Esempio n. 1
0
 def generate(self):
     DistributedPartyActivity.generate(self)
     self.notify.info('localAvatar doId: %s' % base.localAvatar.doId)
     self.notify.info('generate()')
     self._generateFrame = globalClock.getFrameCount()
     self._id2gen = {}
     self._orderedGenerations = []
     self._orderedGenerationIndex = None
     rng = RandomNumGen(self.doId)
     self._generationSeedBase = rng.randrange(1000)
     self._lastDropTime = 0.0
 def generate(self):
     DistributedPartyActivity.generate(self)
     self.notify.info('localAvatar doId: %s' % base.localAvatar.doId)
     self.notify.info('generate()')
     self._generateFrame = globalClock.getFrameCount()
     self._id2gen = {}
     self._orderedGenerations = []
     self._orderedGenerationIndex = None
     rng = RandomNumGen(self.doId)
     self._generationSeedBase = rng.randrange(1000)
     self._lastDropTime = 0.0
     return
Esempio n. 3
0
class MazeSuit(DirectObject):
    COLL_SPHERE_NAME = 'MazeSuitSphere'
    COLLISION_EVENT_NAME = 'MazeSuitCollision'
    MOVE_IVAL_NAME = 'moveMazeSuit'
    DIR_UP = 0
    DIR_DOWN = 1
    DIR_LEFT = 2
    DIR_RIGHT = 3
    oppositeDirections = [DIR_DOWN, DIR_UP, DIR_RIGHT, DIR_LEFT]
    directionHs = [0, 180, 90, 270]
    DEFAULT_SPEED = 4.0
    SUIT_Z = 0.1

    def __init__(
            self,
            serialNum,
            maze,
            randomNumGen,
            cellWalkPeriod,
            difficulty,
            suitDnaName='f',
            startTile=None,
            ticFreq=MazeGameGlobals.SUIT_TIC_FREQ,
            walkSameDirectionProb=MazeGameGlobals.WALK_SAME_DIRECTION_PROB,
            walkTurnAroundProb=MazeGameGlobals.WALK_TURN_AROUND_PROB,
            uniqueRandomNumGen=True,
            walkAnimName=None):
        self.serialNum = serialNum
        self.maze = maze
        if uniqueRandomNumGen:
            self.rng = RandomNumGen(randomNumGen)
        else:
            self.rng = randomNumGen
        self.difficulty = difficulty
        self._walkSameDirectionProb = walkSameDirectionProb
        self._walkTurnAroundProb = walkTurnAroundProb
        self._walkAnimName = walkAnimName or 'walk'
        self.suit = Suit.Suit()
        d = SuitDNA.SuitDNA()
        d.newSuit(suitDnaName)
        self.suit.setDNA(d)
        self.suit.nametag3d.stash()
        self.suit.nametag.destroy()
        if startTile is None:
            defaultStartPos = MazeGameGlobals.SUIT_START_POSITIONS[
                self.serialNum]
            self.startTile = (defaultStartPos[0] * self.maze.width,
                              defaultStartPos[1] * self.maze.height)
        else:
            self.startTile = startTile
        self.ticFreq = ticFreq
        self.ticPeriod = int(cellWalkPeriod)
        self.cellWalkDuration = float(self.ticPeriod) / float(self.ticFreq)
        self.turnDuration = 0.6 * self.cellWalkDuration
        return

    def destroy(self):
        self.suit.delete()

    def uniqueName(self, str):
        return str + ` (self.serialNum) `

    def gameStart(self, gameStartTime):
        self.gameStartTime = gameStartTime
        self.initCollisions()
        self.startWalkAnim()
        self.occupiedTiles = [(self.nextTX, self.nextTY)]
        n = 20
        self.nextThinkTic = self.serialNum * self.ticFreq / n
        self.fromPos = Point3(0, 0, 0)
        self.toPos = Point3(0, 0, 0)
        self.fromHpr = Point3(0, 0, 0)
        self.toHpr = Point3(0, 0, 0)
        self.moveIval = WaitInterval(1.0)

    def gameEnd(self):
        self.moveIval.pause()
        del self.moveIval
        self.shutdownCollisions()
        self.suit.loop('neutral')

    def initCollisions(self):
        self.collSphere = CollisionSphere(0, 0, 0, 2.0)
        self.collSphere.setTangible(0)
        self.collNode = CollisionNode(self.uniqueName(self.COLL_SPHERE_NAME))
        self.collNode.setIntoCollideMask(ToontownGlobals.WallBitmask)
        self.collNode.addSolid(self.collSphere)
        self.collNodePath = self.suit.attachNewNode(self.collNode)
        self.collNodePath.hide()
        self.accept(self.uniqueName('enter' + self.COLL_SPHERE_NAME),
                    self.handleEnterSphere)

    def shutdownCollisions(self):
        self.ignore(self.uniqueName('enter' + self.COLL_SPHERE_NAME))
        del self.collSphere
        self.collNodePath.removeNode()
        del self.collNodePath
        del self.collNode

    def handleEnterSphere(self, collEntry):
        messenger.send(self.COLLISION_EVENT_NAME, [self.serialNum])

    def __getWorldPos(self, sTX, sTY):
        wx, wy = self.maze.tile2world(sTX, sTY)
        return Point3(wx, wy, self.SUIT_Z)

    def onstage(self):
        sTX = int(self.startTile[0])
        sTY = int(self.startTile[1])
        c = 0
        lim = 0
        toggle = 0
        direction = 0
        while not self.maze.isWalkable(sTX, sTY):
            if 0 == direction:
                sTX -= 1
            elif 1 == direction:
                sTY -= 1
            elif 2 == direction:
                sTX += 1
            elif 3 == direction:
                sTY += 1
            c += 1
            if c > lim:
                c = 0
                direction = (direction + 1) % 4
                toggle += 1
                if not toggle & 1:
                    lim += 1

        self.TX = sTX
        self.TY = sTY
        self.direction = self.DIR_DOWN
        self.lastDirection = self.direction
        self.nextTX = self.TX
        self.nextTY = self.TY
        self.suit.setPos(self.__getWorldPos(self.TX, self.TY))
        self.suit.setHpr(self.directionHs[self.direction], 0, 0)
        self.suit.reparentTo(render)
        self.suit.pose(self._walkAnimName, 0)
        self.suit.loop('neutral')

    def offstage(self):
        self.suit.reparentTo(hidden)

    def startWalkAnim(self):
        self.suit.loop(self._walkAnimName)
        speed = float(self.maze.cellWidth) / self.cellWalkDuration
        self.suit.setPlayRate(speed / self.DEFAULT_SPEED, self._walkAnimName)

    def __applyDirection(self, dir, TX, TY):
        if self.DIR_UP == dir:
            TY += 1
        elif self.DIR_DOWN == dir:
            TY -= 1
        elif self.DIR_LEFT == dir:
            TX -= 1
        elif self.DIR_RIGHT == dir:
            TX += 1
        return (TX, TY)

    def __chooseNewWalkDirection(self, unwalkables):
        if not self.rng.randrange(self._walkSameDirectionProb):
            newTX, newTY = self.__applyDirection(self.direction, self.TX,
                                                 self.TY)
            if self.maze.isWalkable(newTX, newTY, unwalkables):
                return self.direction
        if self.difficulty >= 0.5:
            if not self.rng.randrange(self._walkTurnAroundProb):
                oppositeDir = self.oppositeDirections[self.direction]
                newTX, newTY = self.__applyDirection(oppositeDir, self.TX,
                                                     self.TY)
                if self.maze.isWalkable(newTX, newTY, unwalkables):
                    return oppositeDir
        candidateDirs = [
            self.DIR_UP, self.DIR_DOWN, self.DIR_LEFT, self.DIR_RIGHT
        ]
        candidateDirs.remove(self.oppositeDirections[self.direction])
        while len(candidateDirs):
            dir = self.rng.choice(candidateDirs)
            newTX, newTY = self.__applyDirection(dir, self.TX, self.TY)
            if self.maze.isWalkable(newTX, newTY, unwalkables):
                return dir
            candidateDirs.remove(dir)

        return self.oppositeDirections[self.direction]

    def getThinkTimestampTics(self, curTic):
        if curTic < self.nextThinkTic:
            return []
        else:
            r = range(self.nextThinkTic, curTic + 1, self.ticPeriod)
            self.lastTicBeforeRender = r[-1]
            return r

    def prepareToThink(self):
        self.occupiedTiles = [(self.nextTX, self.nextTY)]

    def think(self, curTic, curT, unwalkables):
        self.TX = self.nextTX
        self.TY = self.nextTY
        self.lastDirection = self.direction
        self.direction = self.__chooseNewWalkDirection(unwalkables)
        self.nextTX, self.nextTY = self.__applyDirection(
            self.direction, self.TX, self.TY)
        self.occupiedTiles = [(self.TX, self.TY), (self.nextTX, self.nextTY)]
        if curTic == self.lastTicBeforeRender:
            fromCoords = self.maze.tile2world(self.TX, self.TY)
            toCoords = self.maze.tile2world(self.nextTX, self.nextTY)
            self.fromPos.set(fromCoords[0], fromCoords[1], self.SUIT_Z)
            self.toPos.set(toCoords[0], toCoords[1], self.SUIT_Z)
            self.moveIval = LerpPosInterval(self.suit,
                                            self.cellWalkDuration,
                                            self.toPos,
                                            startPos=self.fromPos,
                                            name=self.uniqueName(
                                                self.MOVE_IVAL_NAME))
            if self.direction != self.lastDirection:
                self.fromH = self.directionHs[self.lastDirection]
                toH = self.directionHs[self.direction]
                if self.fromH == 270 and toH == 0:
                    self.fromH = -90
                elif self.fromH == 0 and toH == 270:
                    self.fromH = 360
                self.fromHpr.set(self.fromH, 0, 0)
                self.toHpr.set(toH, 0, 0)
                turnIval = LerpHprInterval(
                    self.suit,
                    self.turnDuration,
                    self.toHpr,
                    startHpr=self.fromHpr,
                    name=self.uniqueName('turnMazeSuit'))
                self.moveIval = Parallel(self.moveIval,
                                         turnIval,
                                         name=self.uniqueName(
                                             self.MOVE_IVAL_NAME))
            else:
                self.suit.setH(self.directionHs[self.direction])
            moveStartT = float(self.nextThinkTic) / float(self.ticFreq)
            self.moveIval.start(curT - (moveStartT + self.gameStartTime))
        self.nextThinkTic += self.ticPeriod

    @staticmethod
    def thinkSuits(suitList, startTime, ticFreq=MazeGameGlobals.SUIT_TIC_FREQ):
        curT = globalClock.getFrameTime() - startTime
        curTic = int(curT * float(ticFreq))
        suitUpdates = []
        for i in xrange(len(suitList)):
            updateTics = suitList[i].getThinkTimestampTics(curTic)
            suitUpdates.extend(zip(updateTics, [i] * len(updateTics)))

        suitUpdates.sort(lambda a, b: a[0] - b[0])
        if len(suitUpdates) > 0:
            curTic = 0
            for i in xrange(len(suitUpdates)):
                update = suitUpdates[i]
                tic = update[0]
                suitIndex = update[1]
                suit = suitList[suitIndex]
                if tic > curTic:
                    curTic = tic
                    j = i + 1
                    while j < len(suitUpdates):
                        if suitUpdates[j][0] > tic:
                            break
                        suitList[suitUpdates[j][1]].prepareToThink()
                        j += 1

                unwalkables = []
                for si in xrange(suitIndex):
                    unwalkables.extend(suitList[si].occupiedTiles)

                for si in xrange(suitIndex + 1, len(suitList)):
                    unwalkables.extend(suitList[si].occupiedTiles)

                suit.think(curTic, curT, unwalkables)
Esempio n. 4
0
class MazeSuit(DirectObject):
    COLL_SPHERE_NAME = 'MazeSuitSphere'
    COLLISION_EVENT_NAME = 'MazeSuitCollision'
    MOVE_IVAL_NAME = 'moveMazeSuit'
    DIR_UP = 0
    DIR_DOWN = 1
    DIR_LEFT = 2
    DIR_RIGHT = 3
    oppositeDirections = [
        DIR_DOWN,
        DIR_UP,
        DIR_RIGHT,
        DIR_LEFT]
    directionHs = [
        0,
        180,
        90,
        270]
    DEFAULT_SPEED = 4.0
    SUIT_Z = 0.10000000000000001
    
    def __init__(self, serialNum, maze, randomNumGen, cellWalkPeriod, difficulty, suitDnaName = 'f', startTile = None, ticFreq = MazeGameGlobals.SUIT_TIC_FREQ, walkSameDirectionProb = MazeGameGlobals.WALK_SAME_DIRECTION_PROB, walkTurnAroundProb = MazeGameGlobals.WALK_TURN_AROUND_PROB, uniqueRandomNumGen = True, walkAnimName = None):
        self.serialNum = serialNum
        self.maze = maze
        if uniqueRandomNumGen:
            self.rng = RandomNumGen(randomNumGen)
        else:
            self.rng = randomNumGen
        self.difficulty = difficulty
        self._walkSameDirectionProb = walkSameDirectionProb
        self._walkTurnAroundProb = walkTurnAroundProb
        if not walkAnimName:
            pass
        self._walkAnimName = 'walk'
        self.suit = Suit.Suit()
        d = SuitDNA.SuitDNA()
        d.newSuit(suitDnaName)
        self.suit.setDNA(d)
        if startTile is None:
            defaultStartPos = MazeGameGlobals.SUIT_START_POSITIONS[self.serialNum]
            self.startTile = (defaultStartPos[0] * self.maze.width, defaultStartPos[1] * self.maze.height)
        else:
            self.startTile = startTile
        self.ticFreq = ticFreq
        self.ticPeriod = int(cellWalkPeriod)
        self.cellWalkDuration = float(self.ticPeriod) / float(self.ticFreq)
        self.turnDuration = 0.59999999999999998 * self.cellWalkDuration

    
    def destroy(self):
        self.suit.delete()

    
    def uniqueName(self, str):
        return str + `self.serialNum`

    
    def gameStart(self, gameStartTime):
        self.gameStartTime = gameStartTime
        self.initCollisions()
        self.startWalkAnim()
        self.occupiedTiles = [
            (self.nextTX, self.nextTY)]
        n = 20
        self.nextThinkTic = self.serialNum * self.ticFreq / n
        self.fromPos = Point3(0, 0, 0)
        self.toPos = Point3(0, 0, 0)
        self.fromHpr = Point3(0, 0, 0)
        self.toHpr = Point3(0, 0, 0)
        self.moveIval = WaitInterval(1.0)

    
    def gameEnd(self):
        self.moveIval.pause()
        del self.moveIval
        self.shutdownCollisions()
        self.suit.loop('neutral')

    
    def initCollisions(self):
        self.collSphere = CollisionSphere(0, 0, 0, 2.0)
        self.collSphere.setTangible(0)
        self.collNode = CollisionNode(self.uniqueName(self.COLL_SPHERE_NAME))
        self.collNode.setIntoCollideMask(ToontownGlobals.WallBitmask)
        self.collNode.addSolid(self.collSphere)
        self.collNodePath = self.suit.attachNewNode(self.collNode)
        self.collNodePath.hide()
        self.accept(self.uniqueName('enter' + self.COLL_SPHERE_NAME), self.handleEnterSphere)

    
    def shutdownCollisions(self):
        self.ignore(self.uniqueName('enter' + self.COLL_SPHERE_NAME))
        del self.collSphere
        self.collNodePath.removeNode()
        del self.collNodePath
        del self.collNode

    
    def handleEnterSphere(self, collEntry):
        messenger.send(self.COLLISION_EVENT_NAME, [
            self.serialNum])

    
    def _MazeSuit__getWorldPos(self, sTX, sTY):
        (wx, wy) = self.maze.tile2world(sTX, sTY)
        return Point3(wx, wy, self.SUIT_Z)

    
    def onstage(self):
        sTX = int(self.startTile[0])
        sTY = int(self.startTile[1])
        c = 0
        lim = 0
        toggle = 0
        direction = 0
        while not self.maze.isWalkable(sTX, sTY):
            if 0 == direction:
                sTX -= 1
            elif 1 == direction:
                sTY -= 1
            elif 2 == direction:
                sTX += 1
            elif 3 == direction:
                sTY += 1
            
            c += 1
            if c > lim:
                c = 0
                direction = (direction + 1) % 4
                toggle += 1
                if not toggle & 1:
                    lim += 1
                
        self.TX = sTX
        self.TY = sTY
        self.direction = self.DIR_DOWN
        self.lastDirection = self.direction
        self.nextTX = self.TX
        self.nextTY = self.TY
        self.suit.setPos(self._MazeSuit__getWorldPos(self.TX, self.TY))
        self.suit.setHpr(self.directionHs[self.direction], 0, 0)
        self.suit.reparentTo(render)
        self.suit.pose(self._walkAnimName, 0)
        self.suit.loop('neutral')

    
    def offstage(self):
        self.suit.reparentTo(hidden)

    
    def startWalkAnim(self):
        self.suit.loop(self._walkAnimName)
        speed = float(self.maze.cellWidth) / self.cellWalkDuration
        self.suit.setPlayRate(speed / self.DEFAULT_SPEED, self._walkAnimName)

    
    def _MazeSuit__applyDirection(self, dir, TX, TY):
        if self.DIR_UP == dir:
            TY += 1
        elif self.DIR_DOWN == dir:
            TY -= 1
        elif self.DIR_LEFT == dir:
            TX -= 1
        elif self.DIR_RIGHT == dir:
            TX += 1
        
        return (TX, TY)

    
    def _MazeSuit__chooseNewWalkDirection(self, unwalkables):
        if not self.rng.randrange(self._walkSameDirectionProb):
            (newTX, newTY) = self._MazeSuit__applyDirection(self.direction, self.TX, self.TY)
            if self.maze.isWalkable(newTX, newTY, unwalkables):
                return self.direction
            
        
        if self.difficulty >= 0.5:
            if not self.rng.randrange(self._walkTurnAroundProb):
                oppositeDir = self.oppositeDirections[self.direction]
                (newTX, newTY) = self._MazeSuit__applyDirection(oppositeDir, self.TX, self.TY)
                if self.maze.isWalkable(newTX, newTY, unwalkables):
                    return oppositeDir
                
            
        
        candidateDirs = [
            self.DIR_UP,
            self.DIR_DOWN,
            self.DIR_LEFT,
            self.DIR_RIGHT]
        candidateDirs.remove(self.oppositeDirections[self.direction])
        while len(candidateDirs):
            dir = self.rng.choice(candidateDirs)
            (newTX, newTY) = self._MazeSuit__applyDirection(dir, self.TX, self.TY)
            if self.maze.isWalkable(newTX, newTY, unwalkables):
                return dir
            
            candidateDirs.remove(dir)
        return self.oppositeDirections[self.direction]

    
    def getThinkTimestampTics(self, curTic):
        if curTic < self.nextThinkTic:
            return []
        else:
            r = range(self.nextThinkTic, curTic + 1, self.ticPeriod)
            self.lastTicBeforeRender = r[-1]
            return r

    
    def prepareToThink(self):
        self.occupiedTiles = [
            (self.nextTX, self.nextTY)]

    
    def think(self, curTic, curT, unwalkables):
        self.TX = self.nextTX
        self.TY = self.nextTY
        self.lastDirection = self.direction
        self.direction = self._MazeSuit__chooseNewWalkDirection(unwalkables)
        (self.nextTX, self.nextTY) = self._MazeSuit__applyDirection(self.direction, self.TX, self.TY)
        self.occupiedTiles = [
            (self.TX, self.TY),
            (self.nextTX, self.nextTY)]
        if curTic == self.lastTicBeforeRender:
            fromCoords = self.maze.tile2world(self.TX, self.TY)
            toCoords = self.maze.tile2world(self.nextTX, self.nextTY)
            self.fromPos.set(fromCoords[0], fromCoords[1], self.SUIT_Z)
            self.toPos.set(toCoords[0], toCoords[1], self.SUIT_Z)
            self.moveIval = LerpPosInterval(self.suit, self.cellWalkDuration, self.toPos, startPos = self.fromPos, name = self.uniqueName(self.MOVE_IVAL_NAME))
            if self.direction != self.lastDirection:
                self.fromH = self.directionHs[self.lastDirection]
                toH = self.directionHs[self.direction]
                if self.fromH == 270 and toH == 0:
                    self.fromH = -90
                elif self.fromH == 0 and toH == 270:
                    self.fromH = 360
                
                self.fromHpr.set(self.fromH, 0, 0)
                self.toHpr.set(toH, 0, 0)
                turnIval = LerpHprInterval(self.suit, self.turnDuration, self.toHpr, startHpr = self.fromHpr, name = self.uniqueName('turnMazeSuit'))
                self.moveIval = Parallel(self.moveIval, turnIval, name = self.uniqueName(self.MOVE_IVAL_NAME))
            else:
                self.suit.setH(self.directionHs[self.direction])
            moveStartT = float(self.nextThinkTic) / float(self.ticFreq)
            self.moveIval.start(curT - moveStartT + self.gameStartTime)
        
        self.nextThinkTic += self.ticPeriod

    
    def thinkSuits(suitList, startTime, ticFreq = MazeGameGlobals.SUIT_TIC_FREQ):
        curT = globalClock.getFrameTime() - startTime
        curTic = int(curT * float(ticFreq))
        suitUpdates = []
        for i in xrange(len(suitList)):
            updateTics = suitList[i].getThinkTimestampTics(curTic)
            suitUpdates.extend(zip(updateTics, [
                i] * len(updateTics)))
        
        suitUpdates.sort(lambda a, b: a[0] - b[0])
        if len(suitUpdates) > 0:
            curTic = 0
            for i in xrange(len(suitUpdates)):
                update = suitUpdates[i]
                tic = update[0]
                suitIndex = update[1]
                suit = suitList[suitIndex]
                if tic > curTic:
                    curTic = tic
                    j = i + 1
                    while j < len(suitUpdates):
                        if suitUpdates[j][0] > tic:
                            break
                        
                        suitList[suitUpdates[j][1]].prepareToThink()
                        j += 1
                
                unwalkables = []
                for si in xrange(suitIndex):
                    unwalkables.extend(suitList[si].occupiedTiles)
                
                for si in xrange(suitIndex + 1, len(suitList)):
                    unwalkables.extend(suitList[si].occupiedTiles)
                
                suit.think(curTic, curT, unwalkables)
            
        

    thinkSuits = staticmethod(thinkSuits)