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boardtest.py
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boardtest.py
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#!/usr/bin/env python
# coding=utf8
import sys
from direct.showbase.ShowBase import ShowBase
from direct.showbase import DirectObject
from direct.actor.Actor import Actor
from direct.task import Task
from pandac.PandaModules import AmbientLight, Spotlight, PerspectiveLens, DirectionalLight, AntialiasAttrib, WindowProperties
from panda3d.core import VBase4, Vec3, Vec4, Mat4, Point3, TransformState, Material, ConfigVariableInt, ConfigVariableBool, ConfigVariableString, CollisionTraverser, CollisionNode, CollisionHandlerQueue, CollisionRay, CollisionPlane, GeomNode, Texture, TextureStage, Plane, BitMask32
from math import pi, sqrt, cos, sin
from gamemodel.board import *
from gamemodel.hexgrid import *
from gamemodel.tiles import *
from gamemodel.game import *
import random
def align_to_vector(v):
"""Given a vector v, calculates the non-scaling transformation matrix
that would point the x-axis along it, assuming they share the same z.
Important: Modifies v in place!
"""
v[2] = 0
v.normalize()
m = Mat4(v[0], v[1], 0, 0,
-v[1], v[0], 0, 0,
0, 0, 1, 0,
0, 0, 0, 1)
return m
def draw_debugging_arrow(base, v_from, v_to):
arrowModel = base.loader.loadModel('models/debuggingArrow')
mat = align_to_vector(v_to-v_from)
arrowModel.setTransform(TransformState.makeMat(mat))
arrowModel.setPos(*v_from)
arrowModel.reparentTo(base.render)
return arrowModel
class SimpleTileset(object):
def __init__(self, base, tileset_path = 'tilesets/simple/'):
self.base = base
self.tileset_path = tileset_path
def get_chip_model(self, number):
chipModel = self.base.loader.loadModel(self.tileset_path + 'models/chip')
tex = self.load_texture('textures/chip%d.png' % number)
chipModel.find('**/chip').setTexture(tex, 1)
return chipModel
def get_city_model(self):
return self.base.loader.loadModel(self.tileset_path + 'models/city')
def get_harbor_model(self):
return self.base.loader.loadModel(self.tileset_path + 'models/harbor')
def get_player_texture(self, player):
return self.load_texture('textures/player%s.png' % player.color.capitalize())
def get_road_model(self):
return self.base.loader.loadModel(self.tileset_path + 'models/road')
def get_robber_model(self):
return self.base.loader.loadModel(self.tileset_path + 'models/robber')
def get_tile_model_with_chip_offset(self, tile):
# load generic tile
tileModel = self.base.loader.loadModel(self.tileset_path + 'models/genericTile')
# texture
texname = tile.__class__.__name__
texname = texname[0].lower() + texname[1:]
tex = self.load_texture('textures/%s.jpeg' % texname)
tileModel.find('**/tile').setTexture(tex, 1)
chip_offset = Vec3(0,0,0.001)
return (tileModel, chip_offset)
def load_texture(self, subpath):
tex = self.base.loader.loadTexture(self.tileset_path + subpath)
tex.setMinfilter(Texture.FTLinearMipmapLinear) # FIXME: refactor/combine
# load_texture methods
tex.setAnisotropicDegree(2)
return tex
class BoardRenderer(object):
def __init__(self, base, board, tileset = None, x_stretch = 3/2., y_stretch = sqrt(3)/2., z_plane = 0):
self.base = base
self.board = board
self.tileset = tileset or SimpleTileset(base)
self.x_stretch = x_stretch
self.y_stretch = y_stretch
self.z_plane = 0
# we get s == 1 by using to tile-scaling
# the projection of the tile uses integers, multiplying by
# x and y stretch should result in correct coordinates
for pos, tile in board.tiles.iteritems():
# load model
(tileModel, chip_offset) = self.tileset.get_tile_model_with_chip_offset(tile)
# calculate position
tile_coordinates = self.get_tile_coordinates(pos)
tileModel.setPos(*tile_coordinates)
tileModel.setTag('pickable', 'True')
# load and place chip
if tile.number:
chipModel = self.tileset.get_chip_model(tile.number)
chipModel.setPos(chip_offset)
chipModel.reparentTo(tileModel)
chipModel.setTag('pickable', 'False')
# render
tileModel.reparentTo(base.render)
# handle graph nodes
for n in self.board.network.nodes_iter():
building = self.board.network.node[n].get('building',None)
if building == 'city':
cityModel = self.tileset.get_city_model()
self.apply_player_texture(cityModel, self.board.network.node[n]['player'])
cityModel.setH(random.random()*360) # rotation randomly
cityModel.setPos(*self.get_node_coordinates(n))
cityModel.reparentTo(base.render)
cityModel.setTag('pickable', 'True')
# handle graph edges
for e in self.board.network.edges_iter():
if 'road' in self.board.network.edge[e[0]][e[1]]:
roadModel = self.tileset.get_road_model()
self.apply_player_texture(roadModel, self.board.network.edge[e[0]][e[1]]['player'])
# get coordinates
co_s, co_t = map(self.get_node_coordinates, e)
# align
mat = align_to_vector(co_t-co_s)
roadModel.setTransform(TransformState.makeMat(mat))
roadModel.setPos(co_s)
roadModel.reparentTo(base.render)
roadModel.setTag('pickable', 'True')
# place robber
if self.board.robber:
robberModel = self.tileset.get_robber_model()
robberModel.setPos(*self.get_tile_coordinates(self.board.robber))
robberModel.reparentTo(base.render)
robberModel.setTag('pickable', 'True')
# place harbors
try:
coast_nodes = self.board.walk_coast()
while True:
node_id = coast_nodes.next()
if 'harbor' in self.board.network.node[node_id]:
# harbors should appear in pairs
node_id2 = coast_nodes.next()
assert(self.board.network.node[node_id]['harbor'] == self.board.network.node[node_id2]['harbor'])
# harbor edge
h1, h2 = self.get_node_coordinates(node_id), self.get_node_coordinates(node_id2)
harborModel = self.tileset.get_harbor_model()
# rotate harbor
mat = align_to_vector(h2-h1)
harborModel.setTransform(TransformState.makeMat(mat))
harborModel.setPos(h1)
harborModel.setTag('pickable', 'True')
harborModel.reparentTo(base.render)
except StopIteration:
pass
def get_tile_coordinates(self, pos):
x, y = pos.get_projected_coords()
return Vec3(x*self.x_stretch, y*self.y_stretch, self.z_plane)
def get_node_coordinates(self, node_id):
a, b, c = map(self.get_tile_coordinates, node_id)
return Vec3((a[0]+b[0]+c[0])/3., (a[1]+b[1]+c[1])/3., (a[2]+b[2]+c[2])/3.)
def apply_player_texture(self, model, player, player_index = 0):
# load texture
tex = self.tileset.get_player_texture(player)
for path in model.findAllMatches('**/playerColor%d*' % player_index):
path.setTexture(tex)
class HandRenderer(object):
def __init__(self, base, player, card_size = 0.2, width = 0.5, card_x_overlap = 0.2, card_y_overlap = 0.8):
self.base = base
self.player = player
aspect_ratio = self.base.getAspectRatio()
self.card_size = card_size # a card size of 1 makes it 2/3 of the screen high
# cards have a ration of 1:1.555
self.width = width # width is percentage of screen width
# wider screen => more cards displayed
self.card_x_overlap = card_x_overlap # percentage of card that overlaps onto next
self.card_y_overlap = card_y_overlap
card_x_offset = (1-card_x_overlap)*card_size
card_y_offset = (1.555-card_y_overlap)*card_size
# num cards to render
num_cards = sum(player.resources.values())
# the 2d coordinate system is x in [-aspect,aspect] left-to-right,
# y in [-1,1] bottom-to-top
cards_per_row = int(((aspect_ratio*2)*width-card_size) / card_x_offset)
# the hand offset
hand_width = card_size + (min(num_cards, cards_per_row)-1) * card_x_offset if num_cards else 0
x_offset = aspect_ratio-hand_width
y_offset = -1 # draw from the bottom
resource_index = 0
for resource, amount in sorted(player.resources.iteritems()):
for i in xrange(0, amount): # arrangement depends on order in tree
cardModel = self.load_card_model(resource)
cardModel.setScale(self.card_size, self.card_size, self.card_size)
cardModel.setPos(
# x - left/right
x_offset + card_x_offset * (resource_index%cards_per_row),
# y - ignored
0,
# z - "intuitive" y
y_offset + card_y_offset * (resource_index/cards_per_row)
)
# control render order, first card should also be the one
# on the front
cardModel.setBin("fixed", -resource_index)
# the behaviour of aspect2d is a bit strange,
# rotating the card always causes it be face-up
cardModel.reparentTo(self.base.aspect2d)
resource_index += 1
def load_card_model(self, face):
facepart = face[0].lower() + face[1:]
model = self.base.loader.loadModel('models/cardModel')
tex = self.load_texture('textures/%sCard.png' % facepart)
# apply texture
model.setTexture(tex, 1)
return model
def load_texture(self, path):
tex = self.base.loader.loadTexture(path)
tex.setMinfilter(Texture.FTLinearMipmapLinear) # FIXME: refactor/combine
# load_texture methods
tex.setAnisotropicDegree(2)
return tex
class MyApp(ShowBase, DirectObject.DirectObject):
def __init__(self):
ShowBase.__init__(self)
# generate a new game
game = Game()
game.create_player('Player One')
game.create_player('Player Two')
game.create_player('Player Three')
game.initialize_board()
# place some random cities
for player in game.players.values():
# give the player some random resources
for resource in player.resources:
player.resources[resource] = random.randint(0,8)
while True:
n = random.choice(game.board.network.nodes())
if game.board.node_available(n):
game.board.update_building(n, player, 'city')
# place a random road
m = random.choice(game.board.network.neighbors(n))
game.board.network.edge[n][m]['road'] = True
game.board.network.edge[n][m]['player'] = player
break
self.board_renderer = BoardRenderer(self, game.board)
self.hand_renderer = HandRenderer(self, game.players.values()[0])
# setup some 3-point lighting for the whole board
lKey = DirectionalLight('lKey')
lKey.setColor(VBase4(0.9,0.9,0.9,1))
lKeyNode = render.attachNewNode(lKey)
lKeyNode.setH(-63)
lKeyNode.setP(-60)
lKeyNode.setR(-30)
render.setLight(lKeyNode)
lFill = DirectionalLight('lFill')
lFill.setColor(VBase4(0.4,0.4,0.4,1))
lFillNode = render.attachNewNode(lFill)
lFillNode.setH(27)
lFillNode.setP(-15)
lFillNode.setR(-30)
render.setLight(lFillNode)
lBack = DirectionalLight('lBack')
lBack.setColor(VBase4(0.3,0.3,0.3,1))
lBackNode = render.attachNewNode(lBack)
lBackNode.setH(177)
lBackNode.setP(-20)
lBackNode.setR(0)
render.setLight(lBackNode)
lBelow = DirectionalLight('lBelow')
lBelow.setColor(VBase4(0.4,0.4,0.4,1))
lBelowNode = render.attachNewNode(lBelow)
lBelowNode.setH(0)
lBelowNode.setP(90)
lBelowNode.setR(0)
render.setLight(lBelowNode)
self.accept('a', self.on_toggle_anti_alias)
self.mouse_controlled = True
self.on_toggle_mouse_control()
self.accept('m', self.on_toggle_mouse_control)
self.accept('q', self.on_quit)
# onto-board selection collision test
select_mask = BitMask32(0x100)
self.select_ray = CollisionRay()
select_node = CollisionNode('mouseToSurfaceRay')
select_node.setFromCollideMask(select_mask)
select_node.addSolid(self.select_ray)
select_np = self.camera.attachNewNode(select_node)
self.select_queue = CollisionHandlerQueue()
self.select_traverser = CollisionTraverser()
self.select_traverser.addCollider(select_np, self.select_queue)
# create a plane that only collides with the mouse ray
select_plane = CollisionPlane(Plane(Vec3(0,0,1), Point3(0,0,0)))
# add plane to render
self.select_node = CollisionNode('boardCollisionPlane')
self.select_node.setCollideMask(select_mask)
self.select_node.addSolid(select_plane)
self.select_plane_np = self.render.attachNewNode(self.select_node)
self.debug_select = draw_debugging_arrow(self, Vec3(0,0,0), Vec3(0,1,0))
self.taskMgr.add(self.update_mouse_target, "mouseTarget")
self.taskMgr.add(self.update_debug_arrow, "updateDebugArrow")
def on_toggle_anti_alias(self):
if AntialiasAttrib.MNone != render.getAntialias():
render.setAntialias(AntialiasAttrib.MNone)
print "anti-aliasing disabled"
else:
render.setAntialias(AntialiasAttrib.MAuto)
print "anti-aliasing enabled"
def on_toggle_mouse_control(self):
if self.mouse_controlled:
self.disableMouse()
self.taskMgr.add(self.spin_camera_task, "spinCameraTask")
else: self.enableMouse()
self.mouse_controlled = not self.mouse_controlled
def spin_camera_task(self, task):
height = 9
distance = 15
speed = 1./16
angle = (task.time*speed) * 2 * pi
self.camera.setPos(distance*cos(angle), distance*-sin(angle), height)
self.camera.lookAt(0,0,0)
if self.mouse_controlled: return Task.done
return Task.cont
def update_mouse_target(self, task):
if not base.mouseWatcherNode.hasMouse():
self.mouse_target = None
return Task.cont
# setup ray through camera position and mouse position (on camera plane)
mouse_pos = base.mouseWatcherNode.getMouse()
self.select_ray.setFromLens(self.board_renderer.base.camNode, mouse_pos.getX(), mouse_pos.getY())
self.select_traverser.traverse(self.board_renderer.base.render)
# abort if there's no collision
if not self.select_queue.getNumEntries(): return Task.cont
collision = self.select_queue.getEntry(0)
self.mouse_board_collision = collision.getSurfacePoint(collision.getIntoNodePath())
self.mouse_target = 'board'
return Task.cont
def update_debug_arrow(self, task):
if self.mouse_target:
self.debug_select.setPos(self.mouse_board_collision)
return Task.cont
def on_pick(self):
if not self._update_pick_ray(): return
# traverse scene graph and determine nearest selection (if pickable)
self.pick_traverser.traverse(self.board_renderer.base.render)
self.pick_queue.sortEntries()
if not self.pick_queue.getNumEntries(): return
node = self.pick_queue.getEntry(0).getIntoNodePath().findNetTag('pickable')
if node.isEmpty() or node.getTag('pickable') == 'False': return
# add some color
ts = TextureStage('ts')
ts.setMode(TextureStage.MModulate)
colors = list(Game.player_colors)
colors.remove('white')
node.setTexture(ts, self.board_renderer.tileset.load_texture('textures/player%s.png' % random.choice(colors).capitalize()))
def on_quit(self):
sys.exit(0)
# set some configuration
ConfigVariableBool("show-frame-rate-meter").setValue(True)
base = MyApp()
base.on_toggle_anti_alias()
base.run()