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- import bge
- import random
- import FSM
- import astar
- import observer
-
- car_colors = [[.1, .1, .1, 1], [0.0, 0.0, 0.25, 1], [0.1, 0.03, 0.02, 1], [.4, .3, .08, 1], [.1, .1, .1, 1], [.05, .12, .05, 1], [.3, .05, 0, 1], [.2, .03, .3, 1], [.3, 0, 0, 1], [.3, .3, .3, 1], [.3, .25, .15, 1], [1,1,1,1], [1, 1, 0, 1]]
-
- def car_run_check(self):
- output = False
- for x in bge.logic.getCurrentScene().objects:
- if 'car_park_empty' in x.name:
- self.parking_spots.append(x)
- x['in_use'] = False
- print('this is a parking spot')
- output = True
- return output
-
-
- def get_parking_spots():
- op = []
- for obj in bge.logic.getCurrentScene().objects:
- if 'parking' in obj:
- ps = ParkingSpot(obj, 'available')
- if 'perp' in obj:
- ps.type = 'perp'
- else:
- ps.type = 'parallel'
- op.append(ps)
- return op
-
- def get_intersections():
- op = []
- for obj in bge.logic.getCurrentScene().objects:
- if 'intersection' in obj:
- op.append(obj)
- return op
-
- def add_car(self, x):
- print('put car here', x.obj.worldPosition)
- car = bge.logic.getCurrentScene().addObject('car_collider', x.obj, 0)
- car.worldOrientation = x.obj.worldOrientation
- car.worldPosition.z += .8
- if x.type == 'perp':
- car.applyMovement([7, 0, 0], True)
- else:
- car.applyMovement([0, -6, 0], True)
- car.suspendDynamics()
- #car.suspendPhysics()
- car.name = 'lcar' + str(len(self.manager.cars))
- color = random.choice(car_colors)
- car.color = color
- for y in car.children:
- y.color = color
- print('setting car color to ', car.color)
- x.status = 'in_use'
- return car
-
- #====================================
-
- class ParkingSpot:
- def __init__(self, obj, status):
- self.obj = obj
- self.type = None
- self.status = status
-
- class Car:
- def __init__(self, own, start_empty):
- self.manager = own
- self.life = 0
- self.start_empty = start_empty
- self.obj = add_car(self, self.start_empty)
- self.speed_targ = self.manager.default_speed
- self.speed_inc = 800
- self.FSM = FSM.CarFSM(self)
- self.active = False
- self.target = None
- self.lane_point = self.obj.worldPosition
- self.point = self.obj.worldPosition
- self.last_lane_point = self.obj.worldPosition
- self.path = None
- self.path_index = 0
- self.path_display = []
- self.manager.pub.register("path found", self)
-
- def Execute(self):
- self.FSM.Execute()
- self.life += 1
-
- def ReceiveMessage(self, message):
- if self == message[1]:
- self.path = message[2]
- if self.path != []:
- #print(self.start_empty.type, 'target type')
- if self.start_empty.type == 'perp':
- self.FSM.FSM.ToTransition('toExitPerpPark')
- else:
- self.FSM.FSM.ToTransition('toExitParallelPark')
- #print('setting goal available after failure', self.FSM.owner.target.obj.worldPosition)
- self.FSM.owner.target.status = 'available'
- else:
- #print('path failed for', self)
- self.FSM.FSM.ToTransition('toEnterParallelPark')
-
-
- class CarManager:
- def __init__(self, own):
- self.parent = own
- self.navmesh =None
- self.pub = observer.Publisher(['path found', 'working'])
- self.navmesh2 = astar.Astar('nav_points', self.pub)
- self.cars = []
- self.max_cars = 10
- self.max_active = 6
- self.targets = []
- self.target_loc = None
- self.parking_spots = get_parking_spots()
- self.intersections = get_intersections()
- self.active = True
- self.cars_active = []
- self.cars_loaded = False
- self.life = 0
- self.default_speed = 8.0#5.0
- self.lane_position = 2.5#1.75
-
- def load_cars(self):
- iter_ = 0
- if 'car_collider' in bge.logic.getCurrentScene().objectsInactive:
- start_choices = self.parking_spots.copy()
- while len(self.cars) < self.max_cars:
- start_choice = random.choice(start_choices)
- start_choices.remove(start_choice)
- car_ = Car(self, start_choice)
- self.cars.append(car_)
- self.cars_loaded = True
-
- else:
- mainDir = bge.logic.expandPath("//")
- car = 'car1'
- fileName = mainDir + "assets/" + str(car) + '.blend'
- path = bge.logic.expandPath(fileName)
- print('loading car')
- try:
- bge.logic.LibLoad(path, 'Scene')
- except:
- print('loading', fileName, 'failed')
-
- def activator_check(self):
- if len(self.cars_active) < self.max_active:
- l = []
- for c in self.cars:
- if not c.active:
- l.append(c)
- car = random.choice(l)
- self.cars_active.append(car)
- car.active = True
- car.FSM.FSM.ToTransition('toRequestPath')
- #print('activate car', car)
-
- def update(self):
- self.life += 1
- if self.cars_loaded:
- if self.life % 120 == 0:
- self.activator_check()
-
- for car in self.cars_active:
- car.Execute()
- self.navmesh2.update()
-
- else:
- self.load_cars()
-
- def Execute(cont):
- own = cont.owner
- if 'car_manager' not in own:
- own['car_manager'] = CarManager(own)
- car_man = own['car_manager']
- if car_man.active:
-
- car_man.update()
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