def loadFood(self, foodIndex):
     self.foodNum += 1
     if foodIndex in self.foodModelDict:
         foodModel = self.foodModelDict[foodIndex]
         foodModel.reparentTo(self.foodNodes[foodIndex])
         colNp = foodModel.find('**/FoodCol*')
         colNp.setTag('foodNum', str(self.foodNum))
     else:
         foodModelScale = ToontownGlobals.BossbotFoodModelScale
         foodModel = loader.loadModel('phase_12/models/bossbotHQ/canoffood')
         foodModel.setScale(foodModelScale)
         foodModel.reparentTo(self.foodNodes[foodIndex])
         target = CollisionTube(4, 0, 0, -4, 0, 0, 2)
         target.setTangible(0)
         colName = 'FoodCol-%d-%d' % (self.index, foodIndex)
         targetNode = CollisionNode(colName)
         targetNode.addSolid(target)
         targetNode.setCollideMask(ToontownGlobals.WallBitmask)
         targetNodePath = foodModel.attachNewNode(targetNode)
         targetNodePath.setScale(1.0 / foodModelScale)
         targetNodePath.setTag('foodIndex', str(foodIndex))
         targetNodePath.setTag('beltIndex', str(self.index))
         targetNodePath.setTag('foodNum', str(self.foodNum))
         targetNodePath.setZ(targetNodePath.getZ() - 1.5)
         self.accept('enter' + colName, self.touchedFood)
         self.foodModelDict[foodIndex] = foodModel
 def load(self):
     self.root = NodePath('PartyCog-%d' % self.id)
     self.root.reparentTo(self.parentNode)
     path = 'phase_13/models/parties/cogPinata_'
     self.actor = Actor(
         path + 'actor', {
             'idle': path + 'idle_anim',
             'down': path + 'down_anim',
             'up': path + 'up_anim',
             'bodyHitBack': path + 'bodyHitBack_anim',
             'bodyHitFront': path + 'bodyHitFront_anim',
             'headHitBack': path + 'headHitBack_anim',
             'headHitFront': path + 'headHitFront_anim'
         })
     self.actor.reparentTo(self.root)
     self.temp_transform = Mat4()
     self.head_locator = self.actor.attachNewNode('temphead')
     self.bodyColl = CollisionTube(0, 0, 1, 0, 0, 5.75, 0.75)
     self.bodyColl.setTangible(1)
     self.bodyCollNode = CollisionNode('PartyCog-%d-Body-Collision' %
                                       self.id)
     self.bodyCollNode.setCollideMask(ToontownGlobals.PieBitmask)
     self.bodyCollNode.addSolid(self.bodyColl)
     self.bodyCollNodePath = self.root.attachNewNode(self.bodyCollNode)
     self.headColl = CollisionTube(0, 0, 3, 0, 0, 3.0, 1.5)
     self.headColl.setTangible(1)
     self.headCollNode = CollisionNode('PartyCog-%d-Head-Collision' %
                                       self.id)
     self.headCollNode.setCollideMask(ToontownGlobals.PieBitmask)
     self.headCollNode.addSolid(self.headColl)
     self.headCollNodePath = self.root.attachNewNode(self.headCollNode)
     self.arm1Coll = CollisionSphere(1.6499999999999999, 0,
                                     3.9500000000000002, 1.0)
     self.arm1Coll.setTangible(1)
     self.arm1CollNode = CollisionNode('PartyCog-%d-Arm1-Collision' %
                                       self.id)
     self.arm1CollNode.setCollideMask(ToontownGlobals.PieBitmask)
     self.arm1CollNode.addSolid(self.arm1Coll)
     self.arm1CollNodePath = self.root.attachNewNode(self.arm1CollNode)
     self.arm2Coll = CollisionSphere(-1.6499999999999999, 0,
                                     3.4500000000000002, 1.0)
     self.arm2Coll.setTangible(1)
     self.arm2CollNode = CollisionNode('PartyCog-%d-Arm2-Collision' %
                                       self.id)
     self.arm2CollNode.setCollideMask(ToontownGlobals.PieBitmask)
     self.arm2CollNode.addSolid(self.arm2Coll)
     self.arm2CollNodePath = self.root.attachNewNode(self.arm2CollNode)
     splatName = 'splat-creampie'
     self.splat = globalPropPool.getProp(splatName)
     self.splat.setBillboardPointEye()
     self.splatType = globalPropPool.getPropType(splatName)
     self.pieHitSound = globalBattleSoundCache.getSound(
         'AA_wholepie_only.mp3')
     self.upSound = globalBattleSoundCache.getSound('AV_jump_to_side.mp3')
     self.hole = loader.loadModel('phase_13/models/parties/cogPinataHole')
     self.hole.setTransparency(True)
     self.hole.setP(-90.0)
     self.hole.setScale(3)
     self.hole.setBin('ground', 3)
     self.hole.reparentTo(self.parentNode)
Пример #3
0
 def __init__(self, game, id, x, y):
     NodePath.__init__(self, 'dropNode%s' % id)
     self.game = game
     self.id = id
     self.reparentTo(hidden)
     self.setPos(x, y, 0)
     shadow = loader.loadModel('phase_3/models/props/square_drop_shadow')
     shadow.setZ(0.2)
     shadow.setBin('ground', 10)
     shadow.setColor(1, 1, 1, 1)
     shadow.reparentTo(self)
     self.shadow = shadow
     drop = CogdoUtil.loadMazeModel('cabinetSmFalling')
     roll = random.randint(-15, 15)
     drop.setHpr(0, 0, roll)
     drop.setZ(Globals.DropHeight)
     self.collTube = CollisionTube(0, 0, 0, 0, 0, 4,
                                   Globals.DropCollisionRadius)
     self.collTube.setTangible(0)
     name = Globals.DropCollisionName
     self.collNode = CollisionNode(name)
     self.collNode.addSolid(self.collTube)
     self.collNodePath = drop.attachNewNode(self.collNode)
     self.collNodePath.hide()
     self.collNodePath.setTag('isFalling', str('True'))
     drop.reparentTo(self)
     self.drop = drop
     self._dropSfx = base.cogdoGameAudioMgr.createSfxIval('drop',
                                                          volume=0.6)
 def loadModels(self):
     self.playArea = loader.loadModel('phase_13/models/parties/partyTugOfWar')
     self.playArea.reparentTo(self.root)
     self.sign.reparentTo(self.playArea.find('**/TugOfWar_sign_locator'))
     self.dockPositions = [
         [],
         []]
     for i in range(4):
         self.dockPositions[0].append(Point3(-(PartyGlobals.TugOfWarInitialToonPositionsXOffset) - PartyGlobals.TugOfWarToonPositionXSeparation * i, 0.0, PartyGlobals.TugOfWarToonPositionZ))
     
     for i in range(4):
         self.dockPositions[1].append(Point3(PartyGlobals.TugOfWarInitialToonPositionsXOffset + PartyGlobals.TugOfWarToonPositionXSeparation * i, 0.0, PartyGlobals.TugOfWarToonPositionZ))
     
     self.hopOffPositions = [
         [],
         []]
     for i in range(1, 5):
         self.hopOffPositions[PartyGlobals.TeamActivityTeams.LeftTeam].append(self.playArea.find('**/leftTeamHopOff%d_locator' % i).getPos())
         self.hopOffPositions[PartyGlobals.TeamActivityTeams.RightTeam].append(self.playArea.find('**/rightTeamHopOff%d_locator' % i).getPos())
     
     for i in range(1, 5):
         pos = self.playArea.find('**/fallenToon%d_locator' % i).getPos()
         self.fallenPositions.append(pos)
     
     self.joinCollision = []
     self.joinCollisionNodePaths = []
     for i in range(len(PartyGlobals.TeamActivityTeams)):
         collShape = CollisionTube(PartyGlobals.TugOfWarJoinCollisionEndPoints[0], PartyGlobals.TugOfWarJoinCollisionEndPoints[1], PartyGlobals.TugOfWarJoinCollisionRadius)
         collShape.setTangible(True)
         self.joinCollision.append(CollisionNode('TugOfWarJoinCollision%d' % i))
         self.joinCollision[i].addSolid(collShape)
         tubeNp = self.playArea.attachNewNode(self.joinCollision[i])
         tubeNp.node().setCollideMask(ToontownGlobals.WallBitmask)
         self.joinCollisionNodePaths.append(tubeNp)
         self.joinCollisionNodePaths[i].setPos(PartyGlobals.TugOfWarJoinCollisionPositions[i])
     
     self._DistributedPartyTugOfWarActivity__enableCollisions()
     ropeModel = loader.loadModel('phase_4/models/minigames/tug_of_war_rope')
     self.ropeTexture = ropeModel.findTexture('*')
     ropeModel.removeNode()
     for i in range(PartyGlobals.TugOfWarMaximumPlayersPerTeam * 2 - 1):
         rope = Rope(self.uniqueName('TugRope%d' % i))
         if rope.showRope:
             rope.ropeNode.setRenderMode(RopeNode.RMBillboard)
             rope.ropeNode.setThickness(0.20000000000000001)
             rope.setTexture(self.ropeTexture)
             rope.ropeNode.setUvMode(RopeNode.UVDistance)
             rope.ropeNode.setUvDirection(1)
             rope.setTransparency(1)
             rope.setColor(0.89000000000000001, 0.89000000000000001, 0.59999999999999998, 1.0)
             rope.reparentTo(self.root)
             rope.stash()
         
         self.tugRopes.append(rope)
     
     self.splash = Splash.Splash(self.root)
     self.splash.setScale(2.0, 4.0, 1.0)
     pos = self.fallenPositions[0]
     self.splash.setPos(pos[0], pos[1], PartyGlobals.TugOfWarSplashZOffset)
     self.splash.hide()
Пример #5
0
 def loadToonup(self, toonupIndex):
     self.toonupNum += 1
     if toonupIndex in self.toonupModelDict:
         toonupModel = self.toonupModelDict[toonupIndex]
         toonupModel.reparentTo(self.foodNodes[toonupIndex])
         colNp = toonupModel.find('**/ToonupCol*')
         colNp.setTag('toonupNum', str(self.toonupNum))
     else:
         toonupModelScale = self.ToonupScales[toonupIndex]
         modelName = self.ToonupModels[toonupIndex]
         toonupModel = loader.loadModel(modelName)
         self.foodNodes[toonupIndex].setZ(self.beltHeight - 0.1)
         toonupModel.setZ(self.ToonupZOffsets[toonupIndex])
         toonupModel.setScale(toonupModelScale)
         toonupModel.reparentTo(self.foodNodes[toonupIndex])
         target = CollisionTube(4, 0, 0, -4, 0, 0, 2)
         target.setTangible(0)
         colName = 'ToonupCol-%d-%d' % (self.index, toonupIndex)
         targetNode = CollisionNode(colName)
         targetNode.addSolid(target)
         targetNode.setCollideMask(ToontownGlobals.WallBitmask)
         targetNodePath = toonupModel.attachNewNode(targetNode)
         targetNodePath.setScale(1.0 / toonupModelScale)
         targetNodePath.setTag('toonupIndex', str(toonupIndex))
         targetNodePath.setTag('beltIndex', str(self.index))
         targetNodePath.setTag('toonupNum', str(self.toonupNum))
         targetNodePath.setZ(targetNodePath.getZ() - 1.5 / toonupModelScale)
         self.accept('enter' + colName, self.touchedToonup)
         self.toonupModelDict[toonupIndex] = toonupModel
Пример #6
0
 def loadFood(self, foodIndex):
     self.foodNum += 1
     if foodIndex in self.foodModelDict:
         foodModel = self.foodModelDict[foodIndex]
         foodModel.reparentTo(self.foodNodes[foodIndex])
         colNp = foodModel.find('**/FoodCol*')
         colNp.setTag('foodNum', str(self.foodNum))
     else:
         foodModelScale = ToontownGlobals.BossbotFoodModelScale
         foodModel = loader.loadModel('phase_12/models/bossbotHQ/canoffood')
         foodModel.setScale(foodModelScale)
         foodModel.reparentTo(self.foodNodes[foodIndex])
         target = CollisionTube(4, 0, 0, -4, 0, 0, 2)
         target.setTangible(0)
         colName = 'FoodCol-%d-%d' % (self.index, foodIndex)
         targetNode = CollisionNode(colName)
         targetNode.addSolid(target)
         targetNode.setCollideMask(ToontownGlobals.WallBitmask)
         targetNodePath = foodModel.attachNewNode(targetNode)
         targetNodePath.setScale(1.0 / foodModelScale)
         targetNodePath.setTag('foodIndex', str(foodIndex))
         targetNodePath.setTag('beltIndex', str(self.index))
         targetNodePath.setTag('foodNum', str(self.foodNum))
         targetNodePath.setZ(targetNodePath.getZ() - 1.5)
         self.accept('enter' + colName, self.touchedFood)
         self.foodModelDict[foodIndex] = foodModel
Пример #7
0
    def initCollisions(self):
        # Make a sphere, give it a unique name, and parent it
        # to the suit.
        self.collSphere = CollisionSphere(0, 0, 0, 1.25)
        # Make he sphere intangible
        self.collSphere.setTangible(1)
        name = "CogThiefSphere-%d" % self.cogIndex
        self.collSphereName = self.uniqueName(name)
        self.collNode = CollisionNode(self.collSphereName)
        self.collNode.setIntoCollideMask(CTGG.BarrelBitmask
                                         | ToontownGlobals.WallBitmask)
        self.collNode.addSolid(self.collSphere)
        self.collNodePath = self.suit.attachNewNode(self.collNode)
        #self.collNodePath.hide()

        # Add a hook looking for collisions with localToon
        self.accept('enter' + self.collSphereName, self.handleEnterSphere)

        # we need a taller collision tube to collide against for pie
        self.pieCollSphere = CollisionTube(0, 0, 0, 0, 0, 4,
                                           self.CollisionRadius)
        # Make he sphere intangible
        self.pieCollSphere.setTangible(1)
        name = "CogThiefPieSphere-%d" % self.cogIndex
        self.pieCollSphereName = self.uniqueName(name)
        self.pieCollNode = CollisionNode(self.pieCollSphereName)
        self.pieCollNode.setIntoCollideMask(ToontownGlobals.PieBitmask)
        self.pieCollNode.addSolid(self.pieCollSphere)
        self.pieCollNodePath = self.suit.attachNewNode(self.pieCollNode)
 def loadToonup(self, toonupIndex):
     self.toonupNum += 1
     if toonupIndex in self.toonupModelDict:
         toonupModel = self.toonupModelDict[toonupIndex]
         toonupModel.reparentTo(self.foodNodes[toonupIndex])
         colNp = toonupModel.find('**/ToonupCol*')
         colNp.setTag('toonupNum', str(self.toonupNum))
     else:
         toonupModelScale = self.ToonupScales[toonupIndex]
         modelName = self.ToonupModels[toonupIndex]
         toonupModel = loader.loadModel(modelName)
         self.foodNodes[toonupIndex].setZ(self.beltHeight - 0.10000000000000001)
         toonupModel.setZ(self.ToonupZOffsets[toonupIndex])
         toonupModel.setScale(toonupModelScale)
         toonupModel.reparentTo(self.foodNodes[toonupIndex])
         target = CollisionTube(4, 0, 0, -4, 0, 0, 2)
         target.setTangible(0)
         colName = 'ToonupCol-%d-%d' % (self.index, toonupIndex)
         targetNode = CollisionNode(colName)
         targetNode.addSolid(target)
         targetNode.setCollideMask(ToontownGlobals.WallBitmask)
         targetNodePath = toonupModel.attachNewNode(targetNode)
         targetNodePath.setScale(1.0 / toonupModelScale)
         targetNodePath.setTag('toonupIndex', str(toonupIndex))
         targetNodePath.setTag('beltIndex', str(self.index))
         targetNodePath.setTag('toonupNum', str(self.toonupNum))
         targetNodePath.setZ(targetNodePath.getZ() - 1.5 / toonupModelScale)
         self.accept('enter' + colName, self.touchedToonup)
         self.toonupModelDict[toonupIndex] = toonupModel
Пример #9
0
 def initGagCollision(self, name, radius):
     self.gagCollisionName = name
     collision = CollisionTube(0, 0, 0, 0, 0, 4, radius)
     collision.setTangible(1)
     self.gagCollNode = CollisionNode(self.gagCollisionName)
     self.gagCollNode.setIntoCollideMask(ToontownGlobals.PieBitmask)
     self.gagCollNode.addSolid(collision)
     self.gagCollNodePath = self.object.attachNewNode(self.gagCollNode)
Пример #10
0
 def initGagCollision(self, name, radius):
     self.gagCollisionName = name
     collision = CollisionTube(0, 0, 0, 0, 0, 4, radius)
     collision.setTangible(1)
     self.gagCollNode = CollisionNode(self.gagCollisionName)
     self.gagCollNode.setIntoCollideMask(ToontownGlobals.PieBitmask)
     self.gagCollNode.addSolid(collision)
     self.gagCollNodePath = self.object.attachNewNode(self.gagCollNode)
    def loadModels(self):
        self.playArea = loader.loadModel('phase_13/models/parties/partyTugOfWar')
        self.playArea.reparentTo(self.root)
        self.sign.reparentTo(self.playArea.find('**/TugOfWar_sign_locator'))
        self.dockPositions = [[], []]
        for i in xrange(4):
            self.dockPositions[0].append(Point3(-PartyGlobals.TugOfWarInitialToonPositionsXOffset - PartyGlobals.TugOfWarToonPositionXSeparation * i, 0.0, PartyGlobals.TugOfWarToonPositionZ))

        for i in xrange(4):
            self.dockPositions[1].append(Point3(PartyGlobals.TugOfWarInitialToonPositionsXOffset + PartyGlobals.TugOfWarToonPositionXSeparation * i, 0.0, PartyGlobals.TugOfWarToonPositionZ))

        self.hopOffPositions = [[], []]
        for i in xrange(1, 5):
            self.hopOffPositions[PartyGlobals.TeamActivityTeams.LeftTeam].append(self.playArea.find('**/leftTeamHopOff%d_locator' % i).getPos())
            self.hopOffPositions[PartyGlobals.TeamActivityTeams.RightTeam].append(self.playArea.find('**/rightTeamHopOff%d_locator' % i).getPos())

        for i in xrange(1, 5):
            pos = self.playArea.find('**/fallenToon%d_locator' % i).getPos()
            self.fallenPositions.append(pos)

        self.joinCollision = []
        self.joinCollisionNodePaths = []
        for i in xrange(len(PartyGlobals.TeamActivityTeams)):
            collShape = CollisionTube(PartyGlobals.TugOfWarJoinCollisionEndPoints[0], PartyGlobals.TugOfWarJoinCollisionEndPoints[1], PartyGlobals.TugOfWarJoinCollisionRadius)
            collShape.setTangible(True)
            self.joinCollision.append(CollisionNode('TugOfWarJoinCollision%d' % i))
            self.joinCollision[i].addSolid(collShape)
            tubeNp = self.playArea.attachNewNode(self.joinCollision[i])
            tubeNp.node().setCollideMask(ToontownGlobals.WallBitmask)
            self.joinCollisionNodePaths.append(tubeNp)
            self.joinCollisionNodePaths[i].setPos(PartyGlobals.TugOfWarJoinCollisionPositions[i])

        self.__enableCollisions()
        ropeModel = loader.loadModel('phase_4/models/minigames/tug_of_war_rope')
        self.ropeTexture = ropeModel.findTexture('*')
        ropeModel.removeNode()
        for i in xrange(PartyGlobals.TugOfWarMaximumPlayersPerTeam * 2 - 1):
            rope = Rope(self.uniqueName('TugRope%d' % i))
            if rope.showRope:
                rope.ropeNode.setRenderMode(RopeNode.RMBillboard)
                rope.ropeNode.setThickness(0.2)
                rope.setTexture(self.ropeTexture)
                rope.ropeNode.setUvMode(RopeNode.UVDistance)
                rope.ropeNode.setUvDirection(1)
                rope.setTransparency(1)
                rope.setColor(0.89, 0.89, 0.6, 1.0)
                rope.reparentTo(self.root)
                rope.stash()
            self.tugRopes.append(rope)

        self.splash = Splash.Splash(self.root)
        self.splash.setScale(2.0, 4.0, 1.0)
        pos = self.fallenPositions[0]
        self.splash.setPos(pos[0], pos[1], PartyGlobals.TugOfWarSplashZOffset)
        self.splash.hide()
 def load(self):
     self.root = NodePath('PartyCog-%d' % self.id)
     self.root.reparentTo(self.parentNode)
     path = 'phase_13/models/parties/cogPinata_'
     self.actor = Actor(path + 'actor', {'idle': path + 'idle_anim',
      'down': path + 'down_anim',
      'up': path + 'up_anim',
      'bodyHitBack': path + 'bodyHitBack_anim',
      'bodyHitFront': path + 'bodyHitFront_anim',
      'headHitBack': path + 'headHitBack_anim',
      'headHitFront': path + 'headHitFront_anim'})
     self.actor.reparentTo(self.root)
     self.temp_transform = Mat4()
     self.head_locator = self.actor.attachNewNode('temphead')
     self.bodyColl = CollisionTube(0, 0, 1, 0, 0, 5.75, 0.75)
     self.bodyColl.setTangible(1)
     self.bodyCollNode = CollisionNode('PartyCog-%d-Body-Collision' % self.id)
     self.bodyCollNode.setCollideMask(ToontownGlobals.PieBitmask)
     self.bodyCollNode.addSolid(self.bodyColl)
     self.bodyCollNodePath = self.root.attachNewNode(self.bodyCollNode)
     self.headColl = CollisionTube(0, 0, 3, 0, 0, 3.0, 1.5)
     self.headColl.setTangible(1)
     self.headCollNode = CollisionNode('PartyCog-%d-Head-Collision' % self.id)
     self.headCollNode.setCollideMask(ToontownGlobals.PieBitmask)
     self.headCollNode.addSolid(self.headColl)
     self.headCollNodePath = self.root.attachNewNode(self.headCollNode)
     self.arm1Coll = CollisionSphere(1.65, 0, 3.95, 1.0)
     self.arm1Coll.setTangible(1)
     self.arm1CollNode = CollisionNode('PartyCog-%d-Arm1-Collision' % self.id)
     self.arm1CollNode.setCollideMask(ToontownGlobals.PieBitmask)
     self.arm1CollNode.addSolid(self.arm1Coll)
     self.arm1CollNodePath = self.root.attachNewNode(self.arm1CollNode)
     self.arm2Coll = CollisionSphere(-1.65, 0, 3.45, 1.0)
     self.arm2Coll.setTangible(1)
     self.arm2CollNode = CollisionNode('PartyCog-%d-Arm2-Collision' % self.id)
     self.arm2CollNode.setCollideMask(ToontownGlobals.PieBitmask)
     self.arm2CollNode.addSolid(self.arm2Coll)
     self.arm2CollNodePath = self.root.attachNewNode(self.arm2CollNode)
     splatName = 'splat-creampie'
     self.splat = globalPropPool.getProp(splatName)
     self.splat.setBillboardPointEye()
     self.splatType = globalPropPool.getPropType(splatName)
     self.pieHitSound = globalBattleSoundCache.getSound('AA_wholepie_only.ogg')
     self.upSound = globalBattleSoundCache.getSound('AV_jump_to_side.ogg')
     self.hole = loader.loadModel('phase_13/models/parties/cogPinataHole')
     self.hole.setTransparency(True)
     self.hole.setP(-90.0)
     self.hole.setScale(3)
     self.hole.setBin('ground', 3)
     self.hole.reparentTo(self.parentNode)
Пример #13
0
 def loadCollision(self):
     collTube = CollisionTube(0.0, 0.0, 0.0, 0.0, 0.0, 6.0, 5.4)
     collTube.setTangible(True)
     self.trampolineCollision = CollisionNode(self.uniqueName('TrampolineCollision'))
     self.trampolineCollision.addSolid(collTube)
     self.trampolineCollision.setCollideMask(OTPGlobals.CameraBitmask | OTPGlobals.WallBitmask)
     self.trampolineCollisionNP = self.tramp.attachNewNode(self.trampolineCollision)
     collSphere = CollisionSphere(0.0, 0.0, 0.0, 7.0)
     collSphere.setTangible(False)
     self.trampolineTrigger = CollisionNode(self.uniqueName('TrampolineTrigger'))
     self.trampolineTrigger.addSolid(collSphere)
     self.trampolineTrigger.setIntoCollideMask(OTPGlobals.WallBitmask)
     self.trampolineTriggerNP = self.tramp.attachNewNode(self.trampolineTrigger)
     self.accept('enter%s' % self.uniqueName('TrampolineTrigger'), self.onTrampolineTrigger)
 def loadCollision(self):
     collTube = CollisionTube(0.0, 0.0, 0.0, 0.0, 0.0, 6.0, 5.4)
     collTube.setTangible(True)
     self.trampolineCollision = CollisionNode(self.uniqueName('TrampolineCollision'))
     self.trampolineCollision.addSolid(collTube)
     self.trampolineCollision.setCollideMask(OTPGlobals.CameraBitmask | OTPGlobals.WallBitmask)
     self.trampolineCollisionNP = self.tramp.attachNewNode(self.trampolineCollision)
     collSphere = CollisionSphere(0.0, 0.0, 0.0, 7.0)
     collSphere.setTangible(False)
     self.trampolineTrigger = CollisionNode(self.uniqueName('TrampolineTrigger'))
     self.trampolineTrigger.addSolid(collSphere)
     self.trampolineTrigger.setIntoCollideMask(OTPGlobals.WallBitmask)
     self.trampolineTriggerNP = self.tramp.attachNewNode(self.trampolineTrigger)
     self.accept('enter%s' % self.uniqueName('TrampolineTrigger'), self.onTrampolineTrigger)
Пример #15
0
 def __init__(self, game, id, x, y):
     NodePath.__init__(self, 'dropNode%s' % id)
     self.game = game
     self.id = id
     self.reparentTo(hidden)
     self.setPos(x, y, 0)
     shadow = loader.loadModel('phase_3/models/props/square_drop_shadow')
     shadow.setZ(0.2)
     shadow.setBin('ground', 10)
     shadow.setColor(1, 1, 1, 1)
     shadow.reparentTo(self)
     self.shadow = shadow
     drop = CogdoUtil.loadMazeModel('cabinetSmFalling')
     roll = random.randint(-15, 15)
     drop.setHpr(0, 0, roll)
     drop.setZ(Globals.DropHeight)
     self.collTube = CollisionTube(0, 0, 0, 0, 0, 4, Globals.DropCollisionRadius)
     self.collTube.setTangible(0)
     name = Globals.DropCollisionName
     self.collNode = CollisionNode(name)
     self.collNode.addSolid(self.collTube)
     self.collNodePath = drop.attachNewNode(self.collNode)
     self.collNodePath.hide()
     self.collNodePath.setTag('isFalling', str('True'))
     drop.reparentTo(self)
     self.drop = drop
     self._dropSfx = base.cogdoGameAudioMgr.createSfxIval('drop', volume=0.6)
Пример #16
0
 def create_stanchions(self):
     from pandac.PandaModules import GeomVertexReader, CollisionNode, CollisionTube
     self.stanchions = self.stage.findAllMatches('**/=Stanchion')
     for stanchion in self.stanchions:
         geomnode = stanchion.node()
         radius = float(stanchion.getTag('Stanchion'))
         geom = geomnode.getGeom(0)
         vdata = geom.getVertexData()
         for gp in range(geom.getNumPrimitives()):
             vreader = GeomVertexReader(vdata, 'vertex')
             prim = geom.getPrimitive(gp)
             prim = prim.decompose()
             for p in range(prim.getNumPrimitives()):
                 start = prim.getPrimitiveStart(p)
                 end = prim.getPrimitiveEnd(p)
                 vertices = []
                 for v in range(start, end):
                     vi = prim.getVertex(v)
                     vreader.setRow(vi)
                     vertex = vreader.getData3f()
                     vertices.append(vertex)
                 vertices.append(vertices[0])
                 for i in range(1, len(vertices)):
                     a, b = vertices[i - 1], vertices[i]
                     stanchion_np = stanchion.attachNewNode(
                         CollisionNode('stanchion'))
                     print 'creating cyl with radius %f from %s to %s' % (
                         radius, a, b)
                     stanchion_np.node().addSolid(
                         CollisionTube(a[0], a[1], a[2], b[0], b[1], b[2],
                                       radius))
                     stanchion_np.node().setFromCollideMask(OBSTACLE_MASK)
         geomnode.removeAllGeoms()
Пример #17
0
 def addToonCollision(self):
     toon = render.find('**/Toon')
     collTube = toon.attachNewNode(CollisionNode('coll_toon'))
     collTube.node().addSolid(CollisionTube(0, 0, 0.5, 0, 0, 8, 2))
     collTube.node().setIntoCollideMask(Globals.DropBitmask
                                        | Globals.ProjBitmask)
     collTube.node().setFromCollideMask(BitMask32.allOff())
     base.cTrav.addCollider(collTube, collHdl)
 def initCollisions(self):
     self.collSphere = CollisionSphere(0, 0, 0, 1.25)
     self.collSphere.setTangible(1)
     name = 'CogThiefSphere-%d' % self.cogIndex
     self.collSphereName = self.uniqueName(name)
     self.collNode = CollisionNode(self.collSphereName)
     self.collNode.setIntoCollideMask(CTGG.BarrelBitmask | ToontownGlobals.WallBitmask)
     self.collNode.addSolid(self.collSphere)
     self.collNodePath = self.suit.attachNewNode(self.collNode)
     self.accept('enter' + self.collSphereName, self.handleEnterSphere)
     self.pieCollSphere = CollisionTube(0, 0, 0, 0, 0, 4, self.CollisionRadius)
     self.pieCollSphere.setTangible(1)
     name = 'CogThiefPieSphere-%d' % self.cogIndex
     self.pieCollSphereName = self.uniqueName(name)
     self.pieCollNode = CollisionNode(self.pieCollSphereName)
     self.pieCollNode.setIntoCollideMask(ToontownGlobals.PieBitmask)
     self.pieCollNode.addSolid(self.pieCollSphere)
     self.pieCollNodePath = self.suit.attachNewNode(self.pieCollNode)
    def loadLever(self):
        self.lever = self.root.attachNewNode('%sLever' % self.activityName)
        self.leverModel = self.party.defaultLeverModel.copyTo(self.lever)
        self.controlColumn = NodePath('cc')
        column = self.leverModel.find('**/column')
        column.getChildren().reparentTo(self.controlColumn)
        self.controlColumn.reparentTo(column)
        self.stickHinge = self.controlColumn.attachNewNode('stickHinge')
        self.stick = self.party.defaultStickModel.copyTo(self.stickHinge)
        self.stickHinge.setHpr(0.0, 90.0, 0.0)
        self.stick.setHpr(0, -90.0, 0)
        self.stick.flattenLight()
        self.bottom = self.leverModel.find('**/bottom')
        self.bottom.wrtReparentTo(self.controlColumn)
        self.bottomPos = self.bottom.getPos()
        cs = CollisionSphere(0.0, 1.3500000000000001, 2.0, 1.0)
        cs.setTangible(False)
        cn = CollisionNode(self.leverTriggerEvent)
        cn.addSolid(cs)
        cn.setIntoCollideMask(OTPGlobals.WallBitmask)
        self.leverTrigger = self.root.attachNewNode(cn)
        self.leverTrigger.reparentTo(self.lever)
        self.leverTrigger.stash()
        cs = CollisionTube(0.0, 2.7000000000000002, 0.0, 0.0,
                           2.7000000000000002, 3.0, 1.2)
        cn = CollisionNode('levertube')
        cn.addSolid(cs)
        cn.setIntoCollideMask(OTPGlobals.WallBitmask)
        self.leverTube = self.leverModel.attachNewNode(cn)
        host = base.cr.doId2do.get(self.party.partyInfo.hostId)
        if host is None:
            self.notify.debug(
                '%s loadLever : Host has left the game before lever could be created.'
                % self.activityName)
            return None

        scale = host.getGeomNode().getChild(0).getSz(render)
        self.leverModel.setScale(scale)
        self.controlColumn.setPos(0, 0, 0)
        host.setPosHpr(self.lever, 0, 0, 0, 0, 0, 0)
        host.pose('leverNeutral', 0)
        host.update()
        pos = host.rightHand.getPos(self.controlColumn)
        self.controlColumn.setPos(pos[0], pos[1], pos[2] - 1)
        self.bottom.setZ(host, 0.0)
        self.bottom.setPos(self.bottomPos[0], self.bottomPos[1],
                           self.bottom.getZ())
        lookAtPoint = Point3(0.29999999999999999, 0, 0.10000000000000001)
        lookAtUp = Vec3(0, -1, 0)
        self.stickHinge.lookAt(host.rightHand, lookAtPoint, lookAtUp)
        host.play('walk')
        host.update()
Пример #20
0
    def createDoor(self):
        # Tell DNANode to create the dummy node now
        self.createDummy()

        # Set the collision geometry; we need first a CollisionNode
        sensor = self.node.attachNewNode(CollisionNode(self.name))
        # We add that to our CollisionSphere geometry primitive
        sensor.node().addSolid(CollisionTube(-14, 0, 0, 14, 0, 0, 1.5))
        sensor.node().setFromCollideMask(BitMask32.allOff())
        sensor.node().setIntoCollideMask(DOOR_MASK)
        sensor.show()

        # Collision logic
        self.DNAParser.main.accept('playersensor-into-' + self.name,
                                   self.DNAParser.main.transition,
                                   [self.nextroom, self.exit])
Пример #21
0
 def addCogCollision(self, cog):
     ent = cog.getCog()
     head = cog.getHead()
     if (head != None):
         sphPos = cog.getHead().getZ(render) + 0.5
     else:
         sphPos = ent.find('**/joint_head').getPos(render).getZ() + 0.8
     collTube = ent.attachNewNode(CollisionNode('coll_body'))
     collTube.node().addSolid(
         CollisionTube(0, 0, 0.5, 0, 0,
                       cog.getHeight() - 2, 2))
     collTube.node().setIntoCollideMask(Globals.GagBitmask)
     collTube.node().setFromCollideMask(BitMask32.allOff())
     collSph = ent.attachNewNode(CollisionNode('coll_crit'))
     collSph.node().addSolid(CollisionSphere(0, 0, sphPos, 2))
     collSph.node().setIntoCollideMask(Globals.GagBitmask)
     base.cTrav.addCollider(collTube, collHdl)
     base.cTrav.addCollider(collSph, collHdl)
Пример #22
0
 def initCollisions(self):
     self.collSphere = CollisionSphere(0, 0, 0, 1.25)
     self.collSphere.setTangible(1)
     name = 'CogThiefSphere-%d' % self.cogIndex
     self.collSphereName = self.uniqueName(name)
     self.collNode = CollisionNode(self.collSphereName)
     self.collNode.setIntoCollideMask(CTGG.BarrelBitmask | ToontownGlobals.WallBitmask)
     self.collNode.addSolid(self.collSphere)
     self.collNodePath = self.suit.attachNewNode(self.collNode)
     self.accept('enter' + self.collSphereName, self.handleEnterSphere)
     self.pieCollSphere = CollisionTube(0, 0, 0, 0, 0, 4, self.CollisionRadius)
     self.pieCollSphere.setTangible(1)
     name = 'CogThiefPieSphere-%d' % self.cogIndex
     self.pieCollSphereName = self.uniqueName(name)
     self.pieCollNode = CollisionNode(self.pieCollSphereName)
     self.pieCollNode.setIntoCollideMask(ToontownGlobals.PieBitmask)
     self.pieCollNode.addSolid(self.pieCollSphere)
     self.pieCollNodePath = self.suit.attachNewNode(self.pieCollNode)
Пример #23
0
 def loadModel(self):
     self.hill = loader.loadModel('phase_12/models/bossbotHQ/mole_hole')
     self.hill.setZ(0.0)
     self.hill.reparentTo(self)
     self.hillColName = 'moleHillCol-%d-%d' % (self.moleField.doId, self.index)
     self.moleField.accept('enter' + self.hillColName, self.moleField.handleEnterHill)
     self.mole = self.attachNewNode('mole')
     self.mole.reparentTo(self)
     self.mole.setScale(0.75)
     self.mole.setZ(-2.5)
     self.moleHead = loader.loadModel('phase_12/models/bossbotHQ/mole_norm')
     self.moleHead.reparentTo(self.mole)
     moleColName = 'moleCol-%d-%s' % (self.moleField.doId, self.index)
     moleSphere = CollisionTube(0, 0, 0, 0, 0, 1, 1)
     collNode = CollisionNode(moleColName)
     collNode.setIntoCollideMask(ToontownGlobals.WallBitmask)
     collNode.addSolid(moleSphere)
     self.moleColNodePath = self.mole.attachNewNode(collNode)
     self.moleColNodePath.stash()
     self.moleColNodePath.setScale(1.0)
     self.moleField.accept('enter' + moleColName, self.moleField.handleEnterMole)
Пример #24
0
    def __init__(self, game_data, gfx_manager):
        self.game_data = game_data
        self.gui_traverser = CollisionTraverser()
        self.handler = CollisionHandlerQueue()
        self.selectable_objects = {}
        for cid, model in gfx_manager.character_models.items():
            new_collision_node = CollisionNode('person_' + str(cid))
            new_collision_node.addSolid(
                CollisionTube(0, 0, 0.5, 0, 0, 1.5, 0.5))
            new_collision_nodepath = model.attachNewNode(new_collision_node)
            new_collision_nodepath.setTag("type", "character")
            new_collision_nodepath.setTag("id", str(cid))

        picker_node = CollisionNode('mouseRay')
        picker_np = camera.attachNewNode(picker_node)
        self.picker_ray = CollisionRay()
        picker_node.addSolid(self.picker_ray)
        self.gui_traverser.addCollider(picker_np, self.handler)
        self.floor = CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))
        self.floor_np = render.attachNewNode(CollisionNode('floor'))
        self.floor_np.setTag("type", "ground")
        self.floor_np.node().addSolid(self.floor)
Пример #25
0
class CogdoMazeDrop(NodePath, DirectObject):
    def __init__(self, game, id, x, y):
        NodePath.__init__(self, 'dropNode%s' % id)
        self.game = game
        self.id = id
        self.reparentTo(hidden)
        self.setPos(x, y, 0)
        shadow = loader.loadModel('phase_3/models/props/square_drop_shadow')
        shadow.setZ(0.2)
        shadow.setBin('ground', 10)
        shadow.setColor(1, 1, 1, 1)
        shadow.reparentTo(self)
        self.shadow = shadow
        drop = CogdoUtil.loadMazeModel('cabinetSmFalling')
        roll = random.randint(-15, 15)
        drop.setHpr(0, 0, roll)
        drop.setZ(Globals.DropHeight)
        self.collTube = CollisionTube(0, 0, 0, 0, 0, 4,
                                      Globals.DropCollisionRadius)
        self.collTube.setTangible(0)
        name = Globals.DropCollisionName
        self.collNode = CollisionNode(name)
        self.collNode.addSolid(self.collTube)
        self.collNodePath = drop.attachNewNode(self.collNode)
        self.collNodePath.hide()
        self.collNodePath.setTag('isFalling', str('True'))
        drop.reparentTo(self)
        self.drop = drop
        self._dropSfx = base.cogdoGameAudioMgr.createSfxIval('drop',
                                                             volume=0.6)

    def disableCollisionDamage(self):
        self.collTube.setTangible(1)
        self.collTube.setRadius(Globals.DroppedCollisionRadius)
        self.collNode.setIntoCollideMask(ToontownGlobals.WallBitmask)
        self.collNodePath.setTag('isFalling', str('False'))

    def getDropIval(self):
        shadow = self.shadow
        drop = self.drop
        id = self.id
        hangTime = Globals.ShadowTime
        dropTime = Globals.DropTime
        dropHeight = Globals.DropHeight
        targetShadowScale = 0.5
        targetShadowAlpha = 0.4
        shadowScaleIval = LerpScaleInterval(shadow,
                                            dropTime,
                                            targetShadowScale,
                                            startScale=0)
        shadowAlphaIval = LerpColorScaleInterval(
            shadow,
            hangTime,
            Point4(1, 1, 1, targetShadowAlpha),
            startColorScale=Point4(1, 1, 1, 0))
        shadowIval = Parallel(shadowScaleIval, shadowAlphaIval)
        startPos = Point3(0, 0, dropHeight)
        drop.setPos(startPos)
        dropIval = LerpPosInterval(drop,
                                   dropTime,
                                   Point3(0, 0, 0),
                                   startPos=startPos,
                                   blendType='easeIn')
        dropSoundIval = self._dropSfx
        dropSoundIval.node = self
        self.drop.setTransparency(1)

        def _setRandScale(t):
            self.drop.setScale(self, 1 - random.random() / 16,
                               1 - random.random() / 16,
                               1 - random.random() / 4)

        scaleChange = 0.4 + random.random() / 4
        dropShakeSeq = Sequence(
            LerpScaleInterval(self.drop,
                              0.25,
                              Vec3(1.0 + scaleChange, 1.0 + scaleChange / 2,
                                   1.0 - scaleChange),
                              blendType='easeInOut'),
            LerpScaleInterval(self.drop,
                              0.25,
                              Vec3(1.0, 1.0, 1.0),
                              blendType='easeInOut'),
            Func(self.disableCollisionDamage),
            LerpScaleInterval(self.drop,
                              0.2,
                              Vec3(1.0 + scaleChange / 8,
                                   1.0 + scaleChange / 8,
                                   1.0 - scaleChange / 8),
                              blendType='easeInOut'),
            LerpScaleInterval(self.drop,
                              0.2,
                              Vec3(1.0, 1.0, 1.0),
                              blendType='easeInOut'),
            LerpScaleInterval(self.drop,
                              0.15,
                              Vec3(1.0 + scaleChange / 16,
                                   1.0 + scaleChange / 16,
                                   1.0 - scaleChange / 16),
                              blendType='easeInOut'),
            LerpScaleInterval(self.drop,
                              0.15,
                              Vec3(1.0, 1.0, 1.0),
                              blendType='easeInOut'),
            LerpScaleInterval(self.drop,
                              0.1,
                              Vec3(1.0 + scaleChange / 16,
                                   1.0 + scaleChange / 8,
                                   1.0 - scaleChange / 16),
                              blendType='easeInOut'),
            LerpColorScaleInterval(self.drop, Globals.DropFadeTime,
                                   Vec4(1.0, 1.0, 1.0, 0.0)))
        ival = Sequence(Func(self.reparentTo, render),
                        Parallel(Sequence(WaitInterval(hangTime), dropIval),
                                 shadowIval),
                        Parallel(Func(self.game.dropHit, self, id),
                                 dropSoundIval, dropShakeSeq),
                        Func(self.game.cleanupDrop, id),
                        name='drop%s' % id)
        self.ival = ival
        return ival

    def destroy(self):
        self.ival.pause()
        self.ival = None
        self._dropSfx.pause()
        self._dropSfx = None
        self.collTube = None
        self.collNode = None
        self.collNodePath.removeNode()
        self.collNodePath = None
        self.removeNode()
        return
Пример #26
0
class CogThief(DirectObject):
    """This represents a single cog thief in the cog thief game"""
    notify = directNotify.newCategory("CogThief")
    DefaultSpeedWalkAnim = 4.
    CollisionRadius = 1.25
    MaxFriendsVisible = 4
    Infinity = 100000.0  # just a really big number
    SeparationDistance = 6.0
    MinUrgency = 0.5
    MaxUrgency = 0.75

    def __init__(self, cogIndex, suitType, game, cogSpeed):
        self.cogIndex = cogIndex
        self.suitType = suitType
        self.game = game
        self.cogSpeed = cogSpeed
        suit = Suit.Suit()
        d = SuitDNA.SuitDNA()
        d.newSuit(suitType)
        suit.setDNA(d)
        # cache the walk anim
        suit.pose('walk', 0)
        self.suit = suit
        self.goal = CTGG.NoGoal
        self.goalId = CTGG.InvalidGoalId
        self.lastLocalTimeStampFromAI = 0
        self.lastPosFromAI = Point3(0, 0, 0)
        self.lastThinkTime = 0
        self.doneAdjust = False
        self.barrel = CTGG.NoBarrelCarried
        self.signalledAtReturnPos = False
        self.defaultPlayRate = 1.0
        self.netTimeSentToStartByHit = 0

        # steering loosely based on boid code game programming gems #1
        # "Portions Copyright (C) Steven Woodcock, 2000"
        self.velocity = Vec3(0, 0, 0)
        self.oldVelocity = Vec3(0, 0, 0)
        self.acceleration = Vec3(0, 0, 0)
        self.bodyLength = self.CollisionRadius * 2
        # Desired distance from closest neighbor when flying.
        self.cruiseDistance = 2 * self.bodyLength
        self.maxVelocity = self.cogSpeed
        # Maximum magnitude of acceleration as a fraction of maxSpeed.
        self.maxAcceleration = 5.0
        self.perceptionRange = 6
        self.notify.debug('cogSpeed=%s' % self.cogSpeed)

        self.kaboomSound = loader.loadSfx(
            "phase_4/audio/sfx/MG_cannon_fire_alt.mp3")
        self.kaboom = loader.loadModel(
            'phase_4/models/minigames/ice_game_kaboom')
        self.kaboom.setScale(2.0)
        self.kaboom.setBillboardPointEye()
        self.kaboom.hide()
        self.kaboomTrack = None

        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splatType = globalPropPool.getPropType(splatName)

        self.pieHitSound = globalBattleSoundCache.getSound(
            'AA_wholepie_only.mp3')

    def destroy(self):
        self.ignoreAll()
        self.suit.delete()
        self.game = None

    def uniqueName(self, baseStr):
        return baseStr + '-' + str(self.game.doId)

    def handleEnterSphere(self, collEntry):
        """Handle the suit colliding with localToon."""
        #assert self.notify.debugStateCall(self)
        intoNp = collEntry.getIntoNodePath()
        self.notify.debug('handleEnterSphere suit %d hit %s' %
                          (self.cogIndex, intoNp))
        if self.game:
            self.game.handleEnterSphere(collEntry)

    def gameStart(self, gameStartTime):
        self.gameStartTime = gameStartTime

        self.initCollisions()
        self.startWalkAnim()

    def gameEnd(self):
        self.moveIval.pause()
        del self.moveIval

        self.shutdownCollisions()

        # keep the suits from walking in place
        self.suit.loop('neutral')

    def initCollisions(self):
        # Make a sphere, give it a unique name, and parent it
        # to the suit.
        self.collSphere = CollisionSphere(0, 0, 0, 1.25)
        # Make he sphere intangible
        self.collSphere.setTangible(1)
        name = "CogThiefSphere-%d" % self.cogIndex
        self.collSphereName = self.uniqueName(name)
        self.collNode = CollisionNode(self.collSphereName)
        self.collNode.setIntoCollideMask(CTGG.BarrelBitmask
                                         | ToontownGlobals.WallBitmask)
        self.collNode.addSolid(self.collSphere)
        self.collNodePath = self.suit.attachNewNode(self.collNode)
        #self.collNodePath.hide()

        # Add a hook looking for collisions with localToon
        self.accept('enter' + self.collSphereName, self.handleEnterSphere)

        # we need a taller collision tube to collide against for pie
        self.pieCollSphere = CollisionTube(0, 0, 0, 0, 0, 4,
                                           self.CollisionRadius)
        # Make he sphere intangible
        self.pieCollSphere.setTangible(1)
        name = "CogThiefPieSphere-%d" % self.cogIndex
        self.pieCollSphereName = self.uniqueName(name)
        self.pieCollNode = CollisionNode(self.pieCollSphereName)
        self.pieCollNode.setIntoCollideMask(ToontownGlobals.PieBitmask)
        self.pieCollNode.addSolid(self.pieCollSphere)
        self.pieCollNodePath = self.suit.attachNewNode(self.pieCollNode)
        #self.pieCollNodePath.show()

        # Add a hook looking for collisions with localToon
        #self.accept('enter' + self.pieCollSphereName,
        #            self.handleEnter)

    def shutdownCollisions(self):
        self.ignore(self.uniqueName('enter' + self.collSphereName))

        del self.collSphere
        self.collNodePath.removeNode()
        del self.collNodePath
        del self.collNode

    def updateGoal(self, timestamp, inResponseClientStamp, goalType, goalId,
                   pos):
        """Update our goal and position."""
        assert self.notify.debugStateCall(self)
        self.notify.debug('self.netTimeSentToStartByHit =%s' %
                          self.netTimeSentToStartByHit)
        if not self.game:
            self.notify.debug('updateGoal self.game is None, just returning')
            return
        if not self.suit:
            self.notify.debug('updateGoal self.suit is None, just returning')
            return
        if self.goal == CTGG.NoGoal:
            self.startWalkAnim()

        if goalType == CTGG.NoGoal:
            self.notify.debug('updateGoal setting position to %s' % pos)
            self.suit.setPos(pos)

        self.lastThinkTime = 0
        self.velocity = Vec3(0, 0, 0)
        self.oldVelocity = Vec3(0, 0, 0)
        self.acceleration = Vec3(0, 0, 0)

        if goalType == CTGG.RunAwayGoal:
            #import pdb; pdb.set_trace()
            pass

        if inResponseClientStamp < self.netTimeSentToStartByHit and \
           self.goal == CTGG.NoGoal and \
           goalType == CTGG.RunAwayGoal:
            #import pdb; pdb.set_trace()
            self.notify.warning(
                'ignoring newGoal %s as cog %d was recently hit responsetime=%s hitTime=%s'
                % (CTGG.GoalStr[goalType], self.cogIndex,
                   inResponseClientStamp, self.netTimeSentToStartByHit))
        else:
            self.lastLocalTimeStampFromAI = globalClockDelta.networkToLocalTime(
                timestamp, bits=32)
            self.goal = goalType
            self.goalId = goalId
            self.lastPosFromAI = pos
            self.doneAdjust = False
        self.signalledAtReturnPos = False
        # TODO move the suit to where we expect him to be given the time difference

    def startWalkAnim(self):
        if self.suit:
            self.suit.loop('walk')
            speed = self.cogSpeed  # float(MazeData.CELL_WIDTH) / self.cellWalkDuration
            self.defaultPlayRate = float(self.cogSpeed /
                                         self.DefaultSpeedWalkAnim)
            self.suit.setPlayRate(self.defaultPlayRate, 'walk')

    def think(self):
        """Calculate where we should go."""
        if self.goal == CTGG.ToonGoal:
            self.thinkAboutCatchingToon()
        elif self.goal == CTGG.BarrelGoal:
            self.thinkAboutGettingBarrel()
        elif self.goal == CTGG.RunAwayGoal:
            self.thinkAboutRunAway()

    def thinkAboutCatchingToon(self):
        if not self.game:
            return

        av = self.game.getAvatar(self.goalId)
        if av:
            if not self.lastThinkTime:
                self.lastThinkTime = globalClock.getFrameTime()
            diffTime = globalClock.getFrameTime() - self.lastThinkTime
            avPos = av.getPos()
            myPos = self.suit.getPos()

            if not self.doneAdjust:
                myPos = self.lastPosFromAI
                self.notify.debug(
                    'thinkAboutCatchingToon not doneAdjust setting pos %s' %
                    myPos)
                self.doneAdjust = True

            self.suit.setPos(myPos)

            if self.game.isToonPlayingHitTrack(self.goalId):
                # do nothing, just look at toon
                self.suit.headsUp(av)
                self.velocity = Vec3(0, 0, 0)
                self.oldVelocity = Vec3(0, 0, 0)
                self.acceleration = Vec3(0, 0, 0)
            else:
                self.commonMove()

            newPos = self.suit.getPos()
            self.adjustPlayRate(newPos, myPos, diffTime)

        self.lastThinkTime = globalClock.getFrameTime()

    def convertNetworkStampToGameTime(self, timestamp):
        """Convert a network timestamp to game time."""
        localStamp = globalClockDelta.networkToLocalTime(timestamp, bits=32)
        gameTime = self.game.local2GameTime(localStamp)
        return gameTime

    def respondToToonHit(self, timestamp):
        """The toon hit us, react appropriately."""
        assert self.notify.debugStateCall(self)
        localStamp = globalClockDelta.networkToLocalTime(timestamp, bits=32)
        # using 1.0 sec as fudge
        #if localStamp > self.lastLocalTimeStampFromAI:
        if self.netTimeSentToStartByHit < timestamp:
            self.clearGoal()
            self.showKaboom()
            # move him to his starting postion
            startPos = CTGG.CogStartingPositions[self.cogIndex]
            oldPos = self.suit.getPos()
            self.suit.setPos(startPos)
            if self.netTimeSentToStartByHit < timestamp:
                self.netTimeSentToStartByHit = timestamp
        else:
            self.notify.debug(
                'localStamp = %s, lastLocalTimeStampFromAI=%s, ignoring respondToToonHit'
                % (localStamp, self.lastLocalTimeStampFromAI))
        self.notify.debug(
            'respondToToonHit self.netTimeSentToStartByHit = %s' %
            self.netTimeSentToStartByHit)

    def clearGoal(self):
        """Clear goal and goal id."""
        self.goal = CTGG.NoGoal
        self.goalId = CTGG.InvalidGoalId

    def thinkAboutGettingBarrel(self):
        """Go for  a barrel."""
        if not self.game:
            return

        if not hasattr(self.game, 'barrels'):
            return
        if not self.goalId in xrange(len(self.game.barrels)):
            return

        if not self.lastThinkTime:
            self.lastThinkTime = globalClock.getFrameTime()
        diffTime = globalClock.getFrameTime() - self.lastThinkTime
        barrel = self.game.barrels[self.goalId]
        barrelPos = barrel.getPos()
        myPos = self.suit.getPos()
        if not self.doneAdjust:
            myPos = self.lastPosFromAI
            self.notify.debug(
                'thinkAboutGettingBarrel not doneAdjust setting position to %s'
                % myPos)
            self.suit.setPos(myPos)
            """
            diffTime = globalClock.getFrameTime()- self.lastLocalTimeStampFromAI
            self.notify.debug('doing adjust, diffTime = %s' % diffTime)
            if diffTime < 0:
                # it just looks really weird when it moves backwards
                diffTime = 0
                self.notify.debug('forcing diffTime to %s' % diffTime)
            """
            self.doneAdjust = True
        displacement = barrelPos - myPos
        distanceToToon = displacement.length()
        #self.notify.debug('diffTime = %s' % diffTime)
        self.suit.headsUp(barrel)
        lengthTravelled = diffTime * self.cogSpeed
        #self.notify.debug('lengthTravelled = %s' % lengthTravelled)
        # don't overshoot our target
        if lengthTravelled > distanceToToon:
            lengthTravelled = distanceToToon
            #self.notify.debug('overshooting lengthTravelled = %s' % lengthTravelled)
        displacement.normalize()
        dirVector = displacement
        dirVector *= lengthTravelled
        newPos = myPos + dirVector
        # always keep them grounded
        newPos.setZ(0)
        self.suit.setPos(newPos)
        self.adjustPlayRate(newPos, myPos, diffTime)

        self.lastThinkTime = globalClock.getFrameTime()

    def stopWalking(self, timestamp):
        """Stop the cog from walking."""
        localStamp = globalClockDelta.networkToLocalTime(timestamp, bits=32)
        if localStamp > self.lastLocalTimeStampFromAI:
            self.suit.loop('neutral')
            self.clearGoal()

    def thinkAboutRunAway(self):
        """Go for  a barrel."""
        if not self.game:
            return
        if not self.lastThinkTime:
            self.lastThinkTime = globalClock.getFrameTime()
        diffTime = globalClock.getFrameTime() - self.lastThinkTime

        returnPos = CTGG.CogReturnPositions[self.goalId]
        myPos = self.suit.getPos()
        if not self.doneAdjust:
            myPos = self.lastPosFromAI
            self.suit.setPos(myPos)
            """
            diffTime = globalClock.getFrameTime()- self.lastLocalTimeStampFromAI
            self.notify.debug('run away doing adjust, diffTime = %s' % diffTime)
            if diffTime < 0:
                # it just looks really weird when it moves backwards
                diffTime = 0
                self.notify.debug('forcing diffTime to %s' % diffTime)
            """
            self.doneAdjust = True
        displacement = returnPos - myPos
        distanceToToon = displacement.length()
        #self.notify.debug('diffTime = %s' % diffTime)
        tempNp = render.attachNewNode('tempRet')
        tempNp.setPos(returnPos)
        self.suit.headsUp(tempNp)
        tempNp.removeNode()
        lengthTravelled = diffTime * self.cogSpeed
        #self.notify.debug('lengthTravelled = %s' % lengthTravelled)
        # don't overshoot our target
        if lengthTravelled > distanceToToon:
            lengthTravelled = distanceToToon
            #self.notify.debug('overshooting lengthTravelled = %s' % lengthTravelled)
        displacement.normalize()
        dirVector = displacement
        dirVector *= lengthTravelled
        newPos = myPos + dirVector
        # always keep them grounded
        newPos.setZ(0)
        self.suit.setPos(newPos)
        self.adjustPlayRate(newPos, myPos, diffTime)

        if (self.suit.getPos() - returnPos).length() < 0.0001:
            if not self.signalledAtReturnPos and self.barrel >= 0:
                # tell the AI we're at return Pos
                self.game.sendCogAtReturnPos(self.cogIndex, self.barrel)
                self.signalledAtReturnPos = True

        self.lastThinkTime = globalClock.getFrameTime()

    def makeCogCarryBarrel(self, timestamp, inResponseClientStamp, barrelModel,
                           barrelIndex, cogPos):
        """Handle the AI telling us the barrel is attached to a cog."""
        #assert self.notify.debugStateCall(self)
        if not self.game:
            return
        localTimeStamp = globalClockDelta.networkToLocalTime(timestamp,
                                                             bits=32)
        # TODO validate time?
        self.lastLocalTimeStampFromAI = localTimeStamp
        inResponseGameTime = self.convertNetworkStampToGameTime(
            inResponseClientStamp)

        self.notify.debug('inResponseGameTime =%s timeSentToStart=%s' %
                          (inResponseGameTime, self.netTimeSentToStartByHit))
        if inResponseClientStamp  < self.netTimeSentToStartByHit and \
           self.goal == CTGG.NoGoal:
            self.notify.warning('ignoring makeCogCarrybarrel')
        else:
            barrelModel.setPos(0, -1.0, 1.5)
            barrelModel.reparentTo(self.suit)
            self.suit.setPos(cogPos)
            self.barrel = barrelIndex

    def makeCogDropBarrel(self, timestamp, inResponseClientStamp, barrelModel,
                          barrelIndex, barrelPos):
        """Handle the AI telling us the barrel is attached to a cog."""
        #assert self.notify.debugStateCall(self)
        localTimeStamp = globalClockDelta.networkToLocalTime(timestamp,
                                                             bits=32)
        # TODO validate time?
        self.lastLocalTimeStampFromAI = localTimeStamp

        barrelModel.reparentTo(render)
        barrelModel.setPos(barrelPos)

        self.barrel = CTGG.NoBarrelCarried

        #
        #self.suit.setPos(cogPos)

    def respondToPieHit(self, timestamp):
        """The toon hit us, react appropriately."""
        assert self.notify.debugStateCall(self)
        localStamp = globalClockDelta.networkToLocalTime(timestamp, bits=32)
        # argh using 1.0 sec as fudge
        #if localStamp  > self.lastLocalTimeStampFromAI:
        if self.netTimeSentToStartByHit < timestamp:
            self.clearGoal()
            self.showSplat()
            # move him to his starting postion
            startPos = CTGG.CogStartingPositions[self.cogIndex]
            oldPos = self.suit.getPos()
            self.suit.setPos(startPos)
            if self.netTimeSentToStartByHit < timestamp:
                self.netTimeSentToStartByHit = timestamp
        else:
            self.notify.debug(
                'localStamp = %s, lastLocalTimeStampFromAI=%s, ignoring respondToPieHit'
                % (localStamp, self.lastLocalTimeStampFromAI))
            self.notify.debug(
                'respondToPieHit self.netTimeSentToStartByHit = %s' %
                self.netTimeSentToStartByHit)

    def cleanup(self):
        """Do whatever is necessary to cleanup properly."""
        self.clearGoal()
        self.ignoreAll()
        self.suit.delete()
        if self.kaboomTrack and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        self.suit = None
        self.game = None

    def adjustPlayRate(self, newPos, oldPos, diffTime):
        """Adjust animation rate based on how far he's moved."""
        # lets slowdown playrate if they're not moving much
        lengthTravelled = (newPos - oldPos).length()
        if diffTime:
            speed = lengthTravelled / diffTime
        else:
            speed = self.cogSpeed
        rateMult = speed / self.cogSpeed
        newRate = rateMult * self.defaultPlayRate
        self.suit.setPlayRate(newRate, 'walk')

    def commonMove(self):
        """Move the cog thief. Common for all 3 behaviors """
        if not self.lastThinkTime:
            self.lastThinkTime = globalClock.getFrameTime()
        dt = globalClock.getFrameTime() - self.lastThinkTime

        # Step 1:  Update our position.
        # Update our position based on the velocity
        # vector we computed last time around.

        self.oldpos = self.suit.getPos()
        # save off our previous position

        pos = self.suit.getPos()
        pos += self.velocity * dt
        # apply velocities.
        self.suit.setPos(pos)

        # Step 2:  SeeFriends.
        # Determine if we can see any of our flockmates.

        self.seeFriends()

        acc = Vec3(0, 0, 0)

        # well first off we want to move to our target
        self.accumulate(acc, self.getTargetVector())

        # Step 3:  Flocking behavior.
        # Do we see any of our flockmates?  If yes, it's time to implement
        # the first Three Rules (they don't matter if we can't see anybody)

        if self.numFlockmatesSeen > 0:
            #if hasattr(base,'doDebug') and base.doDebug:
            #    import pdb; pdb.set_trace()
            keepDistanceVector = self.keepDistance()
            oldAcc = Vec3(acc)
            self.accumulate(acc, keepDistanceVector)
            if self.cogIndex == 0:
                #self.notify.debug('oldAcc=%s, keepDist=%s newAcc=%s' %
                #                  (oldAcc,keepDistanceVector, acc))
                pass

        # Step 8:  Constrain acceleration
        # If our acceleration change is more than we allow, constrain it

        if (acc.length() > self.maxAcceleration):
            # definitely too much...constrain to maximum change
            acc.normalize()
            acc *= self.maxAcceleration

        # Step 9:  Implementation.
        # Here's where we apply our newly computed acceleration vector
        # to create a new velocity vector to use next update cycle.

        self.oldVelocity = self.velocity
        # save off our previous velocity

        # now add in the acceleration

        self.velocity += acc

        # Step 10:  constraint Y velocity changes.
        # Attempt to restrict flight straight up/down by damping out Y axis velocity.
        # This isn't strictly necessary, but does lead to more realistic looking flight.

        # Step 11:  Constrain our speed.
        # If we're moving faster than we're allowed to move, constrain our velocity.
        if self.velocity.length() > self.maxVelocity:
            self.velocity.normalize()
            self.velocity *= self.maxVelocity

        # Step 12:  Compute roll/pitch/yaw.
        # Compute our orientation after all this speed adjustment nonsense.
        # bah no need, we turn on a dime towards our velocity
        forwardVec = Vec3(1, 0, 0)
        heading = rad2Deg(math.atan2(self.velocity[1], self.velocity[0]))
        heading -= 90
        self.suit.setH(heading)

    def getTargetVector(self):
        """Return a vector to my goal."""
        targetPos = Point3(0, 0, 0)
        if self.goal == CTGG.ToonGoal:
            av = self.game.getAvatar(self.goalId)
            if av:
                targetPos = av.getPos()
        elif self.goal == CTGG.BarrelGoal:
            barrel = self.game.barrels[self.goalId]
            targetPos = barrel.getPos()
        elif self.goal == CTGG.RunAwayGoal:
            targetPos = CTGG.CogReturnPositions[self.goalId]
        targetPos.setZ(0)
        myPos = self.suit.getPos()
        diff = targetPos - myPos
        if diff.length() > 1.0:
            diff.normalize()
            diff *= 1.0

        return diff

    def accumulate(self, accumulator, valueToAdd):
        """Return the magnitude of the accumulated vector."""

        accumulator += valueToAdd

        return accumulator.length()

    def seeFriends(self):
        """Determines which flockmates a given flock boid can see."""
        # clear the existing visibility list of any holdover from last round

        self.clearVisibleList()

        for cogIndex in self.game.cogInfo.keys():
            if cogIndex == self.cogIndex:
                continue

            if self.sameGoal(cogIndex):
                dist = self.canISee(cogIndex)
                if dist != self.Infinity:
                    self.addToVisibleList(cogIndex)
                    if dist < self.distToNearestFlockmate:
                        self.nearestFlockmate = cogIndex
                        self.distToNearestFlockmate = dist

        return self.numFlockmatesSeen

    def clearVisibleList(self):
        """Clears the visibility list and associated fields."""
        self.visibleFriendsList = []
        self.numFlockmatesSeen = 0
        self.nearestFlockmate = None
        self.distToNearestFlockmate = self.Infinity

    def addToVisibleList(self, cogIndex):
        """Add the cog to the visible list."""
        # test:  do we see enough buddies already?
        if self.numFlockmatesSeen < self.MaxFriendsVisible:
            #nope--we can add to this one to the list
            self.visibleFriendsList.append(cogIndex)
            self.numFlockmatesSeen += 1
            if self.cogIndex == 0:
                #self.notify.debug('self.numFlockmatesSeen = %s' % self.numFlockmatesSeen)
                pass

    def canISee(self, cogIndex):
        """Return distance if I can see the other cog, infinity otherwise"""

        if self.cogIndex == cogIndex:
            # well we should never see ourself
            return self.Infinity

        cogThief = self.game.getCogThief(cogIndex)
        distance = self.suit.getDistance(cogThief.suit)

        if distance < self.perceptionRange:
            #self.notify.debug('%s can see %s' % (self.cogIndex, cogIndex))
            return distance

        # fell through; can not see it
        return self.Infinity

    def sameGoal(self, cogIndex):
        """Return true if we have the same goal."""
        cogThief = self.game.getCogThief(cogIndex)
        result = (cogThief.goalId == self.goalId) and (cogThief.goal
                                                       == self.goal)
        return result

    def keepDistance(self):
        """Generates a vector for a flock boid to maintain his
        desired separation distance from the nearest flockmate he sees.
        """
        ratio = self.distToNearestFlockmate / self.SeparationDistance
        nearestThief = self.game.getCogThief(self.nearestFlockmate)
        change = nearestThief.suit.getPos() - self.suit.getPos()

        if ratio < self.MinUrgency:
            ratio = self.MinUrgency
        if ratio > self.MaxUrgency:
            ratio = self.MaxUrgency

        # test:  are we too close to our nearest flockmate?
        if self.distToNearestFlockmate < self.SeparationDistance:
            #self.notify.debug('%d is too close to %d' % (self.cogIndex, self.nearestFlockmate))

            # too close...move away from our neighbor
            change.normalize()
            change *= -(1 - ratio
                        )  # the close we are the more we are pushed away
        elif self.distToNearestFlockmate > self.SeparationDistance:
            # too far away move towards our neighbor
            change.normalize()
            change *= ratio
        else:
            # in the UNLIKELY event we're exactly the right distance away, do nothing
            change = Vec3(0, 0, 0)

        return change

    def showKaboom(self):
        """Show the kaboom graphic and sound."""
        if self.kaboomTrack and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        self.kaboom.reparentTo(render)
        self.kaboom.setPos(self.suit.getPos())
        self.kaboom.setZ(3)

        self.kaboomTrack = Parallel(
            SoundInterval(self.kaboomSound, volume=0.5),
            Sequence(
                Func(self.kaboom.showThrough),
                LerpScaleInterval(self.kaboom,
                                  duration=0.5,
                                  scale=Point3(10, 10, 10),
                                  startScale=Point3(1, 1, 1),
                                  blendType='easeOut'),
                Func(self.kaboom.hide),
            ))
        self.kaboomTrack.start()

    def showSplat(self):
        """Show the splat graphic and sound."""
        if self.kaboomTrack and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        self.splat.reparentTo(render)
        self.splat.setPos(self.suit.getPos())
        self.splat.setZ(3)

        self.kaboomTrack = Parallel(
            SoundInterval(self.pieHitSound, volume=1.0),
            Sequence(
                Func(self.splat.showThrough),
                LerpScaleInterval(self.splat,
                                  duration=0.5,
                                  scale=1.75,
                                  startScale=Point3(0.1, 0.1, 0.1),
                                  blendType='easeOut'),
                Func(self.splat.hide),
            ))
        self.kaboomTrack.start()
class PartyCog(FSM):
    notify = directNotify.newCategory('PartyCog')
    HpTextGenerator = TextNode('HpTextGenerator')
    hpText = None
    height = 7

    def __init__(self, parentNode, id, bounceSpeed = 3, bounceHeight = 1, rotateSpeed = 1, heightShift = 1, xMoveSpeed = 0, xMoveDistance = 0, bounceOffset = 0):
        self.id = id
        FSM.__init__(self, 'PartyCogFSM-%d' % self.id)
        self.showFacingStatus = False
        self.xMoveSpeed = xMoveSpeed
        self.xMoveDistance = xMoveDistance
        self.heightShift = heightShift
        self.bounceSpeed = bounceSpeed
        self.bounceHeight = bounceHeight
        self.rotateSpeed = rotateSpeed
        self.parentNode = parentNode
        self.bounceOffset = bounceOffset
        self.hitInterval = None
        self.kaboomTrack = None
        self.resetRollIval = None
        self.netTimeSentToStartByHit = 0
        self.load()
        self.request('Down')
        return

    def load(self):
        self.root = NodePath('PartyCog-%d' % self.id)
        self.root.reparentTo(self.parentNode)
        path = 'phase_13/models/parties/cogPinata_'
        self.actor = Actor(path + 'actor', {'idle': path + 'idle_anim',
         'down': path + 'down_anim',
         'up': path + 'up_anim',
         'bodyHitBack': path + 'bodyHitBack_anim',
         'bodyHitFront': path + 'bodyHitFront_anim',
         'headHitBack': path + 'headHitBack_anim',
         'headHitFront': path + 'headHitFront_anim'})
        self.actor.reparentTo(self.root)
        self.temp_transform = Mat4()
        self.head_locator = self.actor.attachNewNode('temphead')
        self.bodyColl = CollisionTube(0, 0, 1, 0, 0, 5.75, 0.75)
        self.bodyColl.setTangible(1)
        self.bodyCollNode = CollisionNode('PartyCog-%d-Body-Collision' % self.id)
        self.bodyCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.bodyCollNode.addSolid(self.bodyColl)
        self.bodyCollNodePath = self.root.attachNewNode(self.bodyCollNode)
        self.headColl = CollisionTube(0, 0, 3, 0, 0, 3.0, 1.5)
        self.headColl.setTangible(1)
        self.headCollNode = CollisionNode('PartyCog-%d-Head-Collision' % self.id)
        self.headCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.headCollNode.addSolid(self.headColl)
        self.headCollNodePath = self.root.attachNewNode(self.headCollNode)
        self.arm1Coll = CollisionSphere(1.65, 0, 3.95, 1.0)
        self.arm1Coll.setTangible(1)
        self.arm1CollNode = CollisionNode('PartyCog-%d-Arm1-Collision' % self.id)
        self.arm1CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm1CollNode.addSolid(self.arm1Coll)
        self.arm1CollNodePath = self.root.attachNewNode(self.arm1CollNode)
        self.arm2Coll = CollisionSphere(-1.65, 0, 3.45, 1.0)
        self.arm2Coll.setTangible(1)
        self.arm2CollNode = CollisionNode('PartyCog-%d-Arm2-Collision' % self.id)
        self.arm2CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm2CollNode.addSolid(self.arm2Coll)
        self.arm2CollNodePath = self.root.attachNewNode(self.arm2CollNode)
        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splatType = globalPropPool.getPropType(splatName)
        self.pieHitSound = globalBattleSoundCache.getSound('AA_wholepie_only.ogg')
        self.upSound = globalBattleSoundCache.getSound('AV_jump_to_side.ogg')
        self.hole = loader.loadModel('phase_13/models/parties/cogPinataHole')
        self.hole.setTransparency(True)
        self.hole.setP(-90.0)
        self.hole.setScale(3)
        self.hole.setBin('ground', 3)
        self.hole.reparentTo(self.parentNode)

    def unload(self):
        self.request('Off')
        self.clearHitInterval()
        if self.hole is not None:
            self.hole.removeNode()
            self.hole = None
        if self.actor is not None:
            self.actor.cleanup()
            self.actor.removeNode()
            self.actor = None
        if self.root is not None:
            self.root.removeNode()
            self.root = None
        if self.kaboomTrack is not None and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        self.kaboomTrack = None
        if self.resetRollIval is not None and self.resetRollIval.isPlaying():
            self.resetRollIval.finish()
        self.resetRollIval = None
        if self.hitInterval is not None and self.hitInterval.isPlaying():
            self.hitInterval.finish()
        self.hitInterval = None
        del self.upSound
        del self.pieHitSound
        return

    def enterStatic(self):
        pass

    def exitStatic(self):
        pass

    def enterActive(self, startTime):
        self.root.setR(0.0)
        updateTask = Task.Task(self.updateTask)
        updateTask.startTime = startTime
        taskMgr.add(updateTask, 'PartyCog.update-%d' % self.id)

    def exitActive(self):
        taskMgr.remove('PartyCog.update-%d' % self.id)
        taskMgr.remove('PartyCog.bounceTask-%d' % self.id)
        self.clearHitInterval()
        self.resetRollIval = self.root.hprInterval(0.5, Point3(self.root.getH(), 0.0, 0.0), blendType='easeInOut')
        self.resetRollIval.start()
        self.actor.stop()

    def enterDown(self):
        if self.oldState == 'Off':
            downAnimControl = self.actor.getAnimControl('down')
            self.actor.pose('down', downAnimControl.getNumFrames() - 1)
            return
        self.clearHitInterval()
        startScale = self.hole.getScale()
        endScale = Point3(5, 5, 5)
        self.hitInterval = Sequence(LerpFunc(self.setAlongSpline, duration=1.0, fromData=self.currentT, toData=0.0), LerpScaleInterval(self.hole, duration=0.175, scale=endScale, startScale=startScale, blendType='easeIn'), Parallel(SoundInterval(self.upSound, volume=0.6, node=self.actor, cutOff=PartyGlobals.PARTY_COG_CUTOFF), ActorInterval(self.actor, 'down', loop=0)), LerpScaleInterval(self.hole, duration=0.175, scale=Point3(3, 3, 3), startScale=endScale, blendType='easeOut'))
        self.hitInterval.start()

    def exitDown(self):
        self.root.setR(0.0)
        self.root.setH(0.0)
        self.targetDistance = 0.0
        self.targetFacing = 0.0
        self.currentT = 0.0
        self.setAlongSpline(0.0)
        self.clearHitInterval()
        startScale = self.hole.getScale()
        endScale = Point3(5, 5, 5)
        self.hitInterval = Sequence(LerpScaleInterval(self.hole, duration=0.175, scale=endScale, startScale=startScale, blendType='easeIn'), Parallel(SoundInterval(self.upSound, volume=0.6, node=self.actor, cutOff=PartyGlobals.PARTY_COG_CUTOFF), ActorInterval(self.actor, 'up', loop=0)), Func(self.actor.loop, 'idle'), LerpScaleInterval(self.hole, duration=0.175, scale=Point3(3, 3, 3), startScale=endScale, blendType='easeOut'))
        self.hitInterval.start()

    def filterDown(self, request, args):
        if request == 'Down':
            return None
        else:
            return self.defaultFilter(request, args)
        return None

    def setEndPoints(self, start, end, amplitude = 1.7):
        self.sinAmplitude = amplitude
        self.sinPeriod = (end.getX() - start.getX()) / 2
        self.sinDisplacement = start.getY()
        self.startPoint = start
        self.endPoint = end
        self.currentT = 0.0
        self.targetDistance = 0.0
        self.currentFacing = 0.0
        self.targetFacing = 0.0
        self.setAlongSpline(self.currentT)
        self.hole.setPos(self.root.getPos())
        self.hole.setZ(0.02)

    def rockBackAndForth(self, task):
        t = task.startTime + task.time
        angle = math.sin(t) * 20.0
        self.root.setR(angle)
        return task.cont

    def updateDistance(self, distance):
        self.targetDistance = clamp(distance, -1.0, 1.0)

    def updateTask(self, task):
        self.rockBackAndForth(task)
        if self.targetDistance > self.currentT:
            self.currentT += min(0.01, self.targetDistance - self.currentT)
            self.setAlongSpline(self.currentT)
        elif self.targetDistance < self.currentT:
            self.currentT += max(-0.01, self.targetDistance - self.currentT)
            self.setAlongSpline(self.currentT)
        if self.currentT < 0.0:
            self.targetFacing = -90.0
        elif self.currentT > 0.0:
            self.targetFacing = 90.0
        else:
            self.targetFacing = 0.0
        if self.targetFacing > self.currentFacing:
            self.currentFacing += min(10, self.targetFacing - self.currentFacing)
        elif self.targetFacing < self.currentFacing:
            self.currentFacing += max(-10, self.targetFacing - self.currentFacing)
        self.root.setH(self.currentFacing)
        return task.cont

    def setAlongSpline(self, t):
        t = t + 1.0
        dist = (self.endPoint.getX() - self.startPoint.getX()) / 2.0
        x = self.startPoint.getX() + t * dist
        y = self.startPoint.getY() - math.sin(t * 2 * math.pi) * self.sinAmplitude
        self.root.setPos(x, y, 0)

    def startBounce(self):
        taskMgr.add(self.bounce, 'PartyCog.bounceTask-%d' % self.id)

    def bounce(self, task):
        self.root.setZ(math.sin((self.bounceOffset + task.time) * self.bounceSpeed) * self.bounceHeight + self.heightShift)
        return task.cont

    def setPos(self, position):
        self.root.setPos(position)

    def respondToPieHit(self, timestamp, position, hot = False, direction = 1.0):
        if self.netTimeSentToStartByHit < timestamp:
            self.__showSplat(position, direction, hot)
            if self.netTimeSentToStartByHit < timestamp:
                self.netTimeSentToStartByHit = timestamp
        else:
            self.notify.debug('respondToPieHit self.netTimeSentToStartByHit = %s' % self.netTimeSentToStartByHit)

    def clearHitInterval(self):
        if self.hitInterval is not None and self.hitInterval.isPlaying():
            self.hitInterval.clearToInitial()
        return

    def __showSplat(self, position, direction, hot = False):
        if self.kaboomTrack is not None and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        self.clearHitInterval()
        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splat.reparentTo(render)
        self.splat.setPos(self.root, position)
        self.splat.setAlphaScale(1.0)
        if not direction == 1.0:
            self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[0])
            if self.currentFacing > 0.0:
                facing = 'HitFront'
            else:
                facing = 'HitBack'
        else:
            self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[1])
            if self.currentFacing > 0.0:
                facing = 'HitBack'
            else:
                facing = 'HitFront'
        if hot:
            targetscale = 0.75
            part = 'head'
        else:
            targetscale = 0.5
            part = 'body'

        def setSplatAlpha(amount):
            self.splat.setAlphaScale(amount)

        self.hitInterval = Sequence(ActorInterval(self.actor, part + facing, loop=0), Func(self.actor.loop, 'idle'))
        self.hitInterval.start()
        self.kaboomTrack = Parallel(SoundInterval(self.pieHitSound, volume=1.0, node=self.actor, cutOff=PartyGlobals.PARTY_COG_CUTOFF), Sequence(Func(self.splat.showThrough), Parallel(Sequence(LerpScaleInterval(self.splat, duration=0.175, scale=targetscale, startScale=Point3(0.1, 0.1, 0.1), blendType='easeOut'), Wait(0.175)), Sequence(Wait(0.1), LerpFunc(setSplatAlpha, duration=1.0, fromData=1.0, toData=0.0, blendType='easeOut'))), Func(self.splat.cleanup), Func(self.splat.removeNode)))
        self.kaboomTrack.start()
        return

    def showHitScore(self, number, scale = 1):
        if number <= 0:
            return
        if self.hpText:
            self.hideHitScore()
        self.HpTextGenerator.setFont(ToontownGlobals.getSignFont())
        if number < 0:
            self.HpTextGenerator.setText(str(number))
        else:
            self.HpTextGenerator.setText('+' + str(number))
        self.HpTextGenerator.clearShadow()
        self.HpTextGenerator.setAlign(TextNode.ACenter)
        r = 1
        g = 1
        b = 0
        a = 1
        self.HpTextGenerator.setTextColor(r, g, b, a)
        self.hpTextNode = self.HpTextGenerator.generate()
        self.hpText = render.attachNewNode(self.hpTextNode)
        self.hpText.setScale(scale)
        self.hpText.setBillboardPointEye()
        self.hpText.setBin('fixed', 100)
        self.hpText.setPos(self.root, 0, 0, self.height / 2)
        seq = Sequence(self.hpText.posInterval(0.25, Point3(self.root.getX(render), self.root.getY(render), self.root.getZ(render) + self.height + 1.0), blendType='easeOut'), Wait(0.25), self.hpText.colorInterval(0.1, Vec4(r, g, b, 0)), Func(self.__hideHitScore))
        seq.start()

    def hideHitScore(self):
        if self.hpText:
            taskMgr.remove('PartyCogHpText' + str(self.id))
            self.hpText.removeNode()
            self.hpText = None
        return

    def getHeadLocation(self):
        self.actor.getJoints(jointName='head')[0].getNetTransform(self.temp_transform)
        self.head_locator.setMat(self.temp_transform)
        return self.head_locator.getZ(self.root)
Пример #28
0
class CogdoMazeDrop(NodePath, DirectObject):

    def __init__(self, game, id, x, y):
        NodePath.__init__(self, 'dropNode%s' % id)
        self.game = game
        self.id = id
        self.reparentTo(hidden)
        self.setPos(x, y, 0)
        shadow = loader.loadModel('phase_3/models/props/square_drop_shadow')
        shadow.setZ(0.2)
        shadow.setBin('ground', 10)
        shadow.setColor(1, 1, 1, 1)
        shadow.reparentTo(self)
        self.shadow = shadow
        drop = CogdoUtil.loadMazeModel('cabinetSmFalling')
        roll = random.randint(-15, 15)
        drop.setHpr(0, 0, roll)
        drop.setZ(Globals.DropHeight)
        self.collTube = CollisionTube(0, 0, 0, 0, 0, 4, Globals.DropCollisionRadius)
        self.collTube.setTangible(0)
        name = Globals.DropCollisionName
        self.collNode = CollisionNode(name)
        self.collNode.addSolid(self.collTube)
        self.collNodePath = drop.attachNewNode(self.collNode)
        self.collNodePath.hide()
        self.collNodePath.setTag('isFalling', str('True'))
        drop.reparentTo(self)
        self.drop = drop
        self._dropSfx = base.cogdoGameAudioMgr.createSfxIval('drop', volume=0.6)

    def disableCollisionDamage(self):
        self.collTube.setTangible(1)
        self.collTube.setRadius(Globals.DroppedCollisionRadius)
        self.collNode.setIntoCollideMask(ToontownGlobals.WallBitmask)
        self.collNodePath.setTag('isFalling', str('False'))

    def getDropIval(self):
        shadow = self.shadow
        drop = self.drop
        id = self.id
        hangTime = Globals.ShadowTime
        dropTime = Globals.DropTime
        dropHeight = Globals.DropHeight
        targetShadowScale = 0.5
        targetShadowAlpha = 0.4
        shadowScaleIval = LerpScaleInterval(shadow, dropTime, targetShadowScale, startScale=0)
        shadowAlphaIval = LerpColorScaleInterval(shadow, hangTime, Point4(1, 1, 1, targetShadowAlpha), startColorScale=Point4(1, 1, 1, 0))
        shadowIval = Parallel(shadowScaleIval, shadowAlphaIval)
        startPos = Point3(0, 0, dropHeight)
        drop.setPos(startPos)
        dropIval = LerpPosInterval(drop, dropTime, Point3(0, 0, 0), startPos=startPos, blendType='easeIn')
        dropSoundIval = self._dropSfx
        dropSoundIval.node = self
        self.drop.setTransparency(1)

        def _setRandScale(t):
            self.drop.setScale(self, 1 - random.random() / 16, 1 - random.random() / 16, 1 - random.random() / 4)

        scaleChange = 0.4 + random.random() / 4
        dropShakeSeq = Sequence(LerpScaleInterval(self.drop, 0.25, Vec3(1.0 + scaleChange, 1.0 + scaleChange / 2, 1.0 - scaleChange), blendType='easeInOut'), LerpScaleInterval(self.drop, 0.25, Vec3(1.0, 1.0, 1.0), blendType='easeInOut'), Func(self.disableCollisionDamage), LerpScaleInterval(self.drop, 0.2, Vec3(1.0 + scaleChange / 8, 1.0 + scaleChange / 8, 1.0 - scaleChange / 8), blendType='easeInOut'), LerpScaleInterval(self.drop, 0.2, Vec3(1.0, 1.0, 1.0), blendType='easeInOut'), LerpScaleInterval(self.drop, 0.15, Vec3(1.0 + scaleChange / 16, 1.0 + scaleChange / 16, 1.0 - scaleChange / 16), blendType='easeInOut'), LerpScaleInterval(self.drop, 0.15, Vec3(1.0, 1.0, 1.0), blendType='easeInOut'), LerpScaleInterval(self.drop, 0.1, Vec3(1.0 + scaleChange / 16, 1.0 + scaleChange / 8, 1.0 - scaleChange / 16), blendType='easeInOut'), LerpColorScaleInterval(self.drop, Globals.DropFadeTime, Vec4(1.0, 1.0, 1.0, 0.0)))
        ival = Sequence(Func(self.reparentTo, render), Parallel(Sequence(WaitInterval(hangTime), dropIval), shadowIval), Parallel(Func(self.game.dropHit, self, id), dropSoundIval, dropShakeSeq), Func(self.game.cleanupDrop, id), name='drop%s' % id)
        self.ival = ival
        return ival

    def destroy(self):
        self.ival.pause()
        self.ival = None
        self._dropSfx.pause()
        self._dropSfx = None
        self.collTube = None
        self.collNode = None
        self.collNodePath.removeNode()
        self.collNodePath = None
        self.removeNode()
        return
Пример #29
0
    def loadModels(self):
        # load the tug of war play area
        self.playArea = loader.loadModel(
            "phase_13/models/parties/partyTugOfWar")
        # reparent to the party ground root
        self.playArea.reparentTo(self.root)

        # place the activity sign
        self.sign.reparentTo(self.playArea.find("**/TugOfWar_sign_locator"))

        # define initial positions, with index 0 being closest to the other team
        self.dockPositions = [
            [],  # left team positions
            [],  # right team positions
        ]
        for i in range(4):
            self.dockPositions[0].append(
                Point3(
                    -PartyGlobals.TugOfWarInitialToonPositionsXOffset -
                    PartyGlobals.TugOfWarToonPositionXSeparation * i,
                    0.0,
                    PartyGlobals.TugOfWarToonPositionZ,
                ))
        for i in range(4):
            self.dockPositions[1].append(
                Point3(
                    PartyGlobals.TugOfWarInitialToonPositionsXOffset +
                    PartyGlobals.TugOfWarToonPositionXSeparation * i,
                    0.0,
                    PartyGlobals.TugOfWarToonPositionZ,
                ))
        self.hopOffPositions = [
            [],  # left team positions
            [],  # right team positions
        ]
        for i in range(1, 5):
            self.hopOffPositions[
                PartyGlobals.TeamActivityTeams.LeftTeam].append(
                    self.playArea.find("**/leftTeamHopOff%d_locator" %
                                       i).getPos())
            self.hopOffPositions[
                PartyGlobals.TeamActivityTeams.RightTeam].append(
                    self.playArea.find("**/rightTeamHopOff%d_locator" %
                                       i).getPos())

        # load positions for when toons fall into the water
        for i in range(1, 5):
            pos = self.playArea.find("**/fallenToon%d_locator" % i).getPos()
            self.fallenPositions.append(pos)

        # load collision that allows toons to play the game
        # create one for each dock that lets toons join a particular team
        self.joinCollision = []
        self.joinCollisionNodePaths = []
        for i in range(len(PartyGlobals.TeamActivityTeams)):
            collShape = CollisionTube(
                PartyGlobals.TugOfWarJoinCollisionEndPoints[0],
                PartyGlobals.TugOfWarJoinCollisionEndPoints[1],
                PartyGlobals.TugOfWarJoinCollisionRadius)
            collShape.setTangible(True)

            self.joinCollision.append(
                CollisionNode("TugOfWarJoinCollision%d" % i))
            self.joinCollision[i].addSolid(collShape)
            tubeNp = self.playArea.attachNewNode(self.joinCollision[i])
            tubeNp.node().setCollideMask(ToontownGlobals.WallBitmask)
            self.joinCollisionNodePaths.append(tubeNp)
            self.joinCollisionNodePaths[i].setPos(
                PartyGlobals.TugOfWarJoinCollisionPositions[i])
        self.__enableCollisions()

        # Get the rope texture by extracting it from its model.
        ropeModel = loader.loadModel(
            "phase_4/models/minigames/tug_of_war_rope")
        self.ropeTexture = ropeModel.findTexture("*")
        ropeModel.removeNode()

        # create as many ropes as we will ever need
        for i in range(PartyGlobals.TugOfWarMaximumPlayersPerTeam * 2 - 1):
            rope = Rope(self.uniqueName("TugRope%d" % i))
            if rope.showRope:
                rope.ropeNode.setRenderMode(RopeNode.RMBillboard)
                rope.ropeNode.setThickness(0.2)
                rope.setTexture(self.ropeTexture)
                rope.ropeNode.setUvMode(RopeNode.UVDistance)
                rope.ropeNode.setUvDirection(1)
                rope.setTransparency(1)
                rope.setColor(0.89, 0.89, 0.6, 1.0)
                rope.reparentTo(self.root)
                rope.stash()
            self.tugRopes.append(rope)

        # Splash object for when toon hits the water
        self.splash = Splash.Splash(self.root)
        self.splash.setScale(2.0, 4.0, 1.0)
        pos = self.fallenPositions[0]
        self.splash.setPos(pos[0], pos[1], PartyGlobals.TugOfWarSplashZOffset)
        self.splash.hide()
Пример #30
0
class PartyCog(FSM):
    notify = directNotify.newCategory("PartyCog")

    HpTextGenerator = TextNode("HpTextGenerator")
    hpText = None
    height = 7

    def __init__(self,
                 parentNode,
                 id,
                 bounceSpeed=3,
                 bounceHeight=1,
                 rotateSpeed=1,
                 heightShift=1,
                 xMoveSpeed=0,
                 xMoveDistance=0,
                 bounceOffset=0):
        self.id = id

        FSM.__init__(self, "PartyCogFSM-%d" % self.id)

        self.showFacingStatus = False
        self.xMoveSpeed = xMoveSpeed
        self.xMoveDistance = xMoveDistance
        self.heightShift = heightShift
        self.bounceSpeed = bounceSpeed
        self.bounceHeight = bounceHeight
        self.rotateSpeed = rotateSpeed
        self.parentNode = parentNode
        self.bounceOffset = bounceOffset
        self.hitInterval = None
        self.kaboomTrack = None
        self.resetRollIval = None
        self.netTimeSentToStartByHit = 0

        self.load()
        self.request("Down")

    def load(self):
        self.root = NodePath("PartyCog-%d" % self.id)
        self.root.reparentTo(self.parentNode)

        path = "phase_13/models/parties/cogPinata_"
        self.actor = Actor(
            path + "actor", {
                "idle": path + "idle_anim",
                "down": path + "down_anim",
                "up": path + "up_anim",
                "bodyHitBack": path + "bodyHitBack_anim",
                "bodyHitFront": path + "bodyHitFront_anim",
                "headHitBack": path + "headHitBack_anim",
                "headHitFront": path + "headHitFront_anim",
            })
        self.actor.reparentTo(self.root)

        self.temp_transform = Mat4()
        self.head_locator = self.actor.attachNewNode("temphead")

        self.bodyColl = CollisionTube(0, 0, 1, 0, 0, 5.75, 0.75)
        self.bodyColl.setTangible(1)
        self.bodyCollNode = CollisionNode("PartyCog-%d-Body-Collision" %
                                          self.id)
        self.bodyCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.bodyCollNode.addSolid(self.bodyColl)
        self.bodyCollNodePath = self.root.attachNewNode(self.bodyCollNode)

        self.headColl = CollisionTube(0, 0, 3, 0, 0, 3.0, 1.5)
        self.headColl.setTangible(1)
        self.headCollNode = CollisionNode("PartyCog-%d-Head-Collision" %
                                          self.id)
        self.headCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.headCollNode.addSolid(self.headColl)
        self.headCollNodePath = self.root.attachNewNode(self.headCollNode)

        # Cog's Left Arm
        self.arm1Coll = CollisionSphere(1.65, 0, 3.95, 1.0)
        self.arm1Coll.setTangible(1)
        self.arm1CollNode = CollisionNode("PartyCog-%d-Arm1-Collision" %
                                          self.id)
        self.arm1CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm1CollNode.addSolid(self.arm1Coll)
        self.arm1CollNodePath = self.root.attachNewNode(self.arm1CollNode)

        # Cog's Right Arm
        self.arm2Coll = CollisionSphere(-1.65, 0, 3.45, 1.0)
        self.arm2Coll.setTangible(1)
        self.arm2CollNode = CollisionNode("PartyCog-%d-Arm2-Collision" %
                                          self.id)
        self.arm2CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm2CollNode.addSolid(self.arm2Coll)
        self.arm2CollNodePath = self.root.attachNewNode(self.arm2CollNode)

        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splatType = globalPropPool.getPropType(splatName)

        self.pieHitSound = globalBattleSoundCache.getSound(
            'AA_wholepie_only.mp3')
        self.upSound = globalBattleSoundCache.getSound('AV_jump_to_side.mp3')

        self.hole = loader.loadModel("phase_13/models/parties/cogPinataHole")
        self.hole.setTransparency(True)
        self.hole.setP(-90.0)
        self.hole.setScale(3)
        self.hole.setBin("ground", 3)
        self.hole.reparentTo(self.parentNode)

    def unload(self):
        self.request("Off")
        self.clearHitInterval()

        if self.hole is not None:
            self.hole.removeNode()
            self.hole = None

        if self.actor is not None:
            self.actor.cleanup()
            self.actor.removeNode()
            self.actor = None

        if self.root is not None:
            self.root.removeNode()
            self.root = None

        if self.kaboomTrack is not None and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        self.kaboomTrack = None

        if self.resetRollIval is not None and self.resetRollIval.isPlaying():
            self.resetRollIval.finish()
        self.resetRollIval = None

        if self.hitInterval is not None and self.hitInterval.isPlaying():
            self.hitInterval.finish()
        self.hitInterval = None

        del self.upSound
        del self.pieHitSound

#===============================================================================
# FSM States
#===============================================================================

    def enterStatic(self):
        pass

    def exitStatic(self):
        pass

    def enterActive(self, startTime):
        self.root.setR(0.0)

        updateTask = Task.Task(self.updateTask)
        updateTask.startTime = startTime

        taskMgr.add(updateTask, "PartyCog.update-%d" % self.id)

    def exitActive(self):
        taskMgr.remove("PartyCog.update-%d" % self.id)
        taskMgr.remove("PartyCog.bounceTask-%d" % self.id)

        self.clearHitInterval()
        self.resetRollIval = self.root.hprInterval(0.5,
                                                   Point3(
                                                       self.root.getH(), 0.0,
                                                       0.0),
                                                   blendType="easeInOut")
        self.resetRollIval.start()

        self.actor.stop()

    def enterDown(self):
        if self.oldState == "Off":
            downAnimControl = self.actor.getAnimControl("down")
            self.actor.pose("down", downAnimControl.getNumFrames() - 1)
            return

        self.clearHitInterval()
        startScale = self.hole.getScale()
        endScale = Point3(5, 5, 5)
        self.hitInterval = Sequence(
            LerpFunc(self.setAlongSpline,
                     duration=1.0,
                     fromData=self.currentT,
                     toData=0.0),
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=endScale,
                              startScale=startScale,
                              blendType="easeIn"),
            Parallel(
                SoundInterval(self.upSound,
                              volume=0.6,
                              node=self.actor,
                              cutOff=PartyGlobals.PARTY_COG_CUTOFF),
                ActorInterval(self.actor, "down", loop=0),
            ),
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=Point3(3, 3, 3),
                              startScale=endScale,
                              blendType="easeOut"),
        )
        self.hitInterval.start()

    def exitDown(self):
        self.root.setR(0.0)
        self.root.setH(0.0)
        self.targetDistance = 0.0
        self.targetFacing = 0.0
        self.currentT = 0.0
        self.setAlongSpline(0.0)
        self.clearHitInterval()
        startScale = self.hole.getScale()
        endScale = Point3(5, 5, 5)
        self.hitInterval = Sequence(
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=endScale,
                              startScale=startScale,
                              blendType="easeIn"),
            Parallel(
                SoundInterval(self.upSound,
                              volume=0.6,
                              node=self.actor,
                              cutOff=PartyGlobals.PARTY_COG_CUTOFF),
                ActorInterval(self.actor, "up", loop=0),
            ),
            Func(self.actor.loop, "idle"),
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=Point3(3, 3, 3),
                              startScale=endScale,
                              blendType="easeOut"),
        )
        self.hitInterval.start()

    def filterDown(self, request, args):
        if request == "Down":
            return None
        else:
            return self.defaultFilter(request, args)

#------------------------------------------------------------------------------

    def setEndPoints(self, start, end, amplitude=1.7):
        self.sinAmplitude = amplitude
        self.sinPeriod = (end.getX() - start.getX()) / 2
        self.sinDisplacement = start.getY()
        self.startPoint = start
        self.endPoint = end
        self.currentT = 0.0
        self.targetDistance = 0.0
        self.currentFacing = 0.0
        self.targetFacing = 0.0
        self.setAlongSpline(self.currentT)
        self.hole.setPos(self.root.getPos())
        self.hole.setZ(0.02)

    def rockBackAndForth(self, task):
        t = task.startTime + task.time
        angle = math.sin(t) * 20.0

        self.root.setR(angle)

        #        if self.id == 0:
        #            print angle

        return task.cont

    def updateDistance(self, distance):
        self.targetDistance = clamp(distance, -1.0, 1.0)

    def updateTask(self, task):
        self.rockBackAndForth(task)

        if self.targetDistance > self.currentT:
            self.currentT += min(0.01, self.targetDistance - self.currentT)
            self.setAlongSpline(self.currentT)
        elif self.targetDistance < self.currentT:
            self.currentT += max(-0.01, self.targetDistance - self.currentT)
            self.setAlongSpline(self.currentT)

        if self.currentT < 0.0:
            self.targetFacing = -90.0
        elif self.currentT > 0.0:
            self.targetFacing = 90.0
        else:
            self.targetFacing = 0.0

        if self.targetFacing > self.currentFacing:
            self.currentFacing += min(10,
                                      self.targetFacing - self.currentFacing)
        elif self.targetFacing < self.currentFacing:
            self.currentFacing += max(-10,
                                      self.targetFacing - self.currentFacing)

        self.root.setH(self.currentFacing)

        return task.cont

    def setAlongSpline(self, t):
        t = t + 1.0
        dist = (self.endPoint.getX() - self.startPoint.getX()) / 2.0
        x = self.startPoint.getX() + t * dist
        y = self.startPoint.getY() - math.sin(
            t * 2 * math.pi) * self.sinAmplitude
        self.root.setPos(x, y, 0)

    def startBounce(self):
        taskMgr.add(self.bounce, "PartyCog.bounceTask-%d" % self.id)

    def bounce(self, task):
        #self.root.setH(self.root.getH() - self.rotateSpeed)
        self.root.setZ((math.sin((self.bounceOffset + task.time) *
                                 self.bounceSpeed) * self.bounceHeight) +
                       self.heightShift)

        return task.cont

    def setPos(self, position):
        self.root.setPos(position)

    def respondToPieHit(self, timestamp, position, hot=False, direction=1.0):
        """The toon hit us, react appropriately."""
        assert (self.notify.debugStateCall(self))

        if self.netTimeSentToStartByHit < timestamp:
            self.__showSplat(position, direction, hot)

            if self.netTimeSentToStartByHit < timestamp:
                self.netTimeSentToStartByHit = timestamp
        else:
            #self.notify.debug('localStamp = %s, lastLocalTimeStampFromAI=%s, ignoring respondToPieHit' % (localStamp, self.lastLocalTimeStampFromAI))
            self.notify.debug(
                'respondToPieHit self.netTimeSentToStartByHit = %s' %
                self.netTimeSentToStartByHit)

    def clearHitInterval(self):
        if self.hitInterval is not None and self.hitInterval.isPlaying():
            self.hitInterval.clearToInitial()

    def __showSplat(self, position, direction, hot=False):
        """Show the splat graphic and sound."""
        if self.kaboomTrack is not None and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()

        self.clearHitInterval()
        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()

        self.splat.reparentTo(render)
        self.splat.setPos(self.root, position)
        self.splat.setAlphaScale(1.0)

        if not direction == 1.0:
            #self.splat.setColorScale(Vec4(0.0, 0.0, 50.0, 1.0))
            self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[0])
            if self.currentFacing > 0.0:
                facing = "HitFront"
            else:
                facing = "HitBack"
        else:
            self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[1])
            #self.splat.setColorScale(Vec4(1.0, 0.6, 0.08, 1.0))
            if self.currentFacing > 0.0:
                facing = "HitBack"
            else:
                facing = "HitFront"

        if hot:
            targetscale = 0.75
            part = "head"
        else:
            targetscale = 0.5
            part = "body"

        def setSplatAlpha(amount):
            self.splat.setAlphaScale(amount)

        self.hitInterval = Sequence(
            ActorInterval(self.actor, part + facing, loop=0),
            Func(self.actor.loop, "idle"),
        )
        self.hitInterval.start()

        self.kaboomTrack = Parallel(
            SoundInterval(self.pieHitSound,
                          volume=1.0,
                          node=self.actor,
                          cutOff=PartyGlobals.PARTY_COG_CUTOFF),
            Sequence(
                Func(self.splat.showThrough),
                Parallel(
                    Sequence(
                        LerpScaleInterval(self.splat,
                                          duration=0.175,
                                          scale=targetscale,
                                          startScale=Point3(0.1, 0.1, 0.1),
                                          blendType="easeOut"),
                        Wait(0.175),
                    ),
                    Sequence(
                        Wait(0.1),
                        LerpFunc(
                            setSplatAlpha,
                            duration=1.0,  #0.4,
                            fromData=1.0,
                            toData=0.0,
                            blendType="easeOut"))),
                Func(self.splat.cleanup),
                Func(self.splat.removeNode),
            ))
        self.kaboomTrack.start()

    def showHitScore(self, number, scale=1):
        """
        Shows the hit score.
        Borrowed from otp.avatar.DistributedAvatar.showHpText
        """
        if number <= 0:
            return

        # Get rid of the number if it is already there.
        if self.hpText:
            self.hideHitScore()

        # Set the font
        self.HpTextGenerator.setFont(ToontownGlobals.getSignFont())

        # Show both negative and positive signs
        if number < 0:
            self.HpTextGenerator.setText(str(number))
        else:
            self.HpTextGenerator.setText("+" + str(number))

        # No shadow
        self.HpTextGenerator.clearShadow()

        # Center the number
        self.HpTextGenerator.setAlign(TextNode.ACenter)

        # Red, always
        #if number < 0:
        r = 1  #0.9
        g = 1  #0
        b = 0
        a = 1

        self.HpTextGenerator.setTextColor(r, g, b, a)

        self.hpTextNode = self.HpTextGenerator.generate()

        # Put the hpText over the head of the avatar
        self.hpText = render.attachNewNode(self.hpTextNode)
        self.hpText.setScale(scale)
        # Make sure it is a billboard
        self.hpText.setBillboardPointEye()
        # Render it after other things in the scene.
        self.hpText.setBin('fixed', 100)

        # Initial position ... Center of the body... the "tan tien"
        self.hpText.setPos(self.root, 0, 0, self.height / 2)

        # Black magic from the early days of Panda3D, later replaced by a Sequence
        seq = Task.sequence(
            # Fly the number out of the character
            self.hpText.lerpPos(Point3(
                self.root.getX(render), self.root.getY(render),
                self.root.getZ(render) + self.height + 1.0),
                                0.25,
                                blendType='easeOut'),
            Task.pause(0.25),
            # Fade the number
            self.hpText.lerpColor(Vec4(r, g, b, a), Vec4(r, g, b, 0), 0.1),
            # Get rid of the number
            Task.Task(self.__hideHitScoreTask))

        taskMgr.add(seq, "PartyCogHpText" + str(self.id))

    def __hideHitScoreTask(self, task):
        self.hideHitScore()

        return Task.done

    def hideHitScore(self):
        if self.hpText:
            taskMgr.remove("PartyCogHpText" + str(self.id))
            self.hpText.removeNode()
            self.hpText = None

    def getHeadLocation(self):
        (self.actor.getJoints(jointName="head")[0]).getNetTransform(
            self.temp_transform)
        self.head_locator.setMat(self.temp_transform)
        #print self.head_locator.getZ()

        return self.head_locator.getZ(self.root)
Пример #31
0
class PartyCog(FSM):
    notify = directNotify.newCategory('PartyCog')
    HpTextGenerator = TextNode('HpTextGenerator')
    hpText = None
    height = 7

    def __init__(self,
                 parentNode,
                 id,
                 bounceSpeed=3,
                 bounceHeight=1,
                 rotateSpeed=1,
                 heightShift=1,
                 xMoveSpeed=0,
                 xMoveDistance=0,
                 bounceOffset=0):
        self.id = id
        FSM.__init__(self, 'PartyCogFSM-%d' % self.id)
        self.showFacingStatus = False
        self.xMoveSpeed = xMoveSpeed
        self.xMoveDistance = xMoveDistance
        self.heightShift = heightShift
        self.bounceSpeed = bounceSpeed
        self.bounceHeight = bounceHeight
        self.rotateSpeed = rotateSpeed
        self.parentNode = parentNode
        self.bounceOffset = bounceOffset
        self.hitInterval = None
        self.kaboomTrack = None
        self.resetRollIval = None
        self.netTimeSentToStartByHit = 0
        self.load()
        self.request('Down')
        return

    def load(self):
        self.root = NodePath('PartyCog-%d' % self.id)
        self.root.reparentTo(self.parentNode)
        path = 'phase_13/models/parties/cogPinata_'
        self.actor = Actor(
            path + 'actor', {
                'idle': path + 'idle_anim',
                'down': path + 'down_anim',
                'up': path + 'up_anim',
                'bodyHitBack': path + 'bodyHitBack_anim',
                'bodyHitFront': path + 'bodyHitFront_anim',
                'headHitBack': path + 'headHitBack_anim',
                'headHitFront': path + 'headHitFront_anim'
            })
        self.actor.reparentTo(self.root)
        self.temp_transform = Mat4()
        self.head_locator = self.actor.attachNewNode('temphead')
        self.bodyColl = CollisionTube(0, 0, 1, 0, 0, 5.75, 0.75)
        self.bodyColl.setTangible(1)
        self.bodyCollNode = CollisionNode('PartyCog-%d-Body-Collision' %
                                          self.id)
        self.bodyCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.bodyCollNode.addSolid(self.bodyColl)
        self.bodyCollNodePath = self.root.attachNewNode(self.bodyCollNode)
        self.headColl = CollisionTube(0, 0, 3, 0, 0, 3.0, 1.5)
        self.headColl.setTangible(1)
        self.headCollNode = CollisionNode('PartyCog-%d-Head-Collision' %
                                          self.id)
        self.headCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.headCollNode.addSolid(self.headColl)
        self.headCollNodePath = self.root.attachNewNode(self.headCollNode)
        self.arm1Coll = CollisionSphere(1.65, 0, 3.95, 1.0)
        self.arm1Coll.setTangible(1)
        self.arm1CollNode = CollisionNode('PartyCog-%d-Arm1-Collision' %
                                          self.id)
        self.arm1CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm1CollNode.addSolid(self.arm1Coll)
        self.arm1CollNodePath = self.root.attachNewNode(self.arm1CollNode)
        self.arm2Coll = CollisionSphere(-1.65, 0, 3.45, 1.0)
        self.arm2Coll.setTangible(1)
        self.arm2CollNode = CollisionNode('PartyCog-%d-Arm2-Collision' %
                                          self.id)
        self.arm2CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm2CollNode.addSolid(self.arm2Coll)
        self.arm2CollNodePath = self.root.attachNewNode(self.arm2CollNode)
        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splatType = globalPropPool.getPropType(splatName)
        self.pieHitSound = globalBattleSoundCache.getSound(
            'AA_wholepie_only.ogg')
        self.upSound = globalBattleSoundCache.getSound('AV_jump_to_side.ogg')
        self.hole = loader.loadModel('phase_13/models/parties/cogPinataHole')
        self.hole.setTransparency(True)
        self.hole.setP(-90.0)
        self.hole.setScale(3)
        self.hole.setBin('ground', 3)
        self.hole.reparentTo(self.parentNode)

    def unload(self):
        self.request('Off')
        self.clearHitInterval()
        if self.hole is not None:
            self.hole.removeNode()
            self.hole = None
        if self.actor is not None:
            self.actor.cleanup()
            self.actor.removeNode()
            self.actor = None
        if self.root is not None:
            self.root.removeNode()
            self.root = None
        if self.kaboomTrack is not None and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        self.kaboomTrack = None
        if self.resetRollIval is not None and self.resetRollIval.isPlaying():
            self.resetRollIval.finish()
        self.resetRollIval = None
        if self.hitInterval is not None and self.hitInterval.isPlaying():
            self.hitInterval.finish()
        self.hitInterval = None
        del self.upSound
        del self.pieHitSound
        return

    def enterStatic(self):
        pass

    def exitStatic(self):
        pass

    def enterActive(self, startTime):
        self.root.setR(0.0)
        updateTask = Task.Task(self.updateTask)
        updateTask.startTime = startTime
        taskMgr.add(updateTask, 'PartyCog.update-%d' % self.id)

    def exitActive(self):
        taskMgr.remove('PartyCog.update-%d' % self.id)
        taskMgr.remove('PartyCog.bounceTask-%d' % self.id)
        self.clearHitInterval()
        self.resetRollIval = self.root.hprInterval(0.5,
                                                   Point3(
                                                       self.root.getH(), 0.0,
                                                       0.0),
                                                   blendType='easeInOut')
        self.resetRollIval.start()
        self.actor.stop()

    def enterDown(self):
        if self.oldState == 'Off':
            downAnimControl = self.actor.getAnimControl('down')
            self.actor.pose('down', downAnimControl.getNumFrames() - 1)
            return
        self.clearHitInterval()
        startScale = self.hole.getScale()
        endScale = Point3(5, 5, 5)
        self.hitInterval = Sequence(
            LerpFunc(self.setAlongSpline,
                     duration=1.0,
                     fromData=self.currentT,
                     toData=0.0),
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=endScale,
                              startScale=startScale,
                              blendType='easeIn'),
            Parallel(
                SoundInterval(self.upSound,
                              volume=0.6,
                              node=self.actor,
                              cutOff=PartyGlobals.PARTY_COG_CUTOFF),
                ActorInterval(self.actor, 'down', loop=0)),
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=Point3(3, 3, 3),
                              startScale=endScale,
                              blendType='easeOut'))
        self.hitInterval.start()

    def exitDown(self):
        self.root.setR(0.0)
        self.root.setH(0.0)
        self.targetDistance = 0.0
        self.targetFacing = 0.0
        self.currentT = 0.0
        self.setAlongSpline(0.0)
        self.clearHitInterval()
        startScale = self.hole.getScale()
        endScale = Point3(5, 5, 5)
        self.hitInterval = Sequence(
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=endScale,
                              startScale=startScale,
                              blendType='easeIn'),
            Parallel(
                SoundInterval(self.upSound,
                              volume=0.6,
                              node=self.actor,
                              cutOff=PartyGlobals.PARTY_COG_CUTOFF),
                ActorInterval(self.actor, 'up', loop=0)),
            Func(self.actor.loop, 'idle'),
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=Point3(3, 3, 3),
                              startScale=endScale,
                              blendType='easeOut'))
        self.hitInterval.start()

    def filterDown(self, request, args):
        if request == 'Down':
            return None
        else:
            return self.defaultFilter(request, args)
        return None

    def setEndPoints(self, start, end, amplitude=1.7):
        self.sinAmplitude = amplitude
        self.sinPeriod = (end.getX() - start.getX()) / 2
        self.sinDisplacement = start.getY()
        self.startPoint = start
        self.endPoint = end
        self.currentT = 0.0
        self.targetDistance = 0.0
        self.currentFacing = 0.0
        self.targetFacing = 0.0
        self.setAlongSpline(self.currentT)
        self.hole.setPos(self.root.getPos())
        self.hole.setZ(0.02)

    def rockBackAndForth(self, task):
        t = task.startTime + task.time
        angle = math.sin(t) * 20.0
        self.root.setR(angle)
        return task.cont

    def updateDistance(self, distance):
        self.targetDistance = clamp(distance, -1.0, 1.0)

    def updateTask(self, task):
        self.rockBackAndForth(task)
        if self.targetDistance > self.currentT:
            self.currentT += min(0.01, self.targetDistance - self.currentT)
            self.setAlongSpline(self.currentT)
        elif self.targetDistance < self.currentT:
            self.currentT += max(-0.01, self.targetDistance - self.currentT)
            self.setAlongSpline(self.currentT)
        if self.currentT < 0.0:
            self.targetFacing = -90.0
        elif self.currentT > 0.0:
            self.targetFacing = 90.0
        else:
            self.targetFacing = 0.0
        if self.targetFacing > self.currentFacing:
            self.currentFacing += min(10,
                                      self.targetFacing - self.currentFacing)
        elif self.targetFacing < self.currentFacing:
            self.currentFacing += max(-10,
                                      self.targetFacing - self.currentFacing)
        self.root.setH(self.currentFacing)
        return task.cont

    def setAlongSpline(self, t):
        t = t + 1.0
        dist = (self.endPoint.getX() - self.startPoint.getX()) / 2.0
        x = self.startPoint.getX() + t * dist
        y = self.startPoint.getY() - math.sin(
            t * 2 * math.pi) * self.sinAmplitude
        self.root.setPos(x, y, 0)

    def startBounce(self):
        taskMgr.add(self.bounce, 'PartyCog.bounceTask-%d' % self.id)

    def bounce(self, task):
        self.root.setZ(
            math.sin((self.bounceOffset + task.time) * self.bounceSpeed) *
            self.bounceHeight + self.heightShift)
        return task.cont

    def setPos(self, position):
        self.root.setPos(position)

    def respondToPieHit(self, timestamp, position, hot=False, direction=1.0):
        if self.netTimeSentToStartByHit < timestamp:
            self.__showSplat(position, direction, hot)
            if self.netTimeSentToStartByHit < timestamp:
                self.netTimeSentToStartByHit = timestamp
        else:
            self.notify.debug(
                'respondToPieHit self.netTimeSentToStartByHit = %s' %
                self.netTimeSentToStartByHit)

    def clearHitInterval(self):
        if self.hitInterval is not None and self.hitInterval.isPlaying():
            self.hitInterval.clearToInitial()
        return

    def __showSplat(self, position, direction, hot=False):
        if self.kaboomTrack is not None and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        self.clearHitInterval()
        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splat.reparentTo(render)
        self.splat.setPos(self.root, position)
        self.splat.setAlphaScale(1.0)
        if not direction == 1.0:
            self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[0])
            if self.currentFacing > 0.0:
                facing = 'HitFront'
            else:
                facing = 'HitBack'
        else:
            self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[1])
            if self.currentFacing > 0.0:
                facing = 'HitBack'
            else:
                facing = 'HitFront'
        if hot:
            targetscale = 0.75
            part = 'head'
        else:
            targetscale = 0.5
            part = 'body'

        def setSplatAlpha(amount):
            self.splat.setAlphaScale(amount)

        self.hitInterval = Sequence(
            ActorInterval(self.actor, part + facing, loop=0),
            Func(self.actor.loop, 'idle'))
        self.hitInterval.start()
        self.kaboomTrack = Parallel(
            SoundInterval(self.pieHitSound,
                          volume=1.0,
                          node=self.actor,
                          cutOff=PartyGlobals.PARTY_COG_CUTOFF),
            Sequence(
                Func(self.splat.showThrough),
                Parallel(
                    Sequence(
                        LerpScaleInterval(self.splat,
                                          duration=0.175,
                                          scale=targetscale,
                                          startScale=Point3(0.1, 0.1, 0.1),
                                          blendType='easeOut'), Wait(0.175)),
                    Sequence(
                        Wait(0.1),
                        LerpFunc(setSplatAlpha,
                                 duration=1.0,
                                 fromData=1.0,
                                 toData=0.0,
                                 blendType='easeOut'))),
                Func(self.splat.cleanup), Func(self.splat.removeNode)))
        self.kaboomTrack.start()
        return

    def showHitScore(self, number, scale=1):
        if number <= 0:
            return
        if self.hpText:
            self.hideHitScore()
        self.HpTextGenerator.setFont(ToontownGlobals.getSignFont())
        if number < 0:
            self.HpTextGenerator.setText(str(number))
        else:
            self.HpTextGenerator.setText('+' + str(number))
        self.HpTextGenerator.clearShadow()
        self.HpTextGenerator.setAlign(TextNode.ACenter)
        r = 1
        g = 1
        b = 0
        a = 1
        self.HpTextGenerator.setTextColor(r, g, b, a)
        self.hpTextNode = self.HpTextGenerator.generate()
        self.hpText = render.attachNewNode(self.hpTextNode)
        self.hpText.setScale(scale)
        self.hpText.setBillboardPointEye()
        self.hpText.setBin('fixed', 100)
        self.hpText.setPos(self.root, 0, 0, self.height / 2)
        seq = Task.sequence(
            self.hpText.lerpPos(Point3(
                self.root.getX(render), self.root.getY(render),
                self.root.getZ(render) + self.height + 1.0),
                                0.25,
                                blendType='easeOut'), Task.pause(0.25),
            self.hpText.lerpColor(Vec4(r, g, b, a), Vec4(r, g, b, 0), 0.1),
            Task.Task(self.__hideHitScoreTask))
        taskMgr.add(seq, 'PartyCogHpText' + str(self.id))

    def __hideHitScoreTask(self, task):
        self.hideHitScore()
        return Task.done

    def hideHitScore(self):
        if self.hpText:
            taskMgr.remove('PartyCogHpText' + str(self.id))
            self.hpText.removeNode()
            self.hpText = None
        return

    def getHeadLocation(self):
        self.actor.getJoints(jointName='head')[0].getNetTransform(
            self.temp_transform)
        self.head_locator.setMat(self.temp_transform)
        return self.head_locator.getZ(self.root)
Пример #32
0
class CogThief(DirectObject):
    notify = directNotify.newCategory('CogThief')
    DefaultSpeedWalkAnim = 4.0
    CollisionRadius = 1.25
    MaxFriendsVisible = 4
    Infinity = 100000.0
    SeparationDistance = 6.0
    MinUrgency = 0.5
    MaxUrgency = 0.75

    def __init__(self, cogIndex, suitType, game, cogSpeed):
        self.cogIndex = cogIndex
        self.suitType = suitType
        self.game = game
        self.cogSpeed = cogSpeed
        suit = Suit.Suit()
        d = SuitDNA.SuitDNA()
        d.newSuit(suitType)
        suit.setDNA(d)
        suit.pose('walk', 0)
        self.suit = suit
        self.goal = CTGG.NoGoal
        self.goalId = CTGG.InvalidGoalId
        self.lastLocalTimeStampFromAI = 0
        self.lastPosFromAI = Point3(0, 0, 0)
        self.lastThinkTime = 0
        self.doneAdjust = False
        self.barrel = CTGG.NoBarrelCarried
        self.signalledAtReturnPos = False
        self.defaultPlayRate = 1.0
        self.netTimeSentToStartByHit = 0
        self.velocity = Vec3(0, 0, 0)
        self.oldVelocity = Vec3(0, 0, 0)
        self.acceleration = Vec3(0, 0, 0)
        self.bodyLength = self.CollisionRadius * 2
        self.cruiseDistance = 2 * self.bodyLength
        self.maxVelocity = self.cogSpeed
        self.maxAcceleration = 5.0
        self.perceptionRange = 6
        self.notify.debug('cogSpeed=%s' % self.cogSpeed)
        self.kaboomSound = loader.loadSfx(
            'phase_4/audio/sfx/MG_cannon_fire_alt.mp3')
        self.kaboom = loader.loadModel(
            'phase_4/models/minigames/ice_game_kaboom')
        self.kaboom.setScale(2.0)
        self.kaboom.setBillboardPointEye()
        self.kaboom.hide()
        self.kaboomTrack = None
        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splatType = globalPropPool.getPropType(splatName)
        self.pieHitSound = globalBattleSoundCache.getSound(
            'AA_wholepie_only.mp3')

    def destroy(self):
        self.ignoreAll()
        self.suit.delete()
        self.game = None

    def uniqueName(self, baseStr):
        return baseStr + '-' + str(self.game.doId)

    def handleEnterSphere(self, collEntry):
        intoNp = collEntry.getIntoNodePath()
        self.notify.debug('handleEnterSphere suit %d hit %s' %
                          (self.cogIndex, intoNp))
        if self.game:
            self.game.handleEnterSphere(collEntry)

    def gameStart(self, gameStartTime):
        self.gameStartTime = gameStartTime
        self.initCollisions()
        self.startWalkAnim()

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

    def initCollisions(self):
        self.collSphere = CollisionSphere(0, 0, 0, 1.25)
        self.collSphere.setTangible(1)
        name = 'CogThiefSphere-%d' % self.cogIndex
        self.collSphereName = self.uniqueName(name)
        self.collNode = CollisionNode(self.collSphereName)
        self.collNode.setIntoCollideMask(CTGG.BarrelBitmask
                                         | ToontownGlobals.WallBitmask)
        self.collNode.addSolid(self.collSphere)
        self.collNodePath = self.suit.attachNewNode(self.collNode)
        self.accept('enter' + self.collSphereName, self.handleEnterSphere)
        self.pieCollSphere = CollisionTube(0, 0, 0, 0, 0, 4,
                                           self.CollisionRadius)
        self.pieCollSphere.setTangible(1)
        name = 'CogThiefPieSphere-%d' % self.cogIndex
        self.pieCollSphereName = self.uniqueName(name)
        self.pieCollNode = CollisionNode(self.pieCollSphereName)
        self.pieCollNode.setIntoCollideMask(ToontownGlobals.PieBitmask)
        self.pieCollNode.addSolid(self.pieCollSphere)
        self.pieCollNodePath = self.suit.attachNewNode(self.pieCollNode)

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

    def updateGoal(self, timestamp, inResponseClientStamp, goalType, goalId,
                   pos):
        self.notify.debug('self.netTimeSentToStartByHit =%s' %
                          self.netTimeSentToStartByHit)
        if not self.game:
            self.notify.debug('updateGoal self.game is None, just returning')
            return None

        if not self.suit:
            self.notify.debug('updateGoal self.suit is None, just returning')
            return None

        if self.goal == CTGG.NoGoal:
            self.startWalkAnim()

        if goalType == CTGG.NoGoal:
            self.notify.debug('updateGoal setting position to %s' % pos)
            self.suit.setPos(pos)

        self.lastThinkTime = 0
        self.velocity = Vec3(0, 0, 0)
        self.oldVelocity = Vec3(0, 0, 0)
        self.acceleration = Vec3(0, 0, 0)
        if goalType == CTGG.RunAwayGoal:
            pass
        1
        if inResponseClientStamp < self.netTimeSentToStartByHit and self.goal == CTGG.NoGoal and goalType == CTGG.RunAwayGoal:
            self.notify.warning(
                'ignoring newGoal %s as cog %d was recently hit responsetime=%s hitTime=%s'
                % (CTGG.GoalStr[goalType], self.cogIndex,
                   inResponseClientStamp, self.netTimeSentToStartByHit))
        else:
            self.lastLocalTimeStampFromAI = globalClockDelta.networkToLocalTime(
                timestamp, bits=32)
            self.goal = goalType
            self.goalId = goalId
            self.lastPosFromAI = pos
            self.doneAdjust = False
        self.signalledAtReturnPos = False

    def startWalkAnim(self):
        if self.suit:
            self.suit.loop('walk')
            speed = self.cogSpeed
            self.defaultPlayRate = float(self.cogSpeed /
                                         self.DefaultSpeedWalkAnim)
            self.suit.setPlayRate(self.defaultPlayRate, 'walk')

    def think(self):
        if self.goal == CTGG.ToonGoal:
            self.thinkAboutCatchingToon()
        elif self.goal == CTGG.BarrelGoal:
            self.thinkAboutGettingBarrel()
        elif self.goal == CTGG.RunAwayGoal:
            self.thinkAboutRunAway()

    def thinkAboutCatchingToon(self):
        if not self.game:
            return None

        av = self.game.getAvatar(self.goalId)
        if av:
            if not self.lastThinkTime:
                self.lastThinkTime = globalClock.getFrameTime()

            diffTime = globalClock.getFrameTime() - self.lastThinkTime
            avPos = av.getPos()
            myPos = self.suit.getPos()
            if not self.doneAdjust:
                myPos = self.lastPosFromAI
                self.notify.debug(
                    'thinkAboutCatchingToon not doneAdjust setting pos %s' %
                    myPos)
                self.doneAdjust = True

            self.suit.setPos(myPos)
            if self.game.isToonPlayingHitTrack(self.goalId):
                self.suit.headsUp(av)
                self.velocity = Vec3(0, 0, 0)
                self.oldVelocity = Vec3(0, 0, 0)
                self.acceleration = Vec3(0, 0, 0)
            else:
                self.commonMove()
            newPos = self.suit.getPos()
            self.adjustPlayRate(newPos, myPos, diffTime)

        self.lastThinkTime = globalClock.getFrameTime()

    def convertNetworkStampToGameTime(self, timestamp):
        localStamp = globalClockDelta.networkToLocalTime(timestamp, bits=32)
        gameTime = self.game.local2GameTime(localStamp)
        return gameTime

    def respondToToonHit(self, timestamp):
        localStamp = globalClockDelta.networkToLocalTime(timestamp, bits=32)
        if self.netTimeSentToStartByHit < timestamp:
            self.clearGoal()
            self.showKaboom()
            startPos = CTGG.CogStartingPositions[self.cogIndex]
            oldPos = self.suit.getPos()
            self.suit.setPos(startPos)
            if self.netTimeSentToStartByHit < timestamp:
                self.netTimeSentToStartByHit = timestamp

        else:
            self.notify.debug(
                'localStamp = %s, lastLocalTimeStampFromAI=%s, ignoring respondToToonHit'
                % (localStamp, self.lastLocalTimeStampFromAI))
        self.notify.debug(
            'respondToToonHit self.netTimeSentToStartByHit = %s' %
            self.netTimeSentToStartByHit)

    def clearGoal(self):
        self.goal = CTGG.NoGoal
        self.goalId = CTGG.InvalidGoalId

    def thinkAboutGettingBarrel(self):
        if not self.game:
            return None

        if not hasattr(self.game, 'barrels'):
            return None

        if self.goalId not in xrange(len(self.game.barrels)):
            return None

        if not self.lastThinkTime:
            self.lastThinkTime = globalClock.getFrameTime()

        diffTime = globalClock.getFrameTime() - self.lastThinkTime
        barrel = self.game.barrels[self.goalId]
        barrelPos = barrel.getPos()
        myPos = self.suit.getPos()
        if not self.doneAdjust:
            myPos = self.lastPosFromAI
            self.notify.debug(
                'thinkAboutGettingBarrel not doneAdjust setting position to %s'
                % myPos)
            self.suit.setPos(myPos)
            self.doneAdjust = True

        displacement = barrelPos - myPos
        distanceToToon = displacement.length()
        self.suit.headsUp(barrel)
        lengthTravelled = diffTime * self.cogSpeed
        if lengthTravelled > distanceToToon:
            lengthTravelled = distanceToToon

        displacement.normalize()
        dirVector = displacement
        dirVector *= lengthTravelled
        newPos = myPos + dirVector
        newPos.setZ(0)
        self.suit.setPos(newPos)
        self.adjustPlayRate(newPos, myPos, diffTime)
        self.lastThinkTime = globalClock.getFrameTime()

    def stopWalking(self, timestamp):
        localStamp = globalClockDelta.networkToLocalTime(timestamp, bits=32)
        if localStamp > self.lastLocalTimeStampFromAI:
            self.suit.loop('neutral')
            self.clearGoal()

    def thinkAboutRunAway(self):
        if not self.game:
            return None

        if not self.lastThinkTime:
            self.lastThinkTime = globalClock.getFrameTime()

        diffTime = globalClock.getFrameTime() - self.lastThinkTime
        returnPos = CTGG.CogReturnPositions[self.goalId]
        myPos = self.suit.getPos()
        if not self.doneAdjust:
            myPos = self.lastPosFromAI
            self.suit.setPos(myPos)
            self.doneAdjust = True

        displacement = returnPos - myPos
        distanceToToon = displacement.length()
        tempNp = render.attachNewNode('tempRet')
        tempNp.setPos(returnPos)
        self.suit.headsUp(tempNp)
        tempNp.removeNode()
        lengthTravelled = diffTime * self.cogSpeed
        if lengthTravelled > distanceToToon:
            lengthTravelled = distanceToToon

        displacement.normalize()
        dirVector = displacement
        dirVector *= lengthTravelled
        newPos = myPos + dirVector
        newPos.setZ(0)
        self.suit.setPos(newPos)
        self.adjustPlayRate(newPos, myPos, diffTime)
        if (self.suit.getPos() - returnPos).length() < 0.0001:
            if not (self.signalledAtReturnPos) and self.barrel >= 0:
                self.game.sendCogAtReturnPos(self.cogIndex, self.barrel)
                self.signalledAtReturnPos = True

        self.lastThinkTime = globalClock.getFrameTime()

    def makeCogCarryBarrel(self, timestamp, inResponseClientStamp, barrelModel,
                           barrelIndex, cogPos):
        if not self.game:
            return None

        localTimeStamp = globalClockDelta.networkToLocalTime(timestamp,
                                                             bits=32)
        self.lastLocalTimeStampFromAI = localTimeStamp
        inResponseGameTime = self.convertNetworkStampToGameTime(
            inResponseClientStamp)
        self.notify.debug('inResponseGameTime =%s timeSentToStart=%s' %
                          (inResponseGameTime, self.netTimeSentToStartByHit))
        if inResponseClientStamp < self.netTimeSentToStartByHit and self.goal == CTGG.NoGoal:
            self.notify.warning('ignoring makeCogCarrybarrel')
        else:
            barrelModel.setPos(0, -1.0, 1.5)
            barrelModel.reparentTo(self.suit)
            self.suit.setPos(cogPos)
            self.barrel = barrelIndex

    def makeCogDropBarrel(self, timestamp, inResponseClientStamp, barrelModel,
                          barrelIndex, barrelPos):
        localTimeStamp = globalClockDelta.networkToLocalTime(timestamp,
                                                             bits=32)
        self.lastLocalTimeStampFromAI = localTimeStamp
        barrelModel.reparentTo(render)
        barrelModel.setPos(barrelPos)
        self.barrel = CTGG.NoBarrelCarried

    def respondToPieHit(self, timestamp):
        localStamp = globalClockDelta.networkToLocalTime(timestamp, bits=32)
        if self.netTimeSentToStartByHit < timestamp:
            self.clearGoal()
            self.showSplat()
            startPos = CTGG.CogStartingPositions[self.cogIndex]
            oldPos = self.suit.getPos()
            self.suit.setPos(startPos)
            if self.netTimeSentToStartByHit < timestamp:
                self.netTimeSentToStartByHit = timestamp

        else:
            self.notify.debug(
                'localStamp = %s, lastLocalTimeStampFromAI=%s, ignoring respondToPieHit'
                % (localStamp, self.lastLocalTimeStampFromAI))
            self.notify.debug(
                'respondToPieHit self.netTimeSentToStartByHit = %s' %
                self.netTimeSentToStartByHit)

    def cleanup(self):
        self.clearGoal()
        self.ignoreAll()
        self.suit.delete()
        if self.kaboomTrack and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()

        self.suit = None
        self.game = None

    def adjustPlayRate(self, newPos, oldPos, diffTime):
        lengthTravelled = (newPos - oldPos).length()
        if diffTime:
            speed = lengthTravelled / diffTime
        else:
            speed = self.cogSpeed
        rateMult = speed / self.cogSpeed
        newRate = rateMult * self.defaultPlayRate
        self.suit.setPlayRate(newRate, 'walk')

    def commonMove(self):
        if not self.lastThinkTime:
            self.lastThinkTime = globalClock.getFrameTime()

        dt = globalClock.getFrameTime() - self.lastThinkTime
        self.oldpos = self.suit.getPos()
        pos = self.suit.getPos()
        pos += self.velocity * dt
        self.suit.setPos(pos)
        self.seeFriends()
        acc = Vec3(0, 0, 0)
        self.accumulate(acc, self.getTargetVector())
        if self.numFlockmatesSeen > 0:
            keepDistanceVector = self.keepDistance()
            oldAcc = Vec3(acc)
            self.accumulate(acc, keepDistanceVector)
            if self.cogIndex == 0:
                pass

        if acc.length() > self.maxAcceleration:
            acc.normalize()
            acc *= self.maxAcceleration

        self.oldVelocity = self.velocity
        self.velocity += acc
        if self.velocity.length() > self.maxVelocity:
            self.velocity.normalize()
            self.velocity *= self.maxVelocity

        forwardVec = Vec3(1, 0, 0)
        heading = rad2Deg(math.atan2(self.velocity[1], self.velocity[0]))
        heading -= 90
        self.suit.setH(heading)

    def getTargetVector(self):
        targetPos = Point3(0, 0, 0)
        if self.goal == CTGG.ToonGoal:
            av = self.game.getAvatar(self.goalId)
            if av:
                targetPos = av.getPos()

        elif self.goal == CTGG.BarrelGoal:
            barrel = self.game.barrels[self.goalId]
            targetPos = barrel.getPos()
        elif self.goal == CTGG.RunAwayGoal:
            targetPos = CTGG.CogReturnPositions[self.goalId]

        targetPos.setZ(0)
        myPos = self.suit.getPos()
        diff = targetPos - myPos
        if diff.length() > 1.0:
            diff.normalize()
            diff *= 1.0

        return diff

    def accumulate(self, accumulator, valueToAdd):
        accumulator += valueToAdd
        return accumulator.length()

    def seeFriends(self):
        self.clearVisibleList()
        for cogIndex in self.game.cogInfo.keys():
            if cogIndex == self.cogIndex:
                continue

            if self.sameGoal(cogIndex):
                dist = self.canISee(cogIndex)
                if dist != self.Infinity:
                    self.addToVisibleList(cogIndex)
                    if dist < self.distToNearestFlockmate:
                        self.nearestFlockmate = cogIndex
                        self.distToNearestFlockmate = dist

            dist != self.Infinity

        return self.numFlockmatesSeen

    def clearVisibleList(self):
        self.visibleFriendsList = []
        self.numFlockmatesSeen = 0
        self.nearestFlockmate = None
        self.distToNearestFlockmate = self.Infinity

    def addToVisibleList(self, cogIndex):
        if self.numFlockmatesSeen < self.MaxFriendsVisible:
            self.visibleFriendsList.append(cogIndex)
            self.numFlockmatesSeen += 1
            if self.cogIndex == 0:
                pass

    def canISee(self, cogIndex):
        if self.cogIndex == cogIndex:
            return self.Infinity

        cogThief = self.game.getCogThief(cogIndex)
        distance = self.suit.getDistance(cogThief.suit)
        if distance < self.perceptionRange:
            return distance

        return self.Infinity

    def sameGoal(self, cogIndex):
        cogThief = self.game.getCogThief(cogIndex)
        if cogThief.goalId == self.goalId:
            pass
        result = cogThief.goal == self.goal
        return result

    def keepDistance(self):
        ratio = self.distToNearestFlockmate / self.SeparationDistance
        nearestThief = self.game.getCogThief(self.nearestFlockmate)
        change = nearestThief.suit.getPos() - self.suit.getPos()
        if ratio < self.MinUrgency:
            ratio = self.MinUrgency

        if ratio > self.MaxUrgency:
            ratio = self.MaxUrgency

        if self.distToNearestFlockmate < self.SeparationDistance:
            change.normalize()
            change *= -(1 - ratio)
        elif self.distToNearestFlockmate > self.SeparationDistance:
            change.normalize()
            change *= ratio
        else:
            change = Vec3(0, 0, 0)
        return change

    def showKaboom(self):
        if self.kaboomTrack and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()

        self.kaboom.reparentTo(render)
        self.kaboom.setPos(self.suit.getPos())
        self.kaboom.setZ(3)
        self.kaboomTrack = Parallel(
            SoundInterval(self.kaboomSound, volume=0.5),
            Sequence(
                Func(self.kaboom.showThrough),
                LerpScaleInterval(self.kaboom,
                                  duration=0.5,
                                  scale=Point3(10, 10, 10),
                                  startScale=Point3(1, 1, 1),
                                  blendType='easeOut'),
                Func(self.kaboom.hide)))
        self.kaboomTrack.start()

    def showSplat(self):
        if self.kaboomTrack and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()

        self.splat.reparentTo(render)
        self.splat.setPos(self.suit.getPos())
        self.splat.setZ(3)
        self.kaboomTrack = Parallel(
            SoundInterval(self.pieHitSound, volume=1.0),
            Sequence(
                Func(self.splat.showThrough),
                LerpScaleInterval(self.splat,
                                  duration=0.5,
                                  scale=1.75,
                                  startScale=Point3(0.10000000000000001,
                                                    0.10000000000000001,
                                                    0.10000000000000001),
                                  blendType='easeOut'), Func(self.splat.hide)))
        self.kaboomTrack.start()
Пример #33
0
class CogThief(DirectObject):
    notify = directNotify.newCategory('CogThief')
    DefaultSpeedWalkAnim = 4.0
    CollisionRadius = 1.25
    MaxFriendsVisible = 4
    Infinity = 100000.0
    SeparationDistance = 6.0
    MinUrgency = 0.5
    MaxUrgency = 0.75
    
    def __init__(self, cogIndex, suitType, game, cogSpeed):
        self.cogIndex = cogIndex
        self.suitType = suitType
        self.game = game
        self.cogSpeed = cogSpeed
        suit = Suit.Suit()
        d = SuitDNA.SuitDNA()
        d.newSuit(suitType)
        suit.setDNA(d)
        suit.pose('walk', 0)
        self.suit = suit
        self.goal = CTGG.NoGoal
        self.goalId = CTGG.InvalidGoalId
        self.lastLocalTimeStampFromAI = 0
        self.lastPosFromAI = Point3(0, 0, 0)
        self.lastThinkTime = 0
        self.doneAdjust = False
        self.barrel = CTGG.NoBarrelCarried
        self.signalledAtReturnPos = False
        self.defaultPlayRate = 1.0
        self.netTimeSentToStartByHit = 0
        self.velocity = Vec3(0, 0, 0)
        self.oldVelocity = Vec3(0, 0, 0)
        self.acceleration = Vec3(0, 0, 0)
        self.bodyLength = self.CollisionRadius * 2
        self.cruiseDistance = 2 * self.bodyLength
        self.maxVelocity = self.cogSpeed
        self.maxAcceleration = 5.0
        self.perceptionRange = 6
        self.notify.debug('cogSpeed=%s' % self.cogSpeed)
        self.kaboomSound = loader.loadSfx('phase_4/audio/sfx/MG_cannon_fire_alt.mp3')
        self.kaboom = loader.loadModel('phase_4/models/minigames/ice_game_kaboom')
        self.kaboom.setScale(2.0)
        self.kaboom.setBillboardPointEye()
        self.kaboom.hide()
        self.kaboomTrack = None
        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splatType = globalPropPool.getPropType(splatName)
        self.pieHitSound = globalBattleSoundCache.getSound('AA_wholepie_only.mp3')

    
    def destroy(self):
        self.ignoreAll()
        self.suit.delete()
        self.game = None

    
    def uniqueName(self, baseStr):
        return baseStr + '-' + str(self.game.doId)

    
    def handleEnterSphere(self, collEntry):
        intoNp = collEntry.getIntoNodePath()
        self.notify.debug('handleEnterSphere suit %d hit %s' % (self.cogIndex, intoNp))
        if self.game:
            self.game.handleEnterSphere(collEntry)
        

    
    def gameStart(self, gameStartTime):
        self.gameStartTime = gameStartTime
        self.initCollisions()
        self.startWalkAnim()

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

    
    def initCollisions(self):
        self.collSphere = CollisionSphere(0, 0, 0, 1.25)
        self.collSphere.setTangible(1)
        name = 'CogThiefSphere-%d' % self.cogIndex
        self.collSphereName = self.uniqueName(name)
        self.collNode = CollisionNode(self.collSphereName)
        self.collNode.setIntoCollideMask(CTGG.BarrelBitmask | ToontownGlobals.WallBitmask)
        self.collNode.addSolid(self.collSphere)
        self.collNodePath = self.suit.attachNewNode(self.collNode)
        self.accept('enter' + self.collSphereName, self.handleEnterSphere)
        self.pieCollSphere = CollisionTube(0, 0, 0, 0, 0, 4, self.CollisionRadius)
        self.pieCollSphere.setTangible(1)
        name = 'CogThiefPieSphere-%d' % self.cogIndex
        self.pieCollSphereName = self.uniqueName(name)
        self.pieCollNode = CollisionNode(self.pieCollSphereName)
        self.pieCollNode.setIntoCollideMask(ToontownGlobals.PieBitmask)
        self.pieCollNode.addSolid(self.pieCollSphere)
        self.pieCollNodePath = self.suit.attachNewNode(self.pieCollNode)

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

    
    def updateGoal(self, timestamp, inResponseClientStamp, goalType, goalId, pos):
        self.notify.debug('self.netTimeSentToStartByHit =%s' % self.netTimeSentToStartByHit)
        if not self.game:
            self.notify.debug('updateGoal self.game is None, just returning')
            return None
        
        if not self.suit:
            self.notify.debug('updateGoal self.suit is None, just returning')
            return None
        
        if self.goal == CTGG.NoGoal:
            self.startWalkAnim()
        
        if goalType == CTGG.NoGoal:
            self.notify.debug('updateGoal setting position to %s' % pos)
            self.suit.setPos(pos)
        
        self.lastThinkTime = 0
        self.velocity = Vec3(0, 0, 0)
        self.oldVelocity = Vec3(0, 0, 0)
        self.acceleration = Vec3(0, 0, 0)
        if goalType == CTGG.RunAwayGoal:
            pass
        1
        if inResponseClientStamp < self.netTimeSentToStartByHit and self.goal == CTGG.NoGoal and goalType == CTGG.RunAwayGoal:
            self.notify.warning('ignoring newGoal %s as cog %d was recently hit responsetime=%s hitTime=%s' % (CTGG.GoalStr[goalType], self.cogIndex, inResponseClientStamp, self.netTimeSentToStartByHit))
        else:
            self.lastLocalTimeStampFromAI = globalClockDelta.networkToLocalTime(timestamp, bits = 32)
            self.goal = goalType
            self.goalId = goalId
            self.lastPosFromAI = pos
            self.doneAdjust = False
        self.signalledAtReturnPos = False

    
    def startWalkAnim(self):
        if self.suit:
            self.suit.loop('walk')
            speed = self.cogSpeed
            self.defaultPlayRate = float(self.cogSpeed / self.DefaultSpeedWalkAnim)
            self.suit.setPlayRate(self.defaultPlayRate, 'walk')
        

    
    def think(self):
        if self.goal == CTGG.ToonGoal:
            self.thinkAboutCatchingToon()
        elif self.goal == CTGG.BarrelGoal:
            self.thinkAboutGettingBarrel()
        elif self.goal == CTGG.RunAwayGoal:
            self.thinkAboutRunAway()
        

    
    def thinkAboutCatchingToon(self):
        if not self.game:
            return None
        
        av = self.game.getAvatar(self.goalId)
        if av:
            if not self.lastThinkTime:
                self.lastThinkTime = globalClock.getFrameTime()
            
            diffTime = globalClock.getFrameTime() - self.lastThinkTime
            avPos = av.getPos()
            myPos = self.suit.getPos()
            if not self.doneAdjust:
                myPos = self.lastPosFromAI
                self.notify.debug('thinkAboutCatchingToon not doneAdjust setting pos %s' % myPos)
                self.doneAdjust = True
            
            self.suit.setPos(myPos)
            if self.game.isToonPlayingHitTrack(self.goalId):
                self.suit.headsUp(av)
                self.velocity = Vec3(0, 0, 0)
                self.oldVelocity = Vec3(0, 0, 0)
                self.acceleration = Vec3(0, 0, 0)
            else:
                self.commonMove()
            newPos = self.suit.getPos()
            self.adjustPlayRate(newPos, myPos, diffTime)
        
        self.lastThinkTime = globalClock.getFrameTime()

    
    def convertNetworkStampToGameTime(self, timestamp):
        localStamp = globalClockDelta.networkToLocalTime(timestamp, bits = 32)
        gameTime = self.game.local2GameTime(localStamp)
        return gameTime

    
    def respondToToonHit(self, timestamp):
        localStamp = globalClockDelta.networkToLocalTime(timestamp, bits = 32)
        if self.netTimeSentToStartByHit < timestamp:
            self.clearGoal()
            self.showKaboom()
            startPos = CTGG.CogStartingPositions[self.cogIndex]
            oldPos = self.suit.getPos()
            self.suit.setPos(startPos)
            if self.netTimeSentToStartByHit < timestamp:
                self.netTimeSentToStartByHit = timestamp
            
        else:
            self.notify.debug('localStamp = %s, lastLocalTimeStampFromAI=%s, ignoring respondToToonHit' % (localStamp, self.lastLocalTimeStampFromAI))
        self.notify.debug('respondToToonHit self.netTimeSentToStartByHit = %s' % self.netTimeSentToStartByHit)

    
    def clearGoal(self):
        self.goal = CTGG.NoGoal
        self.goalId = CTGG.InvalidGoalId

    
    def thinkAboutGettingBarrel(self):
        if not self.game:
            return None
        
        if not hasattr(self.game, 'barrels'):
            return None
        
        if self.goalId not in xrange(len(self.game.barrels)):
            return None
        
        if not self.lastThinkTime:
            self.lastThinkTime = globalClock.getFrameTime()
        
        diffTime = globalClock.getFrameTime() - self.lastThinkTime
        barrel = self.game.barrels[self.goalId]
        barrelPos = barrel.getPos()
        myPos = self.suit.getPos()
        if not self.doneAdjust:
            myPos = self.lastPosFromAI
            self.notify.debug('thinkAboutGettingBarrel not doneAdjust setting position to %s' % myPos)
            self.suit.setPos(myPos)
            self.doneAdjust = True
        
        displacement = barrelPos - myPos
        distanceToToon = displacement.length()
        self.suit.headsUp(barrel)
        lengthTravelled = diffTime * self.cogSpeed
        if lengthTravelled > distanceToToon:
            lengthTravelled = distanceToToon
        
        displacement.normalize()
        dirVector = displacement
        dirVector *= lengthTravelled
        newPos = myPos + dirVector
        newPos.setZ(0)
        self.suit.setPos(newPos)
        self.adjustPlayRate(newPos, myPos, diffTime)
        self.lastThinkTime = globalClock.getFrameTime()

    
    def stopWalking(self, timestamp):
        localStamp = globalClockDelta.networkToLocalTime(timestamp, bits = 32)
        if localStamp > self.lastLocalTimeStampFromAI:
            self.suit.loop('neutral')
            self.clearGoal()
        

    
    def thinkAboutRunAway(self):
        if not self.game:
            return None
        
        if not self.lastThinkTime:
            self.lastThinkTime = globalClock.getFrameTime()
        
        diffTime = globalClock.getFrameTime() - self.lastThinkTime
        returnPos = CTGG.CogReturnPositions[self.goalId]
        myPos = self.suit.getPos()
        if not self.doneAdjust:
            myPos = self.lastPosFromAI
            self.suit.setPos(myPos)
            self.doneAdjust = True
        
        displacement = returnPos - myPos
        distanceToToon = displacement.length()
        tempNp = render.attachNewNode('tempRet')
        tempNp.setPos(returnPos)
        self.suit.headsUp(tempNp)
        tempNp.removeNode()
        lengthTravelled = diffTime * self.cogSpeed
        if lengthTravelled > distanceToToon:
            lengthTravelled = distanceToToon
        
        displacement.normalize()
        dirVector = displacement
        dirVector *= lengthTravelled
        newPos = myPos + dirVector
        newPos.setZ(0)
        self.suit.setPos(newPos)
        self.adjustPlayRate(newPos, myPos, diffTime)
        if (self.suit.getPos() - returnPos).length() < 0.0001:
            if not (self.signalledAtReturnPos) and self.barrel >= 0:
                self.game.sendCogAtReturnPos(self.cogIndex, self.barrel)
                self.signalledAtReturnPos = True
            
        
        self.lastThinkTime = globalClock.getFrameTime()

    
    def makeCogCarryBarrel(self, timestamp, inResponseClientStamp, barrelModel, barrelIndex, cogPos):
        if not self.game:
            return None
        
        localTimeStamp = globalClockDelta.networkToLocalTime(timestamp, bits = 32)
        self.lastLocalTimeStampFromAI = localTimeStamp
        inResponseGameTime = self.convertNetworkStampToGameTime(inResponseClientStamp)
        self.notify.debug('inResponseGameTime =%s timeSentToStart=%s' % (inResponseGameTime, self.netTimeSentToStartByHit))
        if inResponseClientStamp < self.netTimeSentToStartByHit and self.goal == CTGG.NoGoal:
            self.notify.warning('ignoring makeCogCarrybarrel')
        else:
            barrelModel.setPos(0, -1.0, 1.5)
            barrelModel.reparentTo(self.suit)
            self.suit.setPos(cogPos)
            self.barrel = barrelIndex

    
    def makeCogDropBarrel(self, timestamp, inResponseClientStamp, barrelModel, barrelIndex, barrelPos):
        localTimeStamp = globalClockDelta.networkToLocalTime(timestamp, bits = 32)
        self.lastLocalTimeStampFromAI = localTimeStamp
        barrelModel.reparentTo(render)
        barrelModel.setPos(barrelPos)
        self.barrel = CTGG.NoBarrelCarried

    
    def respondToPieHit(self, timestamp):
        localStamp = globalClockDelta.networkToLocalTime(timestamp, bits = 32)
        if self.netTimeSentToStartByHit < timestamp:
            self.clearGoal()
            self.showSplat()
            startPos = CTGG.CogStartingPositions[self.cogIndex]
            oldPos = self.suit.getPos()
            self.suit.setPos(startPos)
            if self.netTimeSentToStartByHit < timestamp:
                self.netTimeSentToStartByHit = timestamp
            
        else:
            self.notify.debug('localStamp = %s, lastLocalTimeStampFromAI=%s, ignoring respondToPieHit' % (localStamp, self.lastLocalTimeStampFromAI))
            self.notify.debug('respondToPieHit self.netTimeSentToStartByHit = %s' % self.netTimeSentToStartByHit)

    
    def cleanup(self):
        self.clearGoal()
        self.ignoreAll()
        self.suit.delete()
        if self.kaboomTrack and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        
        self.suit = None
        self.game = None

    
    def adjustPlayRate(self, newPos, oldPos, diffTime):
        lengthTravelled = (newPos - oldPos).length()
        if diffTime:
            speed = lengthTravelled / diffTime
        else:
            speed = self.cogSpeed
        rateMult = speed / self.cogSpeed
        newRate = rateMult * self.defaultPlayRate
        self.suit.setPlayRate(newRate, 'walk')

    
    def commonMove(self):
        if not self.lastThinkTime:
            self.lastThinkTime = globalClock.getFrameTime()
        
        dt = globalClock.getFrameTime() - self.lastThinkTime
        self.oldpos = self.suit.getPos()
        pos = self.suit.getPos()
        pos += self.velocity * dt
        self.suit.setPos(pos)
        self.seeFriends()
        acc = Vec3(0, 0, 0)
        self.accumulate(acc, self.getTargetVector())
        if self.numFlockmatesSeen > 0:
            keepDistanceVector = self.keepDistance()
            oldAcc = Vec3(acc)
            self.accumulate(acc, keepDistanceVector)
            if self.cogIndex == 0:
                pass
            
        
        if acc.length() > self.maxAcceleration:
            acc.normalize()
            acc *= self.maxAcceleration
        
        self.oldVelocity = self.velocity
        self.velocity += acc
        if self.velocity.length() > self.maxVelocity:
            self.velocity.normalize()
            self.velocity *= self.maxVelocity
        
        forwardVec = Vec3(1, 0, 0)
        heading = rad2Deg(math.atan2(self.velocity[1], self.velocity[0]))
        heading -= 90
        self.suit.setH(heading)

    
    def getTargetVector(self):
        targetPos = Point3(0, 0, 0)
        if self.goal == CTGG.ToonGoal:
            av = self.game.getAvatar(self.goalId)
            if av:
                targetPos = av.getPos()
            
        elif self.goal == CTGG.BarrelGoal:
            barrel = self.game.barrels[self.goalId]
            targetPos = barrel.getPos()
        elif self.goal == CTGG.RunAwayGoal:
            targetPos = CTGG.CogReturnPositions[self.goalId]
        
        targetPos.setZ(0)
        myPos = self.suit.getPos()
        diff = targetPos - myPos
        if diff.length() > 1.0:
            diff.normalize()
            diff *= 1.0
        
        return diff

    
    def accumulate(self, accumulator, valueToAdd):
        accumulator += valueToAdd
        return accumulator.length()

    
    def seeFriends(self):
        self.clearVisibleList()
        for cogIndex in self.game.cogInfo.keys():
            if cogIndex == self.cogIndex:
                continue
            
            if self.sameGoal(cogIndex):
                dist = self.canISee(cogIndex)
                if dist != self.Infinity:
                    self.addToVisibleList(cogIndex)
                    if dist < self.distToNearestFlockmate:
                        self.nearestFlockmate = cogIndex
                        self.distToNearestFlockmate = dist
                    
                
            dist != self.Infinity
        
        return self.numFlockmatesSeen

    
    def clearVisibleList(self):
        self.visibleFriendsList = []
        self.numFlockmatesSeen = 0
        self.nearestFlockmate = None
        self.distToNearestFlockmate = self.Infinity

    
    def addToVisibleList(self, cogIndex):
        if self.numFlockmatesSeen < self.MaxFriendsVisible:
            self.visibleFriendsList.append(cogIndex)
            self.numFlockmatesSeen += 1
            if self.cogIndex == 0:
                pass
            
        

    
    def canISee(self, cogIndex):
        if self.cogIndex == cogIndex:
            return self.Infinity
        
        cogThief = self.game.getCogThief(cogIndex)
        distance = self.suit.getDistance(cogThief.suit)
        if distance < self.perceptionRange:
            return distance
        
        return self.Infinity

    
    def sameGoal(self, cogIndex):
        cogThief = self.game.getCogThief(cogIndex)
        if cogThief.goalId == self.goalId:
            pass
        result = cogThief.goal == self.goal
        return result

    
    def keepDistance(self):
        ratio = self.distToNearestFlockmate / self.SeparationDistance
        nearestThief = self.game.getCogThief(self.nearestFlockmate)
        change = nearestThief.suit.getPos() - self.suit.getPos()
        if ratio < self.MinUrgency:
            ratio = self.MinUrgency
        
        if ratio > self.MaxUrgency:
            ratio = self.MaxUrgency
        
        if self.distToNearestFlockmate < self.SeparationDistance:
            change.normalize()
            change *= -(1 - ratio)
        elif self.distToNearestFlockmate > self.SeparationDistance:
            change.normalize()
            change *= ratio
        else:
            change = Vec3(0, 0, 0)
        return change

    
    def showKaboom(self):
        if self.kaboomTrack and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        
        self.kaboom.reparentTo(render)
        self.kaboom.setPos(self.suit.getPos())
        self.kaboom.setZ(3)
        self.kaboomTrack = Parallel(SoundInterval(self.kaboomSound, volume = 0.5), Sequence(Func(self.kaboom.showThrough), LerpScaleInterval(self.kaboom, duration = 0.5, scale = Point3(10, 10, 10), startScale = Point3(1, 1, 1), blendType = 'easeOut'), Func(self.kaboom.hide)))
        self.kaboomTrack.start()

    
    def showSplat(self):
        if self.kaboomTrack and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        
        self.splat.reparentTo(render)
        self.splat.setPos(self.suit.getPos())
        self.splat.setZ(3)
        self.kaboomTrack = Parallel(SoundInterval(self.pieHitSound, volume = 1.0), Sequence(Func(self.splat.showThrough), LerpScaleInterval(self.splat, duration = 0.5, scale = 1.75, startScale = Point3(0.10000000000000001, 0.10000000000000001, 0.10000000000000001), blendType = 'easeOut'), Func(self.splat.hide)))
        self.kaboomTrack.start()
Пример #34
0
    def load(self):
        self.root = NodePath("PartyCog-%d" % self.id)
        self.root.reparentTo(self.parentNode)

        path = "phase_13/models/parties/cogPinata_"
        self.actor = Actor(
            path + "actor", {
                "idle": path + "idle_anim",
                "down": path + "down_anim",
                "up": path + "up_anim",
                "bodyHitBack": path + "bodyHitBack_anim",
                "bodyHitFront": path + "bodyHitFront_anim",
                "headHitBack": path + "headHitBack_anim",
                "headHitFront": path + "headHitFront_anim",
            })
        self.actor.reparentTo(self.root)

        self.temp_transform = Mat4()
        self.head_locator = self.actor.attachNewNode("temphead")

        self.bodyColl = CollisionTube(0, 0, 1, 0, 0, 5.75, 0.75)
        self.bodyColl.setTangible(1)
        self.bodyCollNode = CollisionNode("PartyCog-%d-Body-Collision" %
                                          self.id)
        self.bodyCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.bodyCollNode.addSolid(self.bodyColl)
        self.bodyCollNodePath = self.root.attachNewNode(self.bodyCollNode)

        self.headColl = CollisionTube(0, 0, 3, 0, 0, 3.0, 1.5)
        self.headColl.setTangible(1)
        self.headCollNode = CollisionNode("PartyCog-%d-Head-Collision" %
                                          self.id)
        self.headCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.headCollNode.addSolid(self.headColl)
        self.headCollNodePath = self.root.attachNewNode(self.headCollNode)

        # Cog's Left Arm
        self.arm1Coll = CollisionSphere(1.65, 0, 3.95, 1.0)
        self.arm1Coll.setTangible(1)
        self.arm1CollNode = CollisionNode("PartyCog-%d-Arm1-Collision" %
                                          self.id)
        self.arm1CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm1CollNode.addSolid(self.arm1Coll)
        self.arm1CollNodePath = self.root.attachNewNode(self.arm1CollNode)

        # Cog's Right Arm
        self.arm2Coll = CollisionSphere(-1.65, 0, 3.45, 1.0)
        self.arm2Coll.setTangible(1)
        self.arm2CollNode = CollisionNode("PartyCog-%d-Arm2-Collision" %
                                          self.id)
        self.arm2CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm2CollNode.addSolid(self.arm2Coll)
        self.arm2CollNodePath = self.root.attachNewNode(self.arm2CollNode)

        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splatType = globalPropPool.getPropType(splatName)

        self.pieHitSound = globalBattleSoundCache.getSound(
            'AA_wholepie_only.mp3')
        self.upSound = globalBattleSoundCache.getSound('AV_jump_to_side.mp3')

        self.hole = loader.loadModel("phase_13/models/parties/cogPinataHole")
        self.hole.setTransparency(True)
        self.hole.setP(-90.0)
        self.hole.setScale(3)
        self.hole.setBin("ground", 3)
        self.hole.reparentTo(self.parentNode)