, 'Handle Cog Death') base.taskMgr.doMethodLater(4, self.playInSound, 'Play In Sound', extraArgs = [propSound], appendTask = True) base.taskMgr.doMethodLater(5, self.landCog, 'Land Cog') def handleCogDead(self, task): if(self.cog.isDefeated): self.cancelStep = True collisions = render.getPythonTag('WorldCollisions') collisions.addCogGroundCollision(cog = self.cog) return Task.done else: return Task.cont def landCog(self, task): if not self.cancelStep: base.taskMgr.remove('Handle Cog Death') self.propeller.play('chan', fromFrame=35, toFrame=87) self.cog.getCog().play('landing') base.taskMgr.doMethodLater(3, self.removePropeller, 'Remove Propeller') return Task.done def removePropeller(self, task): self.propeller.cleanup() self.propeller.removeNode() self.setAI() return Task.done def playInSound(self, sound, task): if not self.cancelStep: sound.stop() SoundBank.getSound('propeller_in').play() return Task.done
class CogAI(DirectObject): cancelStep = False def __init__(self, cog, spawn, support=False): self.cog = cog self.spawn = spawn self.attack = True self.support = support self.flyIn() def setAI(self): collisions = render.getPythonTag('WorldCollisions') collisions.addCogGroundCollision(self.cog) self.AIWorld = AIWorld(render) self.AIChar = AICharacter('Cog', self.cog.getCog(), -125, 90, -14) self.AIWorld.addAiChar(self.AIChar) self.AIBehaviors = self.AIChar.getAiBehaviors() if self.support == False: self.AIBehaviors.pathFollow(8) self.AIBehaviors.addToPath(VBase3(110.60, -0.32, 4.57)) checkpoints = self.spawn.getPath().getCheckpoints() for checkpoint in xrange(len(checkpoints)): self.AIBehaviors.addToPath(checkpoints[checkpoint].getPos()) self.AIBehaviors.startFollow() else: self.AIBehaviors.pursue(render.find('**/Toon')) self.cog.getCog().loop('walk') base.taskMgr.add(self.AIUpdate, "AIUpdate") def calcChance(self, percent): if (random.randint(0, 100) < percent): return True else: return False def toggleAttack(self): if (self.attack): self.attack = False else: self.attack = True def AIUpdate(self, task): if (self.AIBehaviors.behaviorStatus('pathfollow') == 'done'): self.cog.getCog().loop('neutral') self.AIBehaviors.removeAi('pathfollow') toonHall = render.getPythonTag("ToonHall") toonHall.startCogEnter(self.cog) return Task.done else: if (self.cog.getHealth() > 0): if (self.calcChance(40) and self.attack): def resumeAI(task): self.AIBehaviors.resumeAi('pathfollow') self.cog.getCog().loop('walk') return Task.done def enableAttacks(task): return Task.done avatar = render.find('**/Toon') if (self.cog.getCog().getDistance(avatar) <= 20): self.AIBehaviors.pauseAi('pathfollow') self.cog.getCog().stop() self.attack = False self.cog.getCog().lookAt(avatar) self.cog.getCog().play('throw-object') attack = CogAttacks().getRandomAttack( self.cog.getLevel() * 2) attack.execute(self.cog) base.taskMgr.doMethodLater(10, enableAttacks, 'Toggle Attack') base.taskMgr.doMethodLater(3, resumeAI, 'Resume AI') self.AIWorld.update() return Task.cont else: self.AIBehaviors.removeAi('pathfollow') return Task.done def flyIn(self): phase_4 = "phase_4/models/props" cog = self.cog.getCog() collisions = render.getPythonTag('WorldCollisions') collisions.addCogCollision(self.cog) self.propeller = Actor( loader.loadModel(phase_4 + "/propeller-mod.bam"), {'chan': loader.loadModel(phase_4 + "/propeller-chan.bam")}) self.propeller.reparentTo(cog.find('**/joint_head')) propSound = SoundBank.getSound('propeller') propSound.setLoop(True) propSound.setVolume(0.8) propSound.play() pos = cog.getPos() cog.setPos(pos.getX(), pos.getY(), pos.getZ() + 20) cog.pose('landing', 1) cog.colorScaleInterval(4.8, Vec4(1, 1, 1, 1), startColorScale=Vec4(0.2509803921568627, 0.2509803921568627, 0.2509803921568627, 0.25), blendType='easeInOut').start() path = cog.posInterval(5, pos, startPos=cog.getPos()) path.start() self.propeller.loop('chan', fromFrame=0, toFrame=3) base.taskMgr.add(self.handleCogDead, 'Handle Cog Death') base.taskMgr.doMethodLater(4, self.playInSound, 'Play In Sound', extraArgs=[propSound], appendTask=True) base.taskMgr.doMethodLater(5, self.landCog, 'Land Cog') def handleCogDead(self, task): if (self.cog.isDefeated): self.cancelStep = True collisions = render.getPythonTag('WorldCollisions') collisions.addCogGroundCollision(cog=self.cog) return Task.done else: return Task.cont def landCog(self, task): if not self.cancelStep: base.taskMgr.remove('Handle Cog Death') self.propeller.play('chan', fromFrame=35, toFrame=87) self.cog.getCog().play('landing') base.taskMgr.doMethodLater(3, self.removePropeller, 'Remove Propeller') return Task.done def removePropeller(self, task): self.propeller.cleanup() self.propeller.removeNode() self.setAI() return Task.done def playInSound(self, sound, task): if not self.cancelStep: sound.stop() SoundBank.getSound('propeller_in').play() return Task.done
class Pokeperna(Personagem): def __init__(self,render, colisaoTerreno): self.nome = "Pokeperna" self.agi = 10 self.hp = 10 self.int = 5 self.str = 1 self.dano = 5 self.bloqueio = False self.bloqueado = False self.velocAtaque = 0.5 self.arma = None self.escudo = None self.armadura = None self.segueAlvo = None self.segue = False self.pokeperna = Actor('personagens/Modelos/Pokeperna/p1', {"andar" :"personagens/Modelos/Pokeperna/p1-andar.egg", "saltar" :"personagens/Modelos/Pokeperna/p1-saltar.egg", "correr" : "personagens/Modelos/Pokeperna/p1-correr", "abaixar" : "personagens/Modelos/Pokeperna/p1-abaixar"}) # self.pokeperna = Actor('personagens/Modelos/Pokeperna/p1', # {"atacar" : "personagens/Modelos/pokepernaTeste-atacar"}) #self.pokeperna.setScale(0.2,0.2,0.2) self.render = render self.pokeperna.setTag("Pokeperna","1") #self.pokeperna.reparentTo(self.noRobot) self.pokeperna.setPos(-10,-30.0,2.10) self.pokeperna.reparentTo(self.render) self.gerenciadorColisao = self.pokeperna.getPos() self.goForward = 0 self.goBackwards = 0 self.goLeft = 0 self.goRight = 0 self.saltar = 0 self.abaixar = 0 self.prevtime = 0 self.correr = 0 self.move = 0 self.gerenciadorColisao = colisaoTerreno self.gerenciarSelecao = 0 self.setAI() taskMgr.add(self.gerenciadorSelecao,"gerenciasSelecao") def pega(self): pass def abre(self): pass def defende(self): pass def calcDefesa(self): pass def atacar(self): self.pokeperna.play("saltar") #self.ataca = atacar def setGoLeft (self,value): self.goLeft = value def setGoRight (self,value): self.goRight = value def setGoForward (self,value): self.goForward = value def setMove (self,value): self.move = value self.aiBehaviors.pathFollow(01.0) self.aiBehaviors.addToPath(self.gerenciadorColisao.getEntry(0).getSurfacePoint(self.render)) self.aiBehaviors.addToPath(self.pokeperna.getPos()) self.pokeperna.loop("correr",) #print self.pokeperna.getAnimControl('andar').isPlaying() #print self.gerenciadorColisao.getEntry(0).getSurfacePoint(self.render) #print posicao if self.segue: self.aiBehaviors.seek(self.segueAlvo.pokemao) self.aiBehaviors.startFollow("actor") print "segue" else: self.aiBehaviors.startFollow("actor") #self.aiBehaviors.pathFindTo((self.gerenciadorColisao.getEntry(0).getSurfacePoint(self.render)),"addPath") #self.move = value def setGoBackwards (self,value): self.goBackwards = value def setSaltar(self,value): self.saltar = value def setAbaixar(self, value): self.abaixar = value def setCorrer(self, value): self.correr = value def getModel(self): return self.pokeperna def getPos(self): return self.pokeperna.getPos() def update (self, time,traverser,robotGroundHandler): elapsed = time - self.prevtime if self.goLeft: self.pokeperna.setH(self.pokeperna.getH() + elapsed * 300) if self.goRight: self.pokeperna.setH(self.pokeperna.getH() - elapsed * 300) # this code moves the avatar forward. # "forward" usually means "along the Y axis". however, since the avatar can turn, # it really means "along the Y axis relative to the direction I'm facing" # you can use the getRelativeVector () function to find out what that is forwardVec = VBase3(0,-1,0) xformedVec = self.render.getRelativeVector(self.pokeperna,forwardVec) para = True oldPos = self.pokeperna.getPos() if self.goForward: para = False if not self.pokeperna.getAnimControl('andar').isPlaying() \ and not self.pokeperna.getAnimControl('saltar').isPlaying() \ and not self.abaixar: self.pokeperna.loop("andar",restart = 0) newPos = oldPos + xformedVec * elapsed * 5 self.pokeperna.setPos(newPos) if self.goBackwards: newPos = oldPos - xformedVec * elapsed * 5 self.pokeperna.setPos(newPos) if self.correr: para = False if not self.pokeperna.getAnimControl('correr').isPlaying() \ and not self.pokeperna.getAnimControl('saltar').isPlaying() \ and not self.abaixar: self.pokeperna.loop("correr",restart = 0) newPos = oldPos + xformedVec * elapsed * 7 self.pokeperna.setPos(newPos) if self.saltar: para = False if not self.pokeperna.getAnimControl('saltar').isPlaying(): self.pokeperna.play("saltar") if self.abaixar: para = False if not self.pokeperna.getAnimControl('abaixar').isPlaying(): self.pokeperna.play("abaixar") if para: # if not self.pokeperna.getAnimControl('saltar').isPlaying(): self.pokeperna.stop() # do collisions traverser.traverse(self.render) startpos = self.pokeperna.getPos() entries = [] for i in range(robotGroundHandler.getNumEntries()): entry = robotGroundHandler.getEntry(i) entries.append(entry) entries.sort(lambda x,y: cmp(y.getSurfacePoint(self.render).getZ(), x.getSurfacePoint(self.render).getZ())) if (len(entries)>0) and (entries[0].getIntoNode().getName() == "Grid"): self.pokeperna.setZ(entries[0].getSurfacePoint(self.render).getZ()) #print entries[0].getSurfacePoint(self.render).getZ(),self.pokeperna.getPos() #self.pokeperna.setZ(1000) else: self.pokeperna.setPos(startpos) self.prevtime = time return Task.cont def setAI(self): #Creating AI World self.AIworld = AIWorld(self.render) self.AIchar = AICharacter("pokeperna",self.pokeperna, 60, 0.05, 5) self.AIworld.addAiChar(self.AIchar) self.aiBehaviors = self.AIchar.getAiBehaviors() #self.aiBehaviors.initPathFind("mapa/Modelos/cidade/navmesh.csv") #Path follow (note the order is reveresed) #AI World update taskMgr.add(self.AIUpdate,"AIUpdate") def gerenciadorSelecao(self, task): return Task.cont def AIUpdate(self,task): #print self.pokeperna.getAnimControl('andar').isPlaying() if self.move and self.aiBehaviors.behaviorStatus("pathfollow") == "done": # if not self.pokeperna.getAnimControl('andar').isPlaying(): # print "anda" # self.pokeperna.loop("andar",restart = 0) #print "gerenciadorColisao",self.gerenciadorColisao.getEntry(0).getSurfacePoint(self.render) #print "pokeperna",self.pokeperna.getPos() self.pokeperna.stop() self.pokeperna.pose("andar",0) #print "andando" else: pass #print "parado", self.move # self.pokeperna.stop() # self.pokeperna.pose("andar",0) self.AIworld.update() return Task.cont
class Enemy(DirectObject): #Flag for detecting hit enemy delFlag = False pauseFlag = False #Check for peaceful mode configFile = open("config.txt") configList = configFile.readlines() configFile.close() peacefulMode = configList[6].split("=")[1].translate(None,"\n") def __init__(self, model, id): self.dontSpawn = False self.id = id #init and render self.enemyNode = NodePath('enemy'+str(id)) self.AIWorld = AIWorld(base.render) self.enemyNode.reparentTo(base.render) # Load the enemy model, set the scale, and add to render self.enemy =Actor(model,{"walk":"resources/humanoid-walk"}) self.enemy.reparentTo(self.enemyNode) self.enemy.setScale(0.2) #configure hit tube self.xTop = self.enemy.getX() self.yTop = self.enemy.getY() self.zTop = self.enemy.getZ() - 15 xBot = self.xTop yBot = self.yTop zBot = self.zTop - 10 self.cs = CollisionTube(self.xTop, self.yTop, self.zTop, xBot, yBot, zBot, 20) #init cnode self.cnodepath = self.enemy.attachNewNode(CollisionNode('cnode'+str(id))) self.cnodepath.setTag('objectTag', str(id)) self.cnodepath.node().addSolid(self.cs) #so we can walk into the enemies self.chand = CollisionHandlerEvent() # must be same cTrav that was set in player, global collider thing base.cTrav.addCollider(self.cnodepath, self.chand) self.accept('cnode'+str(id), self.hit) # base settings like damage and health. modify spawner later to change these once we have a more diverse population self.health = 20*base.damageMod self.damage = 25; self.fireDelta = 0 self.fireOffset = random.randint(0, 200) self.deadFlag = False self.scrubCannon = ScrubCannon(base.camera, self.enemy) #Sets enemy position def setPos(self, x, y, z): #Set enemy position self.enemy.setPos(x, y, z) #Checks for being hit by player projectile def hit(self, damage): #access the thing hit like below, the parrent of the collision node #damage health etc below self.health = self.health-damage if self.health <= 0: self.delFlag = True self.deadFlag = True #self.destroy() if self.deadFlag and not self.dontSpawn: self.spawnPick() self.dontSpawn = True #Fires enemy projecctile def fire(self): base.taskMgr.add(self.scrubCannon.fire, "fireE") #Activate enemy AI def setAI(self): # Flag this as an AI character #Faster enemy pursue self.AIchar = AICharacter("standby", self.enemy, 100,.05,250) self.AIWorld.addAiChar(self.AIchar) self.AIbehaviors = self.AIchar.getAiBehaviors() self.AIbehaviors.pursue(base.camera) self.AIbehaviors.pauseAi("pursue") #Slower enemy pursue self.AIchar2 = AICharacter("standby2", self.enemy, 100, .05, 100) self.AIWorld.addAiChar(self.AIchar2) self.AIbehaviors2 = self.AIchar2.getAiBehaviors() self.AIbehaviors2.pursue(base.camera) self.AIbehaviors2.pauseAi("pursue") base.taskMgr.add(self.AIUpdate, "Update AI") #Calculate the distance between the player and the enemy. def getDistance(self): #get enemy (x,y,z) eX = self.enemy.getX() eY = self.enemy.getY() eZ = self.enemy.getZ() #get player (x,y,z) pX = base.player.playerModel.getX() pY = base.player.playerModel.getY() pZ = base.player.playerModel.getZ() #calculate the distance between the enemy and player (x,y,z) #(eX - pX)^2 x = eX - pX x = math.pow(x, 2) #(eY - pY)^2 y = eY - pY y = math.pow(y,2) #(eZ - pZ)^2 z = eZ - pZ z = math.pow(z, 2) self.dist = math.sqrt(x + y + z) return self.dist #AI behavior def AIUpdate(self,task): #if the enemy is not flaged as dead or paused then we update the AI self.max = 200 self.shoot = 140 self.min = 50 if not self.deadFlag: if not self.pauseFlag: dist = self.getDistance() self.pickuppos = self.enemy.getPos() #if the distance is less than max, resume the pursue if(dist < self.max): self.AIbehaviors.resumeAi("pursue") #also if the distance is less than 'shoot range' then enemies can fire if(dist < self.shoot): self.AIbehaviors.pauseAi("pursue") self.AIbehaviors2.resumeAi("pursue") #if the distance becomes less than the min #pause the chasing and double the firing speed if(dist < self.min): self.fireDelta = self.fireDelta *2 self.AIbehaviors.pauseAi("pursue") self.AIbehaviors2.pauseAi("pursue") if(self.peacefulMode != "True"): self.fireDelta+=1 if self.fireDelta >= 100+self.fireOffset: self.fireDelta = 0 self.fire() #else if the distance is more than 200 then don't chase or fire elif(dist >200): self.AIbehaviors.pauseAi("pursue") self.AIbehaviors2.pauseAi("pursue") else: return task.done self.AIWorld.update() return task.cont #Pauses enemyies def pause(self): self.AIbehaviors.pauseAi("pursue") self.AIbehaviors2.pauseAi("pursue") self.pauseFlag = True #Resumes enemies def resume(self): self.pauseFlag = False #Randomly spawns health pickup on enemy death def spawnPick(self): a = random.randint(0, 100) if a > 74: base.spawnPickup(self.id, self.pickuppos) #Clears enemy from the scene graph upon death def destroy(self): self.enemyNode.removeNode() self.enemy.cleanup() self.enemy.removeNode() self.cnodepath.node().clearSolids() base.cTrav.removeCollider(self.cnodepath) del self #Animation currently not functional def animate(self): self.enemy.play("walk") self.enemy.loop("walk", fromFrame = 10)