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- import bge
- import actionsFSMlist
- import mathutils
- import FSM
-
- dict = bge.logic.globalDict
- zero_blend = False
-
- state_a = ['reg_idle',
- 'reg_idle2',
- 'reg_idle3',
- 'reg_idle4',
- 'reg_idle5',
- 'reg_idle6',
- 'reg_idle7',
- 'reg_roll',
- 'reg_turnLeft',
- 'reg_turnRight',
- 'reg_manual_left',
- 'reg_manual_right',
- 'reg_nmanual_left',
- 'reg_nmanual_right',
- 'reg_opos',
- 'reg_nopos',
- 'reg_pump',
- 'reg_pump_left',
- 'reg_pump_right',
- 'reg_manual',
- 'reg_nmanual',
- 'reg_air',
- 'reg_air_nb',
- 'reg_air_nose',
- 'reg_air_tail',
- 'reg_5050',
- 'reg_bsboard',
- 'reg_fsboard',
- 'reg_tailg',
- 'reg_tailgr',
- 'reg_tailgl',
- 'reg_noseg',
- 'reg_nosegr',
- 'reg_nosegl',
- 'reg_tailslide',
- 'reg_noseslide',
- 'fak_idle',
- 'fak_idle2',
- 'fak_idle3',
- 'fak_idle4',
- 'fak_idle5',
- 'fak_idle6',
- 'fak_idle7',
- 'fak_roll',
- 'fak_turnLeft',
- 'fak_turnRight',
- 'fak_manual_left',
- 'fak_manual_right',
- 'fak_nmanual_left',
- 'fak_nmanual_right',
- 'fak_opos',
- 'fak_nopos',
- 'fak_pump',
- 'fak_pump_left',
- 'fak_pump_right',
- 'fak_manual',
- 'fak_nmanual',
- 'fak_air',
- 'fak_air_nb',
- 'fak_air_nose',
- 'fak_air_tail',
- 'fak_5050',
- 'fak_bsboard',
- 'fak_fsboard',
- 'fak_tailg',
- 'fak_tailgr',
- 'fak_tailgl',
- 'fak_noseg',
- 'fak_nosegr',
- 'fak_nosegl',
- 'fak_tailslide',
- 'fak_noseslide',
- 'reg_ollie',
- 'reg_kickflip',
- 'reg_heelflip',
- 'reg_shuvit',
- 'reg_shuvit360',
- 'reg_fsshuvit',
- 'reg_fsshuvit360',
- 'reg_nollie',
- 'reg_nollie_kickflip',
- 'reg_nollie_heelflip',
- 'reg_nollie_shuvit',
- 'reg_nollie_fsshuvit',
- 'reg_nollie_shuvit360',
- 'reg_nollie_fsshuvit_360',
- 'reg_hardflip',
- 'reg_inward_heelflip',
- 'reg_varial_kickflip',
- 'reg_varial_heelflip',
- 'fak_ollie',
- 'fak_kickflip',
- 'fak_heelflip',
- 'fak_shuvit',
- 'fak_shuvit360',
- 'fak_fsshuvit',
- 'fak_fsshuvit360',
- 'fak_nollie',
- 'fak_nollie_kickflip',
- 'fak_nollie_heelflip',
- 'fak_nollie_shuvit',
- 'fak_nollie_fsshuvit',
- 'fak_nollie_shuvit360',
- 'fak_nollie_fsshuvit_360',
- 'fak_hardflip',
- 'fak_inward_heelflip',
- 'fak_varial_kickflip',
- 'fak_varial_heelflip',
- 'frontside_grab',
- 'backside_grab',
- 'frontside_nose_grab',
- 'backside_nose_grab',
- 'frontside_tail_grab',
- 'backside_tail_grab',
- 'reg_ollie_north',
- 'reg_ollie_south',
- 'reg_judo',
- 'reg_frigid',
- 'reg_fsonefoot',
- 'reg_onefoot',
- 'reg_airwalk',
- 'reg_wall_r',
- 'reg_wall_l',
- 'fak_wall_r',
- 'fak_wall_l',
- 'fak_frontside_grab',
- 'fak_backside_grab',
- 'fak_frontside_nose_grab',
- 'fak_backside_nose_grab',
- 'fak_frontside_tail_grab',
- 'fak_backside_tail_grab',
- 'fak_ollie_north',
- 'fak_ollie_south',
- 'fak_judo',
- 'fak_frigid',
- 'fak_fsonefoot',
- 'fak_onefoot',
- 'reg_back_invert',
- 'reg_onboard',
- 'reg_offboard',
- 'fak_onboard',
- 'fak_offboard',
- 'reg_dropin',
- 'fak_dropin',
- 'reg_stop']
-
- state_b = ['reg_jump',
- 'reg_walk_air',
- 'reg_walk_air_out',
- #'reg_onboard',
- #'reg_offboard',
- 'reg_brfoot',
- 'reg_frfoot',
- 'reg_blfoot',
- 'reg_flfoot',
- 'reg_land',
- 'reg_landL',
- 'reg_landLb',
- 'reg_landR',
- 'reg_landRb',
- 'revert1',
- 'revert2',
- 'fak_revert1',
- 'fak_revert2',
- 'revert3',
- 'revert4',
- 'fak_jump',
- 'fak_walk_air',
- 'fak_walk_air_out',
- #'fak_onboard',
- #'fak_offboard',
- 'fak_brfoot',
- 'fak_frfoot',
- 'fak_blfoot',
- 'fak_flfoot',
- 'fak_land',
- 'fak_landL',
- 'fak_landLb',
- 'fak_landR',
- 'fak_landRb']
-
-
- def actionPlayer(ac):
- scene = bge.logic.getCurrentScene()
- cont = bge.logic.getCurrentController()
- own = cont.owner
- skater = dict['p1']
- deck = dict['p1d']
- a = getattr(actionsFSMlist.reg_walk, 'name')
- name = getattr(ac, 'name')
- dname = getattr(ac, 'dname')
- start = getattr(ac, 'start')
- end = getattr(ac, 'end')
- dstart = getattr(ac, 'dstart')
- dend = getattr(ac, 'dend')
- layer = getattr(ac, 'layer')
- mode = getattr(ac, 'mode')
- speed = getattr(ac, 'speed')
- blendin = getattr(ac, 'blendin')
- #--------------------------------
- #if zero_blend:
- # if own['l_actionState'] != None and own['l_actionState'] in 'revert1':
- # blendin = 0
- # print('zeroing blend')
- skater.playAction(name, start,end, layer=layer, play_mode=mode, speed=speed, blendin=blendin)
- deck.playAction(dname, dstart,dend, layer=layer, play_mode=mode, speed=speed, blendin=blendin)
- #print('playing', name, get_frame(ac))
- #if skater.isPlayingAction(3):
- #print(skater.getActionFrame(3))
-
- def get_frame(ac):
- skater = dict['p1']
- layer = getattr(ac, 'layer')
- #print('getting frame', skater.getActionFrame(layer))
- return skater.getActionFrame(layer)
-
- def set_frame(ac, frame):
- skater = dict['p1']
- deck = dict['p1d']
- layer = getattr(ac, 'layer')
- skater.setActionFrame(frame, layer)
- deck.setActionFrame(frame, layer)
- #print('setting frame', frame)
-
- def check_exit(aState, rA, timer, ac):
- exits = getattr(ac, 'exits')
- force = getattr(ac, 'force_exit')
- fe = getattr(ac, 'fef')
- rv = ''
-
- #print('rA, aState', rA, aState, force, fe, timer)
- if rA in exits:
- rv = rA
- #
-
- elif ('fak' in rA and 'reg' in aState) or ('reg' in rA and 'fak' in aState):
- #print('change stance')
- if getattr(ac, 'opposite') != None:
- rv = getattr(ac, 'opposite')
- else:
- rv = aState
-
- if force != None and fe >= timer:
- print('doing exit timer', force)
- rv = force
-
- return rv
-
- def state_timer(own):
- if own['aState'] == own['l_aState']:
- own['stateTimer'] += 1
- else:
- own['stateTimer'] = 0
-
- def check_land(rA, aState, own):
-
- #check if manualling
- if rA in actionsFSMlist.reg_manuallist or rA in actionsFSMlist.reg_grindlist or rA in actionsFSMlist.fak_grindlist:
- #if rA in actionsFSMlist.reg_manuallist or rA in actionsFSMlist.fak_grindlist:
- aState = rA
- #own['stateTimer'] = 0
- own['aState'] = rA
- #otherwise, force land, offboard or fliptrick
- elif 'land' in rA or 'onboard' in rA or 'offboard' in rA or rA in actionsFSMlist.reg_fliplist or rA in actionsFSMlist.fak_fliplist or rA in actionsFSMlist.revertlist:
- #print('landing________________________', rA)
- aState = rA
- own['stateTimer'] = 0
- own['aState'] = rA
- #print(own['stance'], '-----stance', rA)
- return aState
-
- def main(cont):
- own = cont.owner
- dict = bge.logic.globalDict
-
- #initial state
- if 'aState' not in own:
- own['aState'] = 'reg_idle'
- own['l_aState'] = None
- own['stateTimer'] = 0
- own['eaState'] = FSM.EaFSM(own)
- own['EaRequest'] = None
-
- aState = own['aState']
- rA = own['requestAction']
- timer = own['stateTimer']
- newState = own['aState']
- aState = check_land(rA, aState, own)
- newState = aState
- og_state = own['aState']
- #print(aState)
- if aState in state_a:
-
- action = getattr(actionsFSMlist, aState)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
-
- elif aState in state_b:
- action = getattr(actionsFSMlist, aState)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = check_exit(aState, rA, timer, action)
-
-
- ###################################
-
- check_state = 'reg_sit'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- #if own['stateTimer'] < 19:
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- actionPlayer(getattr(actionsFSMlist, 'intro'))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, actionsFSMlist.reg_sit)
-
- #-----------------------
- check_state = 'reg_walk'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['l_aState'] == 'reg_walkFast':
- frame = get_frame(actionsFSMlist.reg_walkFast)
- actionPlayer(action)
- set_frame(actionsFSMlist.reg_walk, frame)
- else:
- frame = actionPlayer(action)
-
- newState = check_exit(aState, rA, timer, action)
-
- #-----------------------
- check_state = 'reg_walkFast'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- newState = check_exit(aState, rA, timer, actionsFSMlist.reg_walkFast)
-
- if own['l_aState'] == 'reg_walk':
- frame = get_frame(actionsFSMlist.reg_walk)
- actionPlayer(action)
- set_frame(actionsFSMlist.reg_walkFast, frame)
-
- else:
- actionPlayer(action)
-
- check_state = 'reg_push'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > 70:
- newState = 'reg_roll'
-
- check_state = 'reg_push_goof'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > 70:
- newState = 'reg_roll'
-
- check_state = 'reg_powerslide'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- # if own['stateTimer'] < 20:
- # actionPlayer(actionsFSMlist.reg_powerslide_in)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, actionsFSMlist.reg_powerslide)
-
- check_state = 'reg_fs_powerslide'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- # if own['stateTimer'] < 20:
- # actionPlayer(actionsFSMlist.reg_fs_powerslide_in)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, actionsFSMlist.reg_fs_powerslide)
-
-
-
- check_state = 'fak_sit'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- #if own['stateTimer'] < 19:
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- actionPlayer(getattr(actionsFSMlist, 'intro'))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, actionsFSMlist.fak_sit)
-
- #-----------------------
- check_state = 'fak_walk'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['l_aState'] == 'fak_walkFast':
- frame = get_frame(actionsFSMlist.fak_walkFast)
- actionPlayer(action)
- set_frame(actionsFSMlist.fak_walk, frame)
- else:
- frame = actionPlayer(action)
-
- newState = check_exit(aState, rA, timer, action)
-
- #-----------------------
- check_state = 'fak_walkFast'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- newState = check_exit(aState, rA, timer, actionsFSMlist.fak_walkFast)
-
- if own['l_aState'] == 'fak_walk':
- frame = get_frame(actionsFSMlist.fak_walk)
- actionPlayer(action)
- set_frame(actionsFSMlist.fak_walkFast, frame)
-
- else:
- actionPlayer(action)
-
-
- check_state = 'fak_push'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > 70:
- newState = 'fak_roll'
-
- check_state = 'fak_push_goof'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > 70:
- newState = 'fak_roll'
-
- check_state = 'fak_powerslide'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- # if own['stateTimer'] < 20:
- # actionPlayer(actionsFSMlist.fak_powerslide_in)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, actionsFSMlist.fak_powerslide)
-
- check_state = 'fak_fs_powerslide'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- # if own['stateTimer'] < 20:
- # actionPlayer(actionsFSMlist.fak_fs_powerslide_in)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, actionsFSMlist.fak_fs_powerslide)
-
-
- #-----------------------
- #print(own['aState'], newState, rA)
- #print()
- if newState != '':
- own['aState'] = newState
- own['l_aState'] = og_state
- own['l_actionState'] = og_state
- state_timer(own)
- skater = dict['p1']
-
- if own['requestAction'] == 'reg_roll' and own['rotz'] < .985:
- frame = int(own['rotz'] * 70)
- else:
- skater.stopAction(5)
-
- #own['eaState'].Execute()
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