-
Notifications
You must be signed in to change notification settings - Fork 3
Expand file tree
/
Copy pathmapObject.py
More file actions
532 lines (425 loc) · 14.8 KB
/
Copy pathmapObject.py
File metadata and controls
532 lines (425 loc) · 14.8 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
#!/usr/bin/python
# -*- coding: utf8 -*-
from pandac.PandaModules import *
from direct.interval.IntervalGlobal import *
from direct.actor.Actor import Actor
from direct.task import Task
from guiBase import FONT, FONT_SCALE
from pathFind import *
import math, random
mapObjectDB = {} # genre : [modelPath, texturePath, collisionPos]
mapObjectDB["house1"] = ["models/buildings/house", "models/buildings/house.jpg", (2.5,0,1,2)]
mapObjectDB["house2"] = ["models/buildings/ruin_house", "models/buildings/ruin_house.jpg", (5.2,-2.8,2,2)]
mapObjectDB["aldea1"] = ["models/buildings/aldea/aldea1", "models/buildings/aldea/aldea.jpg", (0,-2,1,1.5)]
mapObjectDB["aldea2"] = ["models/buildings/aldea/aldea2", "models/buildings/aldea/aldea.jpg", (0,-0.5,1,1.5)]
mapObjectDB["aldea_wood"] = ["models/props/aldea_wood", "models/buildings/aldea/aldea.jpg", (0,0,1,1)]
mapObjectDB["aldea_pot"] = ["models/props/aldea_pot", "models/buildings/aldea/aldea.jpg", (0,0,0.5,0.5)]
mapObjectDB["barrel"] = ["models/props/barrel", "models/props/barrel.jpg", (0,0,1,0.75)]
mapObjectDB["crate"] = ["models/props/crate", "models/props/crate1.jpg", (0,0,0.5,0.5)]
mapObjectDB["crate2"] = ["models/props/crate", "models/props/crate2.jpg", (0,0,0.5,0.5)]
mapObjectDB["rock1"] = ["models/props/rock", "models/props/rock.jpg", (0,0,0.5,0.5)]
mapObjectDB["table"] = ["models/props/table", "models/props/bench.jpg", (0,0,1.0,1.0)]
mapObjectDB["etagere"] = ["models/props/etagere", "models/props/wood1.jpg", (0,0,1.0,1.0)]
mapObjectDB["bench"] = ["models/props/bench", "models/props/bench.jpg", (0,0,0.5,0.8)]
mapObjectDB["bed"] = ["models/props/bed", "models/props/bed.jpg", (0,0,0.5,0.8)]
#mapObjectDB["main_gate"] = ["models/buildings/main_gate", "models/buildings/house.jpg", (0,0,0.5,1.5)]
class MapObjectBase(NodePath):
def __init__(self, name):
NodePath.__init__(self, name)
self.name = name
#print "Initiated MapObjectBase : %s" % (name)
class MapObject(MapObjectBase):
"""MapObject can't move or change map in game"""
def __init__(self, map, genre, name):
MapObjectBase.__init__(self, name)
self.map = map # reference to the Map the object belongs to
self.genre = genre # NPC, building, decor, item, warp...
self.name = name
self.model = None
self.modelPath = None
self.texturePath = None
self.state = None
self.data = {}
self.dialog = None
self.task = None
self.posTask = None
if self.genre in mapObjectDB:
self.loadModel(mapObjectDB[self.genre][0], mapObjectDB[self.genre][1])
self.addCollision(mapObjectDB[self.genre][2])
#self.oldPos= Point3()
'''
if self.genre is not "NPC":
print("\n\n- mapObject init : %s, pos = %s" % (self.name, self.getPos()))
self.posTask = taskMgr.add(self.checkPosTask, "posTask")
else:
self.posTask = None
'''
def checkPosTask(self, task):
if self.getPos() != self.oldPos:
print "WARNING : map object pos changed from %s to %s, correcting" % (self.oldPos, self.getPos())
#self.oldPos = self.getPos()
self.setPos(self.oldPos)
#else:
# print "%s pos is still %s" % (self.name, self.oldPos)
return task.cont
def addCollision(self, pos):
self.colSphere = CollisionSphere(pos[0],pos[1],pos[2],pos[3])
#self.colSphere = CollisionTube(0,0,0,0,0,1.8,0.4)
self.colNodepath = CollisionNode(self.name)
self.colNode = self.model.attachNewNode(self.colNodepath)
self.colNode.node().addSolid(self.colSphere)
def loadModel(self, modelPath, texturePath=None):
if self.model:
self.model.remove()
self.modelPath = modelPath
self.model = loader.loadModel(modelPath)
self.model.setTransparency(TransparencyAttrib.MAlpha)
if texturePath:
tex = loader.loadTexture(texturePath)
self.texturePath = texturePath
self.model.setTexture(tex)
self.model.reparentTo(self)
def loadActor(self, modelPath, animDic={}, texturePath=None):
if self.model is not None:
self.model.remove()
self.model = Actor(modelPath, animDic)
#self.model.setTransparency(True)
if texturePath is not None:
self.tex = loader.loadTexture(texturePath)
#self.model.clearTexture(TextureStage.getDefault())
self.model.clearTexture()
self.model.setTexture(TextureStage.getDefault(), self.tex)
self.currentAnim = None
self.model.reparentTo(self)
#def reparentTo(self, np):
# self.model.reparentTo(np)
#if self.genre is not "NPC":
# print "Reparenting %s to %s, pos is now %s" % (self.name, str(np), self.getPos())
def getSaveData(self):
data = []
data.append(self.name)
data.append(self.genre)
data.append(self.model.getPos())
data.append(self.model.getHpr())
data.append(self.model.getScale())
return data
#-------------------------------------------------------------------
# Pos
def setPos(self, pos):
#self.model.setPos(pos[0], pos[1], pos[2])
'''
if self.genre is not "NPC":
print "- mapObject (%s): set pos, oldpos = %s, newpos = %s" % (self.name, self.getPos(), pos)
'''
self.model.setPos(pos)
'''
if self.genre is not "NPC":
print "--- after setPos, mapObject pos = %s" % (self.getPos())
self.oldPos = pos
'''
def getPos(self):
if self.model: return self.model.getPos()
else: return None
def setZ(self, z):
self.model.setZ(z)
def getZ(self):
return self.model.getZ()
def setTilePos(self, x, y):
self.setPos((x+0.5, y+0.5, self.model.getZ()))
def getTilePos(self):
return int(self.model.getX()), int(self.model.getY())
def moveZ(self, dt=0.01):
self.model.setZ(self.model.getZ()+dt)
#-------------------------------------------------------------------
# Hpr
def setHpr(self, hpr):
self.model.setHpr(hpr)
def getRot(self):
return self.model.getH()
def setRot(self, n):
self.model.setH(n)
def rotate(self, dt=0.01):
self.model.setH(self.model.getH()+dt*50)
#-------------------------------------------------------------------
# Scale
def setScale(self, scale):
self.model.setScale(scale)
def getScale(self):
return self.model.getScale()
def getScaleX(self):
return self.model.getSx()
def scale(self, dt=0.01):
self.model.setScale(self.model.getSx() + dt)
def destroy(self):
if self.task:
taskMgr.remove(self.task)
if self.posTask:
taskMgr.remove(self.posTask)
if self.model:
self.model.detachNode()
self.model.remove()
#-----------------------------------------------------------------------
# Drops
#-----------------------------------------------------------------------
class MapDrop(MapObject):
def __init__(self, gm, name, genre, nb, pos):
self.gm = gm
self.name = name
self.genre = genre
self.pos = pos
self.model = loader.loadModel("models/generic/drop")
self.model.setPos(pos)
self.model.reparentTo(self.gm.map.creatureRoot)
self.addCollision((0,0,0,0.2))
#-----------------------------------------------------------------------
# Creatures
#-----------------------------------------------------------------------
class MapCreature(MapObject):
def __init__(self, gm, name, modelPath, texPath=None,genre="mob"):
self.gm = gm # MapManager
self.name = name
self.genre = genre
# actor
self.model = None
self.modelPath = modelPath
#modelName = modelPath.split("/")[-1]
#-----------------------------------------------------------------------
# NPC
#-----------------------------------------------------------------------
class MapNPC(MapObject):
def __init__(self, gm, name, modelPath="models/characters/male", texPath=None,genre="NPC"):
MapObject.__init__(self, gm.map, "NPC", name)
self.gm = gm # MapManager
self.name = name
self.genre = genre
# actor
self.model = None
self.modelPath = modelPath
modelName = modelPath.split("/")[-1]
#walkanim = "models/characters/" + modelName + "-walk"
walkanim = "models/characters/neoMale-walk"
#idleanim = "models/characters/" + modelName + "-idle"
idleanim = "models/characters/neoMale-idle"
fightStanceAnim = "models/characters/neoMale-fightStanceHand"
kick = "models/characters/neoMale-kick"
self.animDic = {
"walk":walkanim,
"idle": idleanim,
"fightStanceHand" : fightStanceAnim,
"kick" : kick
}
self.texPath = texPath
self.loadActor(self.modelPath, self.animDic, self.texPath)
# path drawer
self.pathDrawer = Drawer()
# collision
self.addCollision()
self.speed = 0.4
self.path = []
self.sequence = Sequence()
self.timer = random.random()*5.0
#self.timerMsg = makeMsg(0,0,"time")
self.timerMsg = TextNode(self.name)
self.timerMsg.setFont(FONT)
self.timerMsg.setTextColor(0,0,0,1)
self.timerMsg.setCardColor(1, 1, 1, 0.6)
self.timerMsg.setCardAsMargin(0.5, 0.5, 0, 0.5)
self.timerMsg.setCardDecal(True)
self.timerLabel = render.attachNewNode(self.timerMsg)
self.timerLabel.reparentTo(self.model)
self.timerLabel.setPos(1,0,3)
self.timerLabel.setBillboardAxis()
#self.timerLabel.clearTexture(TextureStage.getDefault())
self.timerLabel.setTexture(loader.loadTexture("img/generic/label.png"))
self.timerLabel.setScale(0.4)
#self.timerLabel.setColor(1,1,1,0.2)
#self.timerLabel.setTransparency(True)
self.timerLabel.setShaderOff(True)
self.timerLabel.setLightOff(True)
self.labelVisible = True
self.data = {}
self.data["name"] = self.name
self.equipped = []
self.setMode("idle")
self.timerMsg.setText(self.name)
#self.task = taskMgr.add(self.update, self.name)
self.task = None
def addCollision(self):
#self.colSphere = CollisionSphere(0,0,0,0.5)
self.colSphere = CollisionTube(0,0,0,0,0,1.8,0.8)
self.colNodepath = CollisionNode(self.name)
self.colNode = self.model.attachNewNode(self.colNodepath)
self.colNode.node().addSolid(self.colSphere)
'''
def reparentToNPC(self, npc):
#print "%s is reparenting itself to parent : %s" % (self.name, npc.name)
self.model.reparentTo(npc.model)
self.parentName = npc.name
self.model.setTexture(self.tex)
'''
def addEquipment(self, modelPath, texPath):
item = EquippedObject(self, modelPath, texPath)
self.equipped.append(item)
def loop(self, animName):
self.model.loop(animName)
for item in self.equipped:
item.loop(animName)
self.currentAnim = animName
def stop(self):
if self.sequence:
if self.sequence.isPlaying():
self.sequence.pause()
#self.sequence = None
#print "%s stopped walking" % (self.name)
#self.model.stop()
self.setMode("idle")
def lookAt(self, x, y):
#self.model.lookAt(self.model, (-x,-y,0))
a, b = self.getTilePos()
#self.model.lookAt(a-x+0.5,b-y+0.5,self.model.getZ())
self.model.lookAt(a+x+0.5,b+y+0.5,self.model.getZ())
#self.model.lookAt(a+x,b+y,self.model.getZ())
#print "%s looking at %s, %s" % (self.name, y, x)
def goTo(self, x, y):
start = (self.getTilePos())
end = (x, y)
data = self.gm.map.collisionGrid.data
path = astar(start, end, data)
if path is []:
#print "... but no good path found"
return False
newPath = []
for tile in path:
newPath.append((tile[0], tile[1], self.map.collisionGrid.getTileHeight(tile[0], tile[1])))
self.setPath(newPath)
return True
def setPath(self, path):
if path == []:
#if self.sequence.isPlaying():
# self.sequence.pause()
self.stop()
self.resetTimer()
return
if len(self.path)>1 and len(path)>1:
if self.path[-1] == path[-1]:
#print "no need to update path, we're already going there..."
return
#print "NPC : set path called"
if self.sequence.isPlaying():
self.sequence.pause()
self.path = path
self.sequence = Sequence()
self.resetTimer()
# lookAt for first move
a, b = self.getTilePos()
x = path[0][0] - a
y = path[0][1] - b
self.lookAt(x, y)
#f = Func(self.setMode, "walk")
#self.sequence.append(f)
self.setMode("walk")
for n, tile in enumerate(path):
if n<len(path)-1:
x = path[n+1][0] - tile[0]
y = path[n+1][1] - tile[1]
#f = Func(self.lookAt, x, y)
#self.sequence.append(f)
self.sequence.append(Func(self.lookAt, x, y))
i = LerpPosInterval(self.model,
self.speed,
(tile[0]+0.5, tile[1]+0.5, tile[2])
)
self.sequence.append(i)
self.timer += self.speed
#print "adding tile %s, %s to path for %s" % (tile[0], tile[1], self.name)
#print "On NPC start sequence, timer = %s" % (self.timer)
#f = Func(self.setMode, "idle")
#self.sequence.append(f)
self.sequence.append(Func(self.setMode, "idle"))
#print "Setting path for %s" % (self.name)
self.sequence.start()
# path drawer update
self.pathDrawer.setPath(path)
# return the time it will take, used by NPCAI
return self.speed * len(path)
def resetTimer(self, args=[]):
self.timer = random.random()*15.0
def getDistToPlayer(self):
return Vec3(self.getPos() - self.gm.player.getPos()).length()
def setMode(self, mode):
self.mode = mode
self.loop(mode)
def setTimer(self, n):
self.timer = float(n)
def hideLabel(self):
self.timerLabel.detachNode()
self.labelVisible = False
def showLabel(self):
self.timerLabel.reparentTo(self.model)
self.labelVisible = True
def toggleLabel(self):
if self.labelVisible:self.hideLabel()
else:self.showLabel()
"""
def update(self, task):
if self.genre == "player":
return task.cont
print "NPC updating!"
dt = globalClock.getDt()
#self.timer -= dt
#print "NPC update : timer = %s" % (self.timer)
timer = str(round(self.timer, 1))
msg = self.name + "\n" + self.mode + " / " + timer
self.timerMsg.setText(msg)
if self.mode == "idle" and not self.gm.dialog:
if self.getDistToPlayer()<5.0:
#self.loop("fightStanceHand")
if self.currentAnim != "kick":
self.loop("kick")
else:
self.loop("idle")
'''
pos = self.model.getPos()
p3 = base.cam.getRelativePoint(render, Point3(pos))
p2 = Point2()
if base.camLens.project(p3, p2):
r2d = Point3(p2[0], 0, p2[1])
a2d = aspect2d.getRelativePoint(render2d, r2d)
msg = self.mode + " / " + str(self.timer)
self.timerMsg.setText(msg)
self.timerMsg.setPos(a2d[0], a2d[1])
else:
self.timerMsg.setText("")
'''
return task.cont
"""
def destroy(self):
if self.sequence:
self.sequence.pause()
if self.task:
taskMgr.remove(self.task)
self.model.cleanup()
self.model.remove()
self.pathDrawer.destroy()
class EquippedObject(MapObject):
def __init__(self, npc, modelPath, texturePath=None):
self.npc = npc
self.modelPath = modelPath
self.texturePath = texturePath
self.model = Actor(self.modelPath, self.npc.animDic)
#self.model.setTransparency(True)
self.model.reparentTo(self.npc.model)
if texturePath is not None:
self.tex = loader.loadTexture(texturePath)
self.model.clearTexture(TextureStage.getDefault())
self.model.clearTexture()
self.model.setTexture(TextureStage.getDefault(), self.tex)
#print "Adding object with texture : %s" % texturePath
def loop(self, animName):
self.model.loop(animName)
def destroy(self):
self.model.cleanup()
self.model.remove()
class MapWarp(MapObject):
def __init__(self, gm, genre, name):
MapObject.__init__(self, gm, genre, name)