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walkers.py 4.8KB

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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. def idle_run_check(self):
  8. output = False
  9. for x in bge.logic.getCurrentScene().objects:
  10. if 'walker_idle_empty' in x.name:
  11. self.idle_spots.append(x)
  12. x['in_use'] = False
  13. #print('this is a parking spot')
  14. output = True
  15. return output
  16. def get_idle_spots():
  17. op = []
  18. for obj in bge.logic.getCurrentScene().objects:
  19. if 'idle_spot' in obj:
  20. ps = IdleSpot(obj, 'available')
  21. op.append(ps)
  22. return op
  23. def get_intersections():
  24. op = []
  25. for obj in bge.logic.getCurrentScene().objects:
  26. if 'intersection' in obj:
  27. op.append(obj)
  28. return op
  29. def add_walker(self, x):
  30. #print('put car here', x.obj.worldPosition)
  31. walker = bge.logic.getCurrentScene().addObject('larryCube', x.obj, 0)
  32. walker.worldOrientation = x.obj.worldOrientation
  33. walker.worldPosition.z += .8
  34. #car.applyMovement([0, -6, 0], True)
  35. #car.suspendDynamics()
  36. #car.suspendPhysics()
  37. walker.name = 'lwalker' + str(len(self.manager.walkers))
  38. #color = random.choice(car_colors)
  39. #walker.color = color
  40. #for y in car.children:
  41. #y.color = color
  42. #print('setting car color to ', car.color)
  43. x.status = 'in_use'
  44. return walker
  45. #====================================
  46. class IdleSpot:
  47. def __init__(self, obj, status):
  48. self.obj = obj
  49. self.status = status
  50. class Walker:
  51. def __init__(self, own, start_empty):
  52. self.manager = own
  53. self.life = 0
  54. self.start_empty = start_empty
  55. self.obj = add_walker(self, self.start_empty)
  56. self.speed_targ = self.manager.default_speed
  57. self.speed_inc = 100
  58. self.FSM = FSM.WalkerFSM(self)
  59. self.active = False
  60. self.target = None
  61. self.lane_point = self.obj.worldPosition
  62. self.last_lane_point = self.obj.worldPosition
  63. self.path = None
  64. self.path_index = 0
  65. self.path_display = []
  66. #self.messages = observer.Subscriber(self)
  67. self.manager.pub.register("path found", self)
  68. def Execute(self):
  69. self.FSM.Execute()
  70. self.life += 1
  71. def ReceiveMessage(self, message):
  72. #print('{} got message "{}"'.format(self, message))
  73. if self == message[1]:
  74. #print('unregistering observer')
  75. #print(message[2])
  76. self.path = message[2]
  77. self.FSM.FSM.ToTransition('toExitParallelPark')
  78. #self.manager.pub.unregister("path found", self)
  79. #self.manager.pub.unregister("path found", self)
  80. class WalkerManager:
  81. def __init__(self, own):
  82. self.parent = own
  83. self.navmesh =None
  84. self.pub = observer.Publisher(['path found', 'working'])
  85. self.navmesh2 = astar.Astar('walker_nav_points', self.pub)
  86. self.walkers = []
  87. self.max_walkers = 12
  88. self.max_active = 10
  89. self.targets = []
  90. self.target_loc = None
  91. self.idle_spots = get_idle_spots()
  92. #self.intersections = get_intersections()
  93. #self.active = car_run_check(self)
  94. self.active = True
  95. self.walkers_active = []
  96. self.walkers_loaded = False
  97. #self.max_active = 5
  98. self.life = 0
  99. self.default_speed = 1.0#5.0
  100. self.lane_position = 0.5#1.75
  101. def load_walkers(self):
  102. iter_ = 0
  103. #look for car in scene
  104. if 'larryCube' in bge.logic.getCurrentScene().objectsInactive:
  105. start_choices = self.idle_spots.copy()
  106. while len(self.walkers) < self.max_walkers:
  107. #get starting position
  108. start_choice = random.choice(start_choices)
  109. start_choices.remove(start_choice)
  110. #add_car(self, start_choice.worldPosition)
  111. walker_ = Walker(self, start_choice)
  112. self.walkers.append(walker_)
  113. for x in self.idle_spots:
  114. iter_ += 1
  115. self.walkers_loaded = True
  116. else:
  117. mainDir = bge.logic.expandPath("//npc_walkers/")
  118. npc = 'larry'
  119. fileName = mainDir + str(npc) + '.blend'
  120. path = bge.logic.expandPath(fileName)
  121. print('loading npc')
  122. try:
  123. #bge.logic.LibLoad(path, 'Scene')
  124. bge.logic.LibLoad(fileName, 'Scene')
  125. print('larry loaded')
  126. except Exception as e:
  127. print('loading', fileName, 'failed', e)
  128. def activator_check(self):
  129. if len(self.walkers_active) < self.max_active:
  130. l = []
  131. for c in self.walkers:
  132. if not c.active:
  133. l.append(c)
  134. walker = random.choice(l)
  135. self.walkers_active.append(walker)
  136. walker.active = True
  137. walker.FSM.FSM.ToTransition('toRequestPath')
  138. #state
  139. print('activate walker', walker)
  140. def update(self):
  141. #print('car_manager_updating')
  142. self.life += 1
  143. if self.walkers_loaded:
  144. #check i f new car should be active
  145. if self.life % 180 == 0:
  146. self.activator_check()
  147. for walker in self.walkers_active:
  148. walker.Execute()
  149. #print(car, 'is an acitve car')
  150. self.navmesh2.update()
  151. #print('updating navmesh from cars')
  152. else:
  153. self.load_walkers()
  154. print('------------calling walkers')
  155. def Execute(cont):
  156. own = cont.owner
  157. if 'walker_manager' not in own:
  158. own['walker_manager'] = WalkerManager(own)
  159. walker_man = own['walker_manager']
  160. #print('running walkers')
  161. if walker_man.active:
  162. walker_man.update()