base.py 14KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395
  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.gui.fire import GuiFiringEvent
  17. from opencombat.simulation.interior import InteriorManager
  18. from opencombat.simulation.tmx import TileMap
  19. from opencombat.user_action import UserAction
  20. from synergine2.config import Config
  21. from synergine2.terminals import Terminal
  22. from synergine2_cocos2d.actions import MoveTo
  23. from opencombat.gui.animation import ANIMATION_CRAWL
  24. from opencombat.gui.animation import ANIMATION_WALK
  25. from synergine2_cocos2d.animation import Animate
  26. from synergine2_cocos2d.gl import draw_line
  27. from synergine2_cocos2d.gui import EditLayer as BaseEditLayer
  28. from synergine2_cocos2d.gui import SubjectMapper
  29. from synergine2_cocos2d.gui import Gui
  30. from synergine2_cocos2d.gui import TMXGui
  31. from synergine2_cocos2d.layer import LayerManager
  32. from synergine2_xyz.move.simulation import FinishMoveEvent
  33. from synergine2_xyz.move.simulation import StartMoveEvent
  34. from synergine2_xyz.physics import Physics
  35. from synergine2_xyz.utils import get_angle
  36. from opencombat.simulation.event import NewVisibleOpponent
  37. from opencombat.simulation.event import NoLongerVisibleOpponent
  38. from opencombat.simulation.event import FireEvent
  39. from opencombat.simulation.event import DieEvent
  40. from opencombat.simulation.subject import ManSubject
  41. from opencombat.simulation.subject import TankSubject
  42. from opencombat.gui.actor import Man as ManActor
  43. from opencombat.gui.actor import HeavyVehicle as HeavyVehicleActor
  44. class EditLayer(BaseEditLayer):
  45. def _on_key_press(self, k, m):
  46. if self.selection:
  47. if k == key.M:
  48. self.user_action_pending = UserAction.ORDER_MOVE
  49. if k == key.R:
  50. self.user_action_pending = UserAction.ORDER_MOVE_FAST
  51. if k == key.C:
  52. self.user_action_pending = UserAction.ORDER_MOVE_CRAWL
  53. if k == key.F:
  54. self.user_action_pending = UserAction.ORDER_FIRE
  55. def draw(self) -> None:
  56. super().draw()
  57. class BackgroundLayer(cocos.layer.Layer):
  58. def __init__(
  59. self,
  60. config: Config,
  61. layer_manager: LayerManager,
  62. background_sprite: cocos.sprite.Sprite,
  63. ) -> None:
  64. super().__init__()
  65. self.config = config
  66. self.layer_manager = layer_manager
  67. self.background_sprite = background_sprite
  68. self.last_interior_draw_timestamp = 0
  69. self.draw_interiors_gap = self.config.resolve(
  70. 'game.building.draw_interior_gap',
  71. 2,
  72. )
  73. self.background_image = Image.open(os.path.join(
  74. self.layer_manager.middleware.map_dir_path,
  75. 'background.png',
  76. ))
  77. self.interior_manager = InteriorManager(
  78. TileMap(layer_manager.middleware.get_map_file_path()),
  79. original_image=self.background_image,
  80. )
  81. self.map_tile_width = self.layer_manager.middleware.get_cell_width()
  82. self.map_tile_height = self.layer_manager.middleware.get_cell_height()
  83. def draw(self, *args, **kwargs):
  84. super().draw(*args, **kwargs)
  85. self.draw_interiors()
  86. def draw_interiors(self):
  87. now = time.time()
  88. if now - self.last_interior_draw_timestamp > self.draw_interiors_gap:
  89. self.last_interior_draw_timestamp = now
  90. subject_grid_positions = [
  91. a.subject.position for a
  92. in self.layer_manager.subject_layer.subjects_index.values()
  93. ]
  94. interiors = self.interior_manager.get_interiors(
  95. where_positions=subject_grid_positions)
  96. # FIXME BS 2018-01-25: if not, put original background image
  97. if interiors:
  98. image_fake_file = io.BytesIO()
  99. new_background_image = self.interior_manager.update_image_for_interiors(
  100. interiors,
  101. self.map_tile_width,
  102. self.map_tile_height,
  103. )
  104. new_background_image.save(image_fake_file, format='PNG')
  105. self.background_sprite.image = pyglet.image.load(
  106. 'new_background.png',
  107. file=image_fake_file,
  108. )
  109. class TileLayerManager(LayerManager):
  110. edit_layer_class = EditLayer
  111. def __init__(
  112. self,
  113. config: Config,
  114. middleware: MapMiddleware,
  115. interaction_manager: 'InteractionManager',
  116. gui: 'Gui',
  117. ) -> None:
  118. super().__init__(
  119. config,
  120. middleware,
  121. interaction_manager,
  122. gui,
  123. )
  124. self.background_layer = None # type: BackgroundLayer
  125. self.interior_sprite = None # type: cocos.sprite.Sprite
  126. self.ground_layer = None # type: cocos.tiles.RectMapLayer
  127. self.top_layer = None # type: cocos.tiles.RectMapLayer
  128. def init(self) -> None:
  129. super().init()
  130. self.interior_sprite = self.middleware.get_interior_sprite()
  131. background_sprite = self.middleware.get_background_sprite()
  132. self.background_layer = BackgroundLayer(self.config, self, background_sprite)
  133. self.background_layer.add(background_sprite)
  134. self.ground_layer = self.middleware.get_ground_layer()
  135. self.top_layer = self.middleware.get_top_layer()
  136. def connect_layers(self) -> None:
  137. self.main_layer.add(self.interior_sprite)
  138. self.main_layer.add(self.background_layer)
  139. self.main_layer.add(self.ground_layer)
  140. super().connect_layers()
  141. self.main_layer.add(self.top_layer)
  142. def center(self) -> None:
  143. super().center()
  144. self.interior_sprite.position = \
  145. 0 + (self.interior_sprite.width / 2), 0 + (self.interior_sprite.height / 2)
  146. self.background_layer.background_sprite.position = \
  147. 0 + (self.background_layer.background_sprite.width / 2), 0 +\
  148. (self.background_layer.background_sprite.height/2)
  149. self.ground_layer.set_view(
  150. 0, 0, self.ground_layer.px_width, self.ground_layer.px_height,
  151. )
  152. self.top_layer.set_view(
  153. 0, 0, self.top_layer.px_width, self.top_layer.px_height,
  154. )
  155. class AudioLibrary(BaseAudioLibrary):
  156. sound_file_paths = {
  157. 'gunshot_default': '204010__duckduckpony__homemade-gunshot-2.ogg',
  158. }
  159. class Game(TMXGui):
  160. layer_manager_class = TileLayerManager
  161. def __init__(
  162. self,
  163. config: Config,
  164. terminal: Terminal,
  165. physics: Physics,
  166. read_queue_interval: float = 1 / 60.0,
  167. map_dir_path: str=None,
  168. ):
  169. super().__init__(
  170. config,
  171. terminal,
  172. physics=physics,
  173. read_queue_interval=read_queue_interval,
  174. map_dir_path=map_dir_path,
  175. )
  176. self.sound_lib = AudioLibrary(config.resolve('global.include_path.sounds'))
  177. self.graphic_path_manager = PathManager(self.config.resolve(
  178. 'global.include_path.graphics',
  179. ))
  180. self.debug_gui = self.config.resolve('global.debug_gui', False)
  181. self.terminal.register_event_handler(
  182. FinishMoveEvent,
  183. self.set_subject_position,
  184. )
  185. self.terminal.register_event_handler(
  186. StartMoveEvent,
  187. self.start_move_subject,
  188. )
  189. self.terminal.register_event_handler(
  190. NewVisibleOpponent,
  191. self.new_visible_opponent,
  192. )
  193. self.terminal.register_event_handler(
  194. NoLongerVisibleOpponent,
  195. self.no_longer_visible_opponent,
  196. )
  197. self.terminal.register_event_handler(
  198. FireEvent,
  199. self.fire_happen,
  200. )
  201. self.terminal.register_event_handler(
  202. DieEvent,
  203. self.subject_die,
  204. )
  205. self.dead_soldier_image = pyglet.resource.image(self.graphic_path_manager.path(
  206. 'actors/man_d1.png',
  207. ))
  208. # subject/actor mapping
  209. self.subject_mapper_factory.register_mapper(
  210. ManSubject,
  211. SubjectMapper(self.config, ManActor),
  212. )
  213. self.subject_mapper_factory.register_mapper(
  214. TankSubject,
  215. SubjectMapper(self.config, HeavyVehicleActor),
  216. )
  217. def before_run(self) -> None:
  218. from opencombat.gui.move import MoveActorInteraction
  219. from opencombat.gui.move import MoveFastActorInteraction
  220. from opencombat.gui.move import MoveCrawlActorInteraction
  221. from opencombat.gui.fire import FireActorInteraction
  222. self.layer_manager.interaction_manager.register(MoveActorInteraction, self.layer_manager)
  223. self.layer_manager.interaction_manager.register(MoveFastActorInteraction, self.layer_manager)
  224. self.layer_manager.interaction_manager.register(MoveCrawlActorInteraction, self.layer_manager)
  225. self.layer_manager.interaction_manager.register(FireActorInteraction, self.layer_manager)
  226. def set_subject_position(self, event: FinishMoveEvent):
  227. actor = self.layer_manager.subject_layer.subjects_index[event.subject_id]
  228. new_world_position = self.layer_manager.grid_manager.get_world_position_of_grid_position(event.to_position)
  229. actor.stop_actions((BaseMoveTo,))
  230. actor.set_position(*new_world_position)
  231. def start_move_subject(self, event: StartMoveEvent):
  232. actor = self.layer_manager.subject_layer.subjects_index[event.subject_id]
  233. new_world_position = self.layer_manager.grid_manager.get_world_position_of_grid_position(event.to_position)
  234. actor_mode = actor.get_mode_for_gui_action(event.gui_action)
  235. if event.gui_action == UserAction.ORDER_MOVE:
  236. animation = ANIMATION_WALK
  237. cycle_duration = 2
  238. elif event.gui_action == UserAction.ORDER_MOVE_FAST:
  239. animation = ANIMATION_WALK
  240. cycle_duration = 0.5
  241. elif event.gui_action == UserAction.ORDER_MOVE_CRAWL:
  242. animation = ANIMATION_CRAWL
  243. cycle_duration = 2
  244. else:
  245. raise NotImplementedError(
  246. 'Gui action {} unknown'.format(event.gui_action)
  247. )
  248. move_duration = event.move_duration
  249. move_action = MoveTo(new_world_position, move_duration)
  250. actor.do(move_action)
  251. actor.do(Animate(animation, duration=move_duration, cycle_duration=cycle_duration))
  252. actor.rotation = get_angle(event.from_position, event.to_position)
  253. actor.mode = actor_mode
  254. def new_visible_opponent(self, event: NewVisibleOpponent):
  255. self.visible_or_no_longer_visible_opponent(event, (153, 0, 153))
  256. def no_longer_visible_opponent(self, event: NoLongerVisibleOpponent):
  257. self.visible_or_no_longer_visible_opponent(event, (255, 102, 0))
  258. def visible_or_no_longer_visible_opponent(
  259. self,
  260. event: typing.Union[NoLongerVisibleOpponent, NewVisibleOpponent],
  261. line_color,
  262. ) -> None:
  263. if not self.layer_manager.debug:
  264. return
  265. observer_actor = self.layer_manager.subject_layer.subjects_index[event.observer_subject_id]
  266. observed_actor = self.layer_manager.subject_layer.subjects_index[event.observed_subject_id]
  267. observer_pixel_position = self.layer_manager.scrolling_manager.world_to_screen(
  268. *self.layer_manager.grid_manager.get_world_position_of_grid_position(
  269. observer_actor.subject.position,
  270. )
  271. )
  272. observed_pixel_position = self.layer_manager.scrolling_manager.world_to_screen(
  273. *self.layer_manager.grid_manager.get_world_position_of_grid_position(
  274. observed_actor.subject.position,
  275. )
  276. )
  277. def draw_visible_opponent():
  278. draw_line(
  279. observer_pixel_position,
  280. observed_pixel_position,
  281. line_color,
  282. )
  283. self.layer_manager.edit_layer.append_callback(draw_visible_opponent, 1.0)
  284. def fire_happen(self, event: FireEvent) -> None:
  285. shooter_actor = self.layer_manager.subject_layer.subjects_index[event.shooter_subject_id]
  286. shooter_pixel_position = self.layer_manager.scrolling_manager.world_to_screen(
  287. *self.layer_manager.grid_manager.get_world_position_of_grid_position(
  288. shooter_actor.subject.position,
  289. )
  290. )
  291. fire_to_pixel_position = self.layer_manager.scrolling_manager.world_to_screen(
  292. *self.layer_manager.grid_manager.get_world_position_of_grid_position(
  293. event.target_position,
  294. )
  295. )
  296. def gunshot_trace():
  297. draw_line(
  298. shooter_pixel_position,
  299. fire_to_pixel_position,
  300. color=(255, 0, 0),
  301. )
  302. def gunshot_sound():
  303. self.sound_lib.get_sound('gunshot_default').play()
  304. firing_event = GuiFiringEvent(shooter_actor, event.weapon_type)
  305. def actor_rotate():
  306. shooter_actor.rotation = get_angle(
  307. shooter_actor.position,
  308. event.target_position,
  309. )
  310. def actor_firing():
  311. shooter_actor.firing(firing_event)
  312. def actor_end_firing():
  313. shooter_actor.reset_default_texture()
  314. # To avoid all in same time
  315. # TODO BS 2018-01-24: This should be unecessary when core events sending will be
  316. # base on time base instead cycle base. Remove it to ensure.
  317. delay = random.uniform(0.0, 0.6)
  318. if self.debug_gui:
  319. self.layer_manager.edit_layer.append_callback(
  320. gunshot_trace,
  321. duration=0.1,
  322. delay=delay,
  323. )
  324. self.layer_manager.edit_layer.append_callback(
  325. gunshot_sound,
  326. duration=0.0,
  327. delay=delay,
  328. )
  329. self.layer_manager.edit_layer.append_callback(
  330. actor_firing,
  331. duration=0.2, # TODO BS 2018-01-25: Wil depend of weapon type
  332. delay=delay,
  333. end_callback=actor_end_firing,
  334. start_callback=actor_rotate,
  335. )
  336. def subject_die(self, event: DieEvent) -> None:
  337. killed_actor = self.layer_manager.subject_layer.subjects_index[event.shoot_subject_id]
  338. killed_actor.update_image(self.dead_soldier_image)
  339. killed_actor.freeze()