Esempio n. 1
0
    def serverUpdate(self, aiWorld, entityGroup, packetUpdate):
        p = Gun.serverUpdate(self, aiWorld, entityGroup, packetUpdate)

        if self.active and self.firing:
            self.addCriticalPacket(p, packetUpdate)
            p.add(net.Boolean(True))

            vector = self.actor.controller.targetPos - self.actor.getPosition()
            pos = vector.cross(Vec3(0, 0, 1))
            pos.normalize()
            origin = self.actor.getPosition() + (pos *
                                                 (self.actor.radius + 0.1))
            direction = self.actor.controller.targetPos - origin
            direction.normalize()

            if self.zoomed:
                angleX = uniform(-0.5, 0.5)
                angleY = uniform(-0.5, 0.5)
            else:
                angleX = uniform(-2, 2)
                angleY = uniform(-2, 2)

            mat = Mat3()
            mat.setRotateMatNormaxis(
                angleX, render.getRelativeVector(self.node, Vec3(0, 0, 1)))
            direction = mat.xformVec(direction)
            mat = Mat3()
            mat.setRotateMatNormaxis(
                angleY, render.getRelativeVector(self.node, Vec3(1, 0, 0)))
            direction = mat.xformVec(direction)

            p.add(net2.StandardVec3(direction))

            entity = None
            hitPos = None
            if direction.length() > 0:
                entity, hitPos, normal, queue = self.bulletTest(
                    aiWorld, entityGroup, origin, direction)
            if hitPos == None:
                p.add(net.Boolean(False))  # Bullet didn't hit anything
            else:
                p.add(net.Boolean(True))  # Bullet hit something
                p.add(net2.StandardVec3(hitPos))

                if entity != None:
                    p.add(net.Boolean(True))
                    p.add(net.Uint8(entity.getId()))
                    p.add(
                        net.Uint16(self.damage *
                                   max(0, 1 - (vector.length() / 70)) *
                                   max(0,
                                       normal.dot(-direction) + 0.1)))
                else:
                    p.add(net.Boolean(False))
        else:
            p.add(net.Boolean(False))
        self.firing = False
        return p
Esempio n. 2
0
    def serverUpdate(self, aiWorld, entityGroup, packetUpdate):
        p = Gun.serverUpdate(self, aiWorld, entityGroup, packetUpdate)

        if self.active and self.firing:
            self.addCriticalPacket(p, packetUpdate)
            p.add(net.Boolean(True))

            vector = self.actor.controller.targetPos - self.actor.getPosition()
            pos = vector.cross(Vec3(0, 0, 1))
            pos.normalize()
            origin = self.actor.getPosition() + (pos *
                                                 (self.actor.radius + 0.1))
            direction = self.actor.controller.targetPos - origin
            direction.normalize()

            p.add(net2.StandardVec3(direction))

            entity, hitPos, normal, queue = self.bulletTest(
                aiWorld, entityGroup, origin, direction)
            if hitPos == None:
                p.add(net.Boolean(False))  # Bullet didn't hit anything
            else:
                p.add(net.Boolean(True))  # Bullet hit something
                p.add(net2.StandardVec3(hitPos))

                if entity != None:
                    p.add(net.Boolean(True))
                    p.add(net.Uint8(entity.getId()))
                    dot = normal.dot(-direction)
                    if dot > 0.95:
                        p.add(net.Uint16(self.damage * 4))
                    else:
                        p.add(net.Uint16(self.damage * max(0, dot * 1.5)))
                else:
                    p.add(net.Boolean(False))
        else:
            p.add(net.Boolean(False))
        self.firing = False
        return p
Esempio n. 3
0
def connectTo(ip, port=None):
    if port == None:
        if ip.find(":") != -1:
            ip, port = ip.split(":")
        else:
            port = 1337
        port = int(port)
    engine.log.info("Notifying lobby server of intention to connect to " + ip +
                    ":" + str(port))
    p = net.Packet()
    p.add(net.Uint8(net.PACKET_CLIENTCONNECTNOTIFICATION))
    p.add(net.String(ip))
    p.add(net.Uint16(port))
    net.context.send(p, address)
Esempio n. 4
0
    def serverUpdate(self, aiWorld, entityGroup, packetUpdate):
        p = Gun.serverUpdate(self, aiWorld, entityGroup, packetUpdate)

        if self.active and self.firing:
            self.addCriticalPacket(p, packetUpdate)
            p.add(net.Boolean(True))

            vector = self.actor.controller.targetPos - self.actor.getPosition()
            pos = vector.cross(Vec3(0, 0, 1))
            pos.normalize()
            origin = self.actor.getPosition() + (pos *
                                                 (self.actor.radius + 0.1))
            direction = self.actor.controller.targetPos - origin
            direction.normalize()

            inaccuracy = 0.5 if self.zoomed else 1.5
            angleX = uniform(-inaccuracy, inaccuracy)
            angleY = uniform(-inaccuracy, inaccuracy)
            mat = Mat3()
            mat.setRotateMatNormaxis(
                angleX, render.getRelativeVector(self.node, Vec3(0, 0, 1)))
            direction = mat.xformVec(direction)
            mat = Mat3()
            mat.setRotateMatNormaxis(
                angleY, render.getRelativeVector(self.node, Vec3(1, 0, 0)))
            direction = mat.xformVec(direction)

            p.add(net2.StandardVec3(direction))

            entity = None
            hitPos = None
            if direction.length() > 0:
                entity, hitPos, normal, queue = self.bulletTest(
                    aiWorld, entityGroup, origin, direction)
            if hitPos == None:
                p.add(net.Boolean(False))  # Bullet didn't hit anything
            else:
                p.add(net.Boolean(True))  # Bullet hit something
                p.add(net2.StandardVec3(hitPos))
                if entity != None:
                    p.add(net.Boolean(True))
                    p.add(net.Uint8(entity.getId()))
                    totalDamage = self.damage * max(
                        0, 1 - (vector.length() / 200)) * max(
                            0,
                            normal.dot(-direction) + 0.1)
                    p.add(net.Uint16(totalDamage))

                    pinned = False
                    if isinstance(entity, entities.BasicDroid):
                        for i in range(queue.getNumEntries()):
                            entry = queue.getEntry(i)
                            pos = entry.getSurfacePoint(render)
                            testEntity = entityGroup.getEntityFromEntry(entry)
                            if testEntity == None and (pos -
                                                       hitPos).length() < 5:
                                p.add(net.Boolean(True))
                                p.add(net2.HighResVec3(pos))
                                pinned = True
                                break
                    if not pinned:
                        p.add(net.Boolean(False))
                        p.add(net2.HighResVec3(hitPos))
                else:
                    p.add(net.Boolean(False))
        else:
            p.add(net.Boolean(False))
        self.firing = False
        return p