コード例 #1
0
ファイル: debugvis.py プロジェクト: NeonOcean/Environment
 def _apply_altitude(self, v, altitude, routing_surface=None):
     if altitude is None or altitude is KEEP_ALTITUDE:
         return v
     final_surface = routing_surface if routing_surface is not None else self.routing_surface
     if final_surface:
         level = final_surface.secondary_id
     else:
         level = 0
     zone_id = services.current_zone_id()
     world_surface = routing.SurfaceIdentifier(
         zone_id, level, routing.SurfaceType.SURFACETYPE_WORLD)
     water_surface = routing.SurfaceIdentifier(
         zone_id, level, routing.SurfaceType.SURFACETYPE_POOL)
     object_surface = routing.SurfaceIdentifier(
         zone_id, level, routing.SurfaceType.SURFACETYPE_OBJECT)
     world_height = get_terrain_height(v.x,
                                       v.z,
                                       routing_surface=world_surface)
     water_height = get_terrain_height(v.x,
                                       v.z,
                                       routing_surface=water_surface)
     object_height = get_terrain_height(v.x,
                                        v.z,
                                        routing_surface=object_surface)
     h = max(world_height, water_height, object_height)
     if h == routing_constants.INVALID_TERRAIN_HEIGHT:
         h = get_terrain_center().y
     return sims4.math.Vector3(v.x, h + altitude, v.z)
コード例 #2
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 def notify_in_use(self, user, portal_instance, portal_object):
     if self.supports_landing_shoo:
         routing_surface = None
         exit_location = portal_instance.there_exit
         if exit_location.routing_surface.type == SurfaceType.SURFACETYPE_OBJECT:
             exit_height = terrain.get_terrain_height(
                 exit_location.position.x,
                 exit_location.position.z,
                 routing_surface=exit_location.routing_surface)
             routing_surface = exit_location.routing_surface
             landing_points = []
             for (there_start, there_end, back_start, back_end,
                  _) in self.get_portal_locations(portal_object):
                 for portal_location in (there_start, there_end, back_start,
                                         back_end):
                     if portal_location.routing_surface.type == SurfaceType.SURFACETYPE_OBJECT:
                         portal_height = terrain.get_terrain_height(
                             portal_location.position.x,
                             portal_location.position.z,
                             routing_surface=portal_location.routing_surface
                         )
                         if math.isclose(portal_height, exit_height):
                             landing_points.append(portal_location.position)
             polygon = Polygon(landing_points)
             polygon = polygon.get_convex_hull()
             polygon = inflate_polygon(
                 polygon, _PortalTypeDataStairs.STAIR_SHOO_POLYGON_PADDING)
             UserFootprintHelper.force_move_sims_in_polygon(
                 polygon, routing_surface, exclude=(user, ))
コード例 #3
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 def get_portal_asm_params(self, portal_instance, portal_id, sim):
     if portal_id == portal_instance.back:
         entry_location = portal_instance.back_entry
         exit_location = portal_instance.back_exit
     else:
         entry_location = portal_instance.there_entry
         exit_location = portal_instance.there_exit
     final_entry_height = terrain.get_terrain_height(
         entry_location.position.x, entry_location.position.z,
         entry_location.routing_surface)
     final_entry_position = sims4.math.Vector3(entry_location.position.x,
                                               final_entry_height,
                                               entry_location.position.z)
     final_exit_height = terrain.get_terrain_height(
         exit_location.position.x, exit_location.position.z,
         exit_location.routing_surface)
     final_exit_position = sims4.math.Vector3(exit_location.position.x,
                                              final_exit_height,
                                              exit_location.position.z)
     params = {
         ('InitialTranslation', 'x'): final_entry_position,
         ('InitialOrientation', 'x'): entry_location.orientation,
         ('TargetTranslation', 'x'): final_exit_position,
         ('TargetOrientation', 'x'): exit_location.orientation
     }
     if sim is not None:
         if self.buff_asm_parameters:
             for (buff, param) in self.buff_asm_parameters.items():
                 if sim.has_buff(buff.buff_type):
                     params.update({
                         (param.parameter_name, 'x'):
                         param.parameter_value
                     })
     return params
コード例 #4
0
ファイル: lightning.py プロジェクト: NeonOcean/Environment
 def _get_random_position_and_routing_surface():
     theta = random.random()*sims4.math.TWO_PI
     scaled_dist = random.random()*max_dist
     x = scaled_dist*math.cos(theta) + lot_center.x
     z = scaled_dist*math.sin(theta) + lot_center.z
     routing_surface = routing.get_routing_surface_at_or_below_position(sims4.math.Vector3(x, sims4.math.MAX_FLOAT, z))
     y = get_terrain_height(x, z, routing_surface=routing_surface)
     return (sims4.math.Vector3(x, y, z), routing_surface)
コード例 #5
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 def _draw_goal_with_score(self, context, goal, goal_color, score_height, score_color, weight_height, weight_color):
     if goal is None:
         return
     self._draw_goal(context, goal, goal_color, weight_height, weight_color)
     ground_height = terrain.get_terrain_height(goal.location.position.x, goal.location.position.z, routing_surface=goal.routing_surface_id)
     bottom = sims4.math.Vector3(goal.location.position.x, ground_height, goal.location.position.z)
     top = sims4.math.Vector3(goal.location.position.x, ground_height + score_height, goal.location.position.z)
     context.add_segment(bottom, top, color=score_color, altitude=KEEP_ALTITUDE)
コード例 #6
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def test_surface_height(x: float = 0.0,
                        y: float = 0.0,
                        z: float = 0.0,
                        _connection=None):
    terrain_height = get_terrain_height(
        x, z, SurfaceIdentifier(0, 0, SurfaceType.SURFACETYPE_WORLD))
    sims4.commands.output('Terrain Surface: {}'.format(terrain_height),
                          _connection)
    object_height = get_terrain_height(
        x, z, SurfaceIdentifier(0, 0, SurfaceType.SURFACETYPE_OBJECT))
    sims4.commands.output('Object Surface: {}'.format(object_height),
                          _connection)
    water_height = get_terrain_height(
        x, z, SurfaceIdentifier(0, 0, SurfaceType.SURFACETYPE_POOL))
    sims4.commands.output('Water Surface: {}'.format(water_height),
                          _connection)
    difference = water_height - terrain_height
    sims4.commands.output('Water Height: {}'.format(difference), _connection)
コード例 #7
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 def create_sims(cls, sim_creators, household=None, tgt_client=None, generate_deterministic_sim=False, sim_position:sims4.math.Vector3=None, sim_spawner_tags=None, account=None, is_debug=False, skip_offset=False, additional_fgl_search_flags=None, creation_source:str='Unknown'):
     (sim_info_list, _) = cls.create_sim_infos(sim_creators, household=household, starting_funds=DEFAULT, tgt_client=tgt_client, account=account, generate_deterministic_sim=generate_deterministic_sim)
     offset = 0.0
     for sim_info in sim_info_list:
         if sim_position is not None:
             sim_position = sims4.math.Vector3(*sim_position)
             if not skip_offset:
                 offset = 2.0
             sim_position.y = terrain.get_terrain_height(sim_position.x, sim_position.z)
         if is_debug:
             services.get_zone_situation_manager().add_debug_sim_id(sim_info.id)
         cls.spawn_sim(sim_info, sim_position, sim_spawner_tags=sim_spawner_tags, additional_fgl_search_flags=additional_fgl_search_flags, is_debug=is_debug)
         while sim_info.account is not None and tgt_client is not None:
             tgt_client.add_selectable_sim_info(sim_info)
コード例 #8
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 def spread_fire(self):
     if not self._fire_objects:
         return
     logger.debug('Starting to attempt to spread fire.')
     fire_object_list = list(self._fire_objects)
     for attempt in range(self.MAX_NUM_ATTEMPTS_TO_PLACE_FIRE):
         logger.debug('Attempt {} to spread fire.', attempt)
         fire_object = random.choice(fire_object_list)
         distance_in_radii = self.FIRE_PLACEMENT_RANGE.random_float()*self.FIRE_QUADTREE_RADIUS
         new_position = fire_object.position + fire_object.forward*distance_in_radii
         new_position.y = terrain.get_terrain_height(new_position.x, new_position.z, fire_object.routing_surface)
         fire_object.move_to(transform=fire_object.transform, orientation=sims4.random.random_orientation())
         if not self._placement_tests(new_position, level=fire_object.location.level, fire_object=fire_object):
             pass
         transform = sims4.math.Transform(new_position, sims4.random.random_orientation())
         self._spawn_fire(transform, fire_object.routing_surface, run_placement_tests=False)
         logger.debug('Successfully placed fire object on attempt {}', attempt)
コード例 #9
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 def create_sims(cls,
                 sim_creators,
                 household=None,
                 tgt_client=None,
                 generate_deterministic_sim=False,
                 sim_position: sims4.math.Vector3 = None,
                 sim_spawner_tags=None,
                 account=None,
                 is_debug=False,
                 skip_offset=False,
                 additional_fgl_search_flags=None,
                 instantiate=True,
                 creation_source: str = 'Unknown - create_sims'):
     (sim_info_list, _) = cls.create_sim_infos(
         sim_creators,
         household=household,
         starting_funds=DEFAULT,
         tgt_client=tgt_client,
         account=account,
         generate_deterministic_sim=generate_deterministic_sim,
         zone_id=0,
         creation_source=creation_source)
     if not instantiate:
         return
     offset = 0.0
     for sim_info in sim_info_list:
         if sim_position is not None:
             sim_position = sims4.math.Vector3(*sim_position)
             sim_position.x += offset
             if not skip_offset:
                 offset = 2.0
             sim_position.y = terrain.get_terrain_height(
                 sim_position.x, sim_position.z)
         if is_debug:
             services.get_zone_situation_manager().add_debug_sim_id(
                 sim_info.id)
         cls.spawn_sim(
             sim_info,
             sim_position,
             sim_spawner_tags=sim_spawner_tags,
             additional_fgl_search_flags=additional_fgl_search_flags,
             is_debug=is_debug)
         client = services.client_manager().get_client_by_household_id(
             sim_info.household_id)
         if client is not None:
             client.add_selectable_sim_info(sim_info)
コード例 #10
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 def _draw_goal(self, context, goal, goal_color, weight_height, weight_color):
     if goal is None:
         return
     (_, _, _, goal_color_alpha) = to_rgba(goal_color)
     goal_color_alpha = weight_height*goal_color_alpha
     goal_weight_color = from_rgba(0, 255, 0, goal_color_alpha)
     context.routing_surface = goal.routing_surface_id
     if goal.location.orientation != sims4.math.Quaternion.ZERO():
         angle = sims4.math.yaw_quaternion_to_angle(goal.location.orientation)
         context.add_arrow(goal.location.position, angle, length=0.05, color=goal_color)
         context.add_arrow(goal.location.position, angle, length=0.1, color=goal_weight_color)
     else:
         context.add_circle(goal.location.position, 0.02, color=goal_color)
         context.add_circle(goal.location.position, 0.07, color=goal_weight_color)
     if weight_height > 0:
         ground_height = terrain.get_terrain_height(goal.location.position.x, goal.location.position.z, routing_surface=context.routing_surface)
         bottom = sims4.math.Vector3(goal.location.position.x, ground_height, goal.location.position.z)
         top = sims4.math.Vector3(bottom.x, bottom.y + weight_height, bottom.z)
         context.add_segment(bottom, top, color=weight_color, altitude=KEEP_ALTITUDE)
コード例 #11
0
ファイル: terrain.py プロジェクト: NeonOcean/Environment
 def get_height_at(self, x, z):
     return terrain.get_terrain_height(x, z)
コード例 #12
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 def _apply_altitude(self, v, altitude, routing_surface=None):
     if altitude is None or altitude is KEEP_ALTITUDE:
         return v
     final_surface = routing_surface if routing_surface is not None else self.routing_surface
     h = get_terrain_height(v.x, v.z, routing_surface=final_surface)
     return sims4.math.Vector3(v.x, h + altitude, v.z)
コード例 #13
0
ファイル: terrain.py プロジェクト: johndpope/sims4-ai-engine
 def get_height_at(self, x, z):
     return terrain.get_terrain_height(x, z)