979 lines
36 KiB
Python
979 lines
36 KiB
Python
from pandac.PandaModules import *
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from direct.interval.IntervalGlobal import *
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from BattleBase import *
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from BattleProps import *
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from toontown.toonbase.ToontownBattleGlobals import *
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from SuitBattleGlobals import *
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from direct.directnotify import DirectNotifyGlobal
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import random
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import MovieUtil
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notify = DirectNotifyGlobal.directNotify.newCategory('MovieCamera')
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def chooseHealShot(heals, attackDuration):
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isUber = 0
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for heal in heals:
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if heal['level'] == 6 and not heal.get('petId'):
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isUber = 1
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if isUber:
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print 'is uber'
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openShot = chooseHealOpenShot(heals, attackDuration, isUber)
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openDuration = openShot.getDuration()
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openName = openShot.getName()
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closeShot = chooseHealCloseShot(heals, openDuration, openName, attackDuration * 3, isUber)
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track = Sequence(closeShot)
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else:
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openShot = chooseHealOpenShot(heals, attackDuration, isUber)
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openDuration = openShot.getDuration()
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openName = openShot.getName()
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closeShot = chooseHealCloseShot(heals, openDuration, openName, attackDuration, isUber)
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track = Sequence(openShot, closeShot)
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return track
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def chooseHealOpenShot(heals, attackDuration, isUber = 0):
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numHeals = len(heals)
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av = None
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duration = 2.8
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if isUber:
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duration = 5.0
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shotChoices = [toonGroupShot]
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track = apply(random.choice(shotChoices), [av, duration])
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return track
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def chooseHealMidShot(heals, attackDuration, isUber = 0):
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numHeals = len(heals)
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av = None
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duration = 2.1
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if isUber:
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duration = 2.1
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shotChoices = [toonGroupHighShot]
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track = apply(random.choice(shotChoices), [av, duration])
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return track
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def chooseHealCloseShot(heals, openDuration, openName, attackDuration, isUber = 0):
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av = None
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duration = attackDuration - openDuration
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shotChoices = [toonGroupShot]
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if isUber:
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shotChoices = [allGroupLowShot]
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track = apply(random.choice(shotChoices), [av, duration])
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return track
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def chooseTrapShot(traps, attackDuration, enterDuration = 0, exitDuration = 0):
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enterShot = chooseNPCEnterShot(traps, enterDuration)
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openShot = chooseTrapOpenShot(traps, attackDuration)
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openDuration = openShot.getDuration()
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openName = openShot.getName()
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closeShot = chooseTrapCloseShot(traps, openDuration, openName, attackDuration)
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exitShot = chooseNPCExitShot(traps, exitDuration)
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track = Sequence(enterShot, openShot, closeShot, exitShot)
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return track
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def chooseTrapOpenShot(traps, attackDuration):
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numTraps = len(traps)
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av = None
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duration = 3.0
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shotChoices = [allGroupLowShot]
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track = apply(random.choice(shotChoices), [av, duration])
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return track
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def chooseTrapCloseShot(traps, openDuration, openName, attackDuration):
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av = None
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duration = attackDuration - openDuration
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shotChoices = [allGroupLowShot]
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track = apply(random.choice(shotChoices), [av, duration])
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return track
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def chooseLureShot(lures, attackDuration, enterDuration = 0.0, exitDuration = 0.0):
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enterShot = chooseNPCEnterShot(lures, enterDuration)
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openShot = chooseLureOpenShot(lures, attackDuration)
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openDuration = openShot.getDuration()
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openName = openShot.getName()
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closeShot = chooseLureCloseShot(lures, openDuration, openName, attackDuration)
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exitShot = chooseNPCExitShot(lures, exitDuration)
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track = Sequence(enterShot, openShot, closeShot, exitShot)
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return track
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def chooseLureOpenShot(lures, attackDuration):
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numLures = len(lures)
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av = None
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duration = 3.0
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shotChoices = [allGroupLowShot]
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track = apply(random.choice(shotChoices), [av, duration])
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return track
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def chooseLureCloseShot(lures, openDuration, openName, attackDuration):
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av = None
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duration = attackDuration - openDuration
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hasTrainTrackTrap = False
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battle = lures[0]['battle']
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for suit in battle.suits:
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if hasattr(suit, 'battleTrap') and suit.battleTrap == UBER_GAG_LEVEL_INDEX:
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hasTrainTrackTrap = True
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if hasTrainTrackTrap:
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shotChoices = [avatarBehindHighRightShot]
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av = lures[0]['toon']
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else:
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shotChoices = [allGroupLowShot]
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track = apply(random.choice(shotChoices), [av, duration])
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return track
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def chooseSoundShot(sounds, targets, attackDuration, enterDuration = 0.0, exitDuration = 0.0):
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enterShot = chooseNPCEnterShot(sounds, enterDuration)
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openShot = chooseSoundOpenShot(sounds, targets, attackDuration)
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openDuration = openShot.getDuration()
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openName = openShot.getName()
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closeShot = chooseSoundCloseShot(sounds, targets, openDuration, openName, attackDuration)
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exitShot = chooseNPCExitShot(sounds, exitDuration)
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track = Sequence(enterShot, openShot, closeShot, exitShot)
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return track
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def chooseSoundOpenShot(sounds, targets, attackDuration):
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duration = 3.1
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isUber = 0
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for sound in sounds:
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if sound['level'] == 6:
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isUber = 1
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duration = 5.0
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numSounds = len(sounds)
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av = None
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if numSounds == 1:
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av = sounds[0]['toon']
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if isUber:
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shotChoices = [avatarCloseUpThreeQuarterRightShotWide, allGroupLowShot, suitGroupThreeQuarterLeftBehindShot]
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else:
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shotChoices = [avatarCloseUpThreeQuarterRightShot, allGroupLowShot, suitGroupThreeQuarterLeftBehindShot]
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elif numSounds >= 2 and numSounds <= 4:
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shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot]
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else:
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notify.error('Bad number of sounds: %s' % numSounds)
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track = apply(random.choice(shotChoices), [av, duration])
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return track
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def chooseSoundCloseShot(sounds, targets, openDuration, openName, attackDuration):
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numSuits = len(targets)
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av = None
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duration = attackDuration - openDuration
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if numSuits == 1:
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av = targets[0]['suit']
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shotChoices = [avatarCloseUpThrowShot,
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avatarCloseUpThreeQuarterLeftShot,
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allGroupLowShot,
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suitGroupThreeQuarterLeftBehindShot]
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elif numSuits >= 2 and numSuits <= 4:
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shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot]
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else:
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notify.error('Bad number of suits: %s' % numSuits)
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track = apply(random.choice(shotChoices), [av, duration])
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return track
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def chooseThrowShot(throws, suitThrowsDict, attackDuration):
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openShot = chooseThrowOpenShot(throws, suitThrowsDict, attackDuration)
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openDuration = openShot.getDuration()
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openName = openShot.getName()
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closeShot = chooseThrowCloseShot(throws, suitThrowsDict, openDuration, openName, attackDuration)
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track = Sequence(openShot, closeShot)
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return track
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def chooseThrowOpenShot(throws, suitThrowsDict, attackDuration):
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numThrows = len(throws)
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av = None
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duration = 3.0
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if numThrows == 1:
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av = throws[0]['toon']
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shotChoices = [avatarCloseUpThrowShot,
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avatarCloseUpThreeQuarterRightShot,
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avatarBehindShot,
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allGroupLowShot,
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suitGroupThreeQuarterLeftBehindShot]
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elif numThrows >= 2 and numThrows <= 4:
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shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot]
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else:
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notify.error('Bad number of throws: %s' % numThrows)
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track = apply(random.choice(shotChoices), [av, duration])
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return track
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def chooseThrowCloseShot(throws, suitThrowsDict, openDuration, openName, attackDuration):
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numSuits = len(suitThrowsDict)
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av = None
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duration = attackDuration - openDuration
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if numSuits == 1:
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av = base.cr.doId2do[suitThrowsDict.keys()[0]]
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shotChoices = [avatarCloseUpThrowShot,
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avatarCloseUpThreeQuarterLeftShot,
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allGroupLowShot,
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suitGroupThreeQuarterLeftBehindShot]
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elif numSuits >= 2 and numSuits <= 4 or numSuits == 0:
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shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot]
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else:
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notify.error('Bad number of suits: %s' % numSuits)
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track = apply(random.choice(shotChoices), [av, duration])
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return track
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def chooseSquirtShot(squirts, suitSquirtsDict, attackDuration):
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openShot = chooseSquirtOpenShot(squirts, suitSquirtsDict, attackDuration)
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openDuration = openShot.getDuration()
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openName = openShot.getName()
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closeShot = chooseSquirtCloseShot(squirts, suitSquirtsDict, openDuration, openName, attackDuration)
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track = Sequence(openShot, closeShot)
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return track
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def chooseSquirtOpenShot(squirts, suitSquirtsDict, attackDuration):
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numSquirts = len(squirts)
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av = None
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duration = 3.0
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if numSquirts == 1:
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av = squirts[0]['toon']
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shotChoices = [avatarCloseUpThrowShot,
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avatarCloseUpThreeQuarterRightShot,
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avatarBehindShot,
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allGroupLowShot,
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suitGroupThreeQuarterLeftBehindShot]
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elif numSquirts >= 2 and numSquirts <= 4:
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shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot]
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else:
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notify.error('Bad number of squirts: %s' % numSquirts)
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track = apply(random.choice(shotChoices), [av, duration])
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return track
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def chooseSquirtCloseShot(squirts, suitSquirtsDict, openDuration, openName, attackDuration):
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numSuits = len(suitSquirtsDict)
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av = None
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duration = attackDuration - openDuration
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if numSuits == 1:
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av = base.cr.doId2do[suitSquirtsDict.keys()[0]]
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shotChoices = [avatarCloseUpThrowShot,
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avatarCloseUpThreeQuarterLeftShot,
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allGroupLowShot,
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suitGroupThreeQuarterLeftBehindShot]
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elif numSuits >= 2 and numSuits <= 4:
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shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot]
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else:
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notify.error('Bad number of suits: %s' % numSuits)
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track = apply(random.choice(shotChoices), [av, duration])
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return track
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def chooseDropShot(drops, suitDropsDict, attackDuration, enterDuration = 0.0, exitDuration = 0.0):
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enterShot = chooseNPCEnterShot(drops, enterDuration)
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openShot = chooseDropOpenShot(drops, suitDropsDict, attackDuration)
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openDuration = openShot.getDuration()
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openName = openShot.getName()
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closeShot = chooseDropCloseShot(drops, suitDropsDict, openDuration, openName, attackDuration)
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exitShot = chooseNPCExitShot(drops, exitDuration)
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track = Sequence(enterShot, openShot, closeShot, exitShot)
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return track
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def chooseDropOpenShot(drops, suitDropsDict, attackDuration):
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numDrops = len(drops)
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av = None
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duration = 3.0
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if numDrops == 1:
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av = drops[0]['toon']
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shotChoices = [avatarCloseUpThrowShot,
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avatarCloseUpThreeQuarterRightShot,
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avatarBehindShot,
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allGroupLowShot,
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suitGroupThreeQuarterLeftBehindShot]
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elif numDrops >= 2 and numDrops <= 4 or numDrops == 0:
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shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot]
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else:
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notify.error('Bad number of drops: %s' % numDrops)
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track = apply(random.choice(shotChoices), [av, duration])
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return track
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def chooseDropCloseShot(drops, suitDropsDict, openDuration, openName, attackDuration):
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numSuits = len(suitDropsDict)
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av = None
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duration = attackDuration - openDuration
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if numSuits == 1:
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av = base.cr.doId2do[suitDropsDict.keys()[0]]
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shotChoices = [avatarCloseUpThrowShot,
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avatarCloseUpThreeQuarterLeftShot,
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allGroupLowShot,
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suitGroupThreeQuarterLeftBehindShot]
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elif numSuits >= 2 and numSuits <= 4 or numSuits == 0:
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shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot]
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else:
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notify.error('Bad number of suits: %s' % numSuits)
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choice = random.choice(shotChoices)
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track = choice(av, duration)
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return track
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def chooseNPCEnterShot(enters, entersDuration):
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av = None
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duration = entersDuration
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shotChoices = [toonGroupShot]
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track = apply(random.choice(shotChoices), [av, duration])
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return track
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def chooseNPCExitShot(exits, exitsDuration):
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av = None
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duration = exitsDuration
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shotChoices = [toonGroupShot]
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track = apply(random.choice(shotChoices), [av, duration])
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return track
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def chooseSuitShot(attack, attackDuration):
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groupStatus = attack['group']
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target = attack['target']
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if groupStatus == ATK_TGT_SINGLE:
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toon = target['toon']
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suit = attack['suit']
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name = attack['id']
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battle = attack['battle']
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camTrack = Sequence()
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def defaultCamera(attack = attack, attackDuration = attackDuration, openShotDuration = 3.5, target = target):
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if attack['group'] == ATK_TGT_GROUP:
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return randomGroupAttackCam(attack['suit'], target, attack['battle'], attackDuration, openShotDuration)
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else:
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return randomAttackCam(attack['suit'], target['toon'], attack['battle'], attackDuration, openShotDuration, 'suit')
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if name == AUDIT:
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camTrack.append(defaultCamera())
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elif name == BITE:
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camTrack.append(defaultCamera(openShotDuration=2.8))
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elif name == BOUNCE_CHECK:
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camTrack.append(defaultCamera())
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elif name == BRAIN_STORM:
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camTrack.append(defaultCamera(openShotDuration=2.4))
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elif name == BUZZ_WORD:
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camTrack.append(defaultCamera(openShotDuration=4.7))
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elif name == CALCULATE:
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camTrack.append(defaultCamera())
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elif name == CANNED:
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camTrack.append(defaultCamera(openShotDuration=2.9))
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elif name == CHOMP:
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camTrack.append(defaultCamera(openShotDuration=2.8))
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elif name == CLIPON_TIE:
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camTrack.append(defaultCamera(openShotDuration=3.3))
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elif name == CRUNCH:
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camTrack.append(defaultCamera(openShotDuration=3.4))
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elif name == DEMOTION:
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camTrack.append(defaultCamera(openShotDuration=1.7))
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elif name == DOUBLE_TALK:
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camTrack.append(defaultCamera(openShotDuration=3.9))
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elif name == EVICTION_NOTICE:
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camTrack.append(defaultCamera(openShotDuration=3.2))
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elif name == EVIL_EYE:
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camTrack.append(defaultCamera(openShotDuration=2.7))
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elif name == FILIBUSTER:
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camTrack.append(defaultCamera(openShotDuration=2.7))
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elif name == FILL_WITH_LEAD:
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camTrack.append(defaultCamera(openShotDuration=3.2))
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elif name == FINGER_WAG:
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camTrack.append(defaultCamera(openShotDuration=2.3))
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elif name == FIRED:
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camTrack.append(defaultCamera(openShotDuration=1.7))
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elif name == FOUNTAIN_PEN:
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camTrack.append(defaultCamera(openShotDuration=2.6))
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elif name == FREEZE_ASSETS:
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camTrack.append(defaultCamera(openShotDuration=2.5))
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elif name == HALF_WINDSOR:
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camTrack.append(defaultCamera(openShotDuration=2.8))
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elif name == HEAD_SHRINK:
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camTrack.append(defaultCamera(openShotDuration=1.3))
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elif name == GLOWER_POWER:
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camTrack.append(defaultCamera(openShotDuration=1.4))
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elif name == GUILT_TRIP:
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camTrack.append(defaultCamera(openShotDuration=0.9))
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elif name == HANG_UP:
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camTrack.append(defaultCamera(openShotDuration=5.1))
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elif name == HOT_AIR:
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camTrack.append(defaultCamera(openShotDuration=2.5))
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elif name == JARGON:
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camTrack.append(defaultCamera())
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elif name == LEGALESE:
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camTrack.append(defaultCamera(openShotDuration=1.5))
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elif name == LIQUIDATE:
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camTrack.append(defaultCamera(openShotDuration=2.5))
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elif name == MARKET_CRASH:
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camTrack.append(defaultCamera(openShotDuration=2.9))
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elif name == MUMBO_JUMBO:
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camTrack.append(defaultCamera(openShotDuration=2.8))
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elif name == PARADIGM_SHIFT:
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camTrack.append(defaultCamera(openShotDuration=1.6))
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elif name == PECKING_ORDER:
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camTrack.append(defaultCamera(openShotDuration=2.8))
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elif name == PLAY_HARDBALL:
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camTrack.append(defaultCamera(openShotDuration=2.3))
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elif name == PICK_POCKET:
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camTrack.append(allGroupLowShot(suit, 2.7))
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elif name == PINK_SLIP:
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camTrack.append(defaultCamera(openShotDuration=2.8))
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elif name == POUND_KEY:
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camTrack.append(defaultCamera(openShotDuration=2.8))
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elif name == POWER_TIE:
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camTrack.append(defaultCamera(openShotDuration=2.4))
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elif name == POWER_TRIP:
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camTrack.append(defaultCamera(openShotDuration=1.1))
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elif name == QUAKE:
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shakeIntensity = 5.15
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quake = 1
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camTrack.append(suitCameraShakeShot(suit, attackDuration, shakeIntensity, quake))
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elif name == RAZZLE_DAZZLE:
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camTrack.append(defaultCamera(openShotDuration=2.2))
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elif name == RED_TAPE:
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camTrack.append(defaultCamera(openShotDuration=3.5))
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elif name == RE_ORG:
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camTrack.append(defaultCamera(openShotDuration=1.1))
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elif name == RESTRAINING_ORDER:
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camTrack.append(defaultCamera(openShotDuration=2.8))
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elif name == ROLODEX:
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camTrack.append(defaultCamera())
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elif name == RUBBER_STAMP:
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camTrack.append(defaultCamera(openShotDuration=3.2))
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elif name == RUB_OUT:
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camTrack.append(defaultCamera(openShotDuration=2.2))
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elif name == SACKED:
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camTrack.append(defaultCamera(openShotDuration=2.9))
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elif name == SCHMOOZE:
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camTrack.append(defaultCamera(openShotDuration=2.8))
|
|
elif name == SHAKE:
|
|
shakeIntensity = 1.75
|
|
camTrack.append(suitCameraShakeShot(suit, attackDuration, shakeIntensity))
|
|
elif name == SHRED:
|
|
camTrack.append(defaultCamera(openShotDuration=4.1))
|
|
elif name == SPIN:
|
|
camTrack.append(defaultCamera(openShotDuration=1.7))
|
|
elif name == SYNERGY:
|
|
camTrack.append(defaultCamera(openShotDuration=1.7))
|
|
elif name == TABULATE:
|
|
camTrack.append(defaultCamera())
|
|
elif name == TEE_OFF:
|
|
camTrack.append(defaultCamera(openShotDuration=4.5))
|
|
elif name == TREMOR:
|
|
shakeIntensity = 0.25
|
|
camTrack.append(suitCameraShakeShot(suit, attackDuration, shakeIntensity))
|
|
elif name == WATERCOOLER:
|
|
camTrack.append(defaultCamera())
|
|
elif name == WITHDRAWAL:
|
|
camTrack.append(defaultCamera(openShotDuration=1.2))
|
|
elif name == WRITE_OFF:
|
|
camTrack.append(defaultCamera())
|
|
else:
|
|
notify.warning('unknown attack id in chooseSuitShot: %d using default cam' % name)
|
|
camTrack.append(defaultCamera())
|
|
pbpText = attack['playByPlayText']
|
|
displayName = TTLocalizer.SuitAttackNames[attack['name']]
|
|
pbpTrack = pbpText.getShowInterval(displayName, 3.5)
|
|
return Parallel(camTrack, pbpTrack)
|
|
|
|
|
|
def chooseSuitCloseShot(attack, openDuration, openName, attackDuration):
|
|
av = None
|
|
duration = attackDuration - openDuration
|
|
if duration < 0:
|
|
duration = 1e-06
|
|
groupStatus = attack['group']
|
|
diedTrack = None
|
|
if groupStatus == ATK_TGT_SINGLE:
|
|
av = attack['target']['toon']
|
|
shotChoices = [avatarCloseUpThreeQuarterRightShot, suitGroupThreeQuarterLeftBehindShot]
|
|
died = attack['target']['died']
|
|
if died != 0:
|
|
pbpText = attack['playByPlayText']
|
|
diedText = av.getName() + ' was defeated!'
|
|
diedTextList = [diedText]
|
|
diedTrack = pbpText.getToonsDiedInterval(diedTextList, duration)
|
|
elif groupStatus == ATK_TGT_GROUP:
|
|
av = None
|
|
shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot]
|
|
deadToons = []
|
|
targetDicts = attack['target']
|
|
for targetDict in targetDicts:
|
|
died = targetDict['died']
|
|
if died != 0:
|
|
deadToons.append(targetDict['toon'])
|
|
|
|
if len(deadToons) > 0:
|
|
pbpText = attack['playByPlayText']
|
|
diedTextList = []
|
|
for toon in deadToons:
|
|
pbpText = attack['playByPlayText']
|
|
diedTextList.append(toon.getName() + ' was defeated!')
|
|
|
|
diedTrack = pbpText.getToonsDiedInterval(diedTextList, duration)
|
|
else:
|
|
notify.error('Bad groupStatus: %s' % groupStatus)
|
|
track = apply(random.choice(shotChoices), [av, duration])
|
|
if diedTrack == None:
|
|
return track
|
|
else:
|
|
mtrack = Parallel(track, diedTrack)
|
|
return mtrack
|
|
return
|
|
|
|
|
|
def makeShot(x, y, z, h, p, r, duration, other = None, name = 'makeShot'):
|
|
if other:
|
|
return heldRelativeShot(other, x, y, z, h, p, r, duration, name)
|
|
else:
|
|
return heldShot(x, y, z, h, p, r, duration, name)
|
|
|
|
|
|
def focusShot(x, y, z, duration, target, other = None, splitFocusPoint = None, name = 'focusShot'):
|
|
track = Sequence()
|
|
if other:
|
|
track.append(Func(camera.setPos, other, Point3(x, y, z)))
|
|
else:
|
|
track.append(Func(camera.setPos, Point3(x, y, z)))
|
|
if splitFocusPoint:
|
|
track.append(Func(focusCameraBetweenPoints, target, splitFocusPoint))
|
|
else:
|
|
track.append(Func(camera.lookAt, target))
|
|
track.append(Wait(duration))
|
|
return track
|
|
|
|
|
|
def moveShot(x, y, z, h, p, r, duration, other = None, name = 'moveShot'):
|
|
return motionShot(x, y, z, h, p, r, duration, other, name)
|
|
|
|
|
|
def focusMoveShot(x, y, z, duration, target, other = None, name = 'focusMoveShot'):
|
|
camera.setPos(Point3(x, y, z))
|
|
camera.lookAt(target)
|
|
hpr = camera.getHpr()
|
|
return motionShot(x, y, z, hpr[0], hpr[1], hpr[2], duration, other, name)
|
|
|
|
|
|
def chooseSOSShot(av, duration):
|
|
shotChoices = [avatarCloseUpThreeQuarterRightShot,
|
|
avatarBehindShot,
|
|
avatarBehindHighShot,
|
|
suitGroupThreeQuarterLeftBehindShot]
|
|
track = apply(random.choice(shotChoices), [av, duration])
|
|
return track
|
|
|
|
|
|
def chooseRewardShot(av, duration, allowGroupShot = 1):
|
|
|
|
def chooseRewardShotNow(av):
|
|
if av.playingAnim == 'victory' or not allowGroupShot:
|
|
shotChoices = [(0,
|
|
8,
|
|
av.getHeight() * 0.66,
|
|
179,
|
|
15,
|
|
0), (5.2,
|
|
5.45,
|
|
av.getHeight() * 0.66,
|
|
131.5,
|
|
3.6,
|
|
0)]
|
|
shot = random.choice(shotChoices)
|
|
camera.setPosHpr(av, *shot)
|
|
else:
|
|
camera.setPosHpr(10, 0, 10, 115, -30, 0)
|
|
|
|
return Sequence(Func(chooseRewardShotNow, av), Wait(duration))
|
|
|
|
|
|
def heldShot(x, y, z, h, p, r, duration, name = 'heldShot'):
|
|
track = Sequence(name=name)
|
|
track.append(Func(camera.setPosHpr, x, y, z, h, p, r))
|
|
track.append(Wait(duration))
|
|
return track
|
|
|
|
|
|
def heldRelativeShot(other, x, y, z, h, p, r, duration, name = 'heldRelativeShot'):
|
|
track = Sequence(name=name)
|
|
track.append(Func(camera.setPosHpr, other, x, y, z, h, p, r))
|
|
track.append(Wait(duration))
|
|
return track
|
|
|
|
|
|
def motionShot(x, y, z, h, p, r, duration, other = None, name = 'motionShot'):
|
|
if other:
|
|
posTrack = LerpPosInterval(camera, duration, pos=Point3(x, y, z), other=other)
|
|
hprTrack = LerpHprInterval(camera, duration, hpr=Point3(h, p, r), other=other)
|
|
else:
|
|
posTrack = LerpPosInterval(camera, duration, pos=Point3(x, y, z))
|
|
hprTrack = LerpHprInterval(camera, duration, hpr=Point3(h, p, r))
|
|
return Parallel(posTrack, hprTrack)
|
|
|
|
|
|
def allGroupShot(avatar, duration):
|
|
return heldShot(10, 0, 10, 89, -30, 0, duration, 'allGroupShot')
|
|
|
|
|
|
def allGroupLowShot(avatar, duration):
|
|
return heldShot(15, 0, 3, 89, 0, 0, duration, 'allGroupLowShot')
|
|
|
|
|
|
def allGroupLowDiagonalShot(avatar, duration):
|
|
return heldShot(7, 5, 6, 119, -30, 0, duration, 'allGroupLowShot')
|
|
|
|
|
|
def toonGroupShot(avatar, duration):
|
|
return heldShot(10, 0, 10, 115, -30, 0, duration, 'toonGroupShot')
|
|
|
|
|
|
def toonGroupHighShot(avatar, duration):
|
|
return heldShot(5, 0, 1, 115, 45, 0, duration, 'toonGroupHighShot')
|
|
|
|
|
|
def suitGroupShot(avatar, duration):
|
|
return heldShot(10, 0, 10, 65, -30, 0, duration, 'suitGroupShot')
|
|
|
|
|
|
def suitGroupLowLeftShot(avatar, duration):
|
|
return heldShot(8.4, -3.85, 2.75, 36.3, 3.25, 0, duration, 'suitGroupLowLeftShot')
|
|
|
|
|
|
def suitGroupThreeQuarterLeftBehindShot(avatar, duration):
|
|
if random.random() > 0.5:
|
|
x = 12.37
|
|
h = 134.61
|
|
else:
|
|
x = -12.37
|
|
h = -134.61
|
|
return heldShot(x, 11.5, 8.16, h, -22.7, 0, duration, 'suitGroupThreeQuarterLeftBehindShot')
|
|
|
|
|
|
def suitWakeUpShot(avatar, duration):
|
|
return heldShot(10, -5, 10, 65, -30, 0, duration, 'suitWakeUpShot')
|
|
|
|
|
|
def suitCameraShakeShot(avatar, duration, shakeIntensity, quake = 0):
|
|
track = Sequence(name='suitShakeCameraShot')
|
|
if quake == 1:
|
|
shakeDelay = 1.1
|
|
numShakes = 4
|
|
else:
|
|
shakeDelay = 0.3
|
|
numShakes = 5
|
|
postShakeDelay = 0.5
|
|
shakeTime = (duration - shakeDelay - postShakeDelay) / numShakes
|
|
shakeDuration = shakeTime * (1.0 / numShakes)
|
|
shakeWaitInterval = shakeTime * ((numShakes - 1.0) / numShakes)
|
|
|
|
def shakeCameraTrack(intensity, shakeWaitInterval = shakeWaitInterval, quake = quake, shakeDuration = shakeDuration, numShakes = numShakes):
|
|
vertShakeTrack = Sequence(Wait(shakeWaitInterval), Func(camera.setZ, camera.getZ() + intensity / 2), Wait(shakeDuration / 2), Func(camera.setZ, camera.getZ() - intensity), Wait(shakeDuration / 2), Func(camera.setZ, camera.getZ() + intensity / 2))
|
|
horizShakeTrack = Sequence(Wait(shakeWaitInterval - shakeDuration / 2), Func(camera.setY, camera.getY() + intensity / 4), Wait(shakeDuration / 2), Func(camera.setY, camera.getY() - intensity / 2), Wait(shakeDuration / 2), Func(camera.setY, camera.getY() + intensity / 4), Wait(shakeDuration / 2), Func(camera.lookAt, Point3(0, 0, 0)))
|
|
shakeTrack = Sequence()
|
|
for i in range(0, numShakes):
|
|
if quake == 0:
|
|
shakeTrack.append(vertShakeTrack)
|
|
else:
|
|
shakeTrack.append(Parallel(vertShakeTrack, horizShakeTrack))
|
|
|
|
return shakeTrack
|
|
|
|
x = 10 + random.random() * 3
|
|
if random.random() > 0.5:
|
|
x = -x
|
|
z = 7 + random.random() * 3
|
|
track.append(Func(camera.setPos, x, -5, z))
|
|
track.append(Func(camera.lookAt, Point3(0, 0, 0)))
|
|
track.append(Wait(shakeDelay))
|
|
track.append(shakeCameraTrack(shakeIntensity))
|
|
track.append(Wait(postShakeDelay))
|
|
return track
|
|
|
|
|
|
def avatarCloseUpShot(avatar, duration):
|
|
return heldRelativeShot(avatar, 0, 8, avatar.getHeight() * 0.66, 179, 15, 0, duration, 'avatarCloseUpShot')
|
|
|
|
|
|
def avatarCloseUpThrowShot(avatar, duration):
|
|
return heldRelativeShot(avatar, 3, 8, avatar.getHeight() * 0.66, 159, 3.6, 0, duration, 'avatarCloseUpThrowShot')
|
|
|
|
|
|
def avatarCloseUpThreeQuarterRightShot(avatar, duration):
|
|
return heldRelativeShot(avatar, 5.2, 5.45, avatar.getHeight() * 0.66, 131.5, 3.6, 0, duration, 'avatarCloseUpThreeQuarterRightShot')
|
|
|
|
|
|
def avatarCloseUpThreeQuarterRightShotWide(avatar, duration):
|
|
return heldRelativeShot(avatar, 7.2, 8.45, avatar.getHeight() * 0.66, 131.5, 3.6, 0, duration, 'avatarCloseUpThreeQuarterRightShot')
|
|
|
|
|
|
def avatarCloseUpThreeQuarterLeftShot(avatar, duration):
|
|
return heldRelativeShot(avatar, -5.2, 5.45, avatar.getHeight() * 0.66, -131.5, 3.6, 0, duration, 'avatarCloseUpThreeQuarterLeftShot')
|
|
|
|
|
|
def avatarCloseUpThreeQuarterRightFollowShot(avatar, duration):
|
|
track = Sequence(name='avatarCloseUpThreeQuarterRightFollowShot')
|
|
track.append(heldRelativeShot(avatar, 5.2, 5.45, avatar.getHeight() * 0.66, 131.5, 3.6, 0, duration * 0.65))
|
|
track.append(LerpHprInterval(nodePath=camera, other=avatar, duration=duration * 0.2, hpr=Point3(110, 3.6, 0), blendType='easeInOut'))
|
|
track.append(Wait(duration * 0.25))
|
|
return track
|
|
|
|
|
|
def avatarCloseUpZoomShot(avatar, duration):
|
|
track = Sequence('avatarCloseUpZoomShot')
|
|
track.append(LerpPosHprInterval(nodePath=camera, other=avatar, duration=duration / 2, startPos=Point3(0, 10, avatar.getHeight()), startHpr=Point3(179, -10, 0), pos=Point3(0, 6, avatar.getHeight()), hpr=Point3(179, -10, 0), blendType='easeInOut'))
|
|
track.append(Wait(duration / 2))
|
|
return track
|
|
|
|
|
|
def avatarBehindShot(avatar, duration):
|
|
return heldRelativeShot(avatar, 5, -7, avatar.getHeight(), 40, -12, 0, duration, 'avatarBehindShot')
|
|
|
|
|
|
def avatarBehindHighShot(avatar, duration):
|
|
return heldRelativeShot(avatar, -4, -7, 5 + avatar.getHeight(), -30, -35, 0, duration, 'avatarBehindHighShot')
|
|
|
|
|
|
def avatarBehindHighRightShot(avatar, duration):
|
|
return heldRelativeShot(avatar, 7, -3, 5 + avatar.getHeight(), 45, -30, 0, duration, 'avatarBehindHighShot')
|
|
|
|
|
|
def avatarBehindThreeQuarterRightShot(avatar, duration):
|
|
return heldRelativeShot(avatar, 7.67, -8.52, avatar.getHeight() * 0.66, 25, 7.5, 0, duration, 'avatarBehindThreeQuarterRightShot')
|
|
|
|
|
|
def avatarSideFollowAttack(suit, toon, duration, battle):
|
|
windupDuration = duration * (0.1 + random.random() * 0.1)
|
|
projectDuration = duration * 0.75
|
|
impactDuration = duration - windupDuration - projectDuration
|
|
suitHeight = suit.getHeight()
|
|
toonHeight = toon.getHeight()
|
|
suitCentralPoint = suit.getPos(battle)
|
|
suitCentralPoint.setZ(suitCentralPoint.getZ() + suitHeight * 0.75)
|
|
toonCentralPoint = toon.getPos(battle)
|
|
toonCentralPoint.setZ(toonCentralPoint.getZ() + toonHeight * 0.75)
|
|
initialX = random.randint(12, 14)
|
|
finalX = random.randint(7, 8)
|
|
initialY = finalY = random.randint(-3, 0)
|
|
initialZ = suitHeight * 0.5 + random.random() * suitHeight
|
|
finalZ = toonHeight * 0.5 + random.random() * toonHeight
|
|
if random.random() > 0.5:
|
|
initialX = -initialX
|
|
finalX = -finalX
|
|
return Sequence(focusShot(initialX, initialY, initialZ, windupDuration, suitCentralPoint), focusMoveShot(finalX, finalY, finalZ, projectDuration, toonCentralPoint), Wait(impactDuration))
|
|
|
|
|
|
def focusCameraBetweenPoints(point1, point2):
|
|
if point1[0] > point2[0]:
|
|
x = point2[0] + (point1[0] - point2[0]) * 0.5
|
|
else:
|
|
x = point1[0] + (point2[0] - point1[0]) * 0.5
|
|
if point1[1] > point2[1]:
|
|
y = point2[1] + (point1[1] - point2[1]) * 0.5
|
|
else:
|
|
y = point1[1] + (point2[1] - point1[1]) * 0.5
|
|
if point1[2] > point2[2]:
|
|
z = point2[2] + (point1[2] - point2[2]) * 0.5
|
|
else:
|
|
z = point1[2] + (point2[2] - point1[2]) * 0.5
|
|
camera.lookAt(Point3(x, y, z))
|
|
|
|
|
|
def randomCamera(suit, toon, battle, attackDuration, openShotDuration):
|
|
return randomAttackCam(suit, toon, battle, attackDuration, openShotDuration, 'suit')
|
|
|
|
|
|
def randomAttackCam(suit, toon, battle, attackDuration, openShotDuration, attackerString = 'suit'):
|
|
if openShotDuration > attackDuration:
|
|
openShotDuration = attackDuration
|
|
closeShotDuration = attackDuration - openShotDuration
|
|
if attackerString == 'suit':
|
|
attacker = suit
|
|
defender = toon
|
|
defenderString = 'toon'
|
|
else:
|
|
attacker = toon
|
|
defender = suit
|
|
defenderString = 'suit'
|
|
randomDouble = random.random()
|
|
if randomDouble > 0.6:
|
|
openShot = randomActorShot(attacker, battle, openShotDuration, attackerString)
|
|
elif randomDouble > 0.2:
|
|
openShot = randomOverShoulderShot(suit, toon, battle, openShotDuration, focus=attackerString)
|
|
else:
|
|
openShot = randomSplitShot(attacker, defender, battle, openShotDuration)
|
|
randomDouble = random.random()
|
|
if randomDouble > 0.6:
|
|
closeShot = randomActorShot(defender, battle, closeShotDuration, defenderString)
|
|
elif randomDouble > 0.2:
|
|
closeShot = randomOverShoulderShot(suit, toon, battle, closeShotDuration, focus=defenderString)
|
|
else:
|
|
closeShot = randomSplitShot(attacker, defender, battle, closeShotDuration)
|
|
return Sequence(openShot, closeShot)
|
|
|
|
|
|
def randomGroupAttackCam(suit, targets, battle, attackDuration, openShotDuration):
|
|
if openShotDuration > attackDuration:
|
|
openShotDuration = attackDuration
|
|
closeShotDuration = attackDuration - openShotDuration
|
|
openShot = randomActorShot(suit, battle, openShotDuration, 'suit', groupShot=0)
|
|
closeShot = randomToonGroupShot(targets, suit, closeShotDuration, battle)
|
|
return Sequence(openShot, closeShot)
|
|
|
|
|
|
def randomActorShot(actor, battle, duration, actorType, groupShot = 0):
|
|
height = actor.getHeight()
|
|
centralPoint = actor.getPos(battle)
|
|
centralPoint.setZ(centralPoint.getZ() + height * 0.75)
|
|
if actorType == 'suit':
|
|
x = 4 + random.random() * 8
|
|
y = -2 - random.random() * 4
|
|
z = height * 0.5 + random.random() * height * 1.5
|
|
if groupShot == 1:
|
|
y = -4
|
|
z = height * 0.5
|
|
else:
|
|
x = 2 + random.random() * 8
|
|
y = -2 + random.random() * 3
|
|
z = height + random.random() * height * 1.5
|
|
if groupShot == 1:
|
|
y = y + 3
|
|
z = height * 0.5
|
|
if MovieUtil.shotDirection == 'left':
|
|
x = -x
|
|
return focusShot(x, y, z, duration, centralPoint)
|
|
|
|
|
|
def randomSplitShot(suit, toon, battle, duration):
|
|
suitHeight = suit.getHeight()
|
|
toonHeight = toon.getHeight()
|
|
suitCentralPoint = suit.getPos(battle)
|
|
suitCentralPoint.setZ(suitCentralPoint.getZ() + suitHeight * 0.75)
|
|
toonCentralPoint = toon.getPos(battle)
|
|
toonCentralPoint.setZ(toonCentralPoint.getZ() + toonHeight * 0.75)
|
|
x = 9 + random.random() * 2
|
|
y = -2 - random.random() * 2
|
|
z = suitHeight * 0.5 + random.random() * suitHeight
|
|
if MovieUtil.shotDirection == 'left':
|
|
x = -x
|
|
return focusShot(x, y, z, duration, toonCentralPoint, splitFocusPoint=suitCentralPoint)
|
|
|
|
|
|
def randomOverShoulderShot(suit, toon, battle, duration, focus):
|
|
suitHeight = suit.getHeight()
|
|
toonHeight = toon.getHeight()
|
|
suitCentralPoint = suit.getPos(battle)
|
|
suitCentralPoint.setZ(suitCentralPoint.getZ() + suitHeight * 0.75)
|
|
toonCentralPoint = toon.getPos(battle)
|
|
toonCentralPoint.setZ(toonCentralPoint.getZ() + toonHeight * 0.75)
|
|
x = 2 + random.random() * 10
|
|
if focus == 'toon':
|
|
y = 8 + random.random() * 6
|
|
z = suitHeight * 1.2 + random.random() * suitHeight
|
|
else:
|
|
y = -10 - random.random() * 6
|
|
z = toonHeight * 1.5
|
|
if MovieUtil.shotDirection == 'left':
|
|
x = -x
|
|
return focusShot(x, y, z, duration, toonCentralPoint, splitFocusPoint=suitCentralPoint)
|
|
|
|
|
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def randomCameraSelection(suit, attack, attackDuration, openShotDuration):
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shotChoices = [avatarCloseUpThrowShot,
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avatarCloseUpThreeQuarterLeftShot,
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allGroupLowShot,
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suitGroupLowLeftShot,
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avatarBehindHighShot]
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if openShotDuration > attackDuration:
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openShotDuration = attackDuration
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closeShotDuration = attackDuration - openShotDuration
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openShot = apply(random.choice(shotChoices), [suit, openShotDuration])
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closeShot = chooseSuitCloseShot(attack, closeShotDuration, openShot.getName(), attackDuration)
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return Sequence(openShot, closeShot)
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|
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def randomToonGroupShot(toons, suit, duration, battle):
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sum = 0
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for t in toons:
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toon = t['toon']
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height = toon.getHeight()
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sum = sum + height
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|
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avgHeight = sum / len(toons) * 0.75
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suitPos = suit.getPos(battle)
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x = 1 + random.random() * 6
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if suitPos.getX() > 0:
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x = -x
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if random.random() > 0.5:
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y = 4 + random.random() * 1
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z = avgHeight + random.random() * 6
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else:
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y = 11 + random.random() * 2
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z = 13 + random.random() * 2
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focalPoint = Point3(0, -4, avgHeight)
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return focusShot(x, y, z, duration, focalPoint)
|
|
|
|
|
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def chooseFireShot(throws, suitThrowsDict, attackDuration):
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openShot = chooseFireOpenShot(throws, suitThrowsDict, attackDuration)
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openDuration = openShot.getDuration()
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openName = openShot.getName()
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closeShot = chooseFireCloseShot(throws, suitThrowsDict, openDuration, openName, attackDuration)
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track = Sequence(openShot, closeShot)
|
|
return track
|
|
|
|
|
|
def chooseFireOpenShot(throws, suitThrowsDict, attackDuration):
|
|
numThrows = len(throws)
|
|
av = None
|
|
duration = 3.0
|
|
if numThrows == 1:
|
|
av = throws[0]['toon']
|
|
shotChoices = [avatarCloseUpThrowShot,
|
|
avatarCloseUpThreeQuarterRightShot,
|
|
avatarBehindShot,
|
|
allGroupLowShot,
|
|
suitGroupThreeQuarterLeftBehindShot]
|
|
elif numThrows >= 2 and numThrows <= 4:
|
|
shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot]
|
|
else:
|
|
notify.error('Bad number of throws: %s' % numThrows)
|
|
shotChoice = random.choice(shotChoices)
|
|
track = apply(shotChoice, [av, duration])
|
|
print 'chooseFireOpenShot %s' % shotChoice
|
|
return track
|
|
|
|
|
|
def chooseFireCloseShot(throws, suitThrowsDict, openDuration, openName, attackDuration):
|
|
numSuits = len(suitThrowsDict)
|
|
av = None
|
|
duration = attackDuration - openDuration
|
|
if numSuits == 1:
|
|
av = base.cr.doId2do[suitThrowsDict.keys()[0]]
|
|
shotChoices = [avatarCloseUpFireShot,
|
|
avatarCloseUpThreeQuarterLeftFireShot,
|
|
allGroupLowShot,
|
|
suitGroupThreeQuarterLeftBehindShot]
|
|
elif numSuits >= 2 and numSuits <= 4 or numSuits == 0:
|
|
shotChoices = [allGroupLowShot, suitGroupThreeQuarterLeftBehindShot]
|
|
else:
|
|
notify.error('Bad number of suits: %s' % numSuits)
|
|
shotChoice = random.choice(shotChoices)
|
|
track = apply(shotChoice, [av, duration])
|
|
print 'chooseFireOpenShot %s' % shotChoice
|
|
return track
|
|
|
|
|
|
def avatarCloseUpFireShot(avatar, duration):
|
|
return heldRelativeShot(avatar, 7, 17, avatar.getHeight() * 0.66, 159, 3.6, 0, duration, 'avatarCloseUpFireShot')
|
|
|
|
|
|
def avatarCloseUpThreeQuarterLeftFireShot(avatar, duration):
|
|
return heldRelativeShot(avatar, -8.2, 8.45, avatar.getHeight() * 0.66, -131.5, 3.6, 0, duration, 'avatarCloseUpThreeQuarterLeftShot')
|