codetower/ct_lib.py

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import bge # Bibliothèque Blender Game Engine (UPBGE)
import threading # Multithreading
import trace
import sys
import time
import math
import mathutils
import random
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# from ct import * # Bibliothèque CodeTower
###############################################################################
# ct_lib.py
# @title: User library
# @project: CodeTower
# @lang: fr,en
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
# @copyright: Copyright (C) 2022 Philippe Roy
# @license: GNU GPL
#
# Ce simulateur est un jeu du type tower defense où les tours sont à piloter par la programmation Python.
# This game is a tower defense coding game. The towers are driven with Python code.
#
# Commandes déclenchées par les joueurs : ct_*
# Commandes déclenchées par la scene 3D : scn_*
#
###############################################################################
scene = bge.logic.getCurrentScene()
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# Colors
tower_purple = [0.202, 0.114, 0.521,1]
tower_turquoise = [0.051, 0.270, 0.279,1]
tower_magenta = [0.799, 0.005, 0.314,1]
tower_orange = [0.799, 0.130, 0.063,1]
tower_yellow = [0.799, 0.617, 0.021, 1]
tower_green = [0.246, 0.687, 0.078, 1]
tower_red = [0.799, 0.031, 0.038, 1]
###############################################################################
# Méthode kill pour les tâches (threads)
###############################################################################
class thread_with_trace(threading.Thread):
def __init__(self, *args, **keywords):
threading.Thread.__init__(self, *args, **keywords)
self.killed = False
def start(self):
self.__run_backup = self.run
self.run = self.__run
threading.Thread.start(self)
def __run(self):
sys.settrace(self.globaltrace)
self.__run_backup()
self.run = self.__run_backup
def globaltrace(self, frame, event, arg):
if event == 'call':
return self.localtrace
else:
return None
def localtrace(self, frame, event, arg):
if self.killed:
if event == 'line':
raise SystemExit()
return self.localtrace
def kill(self):
self.killed = True
###############################################################################
# Start et stop des tâches (threads)
###############################################################################
def thread_start(threads, type_txt, fct):
threads.append(thread_with_trace(target = fct))
threads[len(threads)-1].start()
print ("Thread",type_txt, "#", len(threads)-1, "open.")
def thread_stop(threads, type_txt):
i=0
zombie_flag=False
for t in threads:
if not t.is_alive():
print ("Thread",type_txt, "#",i,"closed.")
else:
print ("Thread",type_txt, "#",i,"still open ...")
t.kill()
t.join()
if not t.is_alive():
print ("Thread",type_txt, "#",i,"killed.")
else:
print ("Thread",type_txt, "#",i,"zombie...")
zombie_flag=True
i +=1
if zombie_flag==False:
print ("All threads",type_txt, "are closed.")
else:
print ("There are zombies threads",type_txt, ".")
###############################################################################
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# Vagues (minions)
###############################################################################
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# Minion caracteristics : category (class), level, hp, speed, armor, bounty, lifes_damage
minion_carac={
'Knight-lv1' : ["Knight", 1 , 2.0, 1.0, 0.0, 5,1],
'Knight-lv2' : ["Knight", 2, 4.0, 1.0, 1.0, 20,1],
'Knight-lv3' : ["Knight", 3, 8.0, 1.0, 2.0, 80,1],
'Orc-lv1' : ["Orc", 1 , 2.0, 1.0, 0.0, 5,1],
'Orc-lv2' : ["Orc", 2, 4.0, 1.0, 1.0, 20,1],
'Orc-lv3' : ["Orc", 3, 8.0, 1.0, 2.0, 80,1]}
# Minion 3d object : body (male,female,old, ...), variante (A,B,C,D, ...), level
minion_3d={
'Knight-lv1' : [['Knight_m', 'Knight_f', 'OldKnight_m'],['A','B','C','D'],['common']],
'Knight-lv2' : [['Knight_m', 'Knight_f', 'OldKnight_m'],['A','B','C','D'],['uncommon']],
'Knight-lv3' : [['Knight_m', 'Knight_f', 'OldKnight_m'],['A','B','C','D'],['rare']],
'Orc-lv1' : [['Orc'],['A','B','C','D','E','F'],['common']],
'Orc-lv2' : [['Orc'],['A','B','C','D','E','F'],['uncommon']],
'Orc-lv3' : [['Orc'],['A','B','C','D','E','F'],['rare']]}
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# Création d'un minion
def ct_minion(x,y,cat,level):
category=cat+"-lv"+str(level)
# Pause
while scene.objects['Terrain']['run'] == False:
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time.sleep(0)
# Object 3D
body = random.choice(minion_3d[category][0])+"_"+random.choice(minion_3d[category][1])+"_"+random.choice(minion_3d[category][2])
minion= scene.addObject(body, scene.objects['Terrain'])
minion.worldScale=mathutils.Vector((0.25,0.25,0.25))
minion.worldPosition=mathutils.Vector((x,y,0.1))
# minion.worldPosition=mathutils.Vector((x,y,0.3))
# minion.worldPosition=mathutils.Vector((x,y,0.37)) # old 2
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scene.objects['Points']['minions']= scene.objects['Points']['minions']+1
# Caracteristics
minion.components['Minion'].args['cat']=minion_carac[category][0]
minion.components['Minion'].args['level']=minion_carac[category][1]
minion.components['Minion'].args['hp']=minion_carac[category][2]
minion.components['Minion'].args['speed']=minion_carac[category][3]
minion.components['Minion'].args['armor']=minion_carac[category][4]
minion.components['Minion'].args['bounty']=minion_carac[category][5]
minion.components['Minion'].args['lifes_damage']=minion_carac[category][6]
minion['hp'] =minion.components['Minion'].args['hp']
# Actuator Steering
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minion.actuators['Steering'].navmesh=scene.objects[scene.objects['Terrain']['navmesh']]
minion.actuators['Steering'].target=scene.objects[scene.objects['Terrain']['endtile']]
minion.actuators['Steering'].distance=0.5
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minion.actuators['Steering'].velocity=minion.components['Minion'].args['speed']*scene.objects['Terrain']['speed']
# Destruction d'un minion
def scn_minion_dead(cont):
obj = cont.owner
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scene.objects['Points']['minions']= scene.objects['Points']['minions']-1
scene.objects['Points']['coins']= scene.objects['Points']['coins']+obj.components['Minion'].args['bounty']
obj.endObject()
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###############################################################################
# Tours
###############################################################################
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# Tower caracteristics : category (class), damage, speed, range
tower_carac={
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'Base' : ["Base", 1.0 , 0.02, 3.0]}
# carac_tower={
# 'Base' : ["Base", 1.0 , 0.02, 3.0]}
# Création d'une tour
def ct_build(x,y,tower_name="Tower",color=tower_purple, tower_3d="square-A",cat='Base'):
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# Vérification de la place
if [x,y] in scene.objects['Terrain']['scene_tile_noncontruct'] or [x,y] in scene.objects['Terrain']['scene_tile_tower']:
return False
# Vérification du niveau
scene.objects['Points']['level']= scene.objects['Points']['level'] + 1
if scene.objects['Points']['level'] > scene.objects['Points']['level_max'] :
tour= scene.addObject("Tower_error", scene.objects['Terrain'])
tour.worldPosition=mathutils.Vector((x,y,0.2))
tour.worldScale=mathutils.Vector((1,1,1))
scene.objects['Terrain']['scene_tile_tower'].append([x,y])
return False
# Objet 3D
tour= scene.addObject('Tower-'+tower_3d, scene.objects['Terrain'])
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tour.color = color
tour.worldPosition=mathutils.Vector((x,y,0.2))
tour.worldScale=mathutils.Vector((1,1,1))
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scene.objects['Terrain']['scene_tile_tower'].append([x,y])
# Caractéristiques (composant python et propriétés de l'objet 3D)
tour.components['Tower'].args['cat']=tower_carac[cat][0]
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tour.components['Tower'].args['lvl']=1
tour.components['Tower'].args['tower_name']=tower_name
tour.components['Tower'].args['damage']=tower_carac[cat][1]
tour.components['Tower'].args['speed']=tower_carac[cat][2]
tour.components['Tower'].args['range']=tower_carac[cat][3]
tour['cat']=tower_carac[cat][0]
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tour['lvl']=1
tour['tower_name']=tower_name
tour['damage']=tower_carac[cat][1]
tour['speed']=tower_carac[cat][2]
tour['range']=tower_carac[cat][3]
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# Capteur Near
tour.sensors['Near'].distance=tour.components['Tower'].args['range']
tour.sensors['Near'].skippedTicks =round(1/(tour.components['Tower'].args['speed']*scene.objects['Terrain']['speed']))
print (tour.sensors['Near'].skippedTicks)
# for obj_i in scene.objects:
# if "type_tower" in obj_i.getPropertyNames():
# print (obj_i['tower_name'])
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return True
# Supression d'une tour
def ct_remove(x,y):
for obj_i in scene.objects: # Supprimer les tours
if "type_tower" in obj_i.getPropertyNames():
if x == obj_i.worldPosition.x and y == obj_i.worldPosition.y:
obj_i.endObject()
scene.objects['Points']['level']= scene.objects['Points']['level'] - 1
# Réaction d'une tour
def scn_tower_near(cont):
obj = cont.owner
sensor = obj.sensors['Near']
# Tir
# FIXME: deux tirs à la fois ?
# FIXME: tir sur le plus avancé
if len(sensor.hitObjectList)>0 and scene.objects['Terrain']['run']==True :
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target=sensor.hitObjectList[0]
# target.actuators['Steering'].velocity=(target.components['Minion'].args['speed']*scene.objects['Terrain']['speed'])/2 # Reduction de la vitesse du minion
# Bullet (3d object) (vitesse <=1)
if scene.objects['Terrain']['speed']<=1:
bullet= scene.addObject("Bullet", scene.objects['Terrain'])
bullet.mass=0.001 # bullet.applyForce=((0,0,9.81),True)
bullet.worldPosition=mathutils.Vector((obj.worldPosition.x,obj.worldPosition.y,1.5))
bullet.worldScale=[0.75,0.75,0.75]
# bullet.worldScale=[0.5,0.5,0.5]
bullet.worldLinearVelocity.x = (target.worldPosition.x-bullet.worldPosition.x)*bullet['velocity']
bullet.worldLinearVelocity.y= (target.worldPosition.y-bullet.worldPosition.y)*bullet['velocity']
bullet.worldLinearVelocity.z = (target.worldPosition.z+0.1-bullet.worldPosition.z)*bullet['velocity']
# Line (vitesse >=2)
if scene.objects['Terrain']['speed']>=2:
bge.render.drawLine([obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.1],
[target.worldPosition.x, target.worldPosition.y, target.worldPosition.z],
[0.8, 0.619, 0.021])
# Dégats
target['hp'] = target['hp'] - obj.components['Tower'].args['damage']
if target['hp']<=0:
target['dead']=True
###############################################################################
# Carte
###############################################################################
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# Fin
def ct_map_end(x,y):
mapend= scene.addObject("Map_end", scene.objects['Terrain'])
mapend.worldPosition=[x,y,0.2]
mapend.worldScale=[0.25,0.25,0.25]
# Minion arrivé à la fin
def scn_map_end_near(cont):
obj = cont.owner
sensor = obj.sensors['Near']
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# if len(sensor.hitObjectList)>0:
# print ("Arrive à la fin", sensor.hitObjectList)
for i in range (len(sensor.hitObjectList)) :
sensor.hitObjectList[i].endObject()
scene.objects['Points']['lifes']= scene.objects['Points']['lifes']-sensor.hitObjectList[0].components['Minion'].args['lifes_damage']
scene.objects['Points']['minions']= scene.objects['Points']['minions']-1
# Drapeau de fin
def ct_map_endflag(x,y):
endflag= scene.addObject("Map_endflag", scene.objects['Terrain'])
endflag.worldPosition=[x,y,0.3]
endflag.worldScale=[0.3,0.3,0.3]
if round(x) == x :
if round(y) == y :
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scene.objects['Terrain']['scene_tile_noncontruct'].append([x,y])
else:
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scene.objects['Terrain']['scene_tile_noncontruct'].append([x,math.floor(y)])
scene.objects['Terrain']['scene_tile_noncontruct'].append([x,math.ceil(y)])
else:
if round(y) == y :
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scene.objects['Terrain']['scene_tile_noncontruct'].append([math.floor(x),y])
scene.objects['Terrain']['scene_tile_noncontruct'].append([math.ceil(x),y])
else:
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scene.objects['Terrain']['scene_tile_noncontruct'].append([math.floor(x),math.floor(y)])
scene.objects['Terrain']['scene_tile_noncontruct'].append([math.floor(x),math.ceil(y)])
scene.objects['Terrain']['scene_tile_noncontruct'].append([math.ceil(x),math.floor(y)])
scene.objects['Terrain']['scene_tile_noncontruct'].append([math.ceil(x),math.ceil(y)])
###############################################################################
# Temporisation
###############################################################################
def ct_sleep (duration):
time.sleep(duration*(1/scene.objects['Terrain']['speed']))
def ct_tempo (duration):
scene.objects['Terrain']['delay_cmd']=0
while scene.objects['Terrain']['delay_cmd']<duration*(1/scene.objects['Terrain']['speed']):
# print("Temporization commands :",scene.objects['Terrain']['delay_cmd'])
time.sleep(0.001)
# pass
def ct_tempo_wave (duration):
scene.objects['Terrain']['delay_wave']=0
while scene.objects['Terrain']['delay_wave']<duration*(1/scene.objects['Terrain']['speed']):
# print("Temporization waves :",scene.objects['Terrain']['delay_wave'])
time.sleep(0.001)
# pass
# def ct_tempo_wave_trigger (duree):
# print ("delay wave ", scene.objects['Terrain']['delay_wave'])
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###############################################################################
# Affichage
###############################################################################
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# Texte du panel d'information
def ct_print (text):
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# text_info (texte)
if text=="":
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scene.objects['Text_info-1'].setVisible(False,False)
scene.objects['Text_info-2'].setVisible(False,False)
else:
lines_txt=texte.split("\n", 6)
for i in range (len(lines_txt),6):
lines_txt.append("")
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scene.objects['Text_info-1'].setVisible(True,False)
scene.objects['Text_info-2'].setVisible(True,False)
scene.objects['Text_info-1']['Text']=lines_txt[0]+"\n"+lines_txt[1]+"\n"+lines_txt[2]
scene.objects['Text_info-2']['Text']=lines_txt[3]+"\n"+lines_txt[4]+"\n"+lines_txt[5]
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# Texte de carte
def ct_map_text(text):
scene.objects['Map_text']['Text']=text
scene.objects['Map_text'].setVisible(True,False)