ToonTownRewritten/toontown/battle/MovieDrop.py

435 lines
18 KiB
Python

from direct.interval.IntervalGlobal import *
from BattleBase import *
from BattleProps import *
from BattleSounds import *
import MovieCamera
from direct.directnotify import DirectNotifyGlobal
import MovieUtil
import MovieNPCSOS
from MovieUtil import calcAvgSuitPos
from direct.showutil import Effects
notify = DirectNotifyGlobal.directNotify.newCategory('MovieDrop')
hitSoundFiles = ('AA_drop_flowerpot.ogg', 'AA_drop_sandbag.ogg', 'AA_drop_anvil.ogg', 'AA_drop_bigweight.ogg', 'AA_drop_safe.ogg', 'AA_drop_piano.ogg', 'AA_drop_boat.ogg')
missSoundFiles = ('AA_drop_flowerpot_miss.ogg', 'AA_drop_sandbag_miss.ogg', 'AA_drop_anvil_miss.ogg', 'AA_drop_bigweight_miss.ogg', 'AA_drop_safe_miss.ogg', 'AA_drop_piano_miss.ogg', 'AA_drop_boat_miss.ogg')
tDropShadow = 1.3
tSuitDodges = 2.45 + tDropShadow
tObjectAppears = 3.0 + tDropShadow
tButtonPressed = 2.44
dShrink = 0.3
dShrinkOnMiss = 0.1
dPropFall = 0.6
objects = ('flowerpot', 'sandbag', 'anvil', 'weight', 'safe', 'piano', 'ship')
objZOffsets = (0.75, 0.75, 0.0, 0.0, 0.0, 0.0, 0.0)
objStartingScales = (1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0)
landFrames = (12, 4, 1, 11, 11, 11, 2)
shoulderHeights = {'a': 13.28 / 4.0,
'b': 13.74 / 4.0,
'c': 10.02 / 4.0}
def doDrops(drops):
if len(drops) == 0:
return (None, None)
npcArrivals, npcDepartures, npcs = MovieNPCSOS.doNPCTeleports(drops)
suitDropsDict = {}
groupDrops = []
for drop in drops:
track = drop['track']
level = drop['level']
targets = drop['target']
if len(targets) == 1:
suitId = targets[0]['suit'].doId
if suitDropsDict.has_key(suitId):
suitDropsDict[suitId].append((drop, targets[0]))
else:
suitDropsDict[suitId] = [(drop, targets[0])]
elif level <= MAX_LEVEL_INDEX and attackAffectsGroup(track, level):
groupDrops.append(drop)
else:
for target in targets:
suitId = target['suit'].doId
if suitDropsDict.has_key(suitId):
otherDrops = suitDropsDict[suitId]
alreadyInList = 0
for oDrop in otherDrops:
if oDrop[0]['toon'] == drop['toon']:
alreadyInList = 1
if alreadyInList == 0:
suitDropsDict[suitId].append((drop, target))
else:
suitDropsDict[suitId] = [(drop, target)]
suitDrops = suitDropsDict.values()
def compFunc(a, b):
if len(a) > len(b):
return 1
elif len(a) < len(b):
return -1
return 0
suitDrops.sort(compFunc)
delay = 0.0
mtrack = Parallel(name='toplevel-drop')
npcDrops = {}
for st in suitDrops:
if len(st) > 0:
ival = __doSuitDrops(st, npcs, npcDrops)
if ival:
mtrack.append(Sequence(Wait(delay), ival))
delay = delay + TOON_DROP_SUIT_DELAY
dropTrack = Sequence(npcArrivals, mtrack, npcDepartures)
camDuration = mtrack.getDuration()
if groupDrops:
ival = __doGroupDrops(groupDrops)
dropTrack.append(ival)
camDuration += ival.getDuration()
enterDuration = npcArrivals.getDuration()
exitDuration = npcDepartures.getDuration()
camTrack = MovieCamera.chooseDropShot(drops, suitDropsDict, camDuration, enterDuration, exitDuration)
return (dropTrack, camTrack)
def __getSoundTrack(level, hitSuit, node = None):
if hitSuit:
soundEffect = globalBattleSoundCache.getSound(hitSoundFiles[level])
else:
soundEffect = globalBattleSoundCache.getSound(missSoundFiles[level])
soundTrack = Sequence()
if soundEffect:
buttonSound = globalBattleSoundCache.getSound('AA_drop_trigger_box.ogg')
fallingSound = None
buttonDelay = tButtonPressed - 0.3
fallingDuration = 1.5
if not level == UBER_GAG_LEVEL_INDEX:
fallingSound = globalBattleSoundCache.getSound('incoming_whistleALT.ogg')
soundTrack.append(Wait(buttonDelay))
soundTrack.append(SoundInterval(buttonSound, duration=0.67, node=node))
if fallingSound:
soundTrack.append(SoundInterval(fallingSound, duration=fallingDuration, node=node))
if not level == UBER_GAG_LEVEL_INDEX:
soundTrack.append(SoundInterval(soundEffect, node=node))
if level == UBER_GAG_LEVEL_INDEX:
if hitSuit:
uberDelay = tButtonPressed
else:
uberDelay = tButtonPressed - 0.1
oldSoundTrack = soundTrack
soundTrack = Parallel()
soundTrack.append(oldSoundTrack)
uberTrack = Sequence()
uberTrack.append(Wait(uberDelay))
uberTrack.append(SoundInterval(soundEffect, node=node))
soundTrack.append(uberTrack)
else:
soundTrack.append(Wait(0.1))
return soundTrack
def __doSuitDrops(dropTargetPairs, npcs, npcDrops):
toonTracks = Parallel()
delay = 0.0
alreadyDodged = 0
alreadyTeased = 0
for dropTargetPair in dropTargetPairs:
drop = dropTargetPair[0]
level = drop['level']
objName = objects[level]
target = dropTargetPair[1]
track = __dropObjectForSingle(drop, delay, objName, level, alreadyDodged, alreadyTeased, npcs, target, npcDrops)
if track:
toonTracks.append(track)
delay += TOON_DROP_DELAY
hp = target['hp']
if hp <= 0:
if level >= 3:
alreadyTeased = 1
else:
alreadyDodged = 1
return toonTracks
def __doGroupDrops(groupDrops):
toonTracks = Parallel()
delay = 0.0
alreadyDodged = 0
alreadyTeased = 0
for drop in groupDrops:
battle = drop['battle']
level = drop['level']
centerPos = calcAvgSuitPos(drop)
targets = drop['target']
numTargets = len(targets)
closestTarget = -1
nearestDistance = 100000.0
for i in range(numTargets):
suit = drop['target'][i]['suit']
suitPos = suit.getPos(battle)
displacement = Vec3(centerPos)
displacement -= suitPos
distance = displacement.lengthSquared()
if distance < nearestDistance:
closestTarget = i
nearestDistance = distance
track = __dropGroupObject(drop, delay, closestTarget, alreadyDodged, alreadyTeased)
if track:
toonTracks.append(track)
delay = delay + TOON_DROP_SUIT_DELAY
hp = drop['target'][closestTarget]['hp']
if hp <= 0:
if level >= 3:
alreadyTeased = 1
else:
alreadyDodged = 1
return toonTracks
def __dropGroupObject(drop, delay, closestTarget, alreadyDodged, alreadyTeased):
level = drop['level']
objName = objects[level]
target = drop['target'][closestTarget]
suit = drop['target'][closestTarget]['suit']
npcDrops = {}
npcs = []
returnedParallel = __dropObject(drop, delay, objName, level, alreadyDodged, alreadyTeased, npcs, target, npcDrops)
for i in range(len(drop['target'])):
target = drop['target'][i]
suitTrack = __createSuitTrack(drop, delay, level, alreadyDodged, alreadyTeased, target, npcs)
if suitTrack:
returnedParallel.append(suitTrack)
return returnedParallel
def __dropObjectForSingle(drop, delay, objName, level, alreadyDodged, alreadyTeased, npcs, target, npcDrops):
singleDropParallel = __dropObject(drop, delay, objName, level, alreadyDodged, alreadyTeased, npcs, target, npcDrops)
suitTrack = __createSuitTrack(drop, delay, level, alreadyDodged, alreadyTeased, target, npcs)
if suitTrack:
singleDropParallel.append(suitTrack)
return singleDropParallel
def __dropObject(drop, delay, objName, level, alreadyDodged, alreadyTeased, npcs, target, npcDrops):
toon = drop['toon']
repeatNPC = 0
battle = drop['battle']
if drop.has_key('npc'):
toon = drop['npc']
if npcDrops.has_key(toon):
repeatNPC = 1
else:
npcDrops[toon] = 1
origHpr = Vec3(0, 0, 0)
else:
origHpr = toon.getHpr(battle)
hpbonus = drop['hpbonus']
suit = target['suit']
hp = target['hp']
hitSuit = hp > 0
died = target['died']
leftSuits = target['leftSuits']
rightSuits = target['rightSuits']
kbbonus = target['kbbonus']
suitPos = suit.getPos(battle)
majorObject = level >= 3
if repeatNPC == 0:
button = globalPropPool.getProp('button')
buttonType = globalPropPool.getPropType('button')
button2 = MovieUtil.copyProp(button)
buttons = [button, button2]
hands = toon.getLeftHands()
object = globalPropPool.getProp(objName)
objectType = globalPropPool.getPropType(objName)
if objName == 'weight':
object.setScale(object.getScale() * 0.75)
elif objName == 'safe':
object.setScale(object.getScale() * 0.85)
node = object.node()
node.setBounds(OmniBoundingVolume())
node.setFinal(1)
soundTrack = __getSoundTrack(level, hitSuit, toon)
toonTrack = Sequence()
if repeatNPC == 0:
toonFace = Func(toon.headsUp, battle, suitPos)
toonTrack.append(Wait(delay))
toonTrack.append(toonFace)
toonTrack.append(ActorInterval(toon, 'pushbutton'))
toonTrack.append(Func(toon.loop, 'neutral'))
toonTrack.append(Func(toon.setHpr, battle, origHpr))
buttonTrack = Sequence()
if repeatNPC == 0:
buttonShow = Func(MovieUtil.showProps, buttons, hands)
buttonScaleUp = LerpScaleInterval(button, 1.0, button.getScale(), startScale=Point3(0.01, 0.01, 0.01))
buttonScaleDown = LerpScaleInterval(button, 1.0, Point3(0.01, 0.01, 0.01), startScale=button.getScale())
buttonHide = Func(MovieUtil.removeProps, buttons)
buttonTrack.append(Wait(delay))
buttonTrack.append(buttonShow)
buttonTrack.append(buttonScaleUp)
buttonTrack.append(Wait(2.5))
buttonTrack.append(buttonScaleDown)
buttonTrack.append(buttonHide)
objectTrack = Sequence()
def posObject(object, suit, level, majorObject, miss, battle = battle):
object.reparentTo(battle)
if battle.isSuitLured(suit):
suitPos, suitHpr = battle.getActorPosHpr(suit)
object.setPos(suitPos)
object.setHpr(suitHpr)
if level >= 3:
object.setY(object.getY() + 2)
else:
object.setPos(suit.getPos(battle))
object.setHpr(suit.getHpr(battle))
if miss and level >= 3:
object.setY(object.getY(battle) + 5)
if not majorObject:
if not miss:
shoulderHeight = shoulderHeights[suit.style.body] * suit.scale
object.setZ(object.getPos(battle)[2] + shoulderHeight)
object.setZ(object.getPos(battle)[2] + objZOffsets[level])
objectTrack.append(Func(battle.movie.needRestoreRenderProp, object))
objInit = Func(posObject, object, suit, level, majorObject, hp <= 0)
objectTrack.append(Wait(delay + tObjectAppears))
objectTrack.append(objInit)
if hp > 0 or level == 1 or level == 2:
if hasattr(object, 'getAnimControls'):
animProp = ActorInterval(object, objName)
shrinkProp = LerpScaleInterval(object, dShrink, Point3(0.01, 0.01, 0.01), startScale=object.getScale())
objAnimShrink = ParallelEndTogether(animProp, shrinkProp)
objectTrack.append(objAnimShrink)
else:
startingScale = objStartingScales[level]
object2 = MovieUtil.copyProp(object)
posObject(object2, suit, level, majorObject, hp <= 0)
endingPos = object2.getPos()
startPos = Point3(endingPos[0], endingPos[1], endingPos[2] + 5)
startHpr = object2.getHpr()
endHpr = Point3(startHpr[0] + 90, startHpr[1], startHpr[2])
animProp = LerpPosInterval(object, landFrames[level] / 24.0, endingPos, startPos=startPos)
shrinkProp = LerpScaleInterval(object, dShrink, Point3(0.01, 0.01, 0.01), startScale=startingScale)
bounceProp = Effects.createZBounce(object, 2, endingPos, 0.5, 1.5)
objAnimShrink = Sequence(Func(object.setScale, startingScale), Func(object.setH, endHpr[0]), animProp, bounceProp, Wait(1.5), shrinkProp)
objectTrack.append(objAnimShrink)
MovieUtil.removeProp(object2)
elif hasattr(object, 'getAnimControls'):
animProp = ActorInterval(object, objName, duration=landFrames[level] / 24.0)
def poseProp(prop, animName, level):
prop.pose(animName, landFrames[level])
poseProp = Func(poseProp, object, objName, level)
wait = Wait(1.0)
shrinkProp = LerpScaleInterval(object, dShrinkOnMiss, Point3(0.01, 0.01, 0.01), startScale=object.getScale())
objectTrack.append(animProp)
objectTrack.append(poseProp)
objectTrack.append(wait)
objectTrack.append(shrinkProp)
else:
startingScale = objStartingScales[level]
object2 = MovieUtil.copyProp(object)
posObject(object2, suit, level, majorObject, hp <= 0)
endingPos = object2.getPos()
startPos = Point3(endingPos[0], endingPos[1], endingPos[2] + 5)
startHpr = object2.getHpr()
endHpr = Point3(startHpr[0] + 90, startHpr[1], startHpr[2])
animProp = LerpPosInterval(object, landFrames[level] / 24.0, endingPos, startPos=startPos)
shrinkProp = LerpScaleInterval(object, dShrinkOnMiss, Point3(0.01, 0.01, 0.01), startScale=startingScale)
bounceProp = Effects.createZBounce(object, 2, endingPos, 0.5, 1.5)
objAnimShrink = Sequence(Func(object.setScale, startingScale), Func(object.setH, endHpr[0]), animProp, bounceProp, Wait(1.5), shrinkProp)
objectTrack.append(objAnimShrink)
MovieUtil.removeProp(object2)
objectTrack.append(Func(MovieUtil.removeProp, object))
objectTrack.append(Func(battle.movie.clearRenderProp, object))
dropShadow = MovieUtil.copyProp(suit.getShadowJoint())
if level == 0:
dropShadow.setScale(0.5)
elif level <= 2:
dropShadow.setScale(0.8)
elif level == 3:
dropShadow.setScale(2.0)
elif level == 4:
dropShadow.setScale(2.3)
else:
dropShadow.setScale(3.6)
def posShadow(dropShadow = dropShadow, suit = suit, battle = battle, hp = hp, level = level):
dropShadow.reparentTo(battle)
if battle.isSuitLured(suit):
suitPos, suitHpr = battle.getActorPosHpr(suit)
dropShadow.setPos(suitPos)
dropShadow.setHpr(suitHpr)
if level >= 3:
dropShadow.setY(dropShadow.getY() + 2)
else:
dropShadow.setPos(suit.getPos(battle))
dropShadow.setHpr(suit.getHpr(battle))
if hp <= 0 and level >= 3:
dropShadow.setY(dropShadow.getY(battle) + 5)
dropShadow.setZ(dropShadow.getZ() + 0.5)
shadowTrack = Sequence(Wait(delay + tButtonPressed), Func(battle.movie.needRestoreRenderProp, dropShadow), Func(posShadow), LerpScaleInterval(dropShadow, tObjectAppears - tButtonPressed, dropShadow.getScale(), startScale=Point3(0.01, 0.01, 0.01)), Wait(0.3), Func(MovieUtil.removeProp, dropShadow), Func(battle.movie.clearRenderProp, dropShadow))
return Parallel(toonTrack, soundTrack, buttonTrack, objectTrack, shadowTrack)
def __createSuitTrack(drop, delay, level, alreadyDodged, alreadyTeased, target, npcs):
toon = drop['toon']
if drop.has_key('npc'):
toon = drop['npc']
battle = drop['battle']
majorObject = level >= 3
suit = target['suit']
hp = target['hp']
hitSuit = hp > 0
died = target['died']
revived = target['revived']
leftSuits = target['leftSuits']
rightSuits = target['rightSuits']
kbbonus = target['kbbonus']
hpbonus = drop['hpbonus']
if hp > 0:
suitTrack = Sequence()
showDamage = Func(suit.showHpText, -hp, openEnded=0)
updateHealthBar = Func(suit.updateHealthBar, hp)
if majorObject:
anim = 'flatten'
else:
anim = 'drop-react'
suitReact = ActorInterval(suit, anim)
suitTrack.append(Wait(delay + tObjectAppears))
suitTrack.append(showDamage)
suitTrack.append(updateHealthBar)
suitGettingHit = Parallel(suitReact)
if level == UBER_GAG_LEVEL_INDEX:
gotHitSound = globalBattleSoundCache.getSound('AA_drop_boat_cog.ogg')
suitGettingHit.append(SoundInterval(gotHitSound, node=toon))
suitTrack.append(suitGettingHit)
bonusTrack = None
if hpbonus > 0:
bonusTrack = Sequence(Wait(delay + tObjectAppears + 0.75), Func(suit.showHpText, -hpbonus, 1, openEnded=0))
if revived != 0:
suitTrack.append(MovieUtil.createSuitReviveTrack(suit, toon, battle, npcs))
elif died != 0:
suitTrack.append(MovieUtil.createSuitDeathTrack(suit, toon, battle, npcs))
else:
suitTrack.append(Func(suit.loop, 'neutral'))
if bonusTrack != None:
suitTrack = Parallel(suitTrack, bonusTrack)
elif kbbonus == 0:
suitTrack = Sequence(Wait(delay + tObjectAppears), Func(MovieUtil.indicateMissed, suit, 0.6), Func(suit.loop, 'neutral'))
else:
if alreadyDodged > 0:
return
if level >= 3:
if alreadyTeased > 0:
return
else:
suitTrack = MovieUtil.createSuitTeaseMultiTrack(suit, delay=delay + tObjectAppears)
else:
suitTrack = MovieUtil.createSuitDodgeMultitrack(delay + tSuitDodges, suit, leftSuits, rightSuits)
return suitTrack