def load(self, cogdoMazeFactory, numSuits, bossCode): self._initAudio() self.maze = cogdoMazeFactory.createCogdoMaze() suitSpawnSpot = self.maze.createRandomSpotsList( numSuits, self.distGame.randomNumGen) self.guiMgr = CogdoMazeGuiManager(self.maze, bossCode) self.suits = [] self.suitsById = {} self.shakers = [] self.toonsThatRevealedDoor = [] self.quake = 0 self.dropCounter = 0 self.drops = {} self.gagCounter = 0 self.gags = [] self.hackTemp = False self.dropGen = RandomNumGen(self.distGame.doId) self.gagTimeoutTasks = [] self.finished = False self.lastBalloonTimestamp = None difficulty = self.distGame.getDifficulty() serialNum = 0 for i in xrange(numSuits[0]): suitRng = RandomNumGen(self.distGame.doId + serialNum * 10) suit = CogdoMazeBossSuit(serialNum, self.maze, suitRng, difficulty, startTile=suitSpawnSpot[0][i]) self.addSuit(suit) self.guiMgr.mazeMapGui.addSuit(suit.suit) serialNum += 1 for i in xrange(numSuits[1]): suitRng = RandomNumGen(self.distGame.doId + serialNum * 10) suit = CogdoMazeFastMinionSuit(serialNum, self.maze, suitRng, difficulty, startTile=suitSpawnSpot[1][i]) self.addSuit(suit) serialNum += 1 for i in xrange(numSuits[2]): suitRng = RandomNumGen(self.distGame.doId + serialNum * 10) suit = CogdoMazeSlowMinionSuit(serialNum, self.maze, suitRng, difficulty, startTile=suitSpawnSpot[2][i]) self.addSuit(suit) serialNum += 1 self.toonId2Door = {} self.keyIdToKey = {} self.players = [] self.toonId2Player = {} cellPos = (int(self.maze.width / 2), self.maze.height - 1) pos = self.maze.tile2world(*cellPos) self._exit = CogdoMazeExit() self._exit.reparentTo(render) self._exit.setPos(self.maze.exitPos) self._exit.stash() self.guiMgr.mazeMapGui.placeExit(*cellPos) self._collNode2waterCooler = {} for waterCooler in self.maze.getWaterCoolers(): pos = waterCooler.getPos(render) tpos = self.maze.world2tile(pos[0], pos[1]) self.guiMgr.mazeMapGui.addWaterCooler(*tpos) self._collNode2waterCooler[waterCooler.collNode] = waterCooler self.pickups = [] self.gagModel = CogdoUtil.loadMazeModel('waterBalloon') self._movie = CogdoMazeGameIntro(self.maze, self._exit, self.distGame.randomNumGen) self._movie.load() return
def startFinish(self): self._movie = CogdoMazeGameFinish(self.localPlayer, self._exit) self._movie.load() self._movie.play()
class CogdoMazeGame(DirectObject): notify = directNotify.newCategory('CogdoMazeGame') UpdateTaskName = 'CogdoMazeGameUpdateTask' RemoveGagTaskName = 'CogdoMazeGameRemoveGag' PlayerCoolerCollision = '%s-into-%s' % (Globals.LocalPlayerCollisionName, Globals.WaterCoolerCollisionName) PlayerDropCollision = '%s-into-%s' % (Globals.LocalPlayerCollisionName, Globals.DropCollisionName) def __init__(self, distGame): self.distGame = distGame self._allowSuitsHitToons = base.config.GetBool( 'cogdomaze-suits-hit-toons', True) def load(self, cogdoMazeFactory, numSuits, bossCode): self._initAudio() self.maze = cogdoMazeFactory.createCogdoMaze() suitSpawnSpot = self.maze.createRandomSpotsList( numSuits, self.distGame.randomNumGen) self.guiMgr = CogdoMazeGuiManager(self.maze, bossCode) self.suits = [] self.suitsById = {} self.shakers = [] self.toonsThatRevealedDoor = [] self.quake = 0 self.dropCounter = 0 self.drops = {} self.gagCounter = 0 self.gags = [] self.hackTemp = False self.dropGen = RandomNumGen(self.distGame.doId) self.gagTimeoutTasks = [] self.finished = False self.lastBalloonTimestamp = None difficulty = self.distGame.getDifficulty() serialNum = 0 for i in xrange(numSuits[0]): suitRng = RandomNumGen(self.distGame.doId + serialNum * 10) suit = CogdoMazeBossSuit(serialNum, self.maze, suitRng, difficulty, startTile=suitSpawnSpot[0][i]) self.addSuit(suit) self.guiMgr.mazeMapGui.addSuit(suit.suit) serialNum += 1 for i in xrange(numSuits[1]): suitRng = RandomNumGen(self.distGame.doId + serialNum * 10) suit = CogdoMazeFastMinionSuit(serialNum, self.maze, suitRng, difficulty, startTile=suitSpawnSpot[1][i]) self.addSuit(suit) serialNum += 1 for i in xrange(numSuits[2]): suitRng = RandomNumGen(self.distGame.doId + serialNum * 10) suit = CogdoMazeSlowMinionSuit(serialNum, self.maze, suitRng, difficulty, startTile=suitSpawnSpot[2][i]) self.addSuit(suit) serialNum += 1 self.toonId2Door = {} self.keyIdToKey = {} self.players = [] self.toonId2Player = {} cellPos = (int(self.maze.width / 2), self.maze.height - 1) pos = self.maze.tile2world(*cellPos) self._exit = CogdoMazeExit() self._exit.reparentTo(render) self._exit.setPos(self.maze.exitPos) self._exit.stash() self.guiMgr.mazeMapGui.placeExit(*cellPos) self._collNode2waterCooler = {} for waterCooler in self.maze.getWaterCoolers(): pos = waterCooler.getPos(render) tpos = self.maze.world2tile(pos[0], pos[1]) self.guiMgr.mazeMapGui.addWaterCooler(*tpos) self._collNode2waterCooler[waterCooler.collNode] = waterCooler self.pickups = [] self.gagModel = CogdoUtil.loadMazeModel('waterBalloon') self._movie = CogdoMazeGameIntro(self.maze, self._exit, self.distGame.randomNumGen) self._movie.load() return def _initAudio(self): self._audioMgr = CogdoGameAudioManager(Globals.MusicFiles, Globals.SfxFiles, camera, cutoff=Globals.AudioCutoff) self._quakeSfx1 = self._audioMgr.createSfx('quake') self._quakeSfx2 = self._audioMgr.createSfx('quake') def _destroyAudio(self): self._quakeSfx1.destroy() self._quakeSfx2.destroy() del self._quakeSfx1 del self._quakeSfx2 self._audioMgr.destroy() del self._audioMgr def addSuit(self, suit): id = suit.serialNum self.suits.append(suit) if suit.type == Globals.SuitTypes.Boss: self.shakers.append(suit) self.suitsById[id] = suit def removeSuit(self, suit): id = suit.serialNum del self.suitsById[id] if suit.type == Globals.SuitTypes.Boss: self.shakers.remove(suit) self.guiMgr.showBossCode(id) self.guiMgr.mazeMapGui.removeSuit(suit.suit) self.suits.remove(suit) suit.destroy() def unload(self): self.toonsThatRevealedDoor = [] for suit in self.suits: suit.destroy() del self.suits for id in self.drops.keys(): self.cleanupDrop(id) self.__stopUpdateTask() self.ignoreAll() self.maze.destroy() del self.maze self._exit.destroy() del self._exit self.guiMgr.destroy() del self.guiMgr for player in self.players: player.destroy() del self.players del self.toonId2Player del self.localPlayer for pickup in self.pickups: pickup.destroy() self._destroyAudio() del self.distGame def onstage(self): self._exit.onstage() self.maze.onstage() def offstage(self): self.maze.offstage() self._exit.offstage() for suit in self.suits: suit.offstage() def startIntro(self): self._movie.play() self._audioMgr.playMusic('normal') def endIntro(self): self._movie.end() self._movie.unload() del self._movie base.camLens.setMinFov(ToontownGlobals.DefaultCameraFov / (4.0 / 3.0)) for player in self.players: self.placePlayer(player) if player.toon is localAvatar: localAvatar.sendCurrentPosition() player.request('Ready') def startFinish(self): self._movie = CogdoMazeGameFinish(self.localPlayer, self._exit) self._movie.load() self._movie.play() def endFinish(self): self._movie.end() self._movie.unload() del self._movie def placeEntranceElevator(self, elevator): pos = self.maze.elevatorPos elevator.setPos(pos) tpos = self.maze.world2tile(pos[0], pos[1]) self.guiMgr.mazeMapGui.placeEntrance(*tpos) def initPlayers(self): for toonId in self.distGame.getToonIds(): toon = self.distGame.getToon(toonId) if toon is not None: if toon.isLocal(): player = CogdoMazeLocalPlayer(len(self.players), base.localAvatar, self, self.guiMgr) self.localPlayer = player else: player = CogdoMazePlayer(len(self.players), toon) self._addPlayer(player) return def start(self): self.accept(self.PlayerDropCollision, self.handleLocalToonMeetsDrop) self.accept(self.PlayerCoolerCollision, self.handleLocalToonMeetsWaterCooler) self.accept(CogdoMazeExit.EnterEventName, self.handleLocalToonEntersDoor) self.accept(CogdoMemo.EnterEventName, self.handleLocalToonMeetsPickup) if self._allowSuitsHitToons: self.accept(CogdoMazeSuit.COLLISION_EVENT_NAME, self.handleLocalToonMeetsSuit) self.accept(CogdoMazePlayer.GagHitEventName, self.handleToonMeetsGag) self.accept(CogdoMazeSuit.GagHitEventName, self.handleLocalSuitMeetsGag) self.accept(CogdoMazeSuit.DeathEventName, self.handleSuitDeath) self.accept(CogdoMazeSuit.ThinkEventName, self.handleSuitThink) self.accept(CogdoMazeBossSuit.ShakeEventName, self.handleBossShake) self.accept(CogdoMazePlayer.RemovedEventName, self._removePlayer) self.__startUpdateTask() for player in self.players: player.handleGameStart() player.request('Normal') for suit in self.suits: suit.onstage() suit.gameStart(self.distGame.getStartTime()) def exit(self): self._quakeSfx1.stop() self._quakeSfx2.stop() for suit in self.suits: suit.gameEnd() self.ignore(self.PlayerDropCollision) self.ignore(self.PlayerCoolerCollision) self.ignore(CogdoMazeExit.EnterEventName) self.ignore(CogdoMemo.EnterEventName) self.ignore(CogdoMazeSuit.COLLISION_EVENT_NAME) self.ignore(CogdoMazePlayer.GagHitEventName) self.ignore(CogdoMazeSuit.GagHitEventName) self.ignore(CogdoMazeSuit.DeathEventName) self.ignore(CogdoMazeSuit.ThinkEventName) self.ignore(CogdoMazeBossSuit.ShakeEventName) self.ignore(CogdoMazePlayer.RemovedEventName) self.__stopUpdateTask() for timeoutTask in self.gagTimeoutTasks: taskMgr.remove(timeoutTask) self.finished = True self.localPlayer.handleGameExit() for player in self.players: player.request('Done') self.guiMgr.hideTimer() self.guiMgr.hideMazeMap() self.guiMgr.hideBossGui() def _addPlayer(self, player): self.players.append(player) self.toonId2Player[player.toon.doId] = player def _removePlayer(self, player): if player in self.players: self.players.remove(player) else: for cPlayer in self.players: if cPlayer.toon == player.toon: self.players.remove(cPlayer) break if player.toon.doId in self.toonId2Player: del self.toonId2Player[player.toon.doId] self.guiMgr.mazeMapGui.removeToon(player.toon) def handleToonLeft(self, toonId): self._removePlayer(self.toonId2Player[toonId]) def __startUpdateTask(self): self.__stopUpdateTask() taskMgr.add(self.__updateTask, CogdoMazeGame.UpdateTaskName, 45) def __stopUpdateTask(self): taskMgr.remove(CogdoMazeGame.UpdateTaskName) taskMgr.remove('loopSecondQuakeSound') def __updateTask(self, task): dt = globalClock.getDt() self.localPlayer.update(dt) for player in self.players: curTX, curTY = self.maze.world2tileClipped(player.toon.getX(), player.toon.getY()) self.guiMgr.mazeMapGui.updateToon(player.toon, curTX, curTY) self.__updateGags() if Globals.QuakeSfxEnabled: self.__updateQuakeSound() for pickup in self.pickups: pickup.update(dt) MazeSuit.thinkSuits(self.suits, self.distGame.getStartTime()) return Task.cont def __updateGags(self): remove = [] for i in xrange(len(self.gags)): balloon = self.gags[i] if balloon.isSingleton(): remove.append(i) elif balloon.getParent() == render: loc = self.maze.world2tile(balloon.getX(), balloon.getY()) if not self.maze.isAccessible(loc[0], loc[1]): self.removeGag(balloon) remove.reverse() for i in remove: self.gags.pop(i) def __updateQuakeSound(self): shake = self.localPlayer.getCameraShake() if shake < 1.0: shake = 1.0 volume = 3.0 * shake / Globals.CameraShakeMax if volume > 3.0: volume = 3.0 if self._quakeSfx1.getAudioSound().status( ) != self._quakeSfx1.getAudioSound().PLAYING: self._quakeSfx1.loop(volume=volume) else: self._quakeSfx1.getAudioSound().setVolume(volume) volume = shake * shake / Globals.CameraShakeMax if not self.hackTemp and self._quakeSfx2.getAudioSound().status( ) != self._quakeSfx2.getAudioSound().PLAYING: taskMgr.doMethodLater(1.5, self._quakeSfx2.loop, 'loopSecondQuakeSound', extraArgs=[]) self.hackTemp = True else: self._quakeSfx2.getAudioSound().setVolume(volume) def handleLocalToonMeetsSuit(self, suitType, suitNum): if self.localPlayer.state == 'Normal' and not self.localPlayer.invulnerable: self.distGame.b_toonHitBySuit(suitType, suitNum) def toonHitBySuit(self, toonId, suitType, suitNum, elapsedTime=0.0): player = self.toonId2Player[toonId] if player.state == 'Normal': player.request('Hit', elapsedTime) def handleSuitDeath(self, suitType, suitNum): suit = self.suitsById[suitNum] self.dropMemos(suit) self.removeSuit(suit) def dropMemos(self, suit): numDrops = suit.memos if numDrops > 0: start = math.radians(random.randint(0, 360)) step = math.radians(360.0 / numDrops) radius = 2.0 for i in xrange(numDrops): angle = start + i * step x = radius * math.cos(angle) + suit.suit.getX() y = radius * math.sin(angle) + suit.suit.getY() self.generatePickup(x, y) def handleSuitThink(self, suit, TX, TY): if suit in self.shakers: self.guiMgr.mazeMapGui.updateSuit(suit.suit, TX, TY) suit.dropTimer += 1 if suit.dropTimer >= Globals.DropFrequency: self.doDrop(suit) suit.dropTimer = 0 def doDrop(self, boss): dropLoc = boss.pickRandomValidSpot() self.generateDrop(dropLoc[0], dropLoc[1]) def handleBossShake(self, suit, strength): if Globals.BossShakeEnabled: self.shakeCamera(suit.suit, strength, Globals.BossMaxDistance) def randomDrop(self, centerTX, centerTY, radius): dropArray = [] for i in xrange(1, distance): dropArray.append(i) dropArray.append(-1 * i) offsetTX = self.distGame.randomNumGen.choice(dropArray) offsetTY = self.distGame.randomNumGen.choice(dropArray) dropTX = sourceTX + offsetTX dropTY = sourceTY + offsetTY if self.maze.isWalkable(dropTX, dropTY): self.generateDrop(dropTX, dropTY) def generateDrop(self, TX, TY): drop = self.maze.tile2world(TX, TY) ival = self.createDrop(drop[0], drop[1]) ival.start() def createDrop(self, x, y): self.dropCounter = self.dropCounter + 1 id = self.dropCounter drop = CogdoMazeDrop(self, id, x, y) self.drops[id] = drop return drop.getDropIval() def cleanupDrop(self, id): if id in self.drops.keys(): drop = self.drops[id] drop.destroy() del self.drops[id] def dropHit(self, node, id): if self.finished: return if Globals.DropShakeEnabled: self.shakeCamera(node, Globals.DropShakeStrength, Globals.DropMaxDistance) def shakeCamera(self, node, strength, distanceCutoff=60.0): distance = self.localPlayer.toon.getDistance(node) shake = strength * (1 - distance / distanceCutoff) if shake > 0: self.localPlayer.shakeCamera(shake) def handleLocalToonMeetsDrop(self, collEntry): fcabinet = collEntry.getIntoNodePath() if fcabinet.getTag('isFalling') == str('False'): return if self.localPlayer.state == 'Normal' and not self.localPlayer.invulnerable: self.distGame.b_toonHitByDrop() def toonHitByDrop(self, toonId): player = self.toonId2Player[toonId] player.hitByDrop() def handleLocalToonMeetsGagPickup(self, collEntry): if self.localPlayer.equippedGag != None: return else: into = collEntry.getIntoNodePath() if into.hasPythonTag('id'): id = into.getPythonTag('id') self.distGame.d_sendRequestGagPickUp(id) return def hasGag(self, toonId, elapsedTime=0.0): player = self.toonId2Player[toonId] player.equipGag() def handleLocalToonMeetsWaterCooler(self, collEntry): if self.localPlayer.equippedGag != None: return else: if self.lastBalloonTimestamp and globalClock.getFrameTime( ) - self.lastBalloonTimestamp < Globals.BalloonDelay: return collNode = collEntry.getIntoNode() waterCooler = self._collNode2waterCooler[collNode] self.lastBalloonTimestamp = globalClock.getFrameTime() self.distGame.d_sendRequestGag(waterCooler.serialNum) return def requestUseGag(self, x, y, h): self.distGame.b_toonUsedGag(x, y, h) def toonUsedGag(self, toonId, x, y, h, elapsedTime=0.0): player = self.toonId2Player[toonId] heading = h pos = Point3(x, y, 0) gag = player.showToonThrowingGag(heading, pos) if gag is not None: self.gags.append(gag) return def handleToonMeetsGag(self, playerId, gag): self.removeGag(gag) self.distGame.b_toonHitByGag(playerId) def toonHitByGag(self, toonId, hitToon, elapsedTime=0.0): if toonId not in self.toonId2Player.keys( ) or hitToon not in self.toonId2Player.keys(): return player = self.toonId2Player[hitToon] player.hitByGag() def handleLocalSuitMeetsGag(self, suitType, suitNum, gag): self.removeGag(gag) self.localPlayer.hitSuit(suitType) self.distGame.b_suitHitByGag(suitType, suitNum) def suitHitByGag(self, toonId, suitType, suitNum, elapsedTime=0.0): if suitType == Globals.SuitTypes.Boss: self.guiMgr.showBossHit(suitNum) if suitNum in self.suitsById.keys(): suit = self.suitsById[suitNum] suit.hitByGag() def removeGag(self, gag): gag.detachNode() def toonRevealsDoor(self, toonId): self._exit.revealed = True def openDoor(self, timeLeft): self._audioMgr.playMusic('timeRunningOut') if not self._exit.isOpen(): self._exit.open() self.localPlayer.handleOpenDoor(self._exit) self.guiMgr.showTimer(timeLeft, self._handleTimerExpired) self.guiMgr.mazeMapGui.showExit() self.guiMgr.mazeMapGui.revealAll() def countdown(self, timeLeft): self.guiMgr.showTimer(timeLeft, self._handleTimerExpired) def timeAlert(self): self._audioMgr.playMusic('timeRunningOut') def _handleTimerExpired(self): self.localPlayer.request('Done') def toonEntersDoor(self, toonId): player = self.toonId2Player[toonId] self.guiMgr.mazeMapGui.removeToon(player.toon) self._exit.playerEntersDoor(player) self.localPlayer.handleToonEntersDoor(toonId, self._exit) player.request('Done') def generatePickup(self, x, y): pickup = CogdoMemo(len(self.pickups), pitch=-90) self.pickups.append(pickup) pickup.reparentTo(self.maze.maze) pickup.setPos(x, y, 1) pickup.enable() def handleLocalToonMeetsPickup(self, pickup): pickup.disable() self.distGame.d_sendRequestPickUp(pickup.serialNum) def pickUp(self, toonId, pickupNum, elapsedTime=0.0): self.notify.debugCall() player = self.toonId2Player[toonId] pickup = self.pickups[pickupNum] if not pickup.wasPickedUp(): pickup.pickUp(player.toon, elapsedTime) self.localPlayer.handlePickUp(toonId) def placePlayer(self, player): toonIds = self.distGame.getToonIds() if player.toon.doId not in toonIds: return i = toonIds.index(player.toon.doId) x = int(self.maze.width / 2.0) - int(len(toonIds) / 2.0) + i y = 2 while not self.maze.isAccessible(x, y): y += 1 pos = self.maze.tile2world(x, y) player.toon.setPos(pos[0], pos[1], 0) self.guiMgr.mazeMapGui.addToon(player.toon, x, y) def handleLocalToonEntersDoor(self, door): localToonId = self.localPlayer.toon.doId if self._exit.isOpen(): self.distGame.d_sendRequestAction(Globals.GameActions.EnterDoor, 0) else: if localToonId not in self.toonsThatRevealedDoor: self.toonsThatRevealedDoor.append(localToonId) self.localPlayer.handleToonRevealsDoor(localToonId, self._exit) if not self._exit.revealed: self.toonRevealsDoor(localToonId) self.distGame.d_sendRequestAction( Globals.GameActions.RevealDoor, 0) def handleToonWentSad(self, toonId): if toonId == self.localPlayer.toon.doId: for player in self.players: player.removeGag() elif toonId in self.toonId2Player.keys(): player = self.toonId2Player[toonId] player.removeGag() def handleToonDisconnected(self, toonId): if toonId == self.localPlayer.toon.doId: pass elif toonId in self.toonId2Player.keys(): player = self.toonId2Player[toonId] self._removePlayer(player)
def load(self, cogdoMazeFactory, numSuits, bossCode): self._initAudio() self.maze = cogdoMazeFactory.createCogdoMaze() suitSpawnSpot = self.maze.createRandomSpotsList(numSuits, self.distGame.randomNumGen) self.guiMgr = CogdoMazeGuiManager(self.maze, bossCode) self.suits = [] self.suitsById = {} self.shakers = [] self.toonsThatRevealedDoor = [] self.quake = 0 self.dropCounter = 0 self.drops = {} self.gagCounter = 0 self.gags = [] self.hackTemp = False self.dropGen = RandomNumGen(self.distGame.doId) self.gagTimeoutTasks = [] self.finished = False self.lastBalloonTimestamp = None difficulty = self.distGame.getDifficulty() serialNum = 0 for i in range(numSuits[0]): suitRng = RandomNumGen(self.distGame.doId + serialNum * 10) suit = CogdoMazeBossSuit(serialNum, self.maze, suitRng, difficulty, startTile=suitSpawnSpot[0][i]) self.addSuit(suit) self.guiMgr.mazeMapGui.addSuit(suit.suit) serialNum += 1 for i in range(numSuits[1]): suitRng = RandomNumGen(self.distGame.doId + serialNum * 10) suit = CogdoMazeFastMinionSuit(serialNum, self.maze, suitRng, difficulty, startTile=suitSpawnSpot[1][i]) self.addSuit(suit) serialNum += 1 for i in range(numSuits[2]): suitRng = RandomNumGen(self.distGame.doId + serialNum * 10) suit = CogdoMazeSlowMinionSuit(serialNum, self.maze, suitRng, difficulty, startTile=suitSpawnSpot[2][i]) self.addSuit(suit) serialNum += 1 self.toonId2Door = {} self.keyIdToKey = {} self.players = [] self.toonId2Player = {} cellPos = (int(self.maze.width / 2), self.maze.height - 1) pos = self.maze.tile2world(*cellPos) self._exit = CogdoMazeExit() self._exit.reparentTo(render) self._exit.setPos(self.maze.exitPos) self._exit.stash() self.guiMgr.mazeMapGui.placeExit(*cellPos) self._collNode2waterCooler = {} for waterCooler in self.maze.getWaterCoolers(): pos = waterCooler.getPos(render) tpos = self.maze.world2tile(pos[0], pos[1]) self.guiMgr.mazeMapGui.addWaterCooler(*tpos) self._collNode2waterCooler[waterCooler.collNode] = waterCooler self.pickups = [] self.gagModel = CogdoUtil.loadMazeModel('waterBalloon') self._movie = CogdoMazeGameIntro(self.maze, self._exit, self.distGame.randomNumGen) self._movie.load() return
class CogdoMazeGame(DirectObject): notify = directNotify.newCategory('CogdoMazeGame') UpdateTaskName = 'CogdoMazeGameUpdateTask' RemoveGagTaskName = 'CogdoMazeGameRemoveGag' PlayerCoolerCollision = '%s-into-%s' % (Globals.LocalPlayerCollisionName, Globals.WaterCoolerCollisionName) PlayerDropCollision = '%s-into-%s' % (Globals.LocalPlayerCollisionName, Globals.DropCollisionName) def __init__(self, distGame): self.distGame = distGame self._allowSuitsHitToons = base.config.GetBool('cogdomaze-suits-hit-toons', True) def load(self, cogdoMazeFactory, numSuits, bossCode): self._initAudio() self.maze = cogdoMazeFactory.createCogdoMaze() suitSpawnSpot = self.maze.createRandomSpotsList(numSuits, self.distGame.randomNumGen) self.guiMgr = CogdoMazeGuiManager(self.maze, bossCode) self.suits = [] self.suitsById = {} self.shakers = [] self.toonsThatRevealedDoor = [] self.quake = 0 self.dropCounter = 0 self.drops = {} self.gagCounter = 0 self.gags = [] self.hackTemp = False self.dropGen = RandomNumGen(self.distGame.doId) self.gagTimeoutTasks = [] self.finished = False self.lastBalloonTimestamp = None difficulty = self.distGame.getDifficulty() serialNum = 0 for i in range(numSuits[0]): suitRng = RandomNumGen(self.distGame.doId + serialNum * 10) suit = CogdoMazeBossSuit(serialNum, self.maze, suitRng, difficulty, startTile=suitSpawnSpot[0][i]) self.addSuit(suit) self.guiMgr.mazeMapGui.addSuit(suit.suit) serialNum += 1 for i in range(numSuits[1]): suitRng = RandomNumGen(self.distGame.doId + serialNum * 10) suit = CogdoMazeFastMinionSuit(serialNum, self.maze, suitRng, difficulty, startTile=suitSpawnSpot[1][i]) self.addSuit(suit) serialNum += 1 for i in range(numSuits[2]): suitRng = RandomNumGen(self.distGame.doId + serialNum * 10) suit = CogdoMazeSlowMinionSuit(serialNum, self.maze, suitRng, difficulty, startTile=suitSpawnSpot[2][i]) self.addSuit(suit) serialNum += 1 self.toonId2Door = {} self.keyIdToKey = {} self.players = [] self.toonId2Player = {} cellPos = (int(self.maze.width / 2), self.maze.height - 1) pos = self.maze.tile2world(*cellPos) self._exit = CogdoMazeExit() self._exit.reparentTo(render) self._exit.setPos(self.maze.exitPos) self._exit.stash() self.guiMgr.mazeMapGui.placeExit(*cellPos) self._collNode2waterCooler = {} for waterCooler in self.maze.getWaterCoolers(): pos = waterCooler.getPos(render) tpos = self.maze.world2tile(pos[0], pos[1]) self.guiMgr.mazeMapGui.addWaterCooler(*tpos) self._collNode2waterCooler[waterCooler.collNode] = waterCooler self.pickups = [] self.gagModel = CogdoUtil.loadMazeModel('waterBalloon') self._movie = CogdoMazeGameIntro(self.maze, self._exit, self.distGame.randomNumGen) self._movie.load() return def _initAudio(self): self._audioMgr = CogdoGameAudioManager(Globals.MusicFiles, Globals.SfxFiles, camera, cutoff=Globals.AudioCutoff) self._quakeSfx1 = self._audioMgr.createSfx('quake') self._quakeSfx2 = self._audioMgr.createSfx('quake') def _destroyAudio(self): self._quakeSfx1.destroy() self._quakeSfx2.destroy() del self._quakeSfx1 del self._quakeSfx2 self._audioMgr.destroy() del self._audioMgr def addSuit(self, suit): id = suit.serialNum self.suits.append(suit) if suit.type == Globals.SuitTypes.Boss: self.shakers.append(suit) self.suitsById[id] = suit def removeSuit(self, suit): id = suit.serialNum del self.suitsById[id] if suit.type == Globals.SuitTypes.Boss: self.shakers.remove(suit) self.guiMgr.showBossCode(id) self.guiMgr.mazeMapGui.removeSuit(suit.suit) self.suits.remove(suit) suit.destroy() def unload(self): self.toonsThatRevealedDoor = [] for suit in self.suits: suit.destroy() del self.suits for id in self.drops.keys(): self.cleanupDrop(id) self.__stopUpdateTask() self.ignoreAll() self.maze.destroy() del self.maze self._exit.destroy() del self._exit self.guiMgr.destroy() del self.guiMgr for player in self.players: player.destroy() del self.players del self.toonId2Player del self.localPlayer for pickup in self.pickups: pickup.destroy() self._destroyAudio() del self.distGame def onstage(self): self._exit.onstage() self.maze.onstage() def offstage(self): self.maze.offstage() self._exit.offstage() for suit in self.suits: suit.offstage() def startIntro(self): self._movie.play() self._audioMgr.playMusic('normal') def endIntro(self): self._movie.end() self._movie.unload() del self._movie for player in self.players: self.placePlayer(player) if player.toon is localAvatar: localAvatar.sendCurrentPosition() player.request('Ready') def startFinish(self): self._movie = CogdoMazeGameFinish(self.localPlayer, self._exit) self._movie.load() self._movie.play() def endFinish(self): self._movie.end() self._movie.unload() del self._movie def placeEntranceElevator(self, elevator): pos = self.maze.elevatorPos elevator.setPos(pos) tpos = self.maze.world2tile(pos[0], pos[1]) self.guiMgr.mazeMapGui.placeEntrance(*tpos) def initPlayers(self): for toonId in self.distGame.getToonIds(): toon = self.distGame.getToon(toonId) if toon is not None: if toon.isLocal(): player = CogdoMazeLocalPlayer(len(self.players), base.localAvatar, self, self.guiMgr) self.localPlayer = player else: player = CogdoMazePlayer(len(self.players), toon) self._addPlayer(player) return def start(self): self.accept(self.PlayerDropCollision, self.handleLocalToonMeetsDrop) self.accept(self.PlayerCoolerCollision, self.handleLocalToonMeetsWaterCooler) self.accept(CogdoMazeExit.EnterEventName, self.handleLocalToonEntersDoor) self.accept(CogdoMemo.EnterEventName, self.handleLocalToonMeetsPickup) if self._allowSuitsHitToons: self.accept(CogdoMazeSuit.COLLISION_EVENT_NAME, self.handleLocalToonMeetsSuit) self.accept(CogdoMazePlayer.GagHitEventName, self.handleToonMeetsGag) self.accept(CogdoMazeSuit.GagHitEventName, self.handleLocalSuitMeetsGag) self.accept(CogdoMazeSuit.DeathEventName, self.handleSuitDeath) self.accept(CogdoMazeSuit.ThinkEventName, self.handleSuitThink) self.accept(CogdoMazeBossSuit.ShakeEventName, self.handleBossShake) self.accept(CogdoMazePlayer.RemovedEventName, self._removePlayer) self.__startUpdateTask() for player in self.players: player.handleGameStart() player.request('Normal') for suit in self.suits: suit.onstage() suit.gameStart(self.distGame.getStartTime()) def exit(self): self._quakeSfx1.stop() self._quakeSfx2.stop() for suit in self.suits: suit.gameEnd() self.ignore(self.PlayerDropCollision) self.ignore(self.PlayerCoolerCollision) self.ignore(CogdoMazeExit.EnterEventName) self.ignore(CogdoMemo.EnterEventName) self.ignore(CogdoMazeSuit.COLLISION_EVENT_NAME) self.ignore(CogdoMazePlayer.GagHitEventName) self.ignore(CogdoMazeSuit.GagHitEventName) self.ignore(CogdoMazeSuit.DeathEventName) self.ignore(CogdoMazeSuit.ThinkEventName) self.ignore(CogdoMazeBossSuit.ShakeEventName) self.ignore(CogdoMazePlayer.RemovedEventName) self.__stopUpdateTask() for timeoutTask in self.gagTimeoutTasks: taskMgr.remove(timeoutTask) self.finished = True self.localPlayer.handleGameExit() for player in self.players: player.request('Done') self.guiMgr.hideTimer() self.guiMgr.hideMazeMap() self.guiMgr.hideBossGui() def _addPlayer(self, player): self.players.append(player) self.toonId2Player[player.toon.doId] = player def _removePlayer(self, player): if player in self.players: self.players.remove(player) else: for cPlayer in self.players: if cPlayer.toon == player.toon: self.players.remove(cPlayer) break if self.toonId2Player.has_key(player.toon.doId): del self.toonId2Player[player.toon.doId] self.guiMgr.mazeMapGui.removeToon(player.toon) def handleToonLeft(self, toonId): self._removePlayer(self.toonId2Player[toonId]) def __startUpdateTask(self): self.__stopUpdateTask() taskMgr.add(self.__updateTask, CogdoMazeGame.UpdateTaskName, 45) def __stopUpdateTask(self): taskMgr.remove(CogdoMazeGame.UpdateTaskName) taskMgr.remove('loopSecondQuakeSound') def __updateTask(self, task): dt = globalClock.getDt() self.localPlayer.update(dt) for player in self.players: curTX, curTY = self.maze.world2tileClipped(player.toon.getX(), player.toon.getY()) self.guiMgr.mazeMapGui.updateToon(player.toon, curTX, curTY) self.__updateGags() if Globals.QuakeSfxEnabled: self.__updateQuakeSound() for pickup in self.pickups: pickup.update(dt) MazeSuit.thinkSuits(self.suits, self.distGame.getStartTime()) return Task.cont def __updateGags(self): remove = [] for i in range(len(self.gags)): balloon = self.gags[i] if balloon.isSingleton(): remove.append(i) elif balloon.getParent() == render: loc = self.maze.world2tile(balloon.getX(), balloon.getY()) if not self.maze.isAccessible(loc[0], loc[1]): self.removeGag(balloon) remove.reverse() for i in remove: self.gags.pop(i) def __updateQuakeSound(self): shake = self.localPlayer.getCameraShake() if shake < 1.0: shake = 1.0 volume = 3.0 * shake / Globals.CameraShakeMax if volume > 3.0: volume = 3.0 if self._quakeSfx1.getAudioSound().status() != self._quakeSfx1.getAudioSound().PLAYING: self._quakeSfx1.loop(volume=volume) else: self._quakeSfx1.getAudioSound().setVolume(volume) volume = shake * shake / Globals.CameraShakeMax if not self.hackTemp and self._quakeSfx2.getAudioSound().status() != self._quakeSfx2.getAudioSound().PLAYING: taskMgr.doMethodLater(1.5, self._quakeSfx2.loop, 'loopSecondQuakeSound', extraArgs=[]) self.hackTemp = True else: self._quakeSfx2.getAudioSound().setVolume(volume) def handleLocalToonMeetsSuit(self, suitType, suitNum): if self.localPlayer.state == 'Normal' and not self.localPlayer.invulnerable: self.distGame.b_toonHitBySuit(suitType, suitNum) def toonHitBySuit(self, toonId, suitType, suitNum, elapsedTime = 0.0): player = self.toonId2Player[toonId] if player.state == 'Normal': player.request('Hit', elapsedTime) def handleSuitDeath(self, suitType, suitNum): suit = self.suitsById[suitNum] self.dropMemos(suit) self.removeSuit(suit) def dropMemos(self, suit): numDrops = suit.memos if numDrops > 0: start = math.radians(random.randint(0, 360)) step = math.radians(360.0 / numDrops) radius = 2.0 for i in range(numDrops): angle = start + i * step x = radius * math.cos(angle) + suit.suit.getX() y = radius * math.sin(angle) + suit.suit.getY() self.generatePickup(x, y) def handleSuitThink(self, suit, TX, TY): if suit in self.shakers: self.guiMgr.mazeMapGui.updateSuit(suit.suit, TX, TY) suit.dropTimer += 1 if suit.dropTimer >= Globals.DropFrequency: self.doDrop(suit) suit.dropTimer = 0 def doDrop(self, boss): dropLoc = boss.pickRandomValidSpot() self.generateDrop(dropLoc[0], dropLoc[1]) def handleBossShake(self, suit, strength): if Globals.BossShakeEnabled: self.shakeCamera(suit.suit, strength, Globals.BossMaxDistance) def randomDrop(self, centerTX, centerTY, radius): dropArray = [] for i in xrange(1, distance): dropArray.append(i) dropArray.append(-1 * i) offsetTX = self.distGame.randomNumGen.choice(dropArray) offsetTY = self.distGame.randomNumGen.choice(dropArray) dropTX = sourceTX + offsetTX dropTY = sourceTY + offsetTY if self.maze.isWalkable(dropTX, dropTY): self.generateDrop(dropTX, dropTY) def generateDrop(self, TX, TY): drop = self.maze.tile2world(TX, TY) ival = self.createDrop(drop[0], drop[1]) ival.start() def createDrop(self, x, y): self.dropCounter = self.dropCounter + 1 id = self.dropCounter drop = CogdoMazeDrop(self, id, x, y) self.drops[id] = drop return drop.getDropIval() def cleanupDrop(self, id): if id in self.drops.keys(): drop = self.drops[id] drop.destroy() del self.drops[id] def dropHit(self, node, id): if self.finished: return if Globals.DropShakeEnabled: self.shakeCamera(node, Globals.DropShakeStrength, Globals.DropMaxDistance) def shakeCamera(self, node, strength, distanceCutoff = 60.0): distance = self.localPlayer.toon.getDistance(node) shake = strength * (1 - distance / distanceCutoff) if shake > 0: self.localPlayer.shakeCamera(shake) def handleLocalToonMeetsDrop(self, collEntry): fcabinet = collEntry.getIntoNodePath() if fcabinet.getTag('isFalling') == str('False'): return if self.localPlayer.state == 'Normal' and not self.localPlayer.invulnerable: self.distGame.b_toonHitByDrop() def toonHitByDrop(self, toonId): player = self.toonId2Player[toonId] player.hitByDrop() def handleLocalToonMeetsGagPickup(self, collEntry): if self.localPlayer.equippedGag != None: return into = collEntry.getIntoNodePath() if into.hasPythonTag('id'): id = into.getPythonTag('id') self.distGame.d_sendRequestGagPickUp(id) return def hasGag(self, toonId, elapsedTime = 0.0): player = self.toonId2Player[toonId] player.equipGag() def handleLocalToonMeetsWaterCooler(self, collEntry): if self.localPlayer.equippedGag != None: return if self.lastBalloonTimestamp and globalClock.getFrameTime() - self.lastBalloonTimestamp < Globals.BalloonDelay: return collNode = collEntry.getIntoNode() waterCooler = self._collNode2waterCooler[collNode] self.lastBalloonTimestamp = globalClock.getFrameTime() self.distGame.d_sendRequestGag(waterCooler.serialNum) return def requestUseGag(self, x, y, h): self.distGame.b_toonUsedGag(x, y, h) def toonUsedGag(self, toonId, x, y, h, elapsedTime = 0.0): player = self.toonId2Player[toonId] heading = h pos = Point3(x, y, 0) gag = player.showToonThrowingGag(heading, pos) if gag is not None: self.gags.append(gag) return def handleToonMeetsGag(self, playerId, gag): self.removeGag(gag) self.distGame.b_toonHitByGag(playerId) def toonHitByGag(self, toonId, hitToon, elapsedTime = 0.0): if toonId not in self.toonId2Player.keys() or hitToon not in self.toonId2Player.keys(): return player = self.toonId2Player[hitToon] player.hitByGag() def handleLocalSuitMeetsGag(self, suitType, suitNum, gag): self.removeGag(gag) self.localPlayer.hitSuit(suitType) self.distGame.b_suitHitByGag(suitType, suitNum) def suitHitByGag(self, toonId, suitType, suitNum, elapsedTime = 0.0): if suitType == Globals.SuitTypes.Boss: self.guiMgr.showBossHit(suitNum) if suitNum in self.suitsById.keys(): suit = self.suitsById[suitNum] suit.hitByGag() def removeGag(self, gag): gag.detachNode() def toonRevealsDoor(self, toonId): self._exit.revealed = True def openDoor(self, timeLeft): self._audioMgr.playMusic('timeRunningOut') if not self._exit.isOpen(): self._exit.open() self.localPlayer.handleOpenDoor(self._exit) self.guiMgr.showTimer(timeLeft, self._handleTimerExpired) self.guiMgr.mazeMapGui.showExit() self.guiMgr.mazeMapGui.revealAll() def countdown(self, timeLeft): self.guiMgr.showTimer(timeLeft, self._handleTimerExpired) def timeAlert(self): self._audioMgr.playMusic('timeRunningOut') def _handleTimerExpired(self): self.localPlayer.request('Done') def toonEntersDoor(self, toonId): player = self.toonId2Player[toonId] self.guiMgr.mazeMapGui.removeToon(player.toon) self._exit.playerEntersDoor(player) self.localPlayer.handleToonEntersDoor(toonId, self._exit) player.request('Done') def generatePickup(self, x, y): pickup = CogdoMemo(len(self.pickups), pitch=-90) self.pickups.append(pickup) pickup.reparentTo(self.maze.maze) pickup.setPos(x, y, 1) pickup.enable() def handleLocalToonMeetsPickup(self, pickup): pickup.disable() self.distGame.d_sendRequestPickUp(pickup.serialNum) def pickUp(self, toonId, pickupNum, elapsedTime = 0.0): self.notify.debugCall() player = self.toonId2Player[toonId] pickup = self.pickups[pickupNum] if not pickup.wasPickedUp(): pickup.pickUp(player.toon, elapsedTime) self.localPlayer.handlePickUp(toonId) def placePlayer(self, player): toonIds = self.distGame.getToonIds() if player.toon.doId not in toonIds: return i = toonIds.index(player.toon.doId) x = int(self.maze.width / 2.0) - int(len(toonIds) / 2.0) + i y = 2 while not self.maze.isAccessible(x, y): y += 1 pos = self.maze.tile2world(x, y) player.toon.setPos(pos[0], pos[1], 0) self.guiMgr.mazeMapGui.addToon(player.toon, x, y) def handleLocalToonEntersDoor(self, door): localToonId = self.localPlayer.toon.doId if self._exit.isOpen(): self.distGame.d_sendRequestAction(Globals.GameActions.EnterDoor, 0) else: if localToonId not in self.toonsThatRevealedDoor: self.toonsThatRevealedDoor.append(localToonId) self.localPlayer.handleToonRevealsDoor(localToonId, self._exit) if not self._exit.revealed: self.toonRevealsDoor(localToonId) self.distGame.d_sendRequestAction(Globals.GameActions.RevealDoor, 0) def handleToonWentSad(self, toonId): if toonId == self.localPlayer.toon.doId: for player in self.players: player.removeGag() elif toonId in self.toonId2Player.keys(): player = self.toonId2Player[toonId] player.removeGag() def handleToonDisconnected(self, toonId): if toonId == self.localPlayer.toon.doId: pass elif toonId in self.toonId2Player.keys(): player = self.toonId2Player[toonId] self._removePlayer(player)