base.py 16KB

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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 cocos.actions import MoveTo as RotateTo
  13. from synergine2_cocos2d.audio import AudioLibrary as BaseAudioLibrary
  14. from synergine2_cocos2d.interaction import InteractionManager
  15. from synergine2_cocos2d.middleware import MapMiddleware
  16. from synergine2_cocos2d.util import PathManager
  17. from opencombat.gui.animation import ANIMATION_WALK
  18. from opencombat.gui.animation import ANIMATION_CRAWL
  19. from opencombat.gui.fire import GuiFiringEvent
  20. from opencombat.simulation.interior import InteriorManager
  21. from opencombat.simulation.tmx import TileMap
  22. from opencombat.user_action import UserAction
  23. from synergine2.config import Config
  24. from synergine2.terminals import Terminal
  25. from synergine2_cocos2d.actions import MoveTo
  26. from synergine2_cocos2d.animation import Animate
  27. from synergine2_cocos2d.gl import draw_line
  28. from synergine2_cocos2d.gui import EditLayer as BaseEditLayer
  29. from synergine2_cocos2d.gui import SubjectMapper
  30. from synergine2_cocos2d.gui import Gui
  31. from synergine2_cocos2d.gui import TMXGui
  32. from synergine2_cocos2d.layer import LayerManager
  33. from opencombat.simulation import move
  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. move.SubjectFinishTileMoveEvent,
  183. self.set_subject_position,
  184. )
  185. self.terminal.register_event_handler(
  186. move.SubjectFinishMoveEvent,
  187. self.set_subject_position,
  188. )
  189. self.terminal.register_event_handler(
  190. move.SubjectStartTileMoveEvent,
  191. self.start_move_subject,
  192. )
  193. self.terminal.register_event_handler(
  194. move.SubjectStartRotationEvent,
  195. self.start_rotate_subject,
  196. )
  197. self.terminal.register_event_handler(
  198. move.SubjectFinishRotationEvent,
  199. self.rotate_subject,
  200. )
  201. self.terminal.register_event_handler(
  202. NewVisibleOpponent,
  203. self.new_visible_opponent,
  204. )
  205. self.terminal.register_event_handler(
  206. NoLongerVisibleOpponent,
  207. self.no_longer_visible_opponent,
  208. )
  209. self.terminal.register_event_handler(
  210. FireEvent,
  211. self.fire_happen,
  212. )
  213. self.terminal.register_event_handler(
  214. DieEvent,
  215. self.subject_die,
  216. )
  217. self.dead_soldier_image = pyglet.resource.image(self.graphic_path_manager.path(
  218. 'actors/man_d1.png',
  219. ))
  220. # subject/actor mapping
  221. self.subject_mapper_factory.register_mapper(
  222. ManSubject,
  223. SubjectMapper(self.config, ManActor),
  224. )
  225. self.subject_mapper_factory.register_mapper(
  226. TankSubject,
  227. SubjectMapper(self.config, HeavyVehicleActor),
  228. )
  229. def before_run(self) -> None:
  230. from opencombat.gui.move import MoveActorInteraction
  231. from opencombat.gui.move import MoveFastActorInteraction
  232. from opencombat.gui.move import MoveCrawlActorInteraction
  233. from opencombat.gui.fire import FireActorInteraction
  234. self.layer_manager.interaction_manager.register(MoveActorInteraction, self.layer_manager)
  235. self.layer_manager.interaction_manager.register(MoveFastActorInteraction, self.layer_manager)
  236. self.layer_manager.interaction_manager.register(MoveCrawlActorInteraction, self.layer_manager)
  237. self.layer_manager.interaction_manager.register(FireActorInteraction, self.layer_manager)
  238. def set_subject_position(
  239. self,
  240. event: typing.Union[move.SubjectFinishMoveEvent, move.SubjectFinishTileMoveEvent]
  241. ):
  242. actor = self.layer_manager.subject_layer.subjects_index[event.subject_id]
  243. new_world_position = self.layer_manager\
  244. .grid_manager\
  245. .get_world_position_of_grid_position(event.move_to)
  246. actor.stop_actions((BaseMoveTo,))
  247. actor.set_position(*new_world_position)
  248. def start_move_subject(
  249. self,
  250. event: typing.Union[move.SubjectFinishTileMoveEvent, move.SubjectContinueTileMoveEvent, move.SubjectFinishMoveEvent], # nopep8
  251. ):
  252. actor = self.layer_manager.subject_layer.subjects_index[event.subject_id]
  253. new_world_position = self.layer_manager\
  254. .grid_manager\
  255. .get_world_position_of_grid_position(event.move_to)
  256. # FIXME BS 20180319: compute/config for cycle duration? ?
  257. if event.gui_action == UserAction.ORDER_MOVE:
  258. animation = ANIMATION_WALK
  259. cycle_duration = 2
  260. elif event.gui_action == UserAction.ORDER_MOVE_FAST:
  261. animation = ANIMATION_WALK
  262. cycle_duration = 0.5
  263. elif event.gui_action == UserAction.ORDER_MOVE_CRAWL:
  264. animation = ANIMATION_CRAWL
  265. cycle_duration = 2
  266. else:
  267. raise NotImplementedError(
  268. 'Gui action {} unknown'.format(event.gui_action)
  269. )
  270. move_duration = event.duration
  271. move_action = MoveTo(new_world_position, move_duration)
  272. actor.do(move_action)
  273. actor.do(Animate(
  274. animation,
  275. duration=move_duration,
  276. cycle_duration=cycle_duration,
  277. ))
  278. if actor.can_rotate_instant():
  279. actor.rotation = get_angle(actor.subject.position, event.move_to)
  280. actor.mode = actor.get_mode_for_gui_action(animation)
  281. def start_rotate_subject(self, event: move.SubjectStartRotationEvent):
  282. actor = self.layer_manager.subject_layer.subjects_index[event.subject_id]
  283. rotate_action = RotateTo(event.rotate_absolute, event.duration)
  284. actor.do(rotate_action)
  285. def rotate_subject(self, event: move.SubjectFinishRotationEvent):
  286. actor = self.layer_manager.subject_layer.subjects_index[event.subject_id]
  287. actor.rotation = event.rotation_absolute
  288. def new_visible_opponent(self, event: NewVisibleOpponent):
  289. self.visible_or_no_longer_visible_opponent(event, (153, 0, 153))
  290. def no_longer_visible_opponent(self, event: NoLongerVisibleOpponent):
  291. self.visible_or_no_longer_visible_opponent(event, (255, 102, 0))
  292. def visible_or_no_longer_visible_opponent(
  293. self,
  294. event: typing.Union[NoLongerVisibleOpponent, NewVisibleOpponent],
  295. line_color,
  296. ) -> None:
  297. if not self.layer_manager.debug:
  298. return
  299. observer_actor = self.layer_manager.subject_layer.subjects_index[event.observer_subject_id]
  300. observed_actor = self.layer_manager.subject_layer.subjects_index[event.observed_subject_id]
  301. observer_pixel_position = self.layer_manager.scrolling_manager.world_to_screen(
  302. *self.layer_manager.grid_manager.get_world_position_of_grid_position(
  303. observer_actor.subject.position,
  304. )
  305. )
  306. observed_pixel_position = self.layer_manager.scrolling_manager.world_to_screen(
  307. *self.layer_manager.grid_manager.get_world_position_of_grid_position(
  308. observed_actor.subject.position,
  309. )
  310. )
  311. def draw_visible_opponent():
  312. draw_line(
  313. observer_pixel_position,
  314. observed_pixel_position,
  315. line_color,
  316. )
  317. self.layer_manager.edit_layer.append_callback(draw_visible_opponent, 1.0)
  318. def fire_happen(self, event: FireEvent) -> None:
  319. shooter_actor = self.layer_manager.subject_layer.subjects_index[event.shooter_subject_id]
  320. shooter_pixel_position = self.layer_manager.scrolling_manager.world_to_screen(
  321. *self.layer_manager.grid_manager.get_world_position_of_grid_position(
  322. shooter_actor.subject.position,
  323. )
  324. )
  325. fire_to_pixel_position = self.layer_manager.scrolling_manager.world_to_screen(
  326. *self.layer_manager.grid_manager.get_world_position_of_grid_position(
  327. event.target_position,
  328. )
  329. )
  330. def gunshot_trace():
  331. draw_line(
  332. shooter_pixel_position,
  333. fire_to_pixel_position,
  334. color=(255, 0, 0),
  335. )
  336. def gunshot_sound():
  337. self.sound_lib.get_sound('gunshot_default').play()
  338. firing_event = GuiFiringEvent(shooter_actor, event.weapon_type)
  339. def actor_rotate():
  340. shooter_actor.rotation = get_angle(
  341. shooter_actor.subject.position,
  342. event.target_position,
  343. )
  344. def actor_firing():
  345. shooter_actor.firing(firing_event)
  346. def actor_end_firing():
  347. shooter_actor.reset_default_texture()
  348. # To avoid all in same time
  349. # TODO BS 2018-01-24: This should be unecessary when core events sending will be
  350. # base on time base instead cycle base. Remove it to ensure.
  351. delay = random.uniform(0.0, 0.6)
  352. if self.debug_gui:
  353. self.layer_manager.edit_layer.append_callback(
  354. gunshot_trace,
  355. duration=0.1,
  356. delay=delay,
  357. )
  358. self.layer_manager.edit_layer.append_callback(
  359. gunshot_sound,
  360. duration=0.0,
  361. delay=delay,
  362. )
  363. self.layer_manager.edit_layer.append_callback(
  364. actor_firing,
  365. duration=0.5, # TODO BS 2018-01-25: Wil depend of weapon type
  366. delay=delay,
  367. end_callback=actor_end_firing,
  368. start_callback=actor_rotate,
  369. )
  370. def subject_die(self, event: DieEvent) -> None:
  371. killed_actor = self.layer_manager.subject_layer.subjects_index[event.shoot_subject_id]
  372. killed_actor.update_image(self.dead_soldier_image)
  373. killed_actor.freeze()