This file is indexed.

/usr/share/games/bouncy/farmer.py is in bouncy 0.6.20071104-3.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
import math, os
import euclid, objloader, collide, objects
from OpenGL.GL import *
from OpenGL.GLUT import *

class Farmer:
    def load(cls):
        cls.models = {}
        for name in ['farmer', 'alert', 'question']:
            obj = objloader.OBJ(os.path.join('data', '%s.obj'%name),
                outline=objects.toon_program is not None)
            cls.models[name] = obj
    load = classmethod(load)

    ST_STANDING = 'State: STANDING'
    ST_SEARCHING = 'State: SEARCHING'
    ST_ALARMED = 'State: ALARMED'
    ST_MOVING = 'State: MOVING'
    ST_OUTSIDE = 'State: RABBIT OUTSIDE'

    hit_offset = euclid.Vector3(0, 5, 0)
    def __init__(self, position, rotation):
        self.position = euclid.Point3(*position)
        self.velocity = euclid.Vector3(0, 0, 0)
        self.destination = None
        self.direction = rotation
        self.model = self.models['farmer']
        self.state = self.ST_SEARCHING
        self.hitbox = collide.AABox(self.position + self.hit_offset,
            2., 10., 2.)
        self.hunger = 0
        self.path = None

    def setDifficult(self, difficulty):
        self.speed = .05 * difficulty

    class RabbitCaught:
        pass


    GRAVITY = 1.5/1000.
    def animate(self, ts, level):
        # gravity is a constant
        self.velocity.y -= self.GRAVITY * ts

        # needed since there's no global collision detection used on farmer
        if self.position.y < 0:
            self.velocity.y = 0

        # no gravity for the farmer
        if self.state is self.ST_OUTSIDE:
            raise NotImplementedError

        rabbit = level.rabbit

        # raise endpoint for intersection
        if (not rabbit.is_underground() and 
                rabbit.hitbox.is_intersecting(self.hitbox)):
            raise self.RabbitCaught

        if self.state is self.ST_SEARCHING:
            self.direction += 5
            if self.direction > 360: self.direction -= 360
            if rabbit.is_underground(): return
            r = euclid.Matrix4.new_rotatey(self.direction * math.pi / 180)
            dir = r * euclid.Vector3(0, 0, 1)
            rvec = (rabbit.position - self.position).normalize()
            angle = dir.dot(rvec)
            if angle > 0.9:
                self.velocity.y = .5
                self.state = self.ST_ALARMED
                self.alarm_count = 1000.
            return

        if rabbit.is_underground():
            self.velocity = euclid.Vector3(0, 0, 0)
            self.state = self.ST_SEARCHING
            return   # NO MOVE

        if self.state is self.ST_ALARMED:
            self.alarm_count -= ts
            self.velocity += euclid.Vector3(0, .0001, 0)
            if self.alarm_count < 0:
                self.state = self.ST_MOVING

        elif self.state is self.ST_MOVING:
            new_dest = None

            # determine rabbit & farmer positions in A* land
            rabbit_pos = level.grid.findClosest(rabbit.position.x,
                rabbit.position.z)
            self_pos = level.grid.findClosest(self.position.x,
                self.position.z)

            if self_pos == rabbit_pos:
                raise self.RabbitCaught

            if self.path is None:
                #print 'PATH is NONE'
                self.path = level.grid.findPath(self_pos, rabbit_pos)
                if self.path is None:
                    self.state = self.ST_OUTSIDE
                    return   # NO MOVE
                new_dest = self.path.nodes.pop().l
            else:
                if self.path:
                    end = self.path.nodes[0].l
                else:
                    end = self.destination
                if rabbit_pos != end:
                    # little bugger moved!
                    #print 'RABBIT MOVED'
                    self.path = level.grid.findPath(self_pos, rabbit_pos)
                    if self.path is None:
                        print 'RABBIT MOVED and we have no path'
                        self.state = self.ST_OUTSIDE
                        return   # NO MOVE
                    new_dest = self.path.nodes.pop().l

            # set destination to next path point?
            if new_dest is None and self.dest_sp.intersect(self.position):
                # is the path empty?
                if not self.path:
                    #print 'EMPTY PATH'
                    self.path = level.grid.findPath(self_pos, rabbit_pos)
                    if self.path is None:
                        print 'destination and no path'
                        self.state = self.ST_OUTSIDE
                        return   # NO MOVE
                new_dest = self.path.nodes.pop().l

            # set the dest and the end-check sphere
            if new_dest is not None:
                s = level.grid.resolution / 2
                self.destination = euclid.Point3(new_dest[0]+s, 0,
                    new_dest[1]+s)
                self.dest_sp = euclid.Sphere(euclid.Point3(new_dest[0]+s,
                    -.5, new_dest[1]+s), 1.0)

            # figure velocity
            self.velocity = (self.destination - self.position).normalize()
            self.velocity *= self.speed

        if not abs(self.velocity):
            return

        # move according to velocity
        old_pos = self.position.copy()
        p = self.position + self.velocity
        self.position = euclid.Point3(p.x, p.y, p.z)
        self.hitbox.c = self.position + self.hit_offset

        if self.velocity.x or self.velocity.z:
            # update direction based on movement vector
            v1 = euclid.Vector3(self.velocity.x, 0, self.velocity.z).normalize()
            rad = self.direction/180*math.pi
            v2 = euclid.Vector3(math.sin(rad), 0, math.cos(rad))
            v3 = v1.cross(v2)
            a1 = ((math.atan2(v1.x, v1.z) * 180 / math.pi) + 360 ) % 360
            a2 = ((math.atan2(v2.x, v2.z) * 180 / math.pi) + 360 ) % 360
            a = min(5, abs(a2-a1))
            if v3.y < 0:
                self.direction += a
                if self.direction > 360: self.direction -= 360
            else:
                self.direction -= a
                if self.direction < 0: self.direction += 360

        # handle collision with the level
#        l = level.is_intersecting(self.hitbox)
#        if l:
#            # back-track
#            self.position = old_pos
#            self.hitbox.c = self.position + self.hit_offset
#
#            # now resolve
#            for hitbox in l:
#                hitbox.resolve_collision(self)
#            p = self.hitbox.c - self.hit_offset
#            self.position = euclid.Point3(p.x, p.y, p.z)

    def render(self, show_collide=False):

        if show_collide:
            self.hitbox.render()
            if self.path:
                s = 2           # XXX hard-coding half grid resolution
                glDisable(GL_DEPTH_TEST)
                glColor(1, 0, 0)
                glBegin(GL_LINE_STRIP)
                for node in self.path.nodes:
                    glVertex3f(node.l[0] + s, 0, node.l[1] + s)
                glEnd()
                glEnable(GL_DEPTH_TEST)

        else:
            glPushMatrix()
            glTranslate(self.position.x, self.position.y, self.position.z)
            glRotate(self.direction, 0, 1, 0)
            glCallList(self.model.gl_list)

            if self.state is self.ST_ALARMED:
                glPushMatrix()
                glDisable(GL_LIGHTING)
                glTranslate(0, 13, 0)
                glScalef(4, 4, 4)
                glCallList(self.models['alert'].gl_list)
                glEnable(GL_LIGHTING)
                glPopMatrix()

            if self.state is self.ST_SEARCHING:
                glPushMatrix()
                glDisable(GL_LIGHTING)
                glTranslate(0, 13, 0)
                glScalef(4, 4, 4)
                glCallList(self.models['question'].gl_list)
                glEnable(GL_LIGHTING)
                glPopMatrix()

            glPopMatrix()