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trains.py 5.2KB

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  1. import bge
  2. import random
  3. import FSM
  4. import astar
  5. import observer
  6. car_colors = [[.2,.01,.01,1], [.5,.5,.4,1], [.005,.01,.015,1], [.005, .1, 0.003, 1], [.1, .1, .1, 1]]
  7. npcs = ['carlos', 'maria', 'denise', 'charlie']
  8. def idle_run_check(self):
  9. output = False
  10. for x in bge.logic.getCurrentScene().objects:
  11. if 'walker_idle_spot' in x.name:
  12. self.idle_spots.append(x)
  13. x['in_use'] = False
  14. output = True
  15. print(output, 'walker idle spots')
  16. return output
  17. def get_idle_spots():
  18. op = []
  19. for obj in bge.logic.getCurrentScene().objects:
  20. if 'idle_spot' in obj.name:
  21. ps = IdleSpot(obj, 'available')
  22. if 'corner' in obj:
  23. ps.type = 'corner'
  24. op.append(ps)
  25. print('&&&&&& idle spots')
  26. print(op)
  27. return op
  28. def get_intersections():
  29. op = []
  30. for obj in bge.logic.getCurrentScene().objects:
  31. if 'intersection' in obj:
  32. op.append(obj)
  33. return op
  34. def add_walker(self, x):
  35. print(x.obj.worldPosition, '--walker here')
  36. #walker = bge.logic.getCurrentScene().addObject('larryCube', x.obj, 0)
  37. #walker = bge.logic.getCurrentScene().addObject('npcCube', x.obj, 0)
  38. choice = random.choice(npcs)
  39. walker = bge.logic.getCurrentScene().addObject(choice, x.obj, 0)
  40. print(walker.worldPosition)
  41. #walker.worldPosition = x.obj.worldPosition
  42. walker.worldOrientation = x.obj.worldOrientation
  43. walker.worldPosition.z += 2.8
  44. walker.name = 'lwalker' + str(len(self.manager.walkers))
  45. walker.childrenRecursive['shirt'].color = [random.random(),random.random(),random.random(),1]
  46. walker['npc'] = True
  47. x.status = 'in_use'
  48. return walker
  49. #====================================
  50. class IdleSpot:
  51. def __init__(self, obj, status):
  52. self.obj = obj
  53. self.status = status
  54. self.type = None
  55. class Walker:
  56. def __init__(self, own, start_empty):
  57. self.manager = own
  58. self.life = 0
  59. self.start_empty = start_empty
  60. self.obj = add_walker(self, self.start_empty)
  61. self.speed_targ = self.manager.default_speed
  62. self.speed_inc = 100
  63. self.FSM = FSM.WalkerFSM(self)
  64. self.active = False
  65. self.target = start_empty
  66. self.lane_point = self.obj.worldPosition
  67. self.last_lane_point = self.obj.worldPosition
  68. self.path = None
  69. self.path_index = 0
  70. self.path_display = []
  71. self.cla = None
  72. self.manager.pub.register("path found", self)
  73. #self.obj.worldPosition = self.start_empty.obj.worldPosition
  74. def Execute(self):
  75. self.FSM.Execute()
  76. self.life += 1
  77. def ReceiveMessage(self, message):
  78. #print(message[0])
  79. if message[0] == 'path':
  80. if self == message[1]:
  81. self.path = message[2]
  82. self.FSM.FSM.ToTransition('toExitParallelPark')
  83. #print('path got')
  84. elif message[0] == 'hit':
  85. if self.obj == message[2]:
  86. #print('something was hit')
  87. active_ = False
  88. if self in self.manager.walkers_active:
  89. active_ = True
  90. #print(self.FSM.FSM.curState.__class__.__name__, 'name')
  91. if self.FSM.FSM.curState.__class__.__name__ == 'NavigateToTarget':
  92. self.FSM.FSM.ToTransition('toWalkingHitBySkater')
  93. else:
  94. self.manager.walkers_active.append(self)
  95. self.FSM.FSM.ToTransition('toHitBySkater')
  96. #print('i was hit', message[2], active_)
  97. class WalkerManager:
  98. def __init__(self, own):
  99. self.parent = own
  100. self.navmesh = None
  101. self.pub = observer.Publisher(['path found', 'working'])
  102. self.navmesh2 = astar.Astar('walker_nav_points', self.pub)
  103. self.walkers = []
  104. self.max_walkers = 16
  105. self.max_active = 8
  106. self.targets = []
  107. self.target_loc = None
  108. self.idle_spots = get_idle_spots()
  109. self.active = True
  110. self.walkers_active = []
  111. self.walkers_loaded = False
  112. self.life = 0
  113. self.default_speed = 1.0#5.0
  114. self.lane_position = 0.5#1.75
  115. def load_walkers(self):
  116. iter_ = 0
  117. if npcs[0] in bge.logic.getCurrentScene().objectsInactive:
  118. start_choices = self.idle_spots.copy()
  119. while len(self.walkers) < self.max_walkers:
  120. #get starting position
  121. start_choice = random.choice(start_choices)
  122. start_choices.remove(start_choice)
  123. walker_ = Walker(self, start_choice)
  124. #walker_.cla = self
  125. self.walkers.append(walker_)
  126. for x in self.idle_spots:
  127. iter_ += 1
  128. self.walkers_loaded = True
  129. else:
  130. for obj in npcs:
  131. mainDir = bge.logic.expandPath("//npc_walkers/")
  132. npc = obj
  133. fileName = mainDir + str(npc) + '.blend'
  134. path = bge.logic.expandPath(fileName)
  135. print('loading npc')
  136. try:
  137. bge.logic.LibLoad(fileName, 'Scene', load_actions=True)
  138. print(' loaded', obj)
  139. except Exception as e:
  140. print('loading', fileName, 'failed', e)
  141. def activator_check(self):
  142. if len(self.walkers_active) < self.max_active:
  143. l = []
  144. for c in self.walkers:
  145. if not c.active:
  146. l.append(c)
  147. walker = random.choice(l)
  148. self.walkers_active.append(walker)
  149. walker.active = True
  150. walker.obj.worldPosition = walker.start_empty.obj.worldPosition
  151. walker.FSM.FSM.ToTransition('toRequestPath')
  152. #print('activating walker')
  153. def update(self):
  154. self.life += 1
  155. if self.walkers_loaded:
  156. if self.life % 180 == 0:
  157. self.activator_check()
  158. for walker in self.walkers_active:
  159. walker.Execute()
  160. self.navmesh2.update()
  161. else:
  162. self.load_walkers()
  163. def Execute(cont):
  164. own = cont.owner
  165. if 'walker_manager' not in own:
  166. own['walker_manager'] = WalkerManager(own)
  167. walker_man = own['walker_manager']
  168. if walker_man.active:
  169. walker_man.update()