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main.py
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import math, random
import direct.directbase.DirectStart
from pandac.PandaModules import *
from direct.showbase.DirectObject import DirectObject
from direct.task.Task import Task
prime = render.attachNewNode('prime')
#Global Collision setup
base.cTrav = CollisionTraverser('Collision Detection')
Pusher = CollisionHandlerPusher() #this handler will generate a a panda event for each collision that can be accepted by the various classes in addition to providing simple real world collisions.
Pusher.addInPattern('%fn') #the format of the actual event string. Just provide the name of the "from" node
collisionMASK = BitMask32.bit(1)
class Guide2D:
def __init__(self, pos = None, hpr = None,):
self.guide = prime.attachNewNode('Guide'+str(self.name)) #This node will be the moving and turning node. Pos and Hpr should be set to self.guide
self.guide.setPos(pos)
self.guide.setHpr(hpr)
self.pointer = NodePath('pointer'+str(self.name))
self.pointer.reparentTo(prime)
self.speed = self.maxspeed #some functions require speeds other than the max speed. This speed is the actual speed of the unit.
def Guidestep(self,dt):
if self.pointer.isEmpty(): return
if self.guide.isEmpty():return
self.pointer.setPos(self.guide.getPos())
for methods in self.behavior:
methodname = '_steerFor' + methods
method = getattr(self,methodname)
method(dt)
self.guide.setFluidPos(self.guide,Vec3(0,1*dt*self.speed,0))
def _steerForSeek(self,dt):
self.speed = self.maxspeed
if self.target is None: return
if self.target.isEmpty() == False:
self.pointer.lookAt(self.target)
PH = self.pointer.getH()
GH = self.guide.getH()
H = None
add = 0
if GH < 0: add = 1
if PH < 0: add = add + 1
if add == 1:
#Different sides of the divide
a = abs(GH) + abs(PH)
else:
#Same side of the divide
a = abs(GH - PH)
b = 360 - a
if b < 180: Switch = -1
else: Switch = 1
if PH > GH:
if abs(PH-GH) > self.rotation * dt: H = GH+self.rotation*dt*Switch #This will hopefully prevent jitter when approximating the pointer position.
else: H = GH + self.rotation/5 * dt * Switch
if PH < GH:
if abs(PH-GH) > self.rotation * dt: H = GH-self.rotation*dt*Switch #This will hopefully prevent jitter when approximating the pointer position.
else: H = GH - self.rotation/5 * dt * Switch
if H is not None:
if H < -180: H = 179
if H > 180 : H = -179
self.guide.setH(H)
def _steerForFlee(self,dt):
self.speed = self.maxspeed
if self.target is None: return
if self.target.isEmpty() == False:
self.pointer.lookAt(self.target)
PH = self.pointer.getH()
GH = self.guide.getH()
H = None
add = 0
if GH < 0: add = 1
if PH < 0: add = add + 1
if add == 1:
#Different sides of the divide
a = abs(GH) + abs(PH)
else:
#Same side of the divide
a = abs(GH - PH)
b = 360 - a
if b < 180: Switch = -1
else: Switch = 1
if PH > GH:
H = GH - self.rotation*dt*Switch*5
if PH < GH:
H = GH + self.rotation*dt*Switch*5
if H is not None:
if H < -180: H = 179
if H > 180 : H = -179
self.guide.setH(H)
def _steerForWander(self,dt):
self.speed = self.maxspeed/2
GH = self.guide.getH()
PH = self.pointer.getH()
if abs(GH-PH) < 10: self.pointer.setH(random.random()*360-180)
H = None
add = 0
if GH < 0: add = 1
if PH < 0: add = add + 1
if add == 1:
#Different sides of the divide
a = abs(GH) + abs(PH)
else:
#Same side of the divide
a = abs(GH - PH)
b = 360 - a
if b < 180: Switch = -1
else: Switch = 1
if PH > GH:
if abs(PH-GH) > self.rotation * dt: H = GH+self.rotation/2*dt*Switch
else: H = GH + self.rotation/5 * dt * Switch
if PH < GH:
if abs(PH-GH) > self.rotation * dt: H = GH-self.rotation/2*dt*Switch
else: H = GH - self.rotation/5 * dt * Switch
if H is not None:
if H < -180: H = 179
if H > 180 : H = -179
self.guide.setH(H)
def _steerForStop(self,dt):
self.speed = 0
class Player(Guide2D, DirectObject):
def __init__(self, world, name):
self.maxspeed = 10
self.rotation = 90
self.behavior = ['Wander']
self.world = world
X = random.random()* 50 - 25
Y = random.random()* 50 - 25
H = random.random()*360 - 180
pos = Vec3(X,Y,0)
hpr = Vec3(H,0,0)
self.center = prime.attachNewNode('center'+str(X))
self.model = loader.loadModel("models/robot.egg.pz")
self.model.setHpr(90,0,0)
self.model.reparentTo(self.center)
self.center.reparentTo(prime)
self.center.setPos(X,Y,0)
self.name = name
Guide2D.__init__(self,pos,hpr) #the guide2d object handles movement. We need to give it the starting position and the orientation.
#Set up a task for each player. Set up some starting values for timing. Set the player as "not It" as default.
self.stepTask = taskMgr.add(self.step, "UnitStepLoop")
self.stepTask.last = 0
self.onefourth = 0
self.Im_not_it()
self.timer = 2
#Collision stuff
self.center.setTag("Name",self.name)
self.colsphere = CollisionSphere(0,0,0,1)
self.csnodepath = self.center.attachNewNode(CollisionNode('cnode'))
self.csnodepath.node().addSolid(self.colsphere)
self.csnodepath.node().setCollideMask(collisionMASK)
Pusher.addCollider(self.csnodepath, self.guide)
base.cTrav.addCollider(self.csnodepath, Pusher)
self.csnodepath.setTag("Name",self.name)
self.csnodepath.setName(self.name)
self.accept(self.name, self.Collision)
# default stuff
self.it = False
self.isLeader = False
self.myLeader = None
def Im_it(self):
self.it = True
self.center.setColor(1,0,0,1)
self.maxspeed = 11
self.world.whoisit = self
self.ingame = True
def Im_it2(self):
self.it = True
self.center.setColor(1,0,0,1)
self.maxspeed = 11
self.world.whoisit2 = self
self.ingame = True
def Im_not_it(self):
self.it = False
self.iAmAleader = False
self.center.setColor(0,0,1,1)
self.maxspeed = 10
self.ingame = True
def iAmALeader(self):
self.isLeader = True
self.it = False
self.center.setColor(1,0,5,1)
self.maxspeed = 10
self.ingame = True
def setLeader(self,leader):
self.isLeader = False
self.myLeader = leader
def Im_out(self): #A temporary state for when a player just gets done tagging another player.
self.it = False
self.isLeader = False
self.center.setColor(0,1,0,1)
self.maxspeed = 10
self.ingame = False
self.timer = 0
def step(self,task):
dt = task.time - task.last #obtains the time since that last frame.
task.last = task.time
self.timer = self.timer + dt
if self.timer >= 1 and self.ingame == False:
self.Im_not_it() #put players that were just it back into play after 1 sec.
self.Guidestep(dt)
self.center.setPos(self.guide.getPos())
self.center.setHpr(self.guide.getHpr())
self.onefourth = self.onefourth + dt # Every 1/4 second update AI
if self.onefourth > .5:
self.onefourth = 0
self.reset()
return Task.cont #finished, the loop goes back to the start.
def Collision(self,entry):
intonode = entry.getIntoNodePath()
name = intonode.getTag("Name")
if name is not None:
if not self.it and not self.isLeader:
if self.ingame:
if name == self.world.whoisit.name:
self.world.whoisit.Im_out()
self.Im_it()
elif name == self.world.whoisit2.name:
self.world.whoisit2.Im_out()
self.Im_it2()
def reset(self): #This is the key AI routine regarding the rules of Tag.
if self.it:
distance = 100
temporaryTarget = None
for player in self.world.players:
if player.ingame:
if player != self.world.whoisit and player != self.world.whoisit2 and not player.isLeader:
if self.center.getDistance(player.center) < distance:
temporaryTarget = player
distance = self.center.getDistance(player.center)
self.Target = temporaryTarget
self.target = temporaryTarget.center
self.behavior = ['Seek']
elif self.myLeader is not None:
self.Target = self.myLeader
self.target = self.myLeader.center
self.behavior = ['Seek']
elif self.isLeader:
if self.center.getDistance(self.world.whoisit.center) <= 30:
self.target = self.world.whoisit.center
self.behavior = ['Flee']
elif self.center.getDistance(self.world.whoisit2.center) <= 30:
self.target = self.world.whoisit2.center
self.behavior = ['Flee']
else:
self.behavior = ['Wander']
elif self.center.getDistance(self.world.whoisit.center) <= 10:
self.target = self.world.whoisit.center
self.behavior = ['Flee']
elif self.center.getDistance(self.world.whoisit2.center) <= 10:
self.target = self.world.whoisit2.center
self.behavior = ['Flee']
else:
self.behavior = ['Wander']
class World:
def __init__(self):
base.setBackgroundColor(1, 1, 1) #Set the background to white
self.setupLights()
base.camera.setPos(0,-100,100)
base.camera.setHpr(0,-45,0)
base.disableMouse()
#Load up the model for the playing field.
field = loader.loadModel("models/field.egg")
field.reparentTo(prime)
field.setPosHprScale(0,0,-.5,0,-90,0,83,83,83)
self.players = []
for i in range(20):
p = Player(self,str(i)) #create a new player- pass the player the this world class for reference.
self.players.append(p)
self.players[0].Im_it() #just assign the number 10 player to be IT to start off the game.
self.players[1].Im_it2() #just assign the number 15 player to be IT to start off the game.
self.players[5].iAmALeader()
self.players[6].setLeader(self.players[5])
self.players[7].setLeader(self.players[5])
self.players[8].setLeader(self.players[5])
self.players[10].iAmALeader()
self.players[11].setLeader(self.players[10])
self.players[12].setLeader(self.players[10])
self.players[13].setLeader(self.players[10])
self.setupPlayField()
def setupLights(self):
prime.setLightOff() #clears the field so that only these lights are ever in play.
# Setup ambient and directional lights.
self.alight = AmbientLight('alight')
self.alight.setColor(VBase4(0.35, 0.35, 0.35, 1)) #formerly .15
self.alnp = prime.attachNewNode(self.alight)
prime.setLight(self.alnp)
self.dlight = DirectionalLight('dlight')
self.dlight.setColor(VBase4(0.9, 0.9, 0.9, 1))
self.dlnp = prime.attachNewNode(self.dlight)
self.dlnp.setHpr(45, -15, 0)
prime.setLight(self.dlnp)
def setupPlayField(self): #this sets the outer bounds of the playfield as an inverse collision sphere.
inv = CollisionInvSphere(0, 0, 0, 40)
cnodePath = prime.attachNewNode(CollisionNode('inv'))
cnodePath.node().addSolid(inv)
w = World()
run()