class CogdoMazeFactory: def __init__(self, randomNumGen, width, height, frameWallThickness = Globals.FrameWallThickness, cogdoMazeData = CogdoMazeData): self._rng = RandomNumGen(randomNumGen) self.width = width self.height = height self.frameWallThickness = frameWallThickness self._cogdoMazeData = cogdoMazeData self.quadrantSize = self._cogdoMazeData.QuadrantSize self.cellWidth = self._cogdoMazeData.QuadrantCellWidth def getMazeData(self): if not hasattr(self, '_data'): self._generateMazeData() return self._data def createCogdoMaze(self, flattenModel = True): if not hasattr(self, '_maze'): self._loadAndBuildMazeModel(flatten=flattenModel) return CogdoMaze(self._model, self._data, self.cellWidth) def _gatherQuadrantData(self): self.openBarriers = [] barrierItems = range(Globals.TotalBarriers) self._rng.shuffle(barrierItems) for i in barrierItems[0:len(barrierItems) - Globals.NumBarriers]: self.openBarriers.append(i) self.quadrantData = [] quadrantKeys = self._cogdoMazeData.QuadrantCollisions.keys() self._rng.shuffle(quadrantKeys) i = 0 for y in range(self.height): for x in range(self.width): key = quadrantKeys[i] collTable = self._cogdoMazeData.QuadrantCollisions[key] angle = self._cogdoMazeData.QuadrantAngles[self._rng.randint(0, len(self._cogdoMazeData.QuadrantAngles) - 1)] self.quadrantData.append((key, collTable[angle], angle)) i += 1 if x * y >= self._cogdoMazeData.NumQuadrants: i = 0 def _generateBarrierData(self): data = [] for y in range(self.height): data.append([]) for x in range(self.width): if x == self.width - 1: ax = -1 else: ax = 1 if y == self.height - 1: ay = -1 else: ay = 1 data[y].append([ax, ay]) dirUp = 0 dirDown = 1 dirLeft = 2 dirRight = 3 def getAvailableDirections(ax, ay, ignore = None): dirs = [] if ax - 1 >= 0 and data[ay][ax - 1][BARRIER_DATA_RIGHT] == 1 and (ax, ay) != ignore: dirs.append(dirLeft) if ax + 1 < self.width and data[ay][ax][BARRIER_DATA_RIGHT] == 1 and (ax, ay) != ignore: dirs.append(dirRight) if ay - 1 >= 0 and data[ay - 1][ax][BARRIER_DATA_TOP] == 1 and (ax, ay) != ignore: dirs.append(dirDown) if ay + 1 < self.height and data[ay][ax][BARRIER_DATA_TOP] == 1 and (ax, ay) != ignore: dirs.append(dirUp) return dirs visited = [] def tryVisitNeighbor(ax, ay, ad): if ad == dirUp: if data[ay][ax] in visited: return None visited.append(data[ay][ax]) data[ay][ax][BARRIER_DATA_TOP] = 0 ay += 1 elif ad == dirDown: if data[ay - 1][ax] in visited: return None visited.append(data[ay - 1][ax]) data[ay - 1][ax][BARRIER_DATA_TOP] = 0 ay -= 1 elif ad == dirLeft: if data[ay][ax - 1] in visited: return None visited.append(data[ay][ax - 1]) data[ay][ax - 1][BARRIER_DATA_RIGHT] = 0 ax -= 1 elif ad == dirRight: if data[ay][ax] in visited: return None visited.append(data[ay][ax]) data[ay][ax][BARRIER_DATA_RIGHT] = 0 ax += 1 return ax, ay def openBarriers(x, y): dirs = getAvailableDirections(x, y) for dir in dirs: next = tryVisitNeighbor(x, y, dir) if next is not None: openBarriers(*next) x = self._rng.randint(0, self.width - 1) y = self._rng.randint(0, self.height - 1) openBarriers(x, y) self._barrierData = data def _generateMazeData(self): if not hasattr(self, 'quadrantData'): self._gatherQuadrantData() self._data = {'width': (self.width + 1) * self.frameWallThickness + self.width * self.quadrantSize, 'height': (self.height + 1) * self.frameWallThickness + self.height * self.quadrantSize} self._data['originX'] = int(self._data['width'] / 2) self._data['originY'] = int(self._data['height'] / 2) collisionTable = [] horizontalWall = [ 1 for x in range(self._data['width']) ] collisionTable.append(horizontalWall) for i in range(0, len(self.quadrantData), self.width): for y in range(self.quadrantSize): row = [1] for x in range(i, i + self.width): if x == 1 and y < self.quadrantSize / 2 - 2: newData = [] for j in self.quadrantData[x][1][y]: if j == 0: newData.append(2) else: newData.append(j + 0) row += newData + [1] else: row += self.quadrantData[x][1][y] + [1] collisionTable.append(row) collisionTable.append(horizontalWall[:]) barriers = Globals.MazeBarriers for i in range(len(barriers)): for coords in barriers[i]: collisionTable[coords[1]][coords[0]] = 0 y = self._data['originY'] for x in range(len(collisionTable[y])): if collisionTable[y][x] == 0: collisionTable[y][x] = 2 x = self._data['originX'] for y in range(len(collisionTable)): if collisionTable[y][x] == 0: collisionTable[y][x] = 2 self._data['collisionTable'] = collisionTable def _loadAndBuildMazeModel(self, flatten = False): self.getMazeData() self._model = NodePath('CogdoMazeModel') levelModel = CogdoUtil.loadMazeModel('level') self.quadrants = [] quadrantUnitSize = int(self.quadrantSize * self.cellWidth) frameActualSize = self.frameWallThickness * self.cellWidth size = quadrantUnitSize + frameActualSize halfWidth = int(self.width / 2) halfHeight = int(self.height / 2) i = 0 for y in range(self.height): for x in range(self.width): ax = (x - halfWidth) * size ay = (y - halfHeight) * size extension = '' if hasattr(getBase(), 'air'): extension = '.bam' filepath = self.quadrantData[i][0] + extension angle = self.quadrantData[i][2] m = self._createQuadrant(filepath, i, angle, quadrantUnitSize) m.setPos(ax, ay, 0) m.reparentTo(self._model) self.quadrants.append(m) i += 1 quadrantHalfUnitSize = quadrantUnitSize * 0.5 barrierModel = CogdoUtil.loadMazeModel('grouping_blockerDivider').find('**/divider') y = 3 for x in range(self.width): if x == (self.width - 1) / 2: continue ax = (x - halfWidth) * size ay = (y - halfHeight) * size - quadrantHalfUnitSize - (self.cellWidth - 0.5) b = NodePath('barrier') barrierModel.instanceTo(b) b.setPos(ax, ay, 0) b.reparentTo(self._model) offset = self.cellWidth - 0.5 for x in (0, 3): for y in range(self.height): ax = (x - halfWidth) * size - quadrantHalfUnitSize - frameActualSize + offset ay = (y - halfHeight) * size b = NodePath('barrier') barrierModel.instanceTo(b) b.setPos(ax, ay, 0) b.setH(90) b.reparentTo(self._model) offset -= 2.0 barrierModel.removeNode() levelModel.getChildren().reparentTo(self._model) for np in self._model.findAllMatches('**/*lightCone*'): CogdoUtil.initializeLightCone(np, 'fixed', 3) if flatten: self._model.flattenStrong() return self._model def _createQuadrant(self, filepath, serialNum, angle, size): root = NodePath('QuadrantRoot-%i' % serialNum) quadrant = loader.loadModel(filepath) quadrant.getChildren().reparentTo(root) root.setH(angle) return root
class AreaMap(Map): def __init__(self, area): Map.__init__(self, "map-" + area.getName()) self.capturePoints = {} mapNode = area.getMapNode() if mapNode and not mapNode.isEmpty(): geom = mapNode.getChild(0) geom.setScale(mapNode.getScale()) geom.flattenStrong() mapNode.setScale(1) self.worldNode = mapNode self.map = self.worldNode.copyTo(NodePath()) (a, b) = self.map.getTightBounds() diff = b - a h = diff[1] w = diff[0] else: self.worldNode = area self.map = NodePath("no map found") (a, b) = self.worldNode.geom.getTightBounds() diff = b - a h = diff[1] w = diff[0] ratio = h / w if ratio < 0.98999999999999999: normalScale = 2 / w screenScale = 1 else: normalScale = 2 / h screenScale = 0.75 self.map.clearTransform() self.map.show() self.screenNode = NodePath("Minimap-screenNode") self.screenNode.setP(90) self.screenNode.setScale(screenScale * normalScale) self.screenNode.hide() self.map.reparentTo(self.screenNode) self.mapOverlay = self.map.attachNewNode("mapOverlay") self.mapOverlay.wrtReparentTo(self.screenNode) self.radarTransformNode = NodePath("radarTransform") self.radarTransformNode.setScale(self.worldNode.getScale()[0]) self.map.instanceTo(self.radarTransformNode) localAvatar.guiMgr.addMinimap(self) if self.allowOnScreen(): self.addObject(MinimapFootprint(area)) if self.allowOnScreen(): if area.getUniqueId() not in [LocationIds.RAVENS_COVE_ISLAND]: for shop in area.getShopNodes(): uid = shop.getTag("Uid") shopType = shop.getTag("ShopType") self.addObject(MinimapShop(uid, shop, shopType)) self.map.findAllMatches("**/=Holiday").stash() if base.cr.newsManager: for holiday in base.cr.newsManager.getHolidayList(): self.handleHolidayStarted(area, HolidayGlobals.getHolidayName(holiday)) self.zoomLevels = area.getZoomLevels() self.accept("landMapRadarAxisChanged", self.setRadarAxis) def destroy(self): self.ignore("landMapRadarAxisChanged") if hasattr(base, "localAvatar"): localAvatar.guiMgr.removeMinimap(self) for holiday in self.capturePoints.keys(): zones = self.capturePoints.pop(holiday, {}) for object in zones.itervalues(): self.removeObject(object) Map.destroy(self) def allowOnScreen(self): return self.map.find("minimap-card").isEmpty() def getZoomLevels(self): return self.zoomLevels def getWorldNode(self): return self.worldNode def getScreenNode(self): return self.screenNode def getOverlayNode(self): return self.mapOverlay def getCapturePoint(self, holidayId, zone): if self.capturePoints.has_key(holidayId): return self.capturePoints[holidayId][zone] def updateTask(self, task): self.update() return task.cont def update(self): for obj in self.objects: obj.updateOnMap(self) def addObject(self, object): Map.addObject(self, object) mapNode = object.getMapNode() mapNode.reparentTo(self.map, sort=object.SORT) object.getOverlayNode().reparentTo(self.mapOverlay, sort=object.SORT) object.addedToMap(self) def removeObject(self, object): Map.removeObject(self, object) object.getMapNode().detachNode() object.getOverlayNode().detachNode() object.removedFromMap(self) def updateRadarTransform(self, av): if self.radarAxis == Options.RadarAxisMap: self.radarTransformNode.setPosHprScale(-av.getPos(self.worldNode), VBase3(0), VBase3(1)) else: holdHpr = av.getHpr() av.setH(camera.getH(render) - self.worldNode.getH(render)) self.radarTransformNode.setTransform(self.worldNode.getTransform(av)) av.setHpr(holdHpr) localAvatar.guiMgr.radarGui.updateDial(self) def getRadarNode(self): return self.radarTransformNode def handleHolidayStarted(self, area, holiday): self.map.findAllMatches("**/=Holiday=%s;+s" % (holiday,)).unstash() for node in area.getCapturePointNodes(holiday): zones = self.capturePoints.setdefault(holiday, {}) zone = int(node.getTag("Zone")) if zone not in zones: object = MinimapCapturePoint(node, holiday, zone) zones[zone] = object self.addObject(object) continue handleHolidayStarted = report(types=["frameCount", "args"], dConfigParam="minimap")(handleHolidayStarted) def handleHolidayEnded(self, area, holiday, override=False): if holiday in InvasionGlobals.INVASION_IDS and not override: taskMgr.doMethodLater(10, self.handleInvasionEnded, "handleInvasionEnded", extraArgs=[area, holiday]) else: self.map.findAllMatches("**/=Holiday=%s;+s" % (holiday,)).stash() for object in self.capturePoints.pop(holiday, {}).itervalues(): self.removeObject(object) handleHolidayEnded = report(types=["frameCount", "args"], dConfigParam="minimap")(handleHolidayEnded) def handleInvasionEnded(self, area, holiday): if not localAvatar.guiMgr.invasionScoreboard: self.map.findAllMatches("**/=Holiday=%s;+s" % (holiday,)).stash() for object in self.capturePoints.pop(holiday, {}).itervalues(): self.removeObject(object)
def getShip(self, shipClass, style=ShipGlobals.Styles.Undefined, logo=ShipGlobals.Logos.Undefined, hullDesign=None, detailLevel=2, wantWheel=True, hullMaterial=None, sailMaterial=None, sailPattern=None, prowType=None, invertLogo=False): Ship = Ship import pirates.ship modelClass = ShipGlobals.getModelClass(shipClass) shipConfig = ShipGlobals.getShipConfig(shipClass) if style == ShipGlobals.Styles.Undefined: style = shipConfig['defaultStyle'] complexCustomization = 0 if sailPattern and sailMaterial and hullMaterial or SailReplace.has_key( shipClass): complexCustomization = 1 if not prowType: prowType = shipConfig['prow'] if not hullMaterial: hullMaterial = style if not sailMaterial: if SailReplace.has_key(shipClass): sailMaterial = SailReplace[shipClass] else: sailMaterial = style if not sailPattern: sailPattern = style shipHullTexture = ShipBlueprints.getShipTexture(hullMaterial) shipTextureSail = ShipBlueprints.getShipTexture(sailMaterial) logoTex = None if logo: logoTex = ShipBlueprints.getLogoTexture(logo) sailPatternTex = None if sailPattern: sailPatternTex = ShipBlueprints.getSailTexture(sailPattern) self.notify.debug('%s %s' % (sailPattern, logo)) if logo == ShipGlobals.Logos.Undefined: logo = shipConfig['sailLogo'] if logo in ShipGlobals.MAST_LOGO_PLACEMENT_LIST: placeLogos = 1 else: placeLogos = 0 if modelClass <= ShipGlobals.INTERCEPTORL3: mastHax = True else: mastHax = False customHull = hullDesign is not None if not logo != 0: pass customMasts = sailPattern != 0 hull = self.getHull(modelClass, customHull) breakAnims = {} metaAnims = {} hitAnims = {} root = NodePath('Ship') hull.locators.reparentTo(root) charRoot = root.attachNewNode(Character('ShipChar')) collisions = root.attachNewNode('collisions') lodNode = charRoot.attachNewNode(LODNode('lod')) if detailLevel == 0: lodNode.node().addSwitch(200, 0) lodNode.node().addSwitch(800, 200) lodNode.node().addSwitch(100000, 800) high = lodNode.attachNewNode('high') low = lodNode.attachNewNode('low') med = NodePath('med') superlow = lodNode.attachNewNode('superlow') elif detailLevel == 1: lodNode.node().addSwitch(300, 0) lodNode.node().addSwitch(1000, 300) lodNode.node().addSwitch(2000, 1000) lodNode.node().addSwitch(100000, 2000) high = lodNode.attachNewNode('high') med = lodNode.attachNewNode('med') low = lodNode.attachNewNode('low') superlow = lodNode.attachNewNode('superlow') else: lodNode.node().addSwitch(750, 0) lodNode.node().addSwitch(3000, 750) lodNode.node().addSwitch(8000, 3000) lodNode.node().addSwitch(100000, 8000) high = lodNode.attachNewNode('high') med = lodNode.attachNewNode('med') low = lodNode.attachNewNode('low') superlow = lodNode.attachNewNode('superlow') mastSetup = ShipGlobals.getMastSetup(shipClass) for data in [(0, 'location_mainmast_0'), (1, 'location_mainmast_1'), (2, 'location_mainmast_2'), (3, 'location_aftmast*'), (4, 'location_foremast*')]: mastData = mastSetup.get(data[0]) if mastData: mast = self.mastSets[mastData[0]].getMastSet( mastData[1] - 1, customMasts) mastRoot = hull.locators.find('**/%s' % data[1]).getTransform( hull.locators) model = NodePath(mast.charRoot) model.setTransform(mastRoot) if complexCustomization: model.setTexture(shipTextureSail) useLogoTex = logoTex if placeLogos: mastNum = data[0] if mastNum not in ShipGlobals.MAST_LOGO_PLACEMENT.get( modelClass): useLogoTex = None charBundle = mast.charRoot.getBundle(0) if data[0] < 3: for side in ['left', 'right']: ropeNode = hull.locators.find( '**/location_ropeLadder_%s_%s' % (side, data[0])) if ropeNode: transform = ropeNode.getTransform( NodePath(mast.charRoot)) charBundle.findChild('def_ladder_0_%s' % side).applyFreeze(transform) continue if sailPatternTex and useLogoTex: for node in model.findAllMatches('**/sails'): node.setTextureOff(TextureStage.getDefault()) node.setTexture(self.colorLayer, sailPatternTex) if invertLogo: node.setTexture(self.logoLayerInv, logoTex) else: node.setTexture(self.logoLayer, logoTex) node.setTexture(self.vertLayer, shipTextureSail) node.setTexture(self.baseLayer, shipTextureSail) elif sailPatternTex: for node in model.findAllMatches('**/sails'): node.setTextureOff(TextureStage.getDefault()) node.setTexture(self.colorLayer, sailPatternTex) node.setTexture(self.vertLayer, shipTextureSail) node.setTexture(self.baseLayer, shipTextureSail) elif useLogoTex: for node in model.findAllMatches('**/sails'): node.setTextureOff(TextureStage.getDefault()) if invertLogo: node.setTexture(self.logoLayerNoColorInv, logoTex) else: node.setTexture(self.logoLayerNoColor, logoTex) node.setTexture(self.vertLayer, shipTextureSail) node.setTexture(self.baseLayer, shipTextureSail) model.flattenLight() if detailLevel == 0: model.find('**/low').copyTo(high) model.find('**/low').copyTo(low) model.find('**/superlow').copyTo(superlow) elif detailLevel == 1: model.find('**/med').copyTo(high) model.find('**/med').copyTo(med) low.node().stealChildren(model.find('**/low').node()) superlow.node().stealChildren( model.find('**/superlow').node()) elif detailLevel == 2: high.node().stealChildren(model.find('**/high').node()) med.node().stealChildren(model.find('**/med').node()) low.node().stealChildren(model.find('**/low').node()) superlow.node().stealChildren( model.find('**/superlow').node()) mastRoot = mast.collisions.find('**/collision_masts') if modelClass > ShipGlobals.INTERCEPTORL3 or data[0] != 3: mastCode = str(data[0]) mastRoot.setTag('Mast Code', mastCode) else: mastRoot.setName('colldision_sub_mast') mastRoot.reparentTo(collisions.find('**/collision_masts')) mastCode = '0' for coll in mast.collisions.findAllMatches( '**/collision_sail_*'): coll.setName('Sail-%s' % data[0]) coll.setTag('Mast Code', mastCode) for coll in mast.collisions.findAllMatches('**/sail_*'): coll.setName('Sail-%s' % data[0]) coll.setTag('Mast Code', mastCode) collisions.node().stealChildren(mast.collisions.node()) charBundle = mast.charRoot.getBundle(0) if mastHax and data[0] == 3: breakAnims[0][0].storeAnim( charBundle.loadBindAnim(loader.loader, mast.breakAnim[0], -1, MastSubset, True), '1') breakAnims[0][1].storeAnim( charBundle.loadBindAnim(loader.loader, mast.breakAnim[1], -1, MastSubset, True), '1') tempHit = hitAnims[0] tempHit[0].storeAnim( charBundle.loadBindAnim(loader.loader, mast.hitAnim, -1, HitMastSubset, True), '1') tempHit[1].storeAnim( charBundle.loadBindAnim(loader.loader, mast.hitAnim, -1, PartSubset(), True), '1') else: breakAnims[data[0]] = (AnimControlCollection(), AnimControlCollection()) breakAnims[data[0]][0].storeAnim( charBundle.loadBindAnim(loader.loader, mast.breakAnim[0], -1, MastSubset, True), '0') breakAnims[data[0]][1].storeAnim( charBundle.loadBindAnim(loader.loader, mast.breakAnim[1], -1, MastSubset, True), '0') tempHit = [ AnimControlCollection(), AnimControlCollection() ] tempHit[0].storeAnim( charBundle.loadBindAnim(loader.loader, mast.hitAnim, -1, HitMastSubset, True), '0') tempHit[1].storeAnim( charBundle.loadBindAnim(loader.loader, mast.hitAnim, -1, PartSubset(), True), '0') hitAnims[data[0]] = tempHit for (anim, fileName) in mast.metaAnims.iteritems(): if anim not in metaAnims: metaAnims[anim] = AnimControlCollection() if anim not in MissingAnims.get(modelClass, []): ac = charBundle.loadBindAnim(loader.loader, fileName, -1, SailSubset, True) if ac: metaAnims[anim].storeAnim( ac, str(metaAnims[anim].getNumAnims())) charRoot.node().combineWith(mast.charRoot) continue if self.wantProws and prowType: (highSprit, medSprit, lowSprit) = self.sprits[prowType].getAsset() transform = hull.locators.find( '**/location_bowsprit').getTransform(hull.locators) highSprit.setTransform(transform) medSprit.setTransform(transform) lowSprit.setTransform(transform) highSprit.reparentTo(hull.geoms[0]) medSprit.reparentTo(hull.geoms[1]) lowSprit.reparentTo(hull.geoms[2]) if wantWheel: shipWheel = ShipBlueprints.getWheel() wheelPoint = hull.locators.find( '**/location_wheel;+s').getTransform(hull.locators) shipWheel.setTransform(wheelPoint) shipWheel.flattenLight() shipWheel.find('**/collisions').copyTo(collisions) hull.geoms[0].node().stealChildren( shipWheel.find('**/high').node()) hull.geoms[1].node().stealChildren(shipWheel.find('**/med').node()) hull.geoms[2].node().stealChildren(shipWheel.find('**/low').node()) if complexCustomization: hull.geoms[0].setTexture(shipHullTexture) hull.geoms[0].flattenLight() hull.geoms[1].setTexture(shipHullTexture) hull.geoms[1].flattenLight() hull.geoms[2].setTexture(shipHullTexture) hull.geoms[2].flattenLight() hull.geoms[3].setTexture(shipHullTexture) hull.geoms[3].flattenLight() high.attachNewNode(ModelNode('non-animated')).node().stealChildren( hull.geoms[0].node()) med.attachNewNode(ModelNode('non-animated')).node().stealChildren( hull.geoms[1].node()) low.attachNewNode(ModelNode('non-animated')).node().stealChildren( hull.geoms[2].node()) superlow.attachNewNode(ModelNode('non-animated')).node().stealChildren( hull.geoms[3].node()) collisions.node().stealChildren(hull.collisions.node()) hull.locators.stash() charRoot.flattenStrong() ship = Ship.Ship(shipClass, root, breakAnims, hitAnims, metaAnims, collisions, hull.locators) if not complexCustomization: ship.char.setTexture(shipHullTexture) return ship
def getShip( self, shipClass, style=ShipGlobals.Styles.Undefined, logo=ShipGlobals.Logos.Undefined, hullDesign=None, detailLevel=2, wantWheel=True, hullMaterial=None, sailMaterial=None, sailPattern=None, prowType=None, ): Ship = Ship import pirates.ship modelClass = ShipGlobals.getModelClass(shipClass) shipConfig = ShipGlobals.getShipConfig(shipClass) if style == ShipGlobals.Styles.Undefined: style = shipConfig["defaultStyle"] complexCustomization = 0 if sailPattern and sailMaterial and hullMaterial or SailReplace.has_key(shipClass): complexCustomization = 1 if not prowType: prowType = shipConfig["prow"] if not hullMaterial: hullMaterial = style if not sailMaterial: if SailReplace.has_key(shipClass): sailMaterial = SailReplace[shipClass] else: sailMaterial = style if not sailPattern: sailPattern = style shipHullTexture = ShipBlueprints.getShipTexture(hullMaterial) shipTextureSail = ShipBlueprints.getShipTexture(sailMaterial) logoTex = None if logo: logoTex = ShipBlueprints.getLogoTexture(logo) sailPatternTex = None if sailPattern: sailPatternTex = ShipBlueprints.getSailTexture(sailPattern) self.notify.debug("%s %s" % (sailPattern, logo)) if logo == ShipGlobals.Logos.Undefined: logo = shipConfig["sailLogo"] if logo in ShipGlobals.MAST_LOGO_PLACEMENT_LIST: placeLogos = 1 else: placeLogos = 0 if modelClass <= ShipGlobals.INTERCEPTORL3: mastHax = True else: mastHax = False customHull = hullDesign is not None if not logo != 0: pass customMasts = sailPattern != 0 hull = self.getHull(modelClass, customHull) breakAnims = {} metaAnims = {} hitAnims = {} root = NodePath("Ship") hull.locators.reparentTo(root) charRoot = root.attachNewNode(Character("ShipChar")) collisions = root.attachNewNode("collisions") lodNode = charRoot.attachNewNode(LODNode("lod")) if detailLevel == 0: lodNode.node().addSwitch(200, 0) lodNode.node().addSwitch(800, 200) lodNode.node().addSwitch(100000, 800) high = lodNode.attachNewNode("high") low = lodNode.attachNewNode("low") med = NodePath("med") superlow = lodNode.attachNewNode("superlow") elif detailLevel == 1: lodNode.node().addSwitch(300, 0) lodNode.node().addSwitch(1000, 300) lodNode.node().addSwitch(2000, 1000) lodNode.node().addSwitch(100000, 2000) high = lodNode.attachNewNode("high") med = lodNode.attachNewNode("med") low = lodNode.attachNewNode("low") superlow = lodNode.attachNewNode("superlow") else: lodNode.node().addSwitch(750, 0) lodNode.node().addSwitch(3000, 750) lodNode.node().addSwitch(8000, 3000) lodNode.node().addSwitch(100000, 8000) high = lodNode.attachNewNode("high") med = lodNode.attachNewNode("med") low = lodNode.attachNewNode("low") superlow = lodNode.attachNewNode("superlow") mastSetup = ShipGlobals.getMastSetup(shipClass) for data in [ (0, "location_mainmast_0"), (1, "location_mainmast_1"), (2, "location_mainmast_2"), (3, "location_aftmast*"), (4, "location_foremast*"), ]: mastData = mastSetup.get(data[0]) if mastData: mast = self.mastSets[mastData[0]].getMastSet(mastData[1] - 1, customMasts) mastRoot = hull.locators.find("**/%s" % data[1]).getTransform(hull.locators) model = NodePath(mast.charRoot) model.setTransform(mastRoot) if complexCustomization: model.setTexture(shipTextureSail) useLogoTex = logoTex if placeLogos: mastNum = data[0] if mastNum not in ShipGlobals.MAST_LOGO_PLACEMENT.get(modelClass): useLogoTex = None charBundle = mast.charRoot.getBundle(0) if data[0] < 3: for side in ["left", "right"]: ropeNode = hull.locators.find("**/location_ropeLadder_%s_%s" % (side, data[0])) if ropeNode: transform = ropeNode.getTransform(NodePath(mast.charRoot)) charBundle.findChild("def_ladder_0_%s" % side).applyFreeze(transform) continue if sailPatternTex and useLogoTex: for node in model.findAllMatches("**/sails"): node.setTextureOff(TextureStage.getDefault()) node.setTexture(self.colorLayer, sailPatternTex) node.setTexture(self.logoLayer, logoTex) node.setTexture(self.vertLayer, shipTextureSail) node.setTexture(self.baseLayer, shipTextureSail) elif sailPatternTex: for node in model.findAllMatches("**/sails"): node.setTextureOff(TextureStage.getDefault()) node.setTexture(self.colorLayer, sailPatternTex) node.setTexture(self.vertLayer, shipTextureSail) node.setTexture(self.baseLayer, shipTextureSail) elif useLogoTex: for node in model.findAllMatches("**/sails"): node.setTextureOff(TextureStage.getDefault()) node.setTexture(self.logoLayerNoColor, logoTex) node.setTexture(self.vertLayer, shipTextureSail) node.setTexture(self.baseLayer, shipTextureSail) model.flattenLight() if detailLevel == 0: model.find("**/low").copyTo(high) model.find("**/low").copyTo(low) model.find("**/superlow").copyTo(superlow) elif detailLevel == 1: model.find("**/med").copyTo(high) model.find("**/med").copyTo(med) low.node().stealChildren(model.find("**/low").node()) superlow.node().stealChildren(model.find("**/superlow").node()) elif detailLevel == 2: high.node().stealChildren(model.find("**/high").node()) med.node().stealChildren(model.find("**/med").node()) low.node().stealChildren(model.find("**/low").node()) superlow.node().stealChildren(model.find("**/superlow").node()) mastRoot = mast.collisions.find("**/collision_masts") if modelClass > ShipGlobals.INTERCEPTORL3 or data[0] != 3: mastCode = str(data[0]) mastRoot.setTag("Mast Code", mastCode) else: mastRoot.setName("colldision_sub_mast") mastRoot.reparentTo(collisions.find("**/collision_masts")) mastCode = "0" for coll in mast.collisions.findAllMatches("**/collision_sail_*"): coll.setName("Sail-%s" % data[0]) coll.setTag("Mast Code", mastCode) for coll in mast.collisions.findAllMatches("**/sail_*"): coll.setName("Sail-%s" % data[0]) coll.setTag("Mast Code", mastCode) collisions.node().stealChildren(mast.collisions.node()) charBundle = mast.charRoot.getBundle(0) if mastHax and data[0] == 3: breakAnims[0][0].storeAnim( charBundle.loadBindAnim(loader.loader, mast.breakAnim[0], -1, MastSubset, True), "1" ) breakAnims[0][1].storeAnim( charBundle.loadBindAnim(loader.loader, mast.breakAnim[1], -1, MastSubset, True), "1" ) tempHit = hitAnims[0] tempHit[0].storeAnim( charBundle.loadBindAnim(loader.loader, mast.hitAnim, -1, HitMastSubset, True), "1" ) tempHit[1].storeAnim( charBundle.loadBindAnim(loader.loader, mast.hitAnim, -1, PartSubset(), True), "1" ) else: breakAnims[data[0]] = (AnimControlCollection(), AnimControlCollection()) breakAnims[data[0]][0].storeAnim( charBundle.loadBindAnim(loader.loader, mast.breakAnim[0], -1, MastSubset, True), "0" ) breakAnims[data[0]][1].storeAnim( charBundle.loadBindAnim(loader.loader, mast.breakAnim[1], -1, MastSubset, True), "0" ) tempHit = [AnimControlCollection(), AnimControlCollection()] tempHit[0].storeAnim( charBundle.loadBindAnim(loader.loader, mast.hitAnim, -1, HitMastSubset, True), "0" ) tempHit[1].storeAnim( charBundle.loadBindAnim(loader.loader, mast.hitAnim, -1, PartSubset(), True), "0" ) hitAnims[data[0]] = tempHit for (anim, fileName) in mast.metaAnims.iteritems(): if anim not in metaAnims: metaAnims[anim] = AnimControlCollection() if anim not in MissingAnims.get(modelClass, []): ac = charBundle.loadBindAnim(loader.loader, fileName, -1, SailSubset, True) if ac: metaAnims[anim].storeAnim(ac, str(metaAnims[anim].getNumAnims())) charRoot.node().combineWith(mast.charRoot) continue if self.wantProws and prowType: (highSprit, medSprit, lowSprit) = self.sprits[prowType].getAsset() transform = hull.locators.find("**/location_bowsprit").getTransform(hull.locators) highSprit.setTransform(transform) medSprit.setTransform(transform) lowSprit.setTransform(transform) highSprit.reparentTo(hull.geoms[0]) medSprit.reparentTo(hull.geoms[1]) lowSprit.reparentTo(hull.geoms[2]) if wantWheel: shipWheel = ShipBlueprints.getWheel() wheelPoint = hull.locators.find("**/location_wheel;+s").getTransform(hull.locators) shipWheel.setTransform(wheelPoint) shipWheel.flattenLight() shipWheel.find("**/collisions").copyTo(collisions) hull.geoms[0].node().stealChildren(shipWheel.find("**/high").node()) hull.geoms[1].node().stealChildren(shipWheel.find("**/med").node()) hull.geoms[2].node().stealChildren(shipWheel.find("**/low").node()) if complexCustomization: hull.geoms[0].setTexture(shipHullTexture) hull.geoms[0].flattenLight() hull.geoms[1].setTexture(shipHullTexture) hull.geoms[1].flattenLight() hull.geoms[2].setTexture(shipHullTexture) hull.geoms[2].flattenLight() hull.geoms[3].setTexture(shipHullTexture) hull.geoms[3].flattenLight() high.attachNewNode(ModelNode("non-animated")).node().stealChildren(hull.geoms[0].node()) med.attachNewNode(ModelNode("non-animated")).node().stealChildren(hull.geoms[1].node()) low.attachNewNode(ModelNode("non-animated")).node().stealChildren(hull.geoms[2].node()) superlow.attachNewNode(ModelNode("non-animated")).node().stealChildren(hull.geoms[3].node()) collisions.node().stealChildren(hull.collisions.node()) hull.locators.stash() charRoot.flattenStrong() ship = Ship.Ship(shipClass, root, breakAnims, hitAnims, metaAnims, collisions, hull.locators) if not complexCustomization: ship.char.setTexture(shipHullTexture) return ship
class CogdoMazeFactory: def __init__(self, randomNumGen, width, height, frameWallThickness=Globals.FrameWallThickness, cogdoMazeData=CogdoMazeData): self._rng = RandomNumGen(randomNumGen) self.width = width self.height = height self.frameWallThickness = frameWallThickness self._cogdoMazeData = cogdoMazeData self.quadrantSize = self._cogdoMazeData.QuadrantSize self.cellWidth = self._cogdoMazeData.QuadrantCellWidth def getMazeData(self): if not hasattr(self, '_data'): self._generateMazeData() return self._data def createCogdoMaze(self, flattenModel=True): if not hasattr(self, '_maze'): self._loadAndBuildMazeModel(flatten=flattenModel) return CogdoMaze(self._model, self._data, self.cellWidth) def _gatherQuadrantData(self): self.openBarriers = [] barrierItems = range(Globals.TotalBarriers) self._rng.shuffle(barrierItems) for i in barrierItems[0:len(barrierItems) - Globals.NumBarriers]: self.openBarriers.append(i) self.quadrantData = [] quadrantKeys = self._cogdoMazeData.QuadrantCollisions.keys() self._rng.shuffle(quadrantKeys) i = 0 for y in xrange(self.height): for x in xrange(self.width): key = quadrantKeys[i] collTable = self._cogdoMazeData.QuadrantCollisions[key] angle = self._cogdoMazeData.QuadrantAngles[self._rng.randint( 0, len(self._cogdoMazeData.QuadrantAngles) - 1)] self.quadrantData.append((key, collTable[angle], angle)) i += 1 if x * y >= self._cogdoMazeData.NumQuadrants: i = 0 def _generateBarrierData(self): data = [] for y in xrange(self.height): data.append([]) for x in xrange(self.width): if x == self.width - 1: ax = -1 else: ax = 1 if y == self.height - 1: ay = -1 else: ay = 1 data[y].append([ax, ay]) dirUp = 0 dirDown = 1 dirLeft = 2 dirRight = 3 def getAvailableDirections(ax, ay, ignore=None): dirs = [] if ax - 1 >= 0 and data[ay][ax - 1][BARRIER_DATA_RIGHT] == 1 and ( ax, ay) != ignore: dirs.append(dirLeft) if ax + 1 < self.width and data[ay][ax][ BARRIER_DATA_RIGHT] == 1 and (ax, ay) != ignore: dirs.append(dirRight) if ay - 1 >= 0 and data[ay - 1][ax][BARRIER_DATA_TOP] == 1 and ( ax, ay) != ignore: dirs.append(dirDown) if ay + 1 < self.height and data[ay][ax][ BARRIER_DATA_TOP] == 1 and (ax, ay) != ignore: dirs.append(dirUp) return dirs visited = [] def tryVisitNeighbor(ax, ay, ad): if ad == dirUp: if data[ay][ax] in visited: return None visited.append(data[ay][ax]) data[ay][ax][BARRIER_DATA_TOP] = 0 ay += 1 elif ad == dirDown: if data[ay - 1][ax] in visited: return None visited.append(data[ay - 1][ax]) data[ay - 1][ax][BARRIER_DATA_TOP] = 0 ay -= 1 elif ad == dirLeft: if data[ay][ax - 1] in visited: return None visited.append(data[ay][ax - 1]) data[ay][ax - 1][BARRIER_DATA_RIGHT] = 0 ax -= 1 elif ad == dirRight: if data[ay][ax] in visited: return None visited.append(data[ay][ax]) data[ay][ax][BARRIER_DATA_RIGHT] = 0 ax += 1 return (ax, ay) def openBarriers(x, y): dirs = getAvailableDirections(x, y) for dir in dirs: next = tryVisitNeighbor(x, y, dir) if next is not None: openBarriers(*next) return x = self._rng.randint(0, self.width - 1) y = self._rng.randint(0, self.height - 1) openBarriers(x, y) self._barrierData = data def _generateMazeData(self): if not hasattr(self, 'quadrantData'): self._gatherQuadrantData() self._data = {} self._data['width'] = ( self.width + 1) * self.frameWallThickness + self.width * self.quadrantSize self._data['height'] = ( self.height + 1) * self.frameWallThickness + self.height * self.quadrantSize self._data['originX'] = int(self._data['width'] / 2) self._data['originY'] = int(self._data['height'] / 2) collisionTable = [] horizontalWall = [1 for x in xrange(self._data['width'])] collisionTable.append(horizontalWall) for i in xrange(0, len(self.quadrantData), self.width): for y in xrange(self.quadrantSize): row = [1] for x in xrange(i, i + self.width): if x == 1 and y < self.quadrantSize / 2 - 2: newData = [] for j in self.quadrantData[x][1][y]: if j == 0: newData.append(2) else: newData.append(j + 0) row += newData + [1] else: row += self.quadrantData[x][1][y] + [1] collisionTable.append(row) collisionTable.append(horizontalWall[:]) barriers = Globals.MazeBarriers for i in xrange(len(barriers)): for coords in barriers[i]: collisionTable[coords[1]][coords[0]] = 0 y = self._data['originY'] for x in xrange(len(collisionTable[y])): if collisionTable[y][x] == 0: collisionTable[y][x] = 2 x = self._data['originX'] for y in xrange(len(collisionTable)): if collisionTable[y][x] == 0: collisionTable[y][x] = 2 self._data['collisionTable'] = collisionTable def _loadAndBuildMazeModel(self, flatten=False): self.getMazeData() self._model = NodePath('CogdoMazeModel') levelModel = CogdoUtil.loadMazeModel('level') self.quadrants = [] quadrantUnitSize = int(self.quadrantSize * self.cellWidth) frameActualSize = self.frameWallThickness * self.cellWidth size = quadrantUnitSize + frameActualSize halfWidth = int(self.width / 2) halfHeight = int(self.height / 2) i = 0 for y in xrange(self.height): for x in xrange(self.width): ax = (x - halfWidth) * size ay = (y - halfHeight) * size extension = '' if hasattr(getBase(), 'air'): extension = '.bam' filepath = self.quadrantData[i][0] + extension angle = self.quadrantData[i][2] m = self._createQuadrant(filepath, i, angle, quadrantUnitSize) m.setPos(ax, ay, 0) m.reparentTo(self._model) self.quadrants.append(m) i += 1 quadrantHalfUnitSize = quadrantUnitSize * 0.5 barrierModel = CogdoUtil.loadMazeModel('grouping_blockerDivider').find( '**/divider') y = 3 for x in xrange(self.width): if x == (self.width - 1) / 2: continue ax = (x - halfWidth) * size ay = (y - halfHeight) * size - quadrantHalfUnitSize - ( self.cellWidth - 0.5) b = NodePath('barrier') barrierModel.instanceTo(b) b.setPos(ax, ay, 0) b.reparentTo(self._model) offset = self.cellWidth - 0.5 for x in (0, 3): for y in xrange(self.height): ax = ( x - halfWidth ) * size - quadrantHalfUnitSize - frameActualSize + offset ay = (y - halfHeight) * size b = NodePath('barrier') barrierModel.instanceTo(b) b.setPos(ax, ay, 0) b.setH(90) b.reparentTo(self._model) offset -= 2.0 barrierModel.removeNode() levelModel.getChildren().reparentTo(self._model) for np in self._model.findAllMatches('**/*lightCone*'): CogdoUtil.initializeLightCone(np, 'fixed', 3) if flatten: self._model.flattenStrong() return self._model def _createQuadrant(self, filepath, serialNum, angle, size): root = NodePath('QuadrantRoot-%i' % serialNum) quadrant = loader.loadModel(filepath) quadrant.getChildren().reparentTo(root) root.setH(angle) return root
def generateHullCache(modelClass): geom = loader.loadModel('models/shipparts/pir_m_shp_%s' % HullDict[modelClass]) stripPrefix(geom, 'model:') for node in geom.findAllMatches('**/omit'): parent = node.getParent() omit = parent.attachNewNode(ModelNode('omit')) node.reparentTo(omit) node.setName('geom') preFlatten(geom) logic = loader.loadModel('models/shipparts/pir_m_shp_%s_logic' % HullDict[modelClass]) locators = logic.find('**/locators') for side in ['left', 'right']: bad = locators.find('**/location_ropeLadder_0_%s' % side) if bad: bad.setName('location_ropeLadder_%s_0' % side) bad = locators.find('**/location_ropeLadder_1_%s' % side) if bad: bad.setName('location_ropeLadder_%s_1' % side) bad = locators.find('**/location_ropeLadder_1_%s1' % side) if bad: bad.setName('location_ropeLadder_%s_2' % side) collisions = logic.find('**/collisions') badPanel = collisions.find('**/collision_panel_3') if badPanel: badPanel.setName('collision_panel_2') collisions.find('**/collision_panel_0').setTag('Hull Code', '0') collisions.find('**/collision_panel_1').setTag('Hull Code', '1') collisions.find('**/collision_panel_2').setTag('Hull Code', '2') walls = collisions.find('**/collision_walls') if walls: walls.setTag('Hull Code', '255') else: collisions.attachNewNode('collision_walls') shipToShipCollide = collisions.find('**/collision_shiptoship') shipToShipCollide.setCollideMask(PiratesGlobals.ShipCollideBitmask) deck = collisions.find('**/collision_deck') if not deck: deck = collisions.attachNewNode('deck') mask = deck.getCollideMask() mask ^= PiratesGlobals.FloorBitmask mask |= PiratesGlobals.ShipFloorBitmask deck.setCollideMask(mask) floors = collisions.find('**/collision_floors') if not floors: floors = collisions.find('**/collision_floor') mask = floors.getCollideMask() mask ^= PiratesGlobals.FloorBitmask mask |= PiratesGlobals.ShipFloorBitmask floors.setCollideMask(mask) floors.setTag('Hull Code', str(255)) geomHigh = geom.find('**/lod_high') geomMed = geom.find('**/lod_medium') if not geomMed: geomMed = geom.find('**/low_medium') if not geomMed: geomMed = geomHigh.copyTo(NodePath()) geomLow = geom.find('**/lod_low') if not geomLow: geomLow = geomMed.copyTo(NodePath()) geomSuperLow = geom.find('**/lod_superlow') if not geomSuperLow: geomSuperLow = geomLow.copyTo(NodePath()) geomHigh.setName('high') geomMed.setName('med') geomLow.setName('low') geomSuperLow.setName('superlow') if modelClass in [21, 22, 23]: spike = loader.loadModel('models/shipparts/pir_m_shp_ram_spike') spikeTrans = locators.find('**/location_ram').getTransform(locators) spike.setTransform(spikeTrans) spike.flattenLight() spikeHi = spike.find('**/lod_high') spikeMed = spike.find('**/lod_medium') spikeLow = spike.find('**/lod_low') spikeHi.copyTo(geomHigh) spikeMed.copyTo(geomMed) spikeLow.copyTo(geomLow) spikeLow.copyTo(geomSuperLow) flipRoot = NodePath('root') collisions.reparentTo(flipRoot) locators.reparentTo(flipRoot) geomHigh.reparentTo(flipRoot) geomMed.reparentTo(flipRoot) geomLow.reparentTo(flipRoot) geomSuperLow.reparentTo(flipRoot) flipRoot.setH(180) flipRoot.flattenLight() omits = flipRoot.findAllMatches('**/omit') for node in omits: node.flattenStrong() for group in [ 'static', 'transparent', 'ropeLadder_*', 'stripeA', 'stripeB', 'pattern' ]: for node in flipRoot.findAllMatches('**/%s' % group): name = node.getName() for subNode in node.findAllMatches('**/*'): subNode.setName(name) node.flattenStrong() node.setName(name) geomHigh.detachNode() geomMed.detachNode() geomLow.detachNode() geomSuperLow.detachNode() locators.detachNode() collisions.detachNode() genericGeoms = [geomHigh, geomMed, geomLow, geomSuperLow] customGeoms = [x.copyTo(NodePath()) for x in genericGeoms] for np in genericGeoms: trans = np.find('**/transparent') if trans: trans.stash() np.flattenLight() sails = np.findAllMatches('**/sails') sails.stash() omits = np.findAllMatches('**/omit') omits.stash() for node in omits: node.node().setPreserveTransform(node.node().PTDropNode) generic = NodePath('generic') np.findAllMatches('**/+GeomNode').wrtReparentTo(generic) np.findAllMatches('*').detach() generic.flattenStrong() generic.reparentTo(np) stripAttribs(generic, TextureAttrib) stripAttribs(generic, TransparencyAttrib) stripAttribs(generic, CullBinAttrib) generic.setBin('ground', 1) collapse(generic) sails.unstash() sails.reparentTo(np) for node in sails: node.node().setPreserveTransform(node.node().PTDropNode) if trans: trans.unstash() trans.flattenStrong() if trans.node().isOfType(ModelNode.getClassType()): trans.node().setPreserveTransform(ModelNode.PTDropNode) deck = np.find('**/=cam=shground') if deck: deck.setName('deck') omits.unstash() for np in customGeoms: collapse(np.find('**/static')) data = HullCache() data.root = NodePath('hull') data.genericGeoms = genericGeoms data.customGeoms = customGeoms data.collisions = collisions data.locators = locators return data
class CogdoFlyingLevelQuadrant(): __module__ = __name__ notify = directNotify.newCategory('CogdoFlyingLevelQuadrant') def __init__(self, serialNum, model, level, parent): self.serialNum = serialNum self._model = model self._level = level self._root = NodePath('Quadrant' + ` serialNum `) self._model.reparentTo(self._root) self._root.reparentTo(parent) self._visible = True self.platforms = {} self.gatherables = [] self.obstacles = [] self._playing = False self._obstaclesRoot = NodePath('obstacles') self._obstaclesRoot.reparentTo(self._root) self._initObstacles(self._obstaclesRoot) self._gatherablesRoot = NodePath('gatherables') self._gatherablesRoot.reparentTo(self._root) self._initGatherables(self._gatherablesRoot) self._platformsRoot = NodePath('platforms') self._platformsRoot.reparentTo(self._model) self._initPlatforms(self._platformsRoot) self._optimize() self.place() def _optimize(self): lightCones = NodePath('lightCones') for np in self._platformsRoot.findAllMatches('**/*lightCone*'): np.wrtReparentTo(lightCones) lightCones.reparentTo(self._model) node = self._model.find('**/ducts') if not node.isEmpty(): node.flattenStrong() for np in node.getChildren(): np.wrtReparentTo(self._model) node = self._model.find('**/nests') if not node.isEmpty(): for np in node.getChildren(): np.flattenStrong() np.wrtReparentTo(self._model) for np in self._model.findAllMatches('**/*LayerStack*'): np.wrtReparentTo(self._model) for np in self._model.find('**/static').getChildren(): np.wrtReparentTo(self._model) self._model.flattenMedium() def _initPlatforms(self, parent): platformModels = self._model.findAllMatches('**/%s' % Globals.Level.PlatformName) for platformModel in platformModels: platform = CogdoFlyingPlatform(platformModel, parent=parent) self.platforms[platform.getName()] = platform def _destroyPlatforms(self): for platform in self.platforms.values(): platform.destroy() del self.platforms def _initGatherables(self, parent): self.generateGatherables(self._model, parent=parent) if Globals.Level.SpawnLaffPowerupsInNests: self.generateNestPowerups(self._model, parent=parent) def generateNestPowerups(self, gatherableModel, parent): nests = gatherableModel.findAllMatches( '**/%s;+s' % Globals.Level.LegalEagleNestName) for nest in nests: offset = Globals.Level.LaffPowerupNestOffset pickup = self._level.gatherableFactory.createPowerup( Globals.Level.GatherableTypes.LaffPowerup) pickup.reparentTo(parent) pickup.setPos(parent, nest.getPos(parent) + offset) if Globals.Level.AddSparkleToPowerups: sparkles = self._level.gatherableFactory.createSparkles( Vec4(1, 1, 1, 1), Vec4(1, 1, 0, 1), 10.0) sparkles.reparentTo(pickup) sparkles.setPos(0, 0, 1) sparkles.start() self.gatherables.append(pickup) def generateGatherables(self, gatherableModel, parent=None, spread=Globals.Level.GatherablesDefaultSpread): parent = parent or self._root mopath = Mopath.Mopath(name='gatherables') def generateMemos(): gatherPaths = gatherableModel.findAllMatches( '**/%s' % Globals.Level.GatherablesPathName) for gatherPath in gatherPaths: mopath.loadNodePath(gatherPath) t = 0.0 while t < mopath.getMaxT(): pickup = self._level.gatherableFactory.createMemo() pickup.reparentTo(parent) mopath.goTo(pickup, t) self.gatherables.append(pickup) t += spread gatherPath.removeNode() angleSpread = 360.0 / Globals.Level.NumMemosInRing gatherPaths = gatherableModel.findAllMatches( '**/%s' % Globals.Level.GatherablesRingName) for gatherPath in gatherPaths: mopath.loadNodePath(gatherPath) t = 0.0 while t < mopath.getMaxT(): angle = 0 r = 3 while angle < 360.0: pickup = self._level.gatherableFactory.createMemo() pickup.reparentTo(parent) mopath.goTo(pickup, t) pickup.setX( parent, pickup.getX() + r * math.cos(math.radians(angle))) pickup.setZ( parent, pickup.getZ() + r * math.sin(math.radians(angle))) self.gatherables.append(pickup) angle += angleSpread t += spread + 0.5 gatherPath.removeNode() def generatePropellers(): gatherables = gatherableModel.findAllMatches( '**/%s' % Globals.Level.PropellerName) for gatherable in gatherables: pickup = self._level.gatherableFactory.createPropeller() pickup.reparentTo(gatherable.getParent()) pickup.setPos(parent, gatherable.getPos(parent)) self.gatherables.append(pickup) gatherable.removeNode() def generatePowerUps(): for powerupType, locName in Globals.Level.PowerupType2Loc.iteritems( ): if powerupType == Globals.Level.GatherableTypes.LaffPowerup and Globals.Level.IgnoreLaffPowerups: continue gatherables = gatherableModel.findAllMatches('**/%s' % locName) for gatherable in gatherables: pickup = self._level.gatherableFactory.createPowerup( powerupType) pickup.reparentTo(parent) pickup.setPos(parent, gatherable.getPos(parent)) if Globals.Level.AddSparkleToPowerups: sparkles = self._level.gatherableFactory.createSparkles( Vec4(1, 1, 1, 1), Vec4(1, 1, 0, 1), 10.0) sparkles.reparentTo(pickup) sparkles.setPos(0, 0, 1) sparkles.start() self.gatherables.append(pickup) gatherable.removeNode() generateMemos() generatePropellers() generatePowerUps() def _initObstacles(self, parent): def initWhirlwinds(): obstacles = self._root.findAllMatches('**/%s' % Globals.Level.WhirlwindName) for obstacleLoc in obstacles: motionPath = self._model.find( '**/%s%s' % (obstacleLoc.getName(), Globals.Level.WhirlwindPathName)) if motionPath.isEmpty(): motionPath = None obstacle = self._level.obstacleFactory.createWhirlwind( motionPath=motionPath) obstacle.model.reparentTo(parent) obstacle.model.setPos(parent, obstacleLoc.getPos(parent)) self.obstacles.append(obstacle) obstacleLoc.removeNode() return def initStreamers(): obstacles = self._model.findAllMatches('**/%s' % Globals.Level.StreamerName) for obstacleLoc in obstacles: obstacle = self._level.obstacleFactory.createFan() obstacle.model.reparentTo(parent) obstacle.model.setPos(parent, obstacleLoc.getPos(parent)) obstacle.model.setHpr(parent, obstacleLoc.getHpr(parent)) obstacle.model.setScale(parent, obstacleLoc.getScale(parent)) obstacle.setBlowDirection() if Globals.Level.AddParticlesToStreamers: particles = self._level.obstacleFactory.createStreamerParticles( Vec4(1, 1, 1, 1), Vec4(1, 1, 1, 1), 10.0) particles.reparentTo(obstacle.model) particles.start() self.obstacles.append(obstacle) obstacleLoc.removeNode() def initWalkingMinions(): motionPaths = self._model.findAllMatches( '**/%s' % Globals.Level.MinionWalkingPathName) for motionPath in motionPaths: obstacle = self._level.obstacleFactory.createWalkingMinion( motionPath=motionPath) obstacle.model.reparentTo(parent) obstacle.model.setPos(parent, motionPath.getPos(parent)) self.obstacles.append(obstacle) def initFlyingMinions(): motionPaths = self._model.findAllMatches( '**/%s' % Globals.Level.MinionFlyingPathName) for motionPath in motionPaths: obstacle = self._level.obstacleFactory.createFlyingMinion( motionPath=motionPath) obstacle.model.reparentTo(parent) obstacle.model.setPos(parent, motionPath.getPos(parent)) self.obstacles.append(obstacle) initWhirlwinds() initStreamers() initWalkingMinions() initFlyingMinions() def place(self): self._root.setPos(0, self._level.convertQuadNumToY(self.serialNum), 0) def destroy(self): if self._visible: self.offstage() self._destroyPlatforms() for obstacle in self.obstacles: obstacle.destroy() for gatherable in self.gatherables: gatherable.destroy() self._root.removeNode() del self._root del self._gatherablesRoot del self._obstaclesRoot del self._platformsRoot del self._level def onstage(self, elapsedTime=0.0): if self._visible: return self._root.unstash() for obstacle in self.obstacles: obstacle.startMoving(elapsedTime) for gatherable in self.gatherables: gatherable.show() self._visible = True def offstage(self): if not self._visible: return self._root.stash() for obstacle in self.obstacles: obstacle.stopMoving() for gatherable in self.gatherables: gatherable.hide() self._visible = False def update(self, dt): if self._visible: for gatherable in self.gatherables: gatherable.update(dt) for obstacle in self.obstacles: obstacle.update(dt) def getModel(self): return self._root
class AreaMap(Map): def __init__(self, area): Map.__init__(self, 'map-' + area.getName()) self.capturePoints = { } mapNode = area.getMapNode() if mapNode and not mapNode.isEmpty(): geom = mapNode.getChild(0) geom.setScale(mapNode.getScale()) geom.flattenStrong() mapNode.setScale(1) self.worldNode = mapNode self.map = self.worldNode.copyTo(NodePath()) (a, b) = self.map.getTightBounds() diff = b - a h = diff[1] w = diff[0] else: self.worldNode = area self.map = NodePath('no map found') (a, b) = self.worldNode.geom.getTightBounds() diff = b - a h = diff[1] w = diff[0] ratio = h / w if ratio < 0.98999999999999999: normalScale = 2 / w screenScale = 1 else: normalScale = 2 / h screenScale = 0.75 self.map.clearTransform() self.map.show() self.screenNode = NodePath('Minimap-screenNode') self.screenNode.setP(90) self.screenNode.setScale(screenScale * normalScale) self.screenNode.hide() self.map.reparentTo(self.screenNode) self.mapOverlay = self.map.attachNewNode('mapOverlay') self.mapOverlay.wrtReparentTo(self.screenNode) self.radarTransformNode = NodePath('radarTransform') self.radarTransformNode.setScale(self.worldNode.getScale()[0]) self.map.instanceTo(self.radarTransformNode) localAvatar.guiMgr.addMinimap(self) if self.allowOnScreen(): self.addObject(MinimapFootprint(area)) self.shops = set() if self.allowOnScreen(): if area.getUniqueId() not in [ LocationIds.RAVENS_COVE_ISLAND]: for shop in area.getShopNodes(): uid = shop.getTag('Uid') shopType = shop.getTag('ShopType') self.addObject(MinimapShop(uid, shop, shopType)) self.map.findAllMatches('**/=Holiday').stash() if base.cr.newsManager: for holiday in base.cr.newsManager.getHolidayList(): self.handleHolidayStarted(area, HolidayGlobals.getHolidayName(holiday)) self.zoomLevels = area.getZoomLevels() self.accept('landMapRadarAxisChanged', self.setRadarAxis) def destroy(self): self.ignore('landMapRadarAxisChanged') if hasattr(base, 'localAvatar'): localAvatar.guiMgr.removeMinimap(self) for shop in self.shops: self.removeObject(shop) self.shops = set() for holiday in self.capturePoints.keys(): zones = self.capturePoints.pop(holiday, { }) for object in zones.itervalues(): self.removeObject(object) Map.destroy(self) def allowOnScreen(self): return self.map.find('minimap-card').isEmpty() def getZoomLevels(self): return self.zoomLevels def getWorldNode(self): return self.worldNode def getScreenNode(self): return self.screenNode def getOverlayNode(self): return self.mapOverlay def getCapturePoint(self, holidayId, zone): if self.capturePoints.has_key(holidayId): return self.capturePoints[holidayId][zone] def updateTask(self, task): self.update() return task.cont def update(self): for obj in self.objects: obj.updateOnMap(self) def addObject(self, object): Map.addObject(self, object) mapNode = object.getMapNode() mapNode.reparentTo(self.map, sort = object.SORT) object.getOverlayNode().reparentTo(self.mapOverlay, sort = object.SORT) object.addedToMap(self) def removeObject(self, object): Map.removeObject(self, object) object.getMapNode().detachNode() object.getOverlayNode().detachNode() object.removedFromMap(self) def updateRadarTransform(self, av): if self.radarAxis == Options.RadarAxisMap: self.radarTransformNode.setPosHprScale(-av.getPos(self.worldNode), VBase3(0), VBase3(1)) else: holdHpr = av.getHpr() av.setH(camera.getH(render) - self.worldNode.getH(render)) self.radarTransformNode.setTransform(self.worldNode.getTransform(av)) av.setHpr(holdHpr) localAvatar.guiMgr.radarGui.updateDial(self) def getRadarNode(self): return self.radarTransformNode def handleHolidayStarted(self, area, holiday): self.map.findAllMatches('**/=Holiday=%s;+s' % (holiday,)).unstash() for node in area.getCapturePointNodes(holiday): zones = self.capturePoints.setdefault(holiday, { }) zone = int(node.getTag('Zone')) if zone not in zones: object = MinimapCapturePoint(node, holiday, zone) zones[zone] = object self.addObject(object) continue handleHolidayStarted = report(types = [ 'frameCount', 'args'], dConfigParam = 'minimap')(handleHolidayStarted) def handleHolidayEnded(self, area, holiday, override = False): if holiday in InvasionGlobals.INVASION_IDS and not override: taskMgr.doMethodLater(10, self.handleInvasionEnded, 'handleInvasionEnded', extraArgs = [ area, holiday]) else: self.map.findAllMatches('**/=Holiday=%s;+s' % (holiday,)).stash() for object in self.capturePoints.pop(holiday, { }).itervalues(): self.removeObject(object) handleHolidayEnded = report(types = [ 'frameCount', 'args'], dConfigParam = 'minimap')(handleHolidayEnded) def handleInvasionEnded(self, area, holiday): if not localAvatar.guiMgr.invasionScoreboard: self.map.findAllMatches('**/=Holiday=%s;+s' % (holiday,)).stash() for object in self.capturePoints.pop(holiday, { }).itervalues(): self.removeObject(object)
class CogdoFlyingLevelQuadrant: notify = directNotify.newCategory('CogdoFlyingLevelQuadrant') def __init__(self, serialNum, model, level, parent): self.serialNum = serialNum self._model = model self._level = level self._root = NodePath('Quadrant' + `serialNum`) self._model.reparentTo(self._root) self._root.reparentTo(parent) self._visible = True self.platforms = {} self.gatherables = [] self.obstacles = [] self._playing = False self._obstaclesRoot = NodePath('obstacles') self._obstaclesRoot.reparentTo(self._root) self._initObstacles(self._obstaclesRoot) self._gatherablesRoot = NodePath('gatherables') self._gatherablesRoot.reparentTo(self._root) self._initGatherables(self._gatherablesRoot) self._platformsRoot = NodePath('platforms') self._platformsRoot.reparentTo(self._model) self._initPlatforms(self._platformsRoot) self._optimize() self.place() def _optimize(self): lightCones = NodePath('lightCones') for np in self._platformsRoot.findAllMatches('**/*lightCone*'): np.wrtReparentTo(lightCones) lightCones.reparentTo(self._model) node = self._model.find('**/ducts') if not node.isEmpty(): node.flattenStrong() for np in node.getChildren(): np.wrtReparentTo(self._model) node = self._model.find('**/nests') if not node.isEmpty(): for np in node.getChildren(): np.flattenStrong() np.wrtReparentTo(self._model) for np in self._model.findAllMatches('**/*LayerStack*'): np.wrtReparentTo(self._model) if not self._model.find('**/static').isEmpty(): for np in self._model.find('**/static').getChildren(): np.wrtReparentTo(self._model) self._model.flattenMedium() def _initPlatforms(self, parent): platformModels = self._model.findAllMatches('**/%s' % Globals.Level.PlatformName) for platformModel in platformModels: platform = CogdoFlyingPlatform(platformModel, parent=parent) self.platforms[platform.getName()] = platform def _destroyPlatforms(self): for platform in self.platforms.values(): platform.destroy() del self.platforms def _initGatherables(self, parent): self.generateGatherables(self._model, parent=parent) if Globals.Level.SpawnLaffPowerupsInNests: self.generateNestPowerups(self._model, parent=parent) def generateNestPowerups(self, gatherableModel, parent): nests = gatherableModel.findAllMatches('**/%s;+s' % Globals.Level.LegalEagleNestName) for nest in nests: offset = Globals.Level.LaffPowerupNestOffset pickup = self._level.gatherableFactory.createPowerup(Globals.Level.GatherableTypes.LaffPowerup) pickup.reparentTo(parent) pickup.setPos(parent, nest.getPos(parent) + offset) if Globals.Level.AddSparkleToPowerups: sparkles = self._level.gatherableFactory.createSparkles(Vec4(1, 1, 1, 1), Vec4(1, 1, 0, 1), 10.0) sparkles.reparentTo(pickup) sparkles.setPos(0, 0, 1) sparkles.start() self.gatherables.append(pickup) def generateGatherables(self, gatherableModel, parent = None, spread = Globals.Level.GatherablesDefaultSpread): parent = parent or self._root mopath = Mopath.Mopath(name='gatherables') def generateMemos(): gatherPaths = gatherableModel.findAllMatches('**/%s' % Globals.Level.GatherablesPathName) for gatherPath in gatherPaths: mopath.loadNodePath(gatherPath) t = 0.0 while t < mopath.getMaxT(): pickup = self._level.gatherableFactory.createMemo() pickup.reparentTo(parent) mopath.goTo(pickup, t) self.gatherables.append(pickup) t += spread gatherPath.removeNode() angleSpread = 360.0 / Globals.Level.NumMemosInRing gatherPaths = gatherableModel.findAllMatches('**/%s' % Globals.Level.GatherablesRingName) for gatherPath in gatherPaths: mopath.loadNodePath(gatherPath) t = 0.0 while t < mopath.getMaxT(): angle = 0 r = 3 while angle < 360.0: pickup = self._level.gatherableFactory.createMemo() pickup.reparentTo(parent) mopath.goTo(pickup, t) pickup.setX(parent, pickup.getX() + r * math.cos(math.radians(angle))) pickup.setZ(parent, pickup.getZ() + r * math.sin(math.radians(angle))) self.gatherables.append(pickup) angle += angleSpread t += spread + 0.5 gatherPath.removeNode() def generatePropellers(): gatherables = gatherableModel.findAllMatches('**/%s' % Globals.Level.PropellerName) for gatherable in gatherables: pickup = self._level.gatherableFactory.createPropeller() pickup.reparentTo(gatherable.getParent()) pickup.setPos(parent, gatherable.getPos(parent)) self.gatherables.append(pickup) gatherable.removeNode() def generatePowerUps(): for powerupType, locName in Globals.Level.PowerupType2Loc.iteritems(): gatherables = gatherableModel.findAllMatches('**/%s' % locName) for gatherable in gatherables: pickup = self._level.gatherableFactory.createPowerup(powerupType) pickup.reparentTo(parent) pickup.setPos(parent, gatherable.getPos(parent)) if Globals.Level.AddSparkleToPowerups: sparkles = self._level.gatherableFactory.createSparkles(Vec4(1, 1, 1, 1), Vec4(1, 1, 0, 1), 10.0) sparkles.reparentTo(pickup) sparkles.setPos(0, 0, 1) sparkles.start() self.gatherables.append(pickup) gatherable.removeNode() generateMemos() generatePropellers() generatePowerUps() def _initObstacles(self, parent): def initWhirlwinds(): obstacles = self._root.findAllMatches('**/%s' % Globals.Level.WhirlwindName) for obstacleLoc in obstacles: motionPath = self._model.find('**/%s%s' % (obstacleLoc.getName(), Globals.Level.WhirlwindPathName)) if motionPath.isEmpty(): motionPath = None obstacle = self._level.obstacleFactory.createWhirlwind(motionPath=motionPath) obstacle.model.reparentTo(parent) obstacle.model.setPos(parent, obstacleLoc.getPos(parent)) self.obstacles.append(obstacle) obstacleLoc.removeNode() def initStreamers(): obstacles = self._model.findAllMatches('**/%s' % Globals.Level.StreamerName) for obstacleLoc in obstacles: obstacle = self._level.obstacleFactory.createFan() obstacle.model.reparentTo(parent) obstacle.model.setPos(parent, obstacleLoc.getPos(parent)) obstacle.model.setHpr(parent, obstacleLoc.getHpr(parent)) obstacle.model.setScale(parent, obstacleLoc.getScale(parent)) obstacle.setBlowDirection() if Globals.Level.AddParticlesToStreamers: particles = self._level.obstacleFactory.createStreamerParticles(Vec4(1, 1, 1, 1), Vec4(1, 1, 1, 1), 10.0) particles.reparentTo(obstacle.model) particles.start() self.obstacles.append(obstacle) obstacleLoc.removeNode() def initWalkingMinions(): motionPaths = self._model.findAllMatches('**/%s' % Globals.Level.MinionWalkingPathName) for motionPath in motionPaths: obstacle = self._level.obstacleFactory.createWalkingMinion(motionPath=motionPath) obstacle.model.reparentTo(parent) obstacle.model.setPos(parent, motionPath.getPos(parent)) self.obstacles.append(obstacle) def initFlyingMinions(): motionPaths = self._model.findAllMatches('**/%s' % Globals.Level.MinionFlyingPathName) for motionPath in motionPaths: obstacle = self._level.obstacleFactory.createFlyingMinion(motionPath=motionPath) obstacle.model.reparentTo(parent) obstacle.model.setPos(parent, motionPath.getPos(parent)) self.obstacles.append(obstacle) initWhirlwinds() initStreamers() initWalkingMinions() initFlyingMinions() def place(self): self._root.setPos(0, self._level.convertQuadNumToY(self.serialNum), 0) def destroy(self): if self._visible: self.offstage() self._destroyPlatforms() for obstacle in self.obstacles: obstacle.destroy() for gatherable in self.gatherables: gatherable.destroy() self._root.removeNode() del self._root del self._gatherablesRoot del self._obstaclesRoot del self._platformsRoot del self._level def onstage(self, elapsedTime = 0.0): if self._visible: return self._root.unstash() for obstacle in self.obstacles: obstacle.startMoving(elapsedTime) for gatherable in self.gatherables: gatherable.show() self._visible = True def offstage(self): if not self._visible: return self._root.stash() for obstacle in self.obstacles: obstacle.stopMoving() for gatherable in self.gatherables: gatherable.hide() self._visible = False def update(self, dt): if self._visible: for gatherable in self.gatherables: gatherable.update(dt) for obstacle in self.obstacles: obstacle.update(dt) def getModel(self): return self._root
def generateHullCache(modelClass): geom = loader.loadModel("models/shipparts/pir_m_shp_%s" % HullDict[modelClass]) stripPrefix(geom, "model:") for node in geom.findAllMatches("**/omit"): parent = node.getParent() omit = parent.attachNewNode(ModelNode("omit")) node.reparentTo(omit) node.setName("geom") preFlatten(geom) logic = loader.loadModel("models/shipparts/pir_m_shp_%s_logic" % HullDict[modelClass]) locators = logic.find("**/locators") for side in ["left", "right"]: bad = locators.find("**/location_ropeLadder_0_%s" % side) if bad: bad.setName("location_ropeLadder_%s_0" % side) bad = locators.find("**/location_ropeLadder_1_%s" % side) if bad: bad.setName("location_ropeLadder_%s_1" % side) bad = locators.find("**/location_ropeLadder_1_%s1" % side) if bad: bad.setName("location_ropeLadder_%s_2" % side) continue collisions = logic.find("**/collisions") badPanel = collisions.find("**/collision_panel_3") if badPanel: badPanel.setName("collision_panel_2") collisions.find("**/collision_panel_0").setTag("Hull Code", "0") collisions.find("**/collision_panel_1").setTag("Hull Code", "1") collisions.find("**/collision_panel_2").setTag("Hull Code", "2") walls = collisions.find("**/collision_walls") if walls: walls.setTag("Hull Code", "255") else: collisions.attachNewNode("collision_walls") shipToShipCollide = collisions.find("**/collision_shiptoship") shipToShipCollide.setCollideMask(PiratesGlobals.ShipCollideBitmask) deck = collisions.find("**/collision_deck") if not deck: deck = collisions.attachNewNode("deck") mask = deck.getCollideMask() mask ^= PiratesGlobals.FloorBitmask mask |= PiratesGlobals.ShipFloorBitmask deck.setCollideMask(mask) floors = collisions.find("**/collision_floors") if not floors: floors = collisions.find("**/collision_floor") mask = floors.getCollideMask() mask ^= PiratesGlobals.FloorBitmask mask |= PiratesGlobals.ShipFloorBitmask floors.setCollideMask(mask) floors.setTag("Hull Code", str(255)) geomHigh = geom.find("**/lod_high") geomMed = geom.find("**/lod_medium") if not geomMed: geomMed = geom.find("**/low_medium") if not geomMed: geomMed = geomHigh.copyTo(NodePath()) geomLow = geom.find("**/lod_low") if not geomLow: geomLow = geomMed.copyTo(NodePath()) geomSuperLow = geom.find("**/lod_superlow") if not geomSuperLow: geomSuperLow = geomLow.copyTo(NodePath()) geomHigh.setName("high") geomMed.setName("med") geomLow.setName("low") geomSuperLow.setName("superlow") if modelClass in [21, 22, 23]: spike = loader.loadModel("models/shipparts/pir_m_shp_ram_spike") spikeTrans = locators.find("**/location_ram").getTransform(locators) spike.setTransform(spikeTrans) spike.flattenLight() spikeHi = spike.find("**/lod_high") spikeMed = spike.find("**/lod_medium") spikeLow = spike.find("**/lod_low") spikeHi.copyTo(geomHigh) spikeMed.copyTo(geomMed) spikeLow.copyTo(geomLow) spikeLow.copyTo(geomSuperLow) flipRoot = NodePath("root") collisions.reparentTo(flipRoot) locators.reparentTo(flipRoot) geomHigh.reparentTo(flipRoot) geomMed.reparentTo(flipRoot) geomLow.reparentTo(flipRoot) geomSuperLow.reparentTo(flipRoot) flipRoot.setH(180) flipRoot.flattenLight() omits = flipRoot.findAllMatches("**/omit") for node in omits: node.flattenStrong() for group in ["static", "transparent", "ropeLadder_*", "stripeA", "stripeB", "pattern"]: for node in flipRoot.findAllMatches("**/%s" % group): name = node.getName() for subNode in node.findAllMatches("**/*"): subNode.setName(name) node.flattenStrong() node.setName(name) geomHigh.detachNode() geomMed.detachNode() geomLow.detachNode() geomSuperLow.detachNode() locators.detachNode() collisions.detachNode() genericGeoms = [geomHigh, geomMed, geomLow, geomSuperLow] customGeoms = [x.copyTo(NodePath()) for x in genericGeoms] for np in genericGeoms: trans = np.find("**/transparent") if trans: trans.stash() np.flattenLight() sails = np.findAllMatches("**/sails") sails.stash() omits = np.findAllMatches("**/omit") omits.stash() for node in omits: node.node().setPreserveTransform(node.node().PTDropNode) generic = NodePath("generic") np.findAllMatches("**/+GeomNode").wrtReparentTo(generic) np.findAllMatches("*").detach() generic.flattenStrong() generic.reparentTo(np) stripAttribs(generic, TextureAttrib) stripAttribs(generic, TransparencyAttrib) stripAttribs(generic, CullBinAttrib) generic.setBin("ground", 1) collapse(generic) sails.unstash() sails.reparentTo(np) for node in sails: node.node().setPreserveTransform(node.node().PTDropNode) if trans: trans.unstash() trans.flattenStrong() if trans.node().isOfType(ModelNode.getClassType()): trans.node().setPreserveTransform(ModelNode.PTDropNode) deck = np.find("**/=cam=shground") if deck: deck.setName("deck") omits.unstash() for np in customGeoms: collapse(np.find("**/static")) data = HullCache() data.root = NodePath("hull") data.genericGeoms = genericGeoms data.customGeoms = customGeoms data.collisions = collisions data.locators = locators return data
def generateHullCache(modelClass): geom = loader.loadModel('models/shipparts/pir_m_shp_%s' % HullDict[modelClass]) stripPrefix(geom, 'model:') for node in geom.findAllMatches('**/omit'): parent = node.getParent() omit = parent.attachNewNode(ModelNode('omit')) node.reparentTo(omit) node.setName('geom') preFlatten(geom) logic = loader.loadModel('models/shipparts/pir_m_shp_%s_logic' % HullDict[modelClass]) locators = logic.find('**/locators') for side in [ 'left', 'right']: bad = locators.find('**/location_ropeLadder_0_%s' % side) if bad: bad.setName('location_ropeLadder_%s_0' % side) bad = locators.find('**/location_ropeLadder_1_%s' % side) if bad: bad.setName('location_ropeLadder_%s_1' % side) bad = locators.find('**/location_ropeLadder_1_%s1' % side) if bad: bad.setName('location_ropeLadder_%s_2' % side) continue collisions = logic.find('**/collisions') badPanel = collisions.find('**/collision_panel_3') if badPanel: badPanel.setName('collision_panel_2') collisions.find('**/collision_panel_0').setTag('Hull Code', '0') collisions.find('**/collision_panel_1').setTag('Hull Code', '1') collisions.find('**/collision_panel_2').setTag('Hull Code', '2') walls = collisions.find('**/collision_walls') if walls: walls.setTag('Hull Code', '255') else: collisions.attachNewNode('collision_walls') shipToShipCollide = collisions.find('**/collision_shiptoship') shipToShipCollide.setCollideMask(PiratesGlobals.ShipCollideBitmask) deck = collisions.find('**/collision_deck') if not deck: deck = collisions.attachNewNode('deck') mask = deck.getCollideMask() mask ^= PiratesGlobals.FloorBitmask mask |= PiratesGlobals.ShipFloorBitmask deck.setCollideMask(mask) floors = collisions.find('**/collision_floors') if not floors: floors = collisions.find('**/collision_floor') mask = floors.getCollideMask() mask ^= PiratesGlobals.FloorBitmask mask |= PiratesGlobals.ShipFloorBitmask floors.setCollideMask(mask) floors.setTag('Hull Code', str(255)) geomHigh = geom.find('**/lod_high') geomMed = geom.find('**/lod_medium') if not geomMed: geomMed = geom.find('**/low_medium') if not geomMed: geomMed = geomHigh.copyTo(NodePath()) geomLow = geom.find('**/lod_low') if not geomLow: geomLow = geomMed.copyTo(NodePath()) geomSuperLow = geom.find('**/lod_superlow') if not geomSuperLow: geomSuperLow = geomLow.copyTo(NodePath()) geomHigh.setName('high') geomMed.setName('med') geomLow.setName('low') geomSuperLow.setName('superlow') if modelClass in [ 21, 22, 23]: spike = loader.loadModel('models/shipparts/pir_m_shp_ram_spike') spikeTrans = locators.find('**/location_ram').getTransform(locators) spike.setTransform(spikeTrans) spike.flattenLight() spikeHi = spike.find('**/lod_high') spikeMed = spike.find('**/lod_medium') spikeLow = spike.find('**/lod_low') spikeHi.copyTo(geomHigh) spikeMed.copyTo(geomMed) spikeLow.copyTo(geomLow) spikeLow.copyTo(geomSuperLow) flipRoot = NodePath('root') collisions.reparentTo(flipRoot) locators.reparentTo(flipRoot) geomHigh.reparentTo(flipRoot) geomMed.reparentTo(flipRoot) geomLow.reparentTo(flipRoot) geomSuperLow.reparentTo(flipRoot) flipRoot.setH(180) flipRoot.flattenLight() omits = flipRoot.findAllMatches('**/omit') for node in omits: node.flattenStrong() for group in [ 'static', 'transparent', 'ropeLadder_*', 'stripeA', 'stripeB', 'pattern']: for node in flipRoot.findAllMatches('**/%s' % group): name = node.getName() for subNode in node.findAllMatches('**/*'): subNode.setName(name) node.flattenStrong() node.setName(name) geomHigh.detachNode() geomMed.detachNode() geomLow.detachNode() geomSuperLow.detachNode() locators.detachNode() collisions.detachNode() genericGeoms = [ geomHigh, geomMed, geomLow, geomSuperLow] customGeoms = [ x.copyTo(NodePath()) for x in genericGeoms ] for np in genericGeoms: trans = np.find('**/transparent') if trans: trans.stash() np.flattenLight() sails = np.findAllMatches('**/sails') sails.stash() omits = np.findAllMatches('**/omit') omits.stash() for node in omits: node.node().setPreserveTransform(node.node().PTDropNode) generic = NodePath('generic') np.findAllMatches('**/+GeomNode').wrtReparentTo(generic) np.findAllMatches('*').detach() generic.flattenStrong() generic.reparentTo(np) stripAttribs(generic, TextureAttrib) collapse(generic) sails.unstash() sails.reparentTo(np) for node in sails: node.node().setPreserveTransform(node.node().PTDropNode) if trans: trans.unstash() trans.flattenStrong() if trans.node().isOfType(ModelNode.getClassType()): trans.node().setPreserveTransform(ModelNode.PTDropNode) deck = np.find('**/=cam=shground') if deck: deck.setName('deck') omits.unstash() for np in customGeoms: collapse(np.find('**/static')) data = HullCache() data.root = NodePath('hull') data.genericGeoms = genericGeoms data.customGeoms = customGeoms data.collisions = collisions data.locators = locators return data