base.py 14KB

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  1. # coding: utf-8
  2. import io
  3. import os
  4. import random
  5. import typing
  6. import cocos
  7. import pyglet
  8. import time
  9. from PIL import Image
  10. from pyglet.window import key
  11. from cocos.actions import MoveTo as BaseMoveTo
  12. from synergine2_cocos2d.audio import AudioLibrary as BaseAudioLibrary
  13. from synergine2_cocos2d.interaction import InteractionManager
  14. from synergine2_cocos2d.middleware import MapMiddleware
  15. from synergine2_cocos2d.util import PathManager
  16. from opencombat.simulation.interior import InteriorManager
  17. from opencombat.simulation.tmx import TileMap
  18. from opencombat.user_action import UserAction
  19. from synergine2.config import Config
  20. from synergine2.terminals import Terminal
  21. from synergine2_cocos2d.actions import MoveTo
  22. from opencombat.gui.animation import ANIMATION_CRAWL
  23. from opencombat.gui.animation import ANIMATION_WALK
  24. from synergine2_cocos2d.animation import Animate
  25. from synergine2_cocos2d.gl import draw_line
  26. from synergine2_cocos2d.gui import EditLayer as BaseEditLayer
  27. from synergine2_cocos2d.gui import SubjectMapper
  28. from synergine2_cocos2d.gui import Gui
  29. from synergine2_cocos2d.gui import TMXGui
  30. from synergine2_cocos2d.layer import LayerManager
  31. from synergine2_xyz.move.simulation import FinishMoveEvent
  32. from synergine2_xyz.move.simulation import StartMoveEvent
  33. from synergine2_xyz.physics import Physics
  34. from synergine2_xyz.utils import get_angle
  35. from opencombat.simulation.event import NewVisibleOpponent
  36. from opencombat.simulation.event import NoLongerVisibleOpponent
  37. from opencombat.simulation.event import FireEvent
  38. from opencombat.simulation.event import DieEvent
  39. from opencombat.simulation.subject import ManSubject
  40. from opencombat.simulation.subject import TankSubject
  41. from opencombat.gui.actor import Man as ManActor
  42. from opencombat.gui.actor import HeavyVehicle as HeavyVehicleActor
  43. class EditLayer(BaseEditLayer):
  44. def _on_key_press(self, k, m):
  45. if self.selection:
  46. if k == key.M:
  47. self.user_action_pending = UserAction.ORDER_MOVE
  48. if k == key.R:
  49. self.user_action_pending = UserAction.ORDER_MOVE_FAST
  50. if k == key.C:
  51. self.user_action_pending = UserAction.ORDER_MOVE_CRAWL
  52. if k == key.F:
  53. self.user_action_pending = UserAction.ORDER_FIRE
  54. def draw(self) -> None:
  55. super().draw()
  56. class BackgroundLayer(cocos.layer.Layer):
  57. def __init__(
  58. self,
  59. config: Config,
  60. layer_manager: LayerManager,
  61. background_sprite: cocos.sprite.Sprite,
  62. ) -> None:
  63. super().__init__()
  64. self.config = config
  65. self.layer_manager = layer_manager
  66. self.background_sprite = background_sprite
  67. self.last_interior_draw_timestamp = 0
  68. self.draw_interiors_gap = self.config.resolve(
  69. 'game.building.draw_interior_gap',
  70. 2,
  71. )
  72. self.background_image = Image.open(os.path.join(
  73. self.layer_manager.middleware.map_dir_path,
  74. 'background.png',
  75. ))
  76. self.interior_manager = InteriorManager(
  77. TileMap(layer_manager.middleware.get_map_file_path()),
  78. original_image=self.background_image,
  79. )
  80. self.map_tile_width = self.layer_manager.middleware.get_cell_width()
  81. self.map_tile_height = self.layer_manager.middleware.get_cell_height()
  82. def draw(self, *args, **kwargs):
  83. super().draw(*args, **kwargs)
  84. self.draw_interiors()
  85. def draw_interiors(self):
  86. now = time.time()
  87. if now - self.last_interior_draw_timestamp > self.draw_interiors_gap:
  88. self.last_interior_draw_timestamp = now
  89. subject_grid_positions = [
  90. a.subject.position for a
  91. in self.layer_manager.subject_layer.subjects_index.values()
  92. ]
  93. interiors = self.interior_manager.get_interiors(
  94. where_positions=subject_grid_positions)
  95. # FIXME BS 2018-01-25: if not, put original background image
  96. if interiors:
  97. image_fake_file = io.BytesIO()
  98. new_background_image = self.interior_manager.update_image_for_interiors(
  99. interiors,
  100. self.map_tile_width,
  101. self.map_tile_height,
  102. )
  103. new_background_image.save(image_fake_file, format='PNG')
  104. self.background_sprite.image = pyglet.image.load(
  105. 'new_background.png',
  106. file=image_fake_file,
  107. )
  108. class TileLayerManager(LayerManager):
  109. edit_layer_class = EditLayer
  110. def __init__(
  111. self,
  112. config: Config,
  113. middleware: MapMiddleware,
  114. interaction_manager: 'InteractionManager',
  115. gui: 'Gui',
  116. ) -> None:
  117. super().__init__(
  118. config,
  119. middleware,
  120. interaction_manager,
  121. gui,
  122. )
  123. self.background_layer = None # type: BackgroundLayer
  124. self.interior_sprite = None # type: cocos.sprite.Sprite
  125. self.ground_layer = None # type: cocos.tiles.RectMapLayer
  126. self.top_layer = None # type: cocos.tiles.RectMapLayer
  127. def init(self) -> None:
  128. super().init()
  129. self.interior_sprite = self.middleware.get_interior_sprite()
  130. background_sprite = self.middleware.get_background_sprite()
  131. self.background_layer = BackgroundLayer(self.config, self, background_sprite)
  132. self.background_layer.add(background_sprite)
  133. self.ground_layer = self.middleware.get_ground_layer()
  134. self.top_layer = self.middleware.get_top_layer()
  135. def connect_layers(self) -> None:
  136. self.main_layer.add(self.interior_sprite)
  137. self.main_layer.add(self.background_layer)
  138. self.main_layer.add(self.ground_layer)
  139. super().connect_layers()
  140. self.main_layer.add(self.top_layer)
  141. def center(self) -> None:
  142. super().center()
  143. self.interior_sprite.position = \
  144. 0 + (self.interior_sprite.width / 2), 0 + (self.interior_sprite.height / 2)
  145. self.background_layer.background_sprite.position = \
  146. 0 + (self.background_layer.background_sprite.width / 2), 0 +\
  147. (self.background_layer.background_sprite.height/2)
  148. self.ground_layer.set_view(
  149. 0, 0, self.ground_layer.px_width, self.ground_layer.px_height,
  150. )
  151. self.top_layer.set_view(
  152. 0, 0, self.top_layer.px_width, self.top_layer.px_height,
  153. )
  154. class AudioLibrary(BaseAudioLibrary):
  155. sound_file_paths = {
  156. 'gunshot_default': '204010__duckduckpony__homemade-gunshot-2.ogg',
  157. }
  158. class Game(TMXGui):
  159. layer_manager_class = TileLayerManager
  160. def __init__(
  161. self,
  162. config: Config,
  163. terminal: Terminal,
  164. physics: Physics,
  165. read_queue_interval: float = 1 / 60.0,
  166. map_dir_path: str=None,
  167. ):
  168. super().__init__(
  169. config,
  170. terminal,
  171. physics=physics,
  172. read_queue_interval=read_queue_interval,
  173. map_dir_path=map_dir_path,
  174. )
  175. self.sound_lib = AudioLibrary(config.resolve('global.include_path.sounds'))
  176. self.graphic_path_manager = PathManager(self.config.resolve(
  177. 'global.include_path.graphics',
  178. ))
  179. self.terminal.register_event_handler(
  180. FinishMoveEvent,
  181. self.set_subject_position,
  182. )
  183. self.terminal.register_event_handler(
  184. StartMoveEvent,
  185. self.start_move_subject,
  186. )
  187. self.terminal.register_event_handler(
  188. NewVisibleOpponent,
  189. self.new_visible_opponent,
  190. )
  191. self.terminal.register_event_handler(
  192. NoLongerVisibleOpponent,
  193. self.no_longer_visible_opponent,
  194. )
  195. self.terminal.register_event_handler(
  196. FireEvent,
  197. self.fire_happen,
  198. )
  199. self.terminal.register_event_handler(
  200. DieEvent,
  201. self.subject_die,
  202. )
  203. self.dead_soldier_image = pyglet.resource.image(self.graphic_path_manager.path(
  204. 'actors/man_d1.png',
  205. ))
  206. # subject/actor mapping
  207. self.subject_mapper_factory.register_mapper(
  208. ManSubject,
  209. SubjectMapper(self.config, ManActor),
  210. )
  211. self.subject_mapper_factory.register_mapper(
  212. TankSubject,
  213. SubjectMapper(self.config, HeavyVehicleActor),
  214. )
  215. def before_run(self) -> None:
  216. from opencombat.gui.move import MoveActorInteraction
  217. from opencombat.gui.move import MoveFastActorInteraction
  218. from opencombat.gui.move import MoveCrawlActorInteraction
  219. from opencombat.gui.fire import FireActorInteraction
  220. self.layer_manager.interaction_manager.register(MoveActorInteraction, self.layer_manager)
  221. self.layer_manager.interaction_manager.register(MoveFastActorInteraction, self.layer_manager)
  222. self.layer_manager.interaction_manager.register(MoveCrawlActorInteraction, self.layer_manager)
  223. self.layer_manager.interaction_manager.register(FireActorInteraction, self.layer_manager)
  224. def set_subject_position(self, event: FinishMoveEvent):
  225. actor = self.layer_manager.subject_layer.subjects_index[event.subject_id]
  226. new_world_position = self.layer_manager.grid_manager.get_world_position_of_grid_position(event.to_position)
  227. actor.stop_actions((BaseMoveTo,))
  228. actor.set_position(*new_world_position)
  229. def start_move_subject(self, event: StartMoveEvent):
  230. actor = self.layer_manager.subject_layer.subjects_index[event.subject_id]
  231. new_world_position = self.layer_manager.grid_manager.get_world_position_of_grid_position(event.to_position)
  232. if event.gui_action == UserAction.ORDER_MOVE:
  233. animation = ANIMATION_WALK
  234. cycle_duration = 2
  235. elif event.gui_action == UserAction.ORDER_MOVE_FAST:
  236. animation = ANIMATION_WALK
  237. cycle_duration = 0.5
  238. elif event.gui_action == UserAction.ORDER_MOVE_CRAWL:
  239. animation = ANIMATION_CRAWL
  240. cycle_duration = 2
  241. else:
  242. raise NotImplementedError(
  243. 'Gui action {} unknown'.format(event.gui_action)
  244. )
  245. move_duration = event.move_duration
  246. move_action = MoveTo(new_world_position, move_duration)
  247. actor.do(move_action)
  248. actor.do(Animate(animation, duration=move_duration, cycle_duration=cycle_duration))
  249. actor.rotation = get_angle(event.from_position, event.to_position)
  250. def new_visible_opponent(self, event: NewVisibleOpponent):
  251. self.visible_or_no_longer_visible_opponent(event, (153, 0, 153))
  252. def no_longer_visible_opponent(self, event: NoLongerVisibleOpponent):
  253. self.visible_or_no_longer_visible_opponent(event, (255, 102, 0))
  254. def visible_or_no_longer_visible_opponent(
  255. self,
  256. event: typing.Union[NoLongerVisibleOpponent, NewVisibleOpponent],
  257. line_color,
  258. ) -> None:
  259. if not self.layer_manager.debug:
  260. return
  261. observer_actor = self.layer_manager.subject_layer.subjects_index[event.observer_subject_id]
  262. observed_actor = self.layer_manager.subject_layer.subjects_index[event.observed_subject_id]
  263. observer_pixel_position = self.layer_manager.scrolling_manager.world_to_screen(
  264. *self.layer_manager.grid_manager.get_world_position_of_grid_position(
  265. observer_actor.subject.position,
  266. )
  267. )
  268. observed_pixel_position = self.layer_manager.scrolling_manager.world_to_screen(
  269. *self.layer_manager.grid_manager.get_world_position_of_grid_position(
  270. observed_actor.subject.position,
  271. )
  272. )
  273. def draw_visible_opponent():
  274. draw_line(
  275. observer_pixel_position,
  276. observed_pixel_position,
  277. line_color,
  278. )
  279. self.layer_manager.edit_layer.append_callback(draw_visible_opponent, 1.0)
  280. def fire_happen(self, event: FireEvent) -> None:
  281. shooter_actor = self.layer_manager.subject_layer.subjects_index[event.shooter_subject_id]
  282. shooter_pixel_position = self.layer_manager.scrolling_manager.world_to_screen(
  283. *self.layer_manager.grid_manager.get_world_position_of_grid_position(
  284. shooter_actor.subject.position,
  285. )
  286. )
  287. fire_to_pixel_position = self.layer_manager.scrolling_manager.world_to_screen(
  288. *self.layer_manager.grid_manager.get_world_position_of_grid_position(
  289. event.target_position,
  290. )
  291. )
  292. def gunshot_trace():
  293. draw_line(
  294. shooter_pixel_position,
  295. fire_to_pixel_position,
  296. color=(255, 0, 0),
  297. )
  298. def gunshot_sound():
  299. self.sound_lib.get_sound('gunshot_default').play()
  300. def actor_firing():
  301. shooter_actor.firing(event.weapon_type)
  302. # To avoid all in same time
  303. # TODO BS 2018-01-24: This should be unecessary when core events sending will be
  304. # base on time base instead cycle base. Remove it to ensure.
  305. delay = random.uniform(0.0, 0.6)
  306. self.layer_manager.edit_layer.append_callback(
  307. gunshot_trace,
  308. duration=0.1,
  309. delay=delay,
  310. )
  311. self.layer_manager.edit_layer.append_callback(
  312. gunshot_sound,
  313. duration=0.0,
  314. delay=delay,
  315. )
  316. self.layer_manager.edit_layer.append_callback(
  317. actor_firing,
  318. duration=0.2, # TODO BS 2018-01-25: Wil depend of weapon type
  319. delay=delay,
  320. )
  321. def subject_die(self, event: DieEvent) -> None:
  322. killed_actor = self.layer_manager.subject_layer.subjects_index[event.shoot_subject_id]
  323. killed_actor.update_image(self.dead_soldier_image)
  324. killed_actor.freeze()