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actionPlayer.py 12KB

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  1. import bge
  2. import actionsFSMlist
  3. import mathutils
  4. import FSM
  5. dict = bge.logic.globalDict
  6. zero_blend = False
  7. state_a = ['reg_idle',
  8. 'reg_idle2',
  9. 'reg_idle3',
  10. 'reg_idle4',
  11. 'reg_idle5',
  12. 'reg_idle6',
  13. 'reg_idle7',
  14. 'reg_roll',
  15. 'reg_turnLeft',
  16. 'reg_turnRight',
  17. 'reg_manual_left',
  18. 'reg_manual_right',
  19. 'reg_nmanual_left',
  20. 'reg_nmanual_right',
  21. 'reg_opos',
  22. 'reg_nopos',
  23. 'reg_pump',
  24. 'reg_pump_left',
  25. 'reg_pump_right',
  26. 'reg_manual',
  27. 'reg_nmanual',
  28. 'reg_air',
  29. 'reg_air_nb',
  30. 'reg_air_nose',
  31. 'reg_air_tail',
  32. 'reg_5050',
  33. 'reg_bsboard',
  34. 'reg_fsboard',
  35. 'reg_tailg',
  36. 'reg_tailgr',
  37. 'reg_tailgl',
  38. 'reg_noseg',
  39. 'reg_nosegr',
  40. 'reg_nosegl',
  41. 'reg_tailslide',
  42. 'reg_noseslide',
  43. 'fak_idle',
  44. 'fak_idle2',
  45. 'fak_idle3',
  46. 'fak_idle4',
  47. 'fak_idle5',
  48. 'fak_idle6',
  49. 'fak_idle7',
  50. 'fak_roll',
  51. 'fak_turnLeft',
  52. 'fak_turnRight',
  53. 'fak_manual_left',
  54. 'fak_manual_right',
  55. 'fak_nmanual_left',
  56. 'fak_nmanual_right',
  57. 'fak_opos',
  58. 'fak_nopos',
  59. 'fak_pump',
  60. 'fak_pump_left',
  61. 'fak_pump_right',
  62. 'fak_manual',
  63. 'fak_nmanual',
  64. 'fak_air',
  65. 'fak_air_nb',
  66. 'fak_air_nose',
  67. 'fak_air_tail',
  68. 'fak_5050',
  69. 'fak_bsboard',
  70. 'fak_fsboard',
  71. 'fak_tailg',
  72. 'fak_tailgr',
  73. 'fak_tailgl',
  74. 'fak_noseg',
  75. 'fak_nosegr',
  76. 'fak_nosegl',
  77. 'fak_tailslide',
  78. 'fak_noseslide',
  79. 'reg_ollie',
  80. 'reg_kickflip',
  81. 'reg_heelflip',
  82. 'reg_shuvit',
  83. 'reg_shuvit360',
  84. 'reg_fsshuvit',
  85. 'reg_fsshuvit360',
  86. 'reg_nollie',
  87. 'reg_nollie_kickflip',
  88. 'reg_nollie_heelflip',
  89. 'reg_nollie_shuvit',
  90. 'reg_nollie_fsshuvit',
  91. 'reg_nollie_shuvit360',
  92. 'reg_nollie_fsshuvit_360',
  93. 'reg_hardflip',
  94. 'reg_inward_heelflip',
  95. 'reg_varial_kickflip',
  96. 'reg_varial_heelflip',
  97. 'fak_ollie',
  98. 'fak_kickflip',
  99. 'fak_heelflip',
  100. 'fak_shuvit',
  101. 'fak_shuvit360',
  102. 'fak_fsshuvit',
  103. 'fak_fsshuvit360',
  104. 'fak_nollie',
  105. 'fak_nollie_kickflip',
  106. 'fak_nollie_heelflip',
  107. 'fak_nollie_shuvit',
  108. 'fak_nollie_fsshuvit',
  109. 'fak_nollie_shuvit360',
  110. 'fak_nollie_fsshuvit_360',
  111. 'fak_hardflip',
  112. 'fak_inward_heelflip',
  113. 'fak_varial_kickflip',
  114. 'fak_varial_heelflip',
  115. 'frontside_grab',
  116. 'backside_grab',
  117. 'frontside_nose_grab',
  118. 'backside_nose_grab',
  119. 'frontside_tail_grab',
  120. 'backside_tail_grab',
  121. 'reg_ollie_north',
  122. 'reg_ollie_south',
  123. 'reg_judo',
  124. 'reg_frigid',
  125. 'reg_fsonefoot',
  126. 'reg_onefoot',
  127. 'reg_airwalk',
  128. 'reg_wall_r',
  129. 'reg_wall_l',
  130. 'fak_wall_r',
  131. 'fak_wall_l',
  132. 'fak_frontside_grab',
  133. 'fak_backside_grab',
  134. 'fak_frontside_nose_grab',
  135. 'fak_backside_nose_grab',
  136. 'fak_frontside_tail_grab',
  137. 'fak_backside_tail_grab',
  138. 'fak_ollie_north',
  139. 'fak_ollie_south',
  140. 'fak_judo',
  141. 'fak_frigid',
  142. 'fak_fsonefoot',
  143. 'fak_onefoot',
  144. 'reg_back_invert',
  145. 'reg_onboard',
  146. 'reg_offboard',
  147. 'fak_onboard',
  148. 'fak_offboard',
  149. 'reg_dropin',
  150. 'fak_dropin',
  151. 'reg_stop']
  152. state_b = ['reg_jump',
  153. 'reg_walk_air',
  154. 'reg_walk_air_out',
  155. #'reg_onboard',
  156. #'reg_offboard',
  157. 'reg_brfoot',
  158. 'reg_frfoot',
  159. 'reg_blfoot',
  160. 'reg_flfoot',
  161. 'reg_land',
  162. 'reg_landL',
  163. 'reg_landLb',
  164. 'reg_landR',
  165. 'reg_landRb',
  166. 'revert1',
  167. 'revert2',
  168. 'fak_revert1',
  169. 'fak_revert2',
  170. 'revert3',
  171. 'revert4',
  172. 'fak_jump',
  173. 'fak_walk_air',
  174. 'fak_walk_air_out',
  175. #'fak_onboard',
  176. #'fak_offboard',
  177. 'fak_brfoot',
  178. 'fak_frfoot',
  179. 'fak_blfoot',
  180. 'fak_flfoot',
  181. 'fak_land',
  182. 'fak_landL',
  183. 'fak_landLb',
  184. 'fak_landR',
  185. 'fak_landRb']
  186. def actionPlayer(ac):
  187. scene = bge.logic.getCurrentScene()
  188. cont = bge.logic.getCurrentController()
  189. own = cont.owner
  190. skater = dict['p1']
  191. deck = dict['p1d']
  192. a = getattr(actionsFSMlist.reg_walk, 'name')
  193. name = getattr(ac, 'name')
  194. dname = getattr(ac, 'dname')
  195. start = getattr(ac, 'start')
  196. end = getattr(ac, 'end')
  197. dstart = getattr(ac, 'dstart')
  198. dend = getattr(ac, 'dend')
  199. layer = getattr(ac, 'layer')
  200. mode = getattr(ac, 'mode')
  201. speed = getattr(ac, 'speed')
  202. blendin = getattr(ac, 'blendin')
  203. #--------------------------------
  204. #if zero_blend:
  205. # if own['l_actionState'] != None and own['l_actionState'] in 'revert1':
  206. # blendin = 0
  207. # print('zeroing blend')
  208. skater.playAction(name, start,end, layer=layer, play_mode=mode, speed=speed, blendin=blendin)
  209. deck.playAction(dname, dstart,dend, layer=layer, play_mode=mode, speed=speed, blendin=blendin)
  210. #print('playing', name, get_frame(ac))
  211. #if skater.isPlayingAction(3):
  212. #print(skater.getActionFrame(3))
  213. def get_frame(ac):
  214. skater = dict['p1']
  215. layer = getattr(ac, 'layer')
  216. #print('getting frame', skater.getActionFrame(layer))
  217. return skater.getActionFrame(layer)
  218. def set_frame(ac, frame):
  219. skater = dict['p1']
  220. deck = dict['p1d']
  221. layer = getattr(ac, 'layer')
  222. skater.setActionFrame(frame, layer)
  223. deck.setActionFrame(frame, layer)
  224. #print('setting frame', frame)
  225. def check_exit(aState, rA, timer, ac):
  226. exits = getattr(ac, 'exits')
  227. force = getattr(ac, 'force_exit')
  228. fe = getattr(ac, 'fef')
  229. rv = ''
  230. #print('rA, aState', rA, aState, force, fe, timer)
  231. if rA in exits:
  232. rv = rA
  233. #
  234. elif ('fak' in rA and 'reg' in aState) or ('reg' in rA and 'fak' in aState):
  235. #print('change stance')
  236. if getattr(ac, 'opposite') != None:
  237. rv = getattr(ac, 'opposite')
  238. else:
  239. rv = aState
  240. if force != None and fe >= timer:
  241. print('doing exit timer', force)
  242. rv = force
  243. return rv
  244. def state_timer(own):
  245. if own['aState'] == own['l_aState']:
  246. own['stateTimer'] += 1
  247. else:
  248. own['stateTimer'] = 0
  249. def check_land(rA, aState, own):
  250. #check if manualling
  251. if rA in actionsFSMlist.reg_manuallist or rA in actionsFSMlist.reg_grindlist or rA in actionsFSMlist.fak_grindlist:
  252. #if rA in actionsFSMlist.reg_manuallist or rA in actionsFSMlist.fak_grindlist:
  253. aState = rA
  254. #own['stateTimer'] = 0
  255. own['aState'] = rA
  256. #otherwise, force land, offboard or fliptrick
  257. 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:
  258. #print('landing________________________', rA)
  259. aState = rA
  260. own['stateTimer'] = 0
  261. own['aState'] = rA
  262. #print(own['stance'], '-----stance', rA)
  263. return aState
  264. def main(cont):
  265. own = cont.owner
  266. dict = bge.logic.globalDict
  267. #initial state
  268. if 'aState' not in own:
  269. own['aState'] = 'reg_idle'
  270. own['l_aState'] = None
  271. own['stateTimer'] = 0
  272. own['eaState'] = FSM.EaFSM(own)
  273. own['EaRequest'] = None
  274. aState = own['aState']
  275. rA = own['requestAction']
  276. timer = own['stateTimer']
  277. newState = own['aState']
  278. aState = check_land(rA, aState, own)
  279. newState = aState
  280. og_state = own['aState']
  281. #print(aState)
  282. if aState in state_a:
  283. action = getattr(actionsFSMlist, aState)
  284. if own['stateTimer'] < getattr(action, 'intro_frames'):
  285. intro = getattr(action, 'intro')
  286. actionPlayer(getattr(actionsFSMlist, intro))
  287. else:
  288. actionPlayer(action)
  289. newState = check_exit(aState, rA, timer, action)
  290. elif aState in state_b:
  291. action = getattr(actionsFSMlist, aState)
  292. actionPlayer(action)
  293. if own['stateTimer'] > getattr(action, 'fef'):
  294. newState = check_exit(aState, rA, timer, action)
  295. ###################################
  296. check_state = 'reg_sit'
  297. if aState == check_state:
  298. action = getattr(actionsFSMlist, check_state)
  299. #if own['stateTimer'] < 19:
  300. if own['stateTimer'] < getattr(action, 'intro_frames'):
  301. actionPlayer(getattr(actionsFSMlist, 'intro'))
  302. else:
  303. actionPlayer(action)
  304. newState = check_exit(aState, rA, timer, actionsFSMlist.reg_sit)
  305. #-----------------------
  306. check_state = 'reg_walk'
  307. if aState == check_state:
  308. action = getattr(actionsFSMlist, check_state)
  309. if own['l_aState'] == 'reg_walkFast':
  310. frame = get_frame(actionsFSMlist.reg_walkFast)
  311. actionPlayer(action)
  312. set_frame(actionsFSMlist.reg_walk, frame)
  313. else:
  314. frame = actionPlayer(action)
  315. newState = check_exit(aState, rA, timer, action)
  316. #-----------------------
  317. check_state = 'reg_walkFast'
  318. if aState == check_state:
  319. action = getattr(actionsFSMlist, check_state)
  320. newState = check_exit(aState, rA, timer, actionsFSMlist.reg_walkFast)
  321. if own['l_aState'] == 'reg_walk':
  322. frame = get_frame(actionsFSMlist.reg_walk)
  323. actionPlayer(action)
  324. set_frame(actionsFSMlist.reg_walkFast, frame)
  325. else:
  326. actionPlayer(action)
  327. check_state = 'reg_push'
  328. if aState == check_state:
  329. action = getattr(actionsFSMlist, check_state)
  330. actionPlayer(action)
  331. if own['stateTimer'] > 70:
  332. newState = 'reg_roll'
  333. check_state = 'reg_push_goof'
  334. if aState == check_state:
  335. action = getattr(actionsFSMlist, check_state)
  336. actionPlayer(action)
  337. if own['stateTimer'] > 70:
  338. newState = 'reg_roll'
  339. check_state = 'reg_powerslide'
  340. if aState == check_state:
  341. action = getattr(actionsFSMlist, check_state)
  342. # if own['stateTimer'] < 20:
  343. # actionPlayer(actionsFSMlist.reg_powerslide_in)
  344. if own['stateTimer'] < getattr(action, 'intro_frames'):
  345. intro = getattr(action, 'intro')
  346. actionPlayer(getattr(actionsFSMlist, intro))
  347. else:
  348. actionPlayer(action)
  349. newState = check_exit(aState, rA, timer, actionsFSMlist.reg_powerslide)
  350. check_state = 'reg_fs_powerslide'
  351. if aState == check_state:
  352. action = getattr(actionsFSMlist, check_state)
  353. # if own['stateTimer'] < 20:
  354. # actionPlayer(actionsFSMlist.reg_fs_powerslide_in)
  355. if own['stateTimer'] < getattr(action, 'intro_frames'):
  356. intro = getattr(action, 'intro')
  357. actionPlayer(getattr(actionsFSMlist, intro))
  358. else:
  359. actionPlayer(action)
  360. newState = check_exit(aState, rA, timer, actionsFSMlist.reg_fs_powerslide)
  361. check_state = 'fak_sit'
  362. if aState == check_state:
  363. action = getattr(actionsFSMlist, check_state)
  364. #if own['stateTimer'] < 19:
  365. if own['stateTimer'] < getattr(action, 'intro_frames'):
  366. actionPlayer(getattr(actionsFSMlist, 'intro'))
  367. else:
  368. actionPlayer(action)
  369. newState = check_exit(aState, rA, timer, actionsFSMlist.fak_sit)
  370. #-----------------------
  371. check_state = 'fak_walk'
  372. if aState == check_state:
  373. action = getattr(actionsFSMlist, check_state)
  374. if own['l_aState'] == 'fak_walkFast':
  375. frame = get_frame(actionsFSMlist.fak_walkFast)
  376. actionPlayer(action)
  377. set_frame(actionsFSMlist.fak_walk, frame)
  378. else:
  379. frame = actionPlayer(action)
  380. newState = check_exit(aState, rA, timer, action)
  381. #-----------------------
  382. check_state = 'fak_walkFast'
  383. if aState == check_state:
  384. action = getattr(actionsFSMlist, check_state)
  385. newState = check_exit(aState, rA, timer, actionsFSMlist.fak_walkFast)
  386. if own['l_aState'] == 'fak_walk':
  387. frame = get_frame(actionsFSMlist.fak_walk)
  388. actionPlayer(action)
  389. set_frame(actionsFSMlist.fak_walkFast, frame)
  390. else:
  391. actionPlayer(action)
  392. check_state = 'fak_push'
  393. if aState == check_state:
  394. action = getattr(actionsFSMlist, check_state)
  395. actionPlayer(action)
  396. if own['stateTimer'] > 70:
  397. newState = 'fak_roll'
  398. check_state = 'fak_push_goof'
  399. if aState == check_state:
  400. action = getattr(actionsFSMlist, check_state)
  401. actionPlayer(action)
  402. if own['stateTimer'] > 70:
  403. newState = 'fak_roll'
  404. check_state = 'fak_powerslide'
  405. if aState == check_state:
  406. action = getattr(actionsFSMlist, check_state)
  407. # if own['stateTimer'] < 20:
  408. # actionPlayer(actionsFSMlist.fak_powerslide_in)
  409. if own['stateTimer'] < getattr(action, 'intro_frames'):
  410. intro = getattr(action, 'intro')
  411. actionPlayer(getattr(actionsFSMlist, intro))
  412. else:
  413. actionPlayer(action)
  414. newState = check_exit(aState, rA, timer, actionsFSMlist.fak_powerslide)
  415. check_state = 'fak_fs_powerslide'
  416. if aState == check_state:
  417. action = getattr(actionsFSMlist, check_state)
  418. # if own['stateTimer'] < 20:
  419. # actionPlayer(actionsFSMlist.fak_fs_powerslide_in)
  420. if own['stateTimer'] < getattr(action, 'intro_frames'):
  421. intro = getattr(action, 'intro')
  422. actionPlayer(getattr(actionsFSMlist, intro))
  423. else:
  424. actionPlayer(action)
  425. newState = check_exit(aState, rA, timer, actionsFSMlist.fak_fs_powerslide)
  426. #-----------------------
  427. #print(own['aState'], newState, rA)
  428. #print()
  429. if newState != '':
  430. own['aState'] = newState
  431. own['l_aState'] = og_state
  432. own['l_actionState'] = og_state
  433. state_timer(own)
  434. skater = dict['p1']
  435. if own['requestAction'] == 'reg_roll' and own['rotz'] < .985:
  436. frame = int(own['rotz'] * 70)
  437. else:
  438. skater.stopAction(5)
  439. #own['eaState'].Execute()