- Bug Fixes
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@ -29,6 +29,7 @@ class ShipPilot(PhysicsWalker):
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MAX_STRAIGHT_SAIL_BONUS = 2.1 # 1.25 Old
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STRAIGHT_SAIL_BONUS_TIME = 18.0
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REVERSE_STRAIGHT_SAIL_BONUS_TIME = -8.0
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TURNING_BONUS_REDUCTION = 3.0
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# special methods
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@ -378,36 +379,46 @@ class ShipPilot(PhysicsWalker):
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# How far did we move based on the amount of time elapsed?
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dt = ClockObject.getGlobalClock().getDt()
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minSpeed = (self.ship.acceleration + self.ship.speedboost) * self.ship.speednerf
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minStraightSail = 1.0 / self.MAX_STRAIGHT_SAIL_BONUS * self.STRAIGHT_SAIL_BONUS_TIME * self.ship.speednerf
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if reverse:
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# Reverse kills Travel Speed totally
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self.straightHeading = 0
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elif (self.__speed < (self.ship.acceleration + self.ship.speedboost) * self.ship.speednerf) and forward:
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# Decelerate while sails are up
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self.straightHeading -= dt * self.TURNING_BONUS_REDUCTION * 2.0
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#elif (self.__speed < minSpeed) and forward:
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elif (self.straightHeading < minStraightSail) and forward:
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# If not at MinSpeed, Accelerate regardless
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self.straightHeading += dt * 1.5
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elif self.ship.threatCounter:
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elif self.ship.threatCounter:
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# If ship is recently damaged, do not increase Travel Speed
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self.straightHeading = min(1.0 / self.MAX_STRAIGHT_SAIL_BONUS * self.STRAIGHT_SAIL_BONUS_TIME * self.ship.speednerf, self.straightHeading)
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self.straightHeading = min(minStraightSail, self.straightHeading)
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elif turnLeft or turnRight or not forward:
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# Reset Straight Sailing Bonus
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self.straightHeading -= dt * self.TURNING_BONUS_REDUCTION
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# Reset Straight Sailing Bonus - Only if above MinSpeed
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if forward and (self.straightHeading - (dt * self.TURNING_BONUS_REDUCTION) < minStraightSail) and (self.straightHeading >= minStraightSail):
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self.straightHeading = minStraightSail
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else:
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self.straightHeading -= dt * self.TURNING_BONUS_REDUCTION
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else:
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# Add in the Straight Sailing Time
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self.straightHeading += dt
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self.straightHeading = max(0, min(self.STRAIGHT_SAIL_BONUS_TIME, self.straightHeading))
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if reverse:
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# Allow straightHeading to reach a negative value
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self.straightHeading = max(self.REVERSE_STRAIGHT_SAIL_BONUS_TIME, self.straightHeading)
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else:
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# Normally min straightHeading is 1.0
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self.straightHeading = max(1.0, min(self.STRAIGHT_SAIL_BONUS_TIME, self.straightHeading))
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# Straight Sailing Acceleration Bonus
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straightSailBonus = 0.0
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straightSailBonus = self.straightHeading / self.STRAIGHT_SAIL_BONUS_TIME
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straightSailBonus = min(self.MAX_STRAIGHT_SAIL_BONUS, straightSailBonus * self.MAX_STRAIGHT_SAIL_BONUS)
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self.__speed=(forward and self.ship.acceleration) or \
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(reverse and -self.ship.reverseAcceleration)
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# self.__speed=(forward and self.ship.acceleration) or (reverse and self.ship.reverseAcceleration)
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self.__speed = self.ship.acceleration
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avatarSlideSpeed=self.ship.acceleration * 0.5 * straightSailBonus
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#self.__slideSpeed=slide and (
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# (turnLeft and -avatarSlideSpeed) or
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# (turnRight and avatarSlideSpeed))
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avatarSlideSpeed = self.ship.acceleration * 0.5 * straightSailBonus
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self.__slideSpeed=(forward or reverse) and (
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(slideLeft and -avatarSlideSpeed) or
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(slideRight and avatarSlideSpeed))
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@ -416,11 +427,10 @@ class ShipPilot(PhysicsWalker):
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(turnRight and -self.ship.turnRate))
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# Add in Straight Sailing Multiplier
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self.__speed *= straightSailBonus
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self.__speed *= (straightSailBonus * self.ship.speednerf)
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self.__speed += self.ship.speedboost
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self.__slideSpeed *= straightSailBonus
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maxSpeed = self.ship.maxSpeed
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self.__speed *= self.ship.speednerf
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# Enable debug turbo modec
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debugRunning = inputState.isSet("debugRunning")
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@ -447,13 +457,6 @@ class ShipPilot(PhysicsWalker):
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self.currentTurning = 0.0
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self.__rotationSpeed = self.currentTurning
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#print "########################"
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#print self.__speed
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#print self.ship.baseAcceleration
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#print self.ship.acceleration
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#print self.ship.speedboost
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#print straightSailBonus
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# Broadcast Event to Handlers (ShipStatusMeter)
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messenger.send("setShipSpeed-%s" % (self.ship.getDoId()), [self.__speed, self.getMaxSpeed()])
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@ -492,26 +495,25 @@ class ShipPilot(PhysicsWalker):
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rotation = self.__rotationSpeed
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if debugRunning:
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rotation *= 4
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# update pos:
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# Take a step in the direction of our previous heading.
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self.__vel=Vec3(
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Vec3.forward() * distance +
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Vec3.right() * slideDistance)
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self.__vel=Vec3(Vec3.forward() * distance + Vec3.right() * slideDistance)
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# rotMat is the rotation matrix corresponding to
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# our previous heading.
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rotMat=Mat3.rotateMatNormaxis(
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self.shipNodePath.getH(), Vec3.up())
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rotMat=Mat3.rotateMatNormaxis(self.shipNodePath.getH(), Vec3.up())
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step=rotMat.xform(self.__vel)
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#newVector = self.acForce.getLocalVector()+Vec3(step)
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newVector = Vec3(step)
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#newVector=Vec3(rotMat.xform(newVector))
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#maxLen = maxSpeed
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maxLen = self.__speed
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if (goForward):
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maxLen = self.__speed
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else:
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maxLen = self.ship.reverseAcceleration
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if newVector.length() > maxLen and \
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not (debugRunning or base.localAvatar.getTurbo()):
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newVector.normalize()
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@ -522,24 +524,24 @@ class ShipPilot(PhysicsWalker):
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"newVector", newVector)
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onScreenDebug.add(
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"newVector length", newVector.length())
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base.controlForce.setVector(newVector)
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assert base.controlForce.getLocalVector() == newVector,'1'
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assert base.controlForce.getPhysicsObject(),'2'
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assert base.controlForce.getPhysicsObject() == physObject,'3'
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#momentum = self.momentumForce.getLocalVector()
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#momentum *= 0.9
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#self.momentumForce.setVector(momentum)
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# update hpr:
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o=physObject.getOrientation()
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r=LRotationf()
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# factor in dt since we're directly setting the rotation here
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r.setHpr(Vec3(rotation * dt, 0.0, 0.0))
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physObject.setOrientation(o*r)
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# sync the change:
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self.actorNode.updateTransform()
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#assert self.shipNodePath.getH()==debugTempH-rotation
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@ -549,8 +551,7 @@ class ShipPilot(PhysicsWalker):
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assert physObject.getVelocity().almostEqual(Vec3(0),0.1)
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#base.controlForce.setVector(Vec3.zero())
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goForward = True
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#*#
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speed = physVel
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if (goForward):
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@ -561,13 +562,13 @@ class ShipPilot(PhysicsWalker):
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if physVelLen > self.ship.maxReverseSpeed:
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speed.normalize()
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speed *= self.ship.maxReverseSpeed
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#speed *= 1.0 - dt * 0.05
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# modify based on sail damage
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speed *= self.ship.Sp
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speed /= self.ship.maxSp
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if __debug__:
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q1=self.shipNodePath.getQuat()
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q2=physObject.getOrientation()
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