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- import bge
- import random
- import FSM
- import astar
- import observer
-
- car_colors = [[.2,.01,.01,1], [.5,.5,.4,1], [.005,.01,.015,1], [.005, .1, 0.003, 1], [.1, .1, .1, 1]]
-
- npcs = ['carlos', 'maria', 'denise', 'charlie']
-
- def idle_run_check(self):
- output = False
- for x in bge.logic.getCurrentScene().objects:
- if 'walker_idle_spot' in x.name:
- self.idle_spots.append(x)
- x['in_use'] = False
- output = True
- print(output, 'walker idle spots')
- return output
-
-
- def get_idle_spots():
- op = []
- for obj in bge.logic.getCurrentScene().objects:
- if 'idle_spot' in obj.name:
- ps = IdleSpot(obj, 'available')
- if 'corner' in obj:
- ps.type = 'corner'
- op.append(ps)
- print('&&&&&& idle spots')
- print(op)
- return op
-
- def get_intersections():
- op = []
- for obj in bge.logic.getCurrentScene().objects:
- if 'intersection' in obj:
- op.append(obj)
- return op
-
- def add_walker(self, x):
- print(x.obj.worldPosition, '--walker here')
- #walker = bge.logic.getCurrentScene().addObject('larryCube', x.obj, 0)
- #walker = bge.logic.getCurrentScene().addObject('npcCube', x.obj, 0)
- choice = random.choice(npcs)
- walker = bge.logic.getCurrentScene().addObject(choice, x.obj, 0)
- print(walker.worldPosition)
-
- #walker.worldPosition = x.obj.worldPosition
- walker.worldOrientation = x.obj.worldOrientation
- walker.worldPosition.z += 2.8
- walker.name = 'lwalker' + str(len(self.manager.walkers))
- walker.childrenRecursive['shirt'].color = [random.random(),random.random(),random.random(),1]
- walker['npc'] = True
- x.status = 'in_use'
-
- return walker
-
- #====================================
-
- class IdleSpot:
- def __init__(self, obj, status):
- self.obj = obj
- self.status = status
- self.type = None
-
- class Walker:
- def __init__(self, own, start_empty):
- self.manager = own
- self.life = 0
- self.start_empty = start_empty
- self.obj = add_walker(self, self.start_empty)
- self.speed_targ = self.manager.default_speed
- self.speed_inc = 100
- self.FSM = FSM.WalkerFSM(self)
- self.active = False
- self.target = start_empty
- 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.cla = None
- self.manager.pub.register("path found", self)
- #self.obj.worldPosition = self.start_empty.obj.worldPosition
-
- def Execute(self):
- self.FSM.Execute()
- self.life += 1
-
- def ReceiveMessage(self, message):
- #print(message[0])
- if message[0] == 'path':
- if self == message[1]:
- self.path = message[2]
- self.FSM.FSM.ToTransition('toExitParallelPark')
- #print('path got')
- elif message[0] == 'hit':
- if self.obj == message[2]:
- #print('something was hit')
- active_ = False
- if self in self.manager.walkers_active:
- active_ = True
- #print(self.FSM.FSM.curState.__class__.__name__, 'name')
- if self.FSM.FSM.curState.__class__.__name__ == 'NavigateToTarget':
- self.FSM.FSM.ToTransition('toWalkingHitBySkater')
- else:
- self.manager.walkers_active.append(self)
- self.FSM.FSM.ToTransition('toHitBySkater')
- #print('i was hit', message[2], active_)
-
- class WalkerManager:
- def __init__(self, own):
- self.parent = own
- self.navmesh = None
- self.pub = observer.Publisher(['path found', 'working'])
- self.navmesh2 = astar.Astar('walker_nav_points', self.pub)
- self.walkers = []
- self.max_walkers = 6
- self.max_active = 3
- self.targets = []
- self.target_loc = None
- self.idle_spots = get_idle_spots()
- self.active = True
- self.walkers_active = []
- self.walkers_loaded = False
- self.life = 0
- self.default_speed = 1.0#5.0
- self.lane_position = 0.5#1.75
-
- def load_walkers(self):
- iter_ = 0
- if npcs[0] in bge.logic.getCurrentScene().objectsInactive:
- start_choices = self.idle_spots.copy()
- while len(self.walkers) < self.max_walkers:
- #get starting position
- start_choice = random.choice(start_choices)
- start_choices.remove(start_choice)
-
- walker_ = Walker(self, start_choice)
- #walker_.cla = self
- self.walkers.append(walker_)
-
- for x in self.idle_spots:
- iter_ += 1
-
- self.walkers_loaded = True
-
- else:
- for obj in npcs:
- mainDir = bge.logic.expandPath("//npc_walkers/")
- npc = obj
- fileName = mainDir + str(npc) + '.blend'
- path = bge.logic.expandPath(fileName)
- print('loading npc')
- try:
- bge.logic.LibLoad(fileName, 'Scene', load_actions=True)
- print(' loaded', obj)
- except Exception as e:
- print('loading', fileName, 'failed', e)
-
- def activator_check(self):
- if len(self.walkers_active) < self.max_active:
- l = []
- for c in self.walkers:
- if not c.active:
- l.append(c)
- walker = random.choice(l)
- self.walkers_active.append(walker)
- walker.active = True
- walker.obj.worldPosition = walker.start_empty.obj.worldPosition
- walker.FSM.FSM.ToTransition('toRequestPath')
- #print('activating walker')
-
- def update(self):
- self.life += 1
- if self.walkers_loaded:
- if self.life % 180 == 0:
- self.activator_check()
-
- for walker in self.walkers_active:
- walker.Execute()
- self.navmesh2.update()
-
- else:
- self.load_walkers()
-
- def Execute(cont):
- own = cont.owner
- if 'walker_manager' not in own:
- own['walker_manager'] = WalkerManager(own)
- walker_man = own['walker_manager']
- if walker_man.active:
-
- walker_man.update()
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