import utils import bge import random from mathutils import Vector #==================================== def mark_path(path, y): iter_ = 0 for x in path: pm = bge.logic.getCurrentScene().addObject('path_marker', y.obj, 0) pm.worldPosition = path[iter_] iter_ += 1 if iter_ == 1: pm.color = [0,1,0,.4] if iter_ == (len(path) ): pm.color = [1,0,0,.4] if iter_ == (len(path) +1): pm.color = [1,0,1,.4] y.path_display.append(pm) def clear_markers(self): for x in self.FSM.owner.path_display: try: x.endObject() except: pass def get_ground_ray(self): Axis = 2 Distance = -10 end = self.obj.worldPosition + (self.obj.worldOrientation.col[Axis]*Distance) start = self.obj.worldPosition.copy() ground_ray = self.obj.rayCast(end, start, 6,'', 1, 0) return ground_ray def set_height(self): ground_ray = get_ground_ray(self) target_height = 0.9 hitpoint = ground_ray[1] try: dist = self.obj.getDistanceTo(hitpoint) if dist < target_height: self.obj.worldPosition.z += target_height - dist self.obj.linearVelocity.z = 0 self.obj.linearVelocity.y *= .1 except: pass def align_to_road(self): ground_ray = get_ground_ray(self) try: self.obj.alignAxisToVect(ground_ray[2], 2, .15) except: pass def find_new_parking(self): potentials = [] for x in self.manager.idle_spots: if x.status == 'available': potentials.append(x) for x in potentials: min_dist = 45 dist = self.obj.getDistanceTo(x.obj) if dist < min_dist: potentials.remove(x) if len(potentials) > 0: new_parking = random.choice(potentials) path2 = self.manager.navmesh2.queue_path(self.start_empty.obj.worldPosition, new_parking.obj.worldPosition, self) return new_parking, path2 else: self.FSM.FSM.ToTransition('toEnterParallelPark') def get_lane_point(self): self.point = self.path[self.path_index] if self.point != self.last_lane_point: v = Vector([self.last_lane_point.x - self.point.x, self.last_lane_point.y - self.point.y, 0]) tv = v.normalized() nv = Vector([-tv.y, tv.x, 0]) #rotate 90 degrees self.last_lane_point = self.lane_point self.lane_point = self.point + self.manager.lane_position * nv else: pass def goal_reached(self): print(self.target.type, 'type') if self.target.type == 'corner': print('this is a corner') self.FSM.FSM.ToTransition('toDance1') else: self.FSM.FSM.ToTransition('toEnterParallelPark') def update_point(self): if self.path_index >= (len(self.path)): #at the end goal_reached(self) #self.FSM.FSM.ToTransition('toEnterParallelPark') else: #do normal path check_dist = 2.5 if self.path_index == len(self.path) - 1: check_dist = 1.0 dist = self.obj.getDistanceTo(self.lane_point) self.point = self.path[self.path_index] if dist < check_dist: get_lane_point(self) if self.path_index > (len(self.path)): pass else: self.path_index += 1 def align_to_point(self): v = self.obj.getVectTo(self.lane_point)[1] v.z = 0 self.obj.alignAxisToVect(v, 0, .1) def delta_to_vect(self): v = self.obj.getVectTo(self.lane_point)[1] delta = self.last_lane_point - self.lane_point delta = delta.cross(v) delta_mult = -.1 mult = 1.0 deltamove = delta[2] * delta_mult #check if in front local = self.obj.worldOrientation.inverted() * (self.lane_point - self.obj.worldPosition) f = deltamove * 50 if local < 0: f *= -1 self.obj.applyForce([0, f, 0], True) def apply_gas(self): if self.obj.linearVelocity.x < self.speed_targ: self.obj.applyForce([self.speed_inc, 0, 0], True) def walk_anim(self): if self.obj.linearVelocity.x > .5: arm = self.obj.children['npc'] #arm.playAction('g_walk2', 1,62, layer=1, play_mode=0, speed=.5) arm.playAction('npc_walk', 1,30, layer=1, play_mode=0, speed=.5, blendin=10) def starting_mod(self): path2 = self.path path2.append(self.target.obj.worldPosition) path2.append(self.target.obj.worldPosition) #==================================== State = type("State", (object,), {}) #==================================== class State(object): def __init__(self, FSM): self.FSM = FSM self.timer = 0 self.startTime = 0 def Enter(self): self.timer = 0 self.startTime = 0 def Execute(self): print('Executing') def Exit(self): print('Exiting') #==================================== class Example(State): def __init__(self,FSM): super(Example, self).__init__(FSM) def Enter(self): self.FSM.stateLife = 1 #self.FSM.owner.obj.worldPosition = self.FSM.owner.start_empty.obj.worldPosition #print('physics resumed') super(Example, self).Enter() def Execute(self): self.FSM.stateLife += 1 #print('doing example') def Exit(self): pass class ExitParallelPark(State): def __init__(self,FSM): super(ExitParallelPark, self).__init__(FSM) def Enter(self): self.FSM.stateLife = 1 set_height(self.FSM.owner) #self.FSM.owner.obj.restorePhysics() #self.FSM.owner.obj.restoreDynamics() self.FSM.owner.obj.linearVelocity = [0,0,0] self.FSM.owner.path_index = 0 try: self.FSM.owner.point = self.FSM.owner.path[self.FSM.owner.path_index] except: self.FSM.ToTransition('toEnterParallelPark') self.FSM.owner.target.status = 'targetted' self.FSM.owner.start_empty.status = 'available' if self.FSM.owner.start_empty.type == 'corner': self.FSM.owner.obj.children['npc'].stopAction(1) else: self.FSM.owner.obj.children['npc'].playAction('npc_sit', 90,1, layer=1, play_mode=0, speed=.5, blendin=10) starting_mod(self.FSM.owner) print('physics resumed') super(ExitParallelPark, self).Enter() def Execute(self): set_height(self.FSM.owner) self.FSM.stateLife += 1 if self.FSM.stateLife > 30: v = self.FSM.owner.obj.getVectTo(self.FSM.owner.path[0]) self.FSM.owner.obj.alignAxisToVect(v[1], 0, .01) self.FSM.owner.obj.alignAxisToVect([0,0,1], 2, 1) if self.FSM.stateLife > 220: self.FSM.ToTransition('toNavigateToTarget') def Exit(self): pass #==================================== class EnterParallelPark(State): def __init__(self,FSM): super(EnterParallelPark, self).__init__(FSM) def Enter(self): self.FSM.stateLife = 1 #self.FSM.owner.obj.worldPosition = self.FSM.owner.target.obj.worldPosition.copy() #self.FSM.owner.obj.worldOrientation = self.FSM.owner.target.obj.worldOrientation.copy() #self.FSM.owner.obj.applyMovement([0, 0, 0], True) self.FSM.owner.target.status = 'in_use' #self.FSM.owner.obj.worldPosition.z += .9 self.FSM.owner.active = False self.FSM.owner.start_empty = self.FSM.owner.target self.FSM.owner.last_point = self.FSM.owner.target.obj.worldPosition.copy() self.FSM.owner.lane_point = self.FSM.owner.target.obj.worldPosition.copy() self.FSM.owner.last_lane_point = self.FSM.owner.target.obj.worldPosition.copy() self.FSM.owner.point = self.FSM.owner.target.obj.worldPosition.copy() self.FSM.owner.path_index = 0 self.FSM.owner.path = None self.lerp_len = 90 self.s_p = self.FSM.owner.obj.worldPosition.copy() self.s_o = self.FSM.owner.obj.worldOrientation.copy() self.FSM.owner.obj.linearVelocity = [0, 0, 0] self.e_p = self.FSM.owner.target.obj.worldPosition.copy() self.e_o = self.FSM.owner.target.obj.worldOrientation.copy() #self.FSM.owner.obj.children['npc'].playAction('npc_sit', 1,90, layer=1, play_mode=0, speed=.5, blendin=10) set_height(self.FSM.owner) super(EnterParallelPark, self).Enter() def Execute(self): self.FSM.stateLife += 1 if self.FSM.stateLife > self.lerp_len: #pass self.FSM.owner.manager.walkers_active.remove(self.FSM.owner) if self.FSM.owner.start_empty.type == 'corner': self.FSM.owner.obj.children['npc'].stopAction(1) else: self.FSM.owner.obj.children['npc'].playAction('npc_sit', 1,90, layer=1, play_mode=0, speed=.5, blendin=10) else: l = self.s_p.lerp(self.e_p, (self.FSM.stateLife / self.lerp_len)) o = self.s_o.lerp(self.e_o, (self.FSM.stateLife / self.lerp_len)) #self.FSM.owner.obj.worldPosition.x = lerp() self.FSM.owner.obj.worldPosition.x = l.x self.FSM.owner.obj.worldPosition.y = l.y self.FSM.owner.obj.worldOrientation = o # v = self.FSM.owner.obj.getVectTo(self.FSM.owner.target.obj.worldPosition)[1] # v.z = 0 # self.FSM.owner.obj.alignAxisToVect(v, 0, .15) # align_to_road(self.FSM.owner) # print('linvel', self.FSM.owner.obj.linearVelocity) # if self.FSM.owner.obj.linearVelocity.x < self.FSM.owner.speed_targ: # self.FSM.owner.obj.applyForce([self.FSM.owner.speed_inc, 0, 0], True) # if self.FSM.stateLife == 360: # #self.FSM.owner.manager.walkers_active.remove(self.FSM.owner) # pass # #self.FSM.owner.obj.suspendDynamics() # #self.FSM.owner.obj.suspendPhysics() def Exit(self): pass #==================================== class NavigateToTarget(State): def __init__(self,FSM): super(NavigateToTarget, self).__init__(FSM) def Enter(self): self.FSM.stateLife = 1 super(NavigateToTarget, self).Enter() def Execute(self): self.FSM.stateLife += 1 update_point(self.FSM.owner) align_to_point(self.FSM.owner) align_to_road(self.FSM.owner) set_height(self.FSM.owner) delta_to_vect(self.FSM.owner) apply_gas(self.FSM.owner) walk_anim(self.FSM.owner) if self.FSM.stateLife > 30 * 180 * 2: self.FSM.ToTransition('toEnterParallelPark') def Exit(self): pass #==================================== class Activate(State): def __init__(self,FSM): super(Activate, self).__init__(FSM) def Enter(self): self.FSM.stateLife = 1 super(Activate, self).Enter() def find_target(self): pass def drive_to_point(self): pass def Execute(self): self.FSM.stateLife += 1 def Exit(self): pass #==================================== class RequestPath(State): def __init__(self,FSM): super(RequestPath, self).__init__(FSM) def Enter(self): self.FSM.stateLife = 1 self.FSM.owner.target, self.FSM.owner.path = find_new_parking(self.FSM.owner) self.FSM.owner.path_index = 0 super(RequestPath, self).Enter() def Execute(self): self.FSM.stateLife += 1 def Exit(self): pass #==================================== class HitBySkater(State): def __init__(self,FSM): super(HitBySkater, self).__init__(FSM) def Enter(self): self.FSM.stateLife = 1 #self.FSM.owner.target, self.FSM.owner.path = find_new_parking(self.FSM.owner) #self.FSM.owner.path_index = 0 self.FSM.owner.obj.children['npc'].playAction('npc_ran_into', 1,50, layer=1, play_mode=0, speed=.5, blendin=10) super(HitBySkater, self).Enter() def Execute(self): self.FSM.stateLife += 1 #print('doing hit state') dict = bge.logic.globalDict v = self.FSM.owner.obj.getVectTo(dict['cc'])[1] v.z = 0 self.FSM.owner.obj.alignAxisToVect(v, 0, .05) if self.FSM.stateLife == (50 * 2): self.FSM.owner.obj.children['npc'].playAction('npc_argue', 1,210, layer=1, play_mode=1, speed=.5, blendin=10) if self.FSM.stateLife > ((50 + 210) * 2): self.FSM.ToTransition('toEnterParallelPark') self.FSM.owner.obj.children['npc'].playAction('npc_walk', 1,30, layer=1, play_mode=1, speed=.5, blendin=10) def Exit(self): pass #==================================== class WalkingHitBySkater(State): def __init__(self,FSM): super(WalkingHitBySkater, self).__init__(FSM) def Enter(self): self.FSM.stateLife = 1 #self.FSM.owner.target, self.FSM.owner.path = find_new_parking(self.FSM.owner) #self.FSM.owner.path_index = 0 self.FSM.owner.obj.children['npc'].playAction('npc_ran_into', 1,50, layer=1, play_mode=0, speed=.5, blendin=10) super(WalkingHitBySkater, self).Enter() def Execute(self): self.FSM.stateLife += 1 #print('doing hit state') #self.FSM.owner.arm.playAction('npc_walk', 1,30, layer=1, play_mode=0, speed=.5) dict = bge.logic.globalDict v = self.FSM.owner.obj.getVectTo(dict['cc'])[1] v.z = 0 self.FSM.owner.obj.alignAxisToVect(v, 0, .05) if self.FSM.stateLife == (50 * 2): self.FSM.owner.obj.children['npc'].playAction('npc_argue', 1,210, layer=1, play_mode=1, speed=.5, blendin=10) if self.FSM.stateLife > ((50 + 210) * 2): print('resume path') self.FSM.ToTransition('toNavigateToTarget') def Exit(self): pass #==================================== class Dance1(State): def __init__(self,FSM): super(Dance1, self).__init__(FSM) def Enter(self): self.FSM.stateLife = 1 #self.FSM.owner.target, self.FSM.owner.path = find_new_parking(self.FSM.owner) #self.FSM.owner.path_index = 0 self.FSM.owner.obj.children['npc'].playAction('npc_dance_1', 10,110, layer=1, play_mode=1, speed=.5, blendin=10) super(Dance1, self).Enter() def Execute(self): self.FSM.stateLife += 1 if self.FSM.stateLife > 1200: #self.FSM.owner.obj.worldPosition = self.FSM.owner.target.obj.worldPosition self.FSM.owner.start_empty = self.FSM.owner.target self.FSM.ToTransition('toGoToSleep') #self.FSM.ToTransition('toEnterParallelPark') def Exit(self): pass #==================================== class GoToSleep(State): def __init__(self,FSM): super(GoToSleep, self).__init__(FSM) def Enter(self): self.FSM.stateLife = 1 self.FSM.owner.obj.children['npc'].playAction('npc_dance_1', 10,110, layer=1, play_mode=1, speed=.5, blendin=10) super(GoToSleep, self).Enter() def Execute(self): self.FSM.stateLife += 1 if self.FSM.owner.start_empty.type == 'corner': self.FSM.owner.obj.children['npc'].playAction('npc_dance_1', 1,1, layer=1, play_mode=1, speed=.5, blendin=20) if self.FSM.stateLife > 30: self.FSM.ToTransition('toRequestPath') if self.FSM.owner.start_empty.type == 'bench': pass def Exit(self): pass