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cars.py 4.9KB

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  1. import bge
  2. import random
  3. import FSM
  4. car_colors = [[.2,.01,.01,1], [.5,.5,.4,1], [.005,.01,.015,1], [.005, .1, 0.003, 1], [.1, .1, .1, 1]]
  5. def car_run_check(self):
  6. output = False
  7. for x in bge.logic.getCurrentScene().objects:
  8. if 'car_park_empty' in x.name:
  9. self.parking_spots.append(x)
  10. x['in_use'] = False
  11. print('this is a parking spot')
  12. output = True
  13. return output
  14. def get_parking_spots():
  15. op = []
  16. for obj in bge.logic.getCurrentScene().objects:
  17. if 'parking' in obj:
  18. ps = ParkingSpot(obj, 'available')
  19. op.append(ps)
  20. return op
  21. def get_intersections():
  22. op = []
  23. for obj in bge.logic.getCurrentScene().objects:
  24. if 'intersection' in obj:
  25. op.append(obj)
  26. return op
  27. def add_car(self, x):
  28. print('put car here', x.obj.worldPosition)
  29. car = bge.logic.getCurrentScene().addObject('car_collider', x.obj, 0)
  30. car.worldOrientation = x.obj.worldOrientation
  31. car.worldPosition.z += .8
  32. car.applyMovement([0, -6, 0], True)
  33. car.suspendDynamics()
  34. car.suspendPhysics()
  35. car.name = 'lcar' + str(len(self.manager.cars))
  36. color = random.choice(car_colors)
  37. car.color = color
  38. for y in car.children:
  39. y.color = color
  40. print('setting car color to ', car.color)
  41. x.status = 'in_use'
  42. return car
  43. #====================================
  44. class ParkingSpot:
  45. def __init__(self, obj, status):
  46. self.obj = obj
  47. self.status = status
  48. class Car:
  49. def __init__(self, own, start_empty):
  50. self.manager = own
  51. self.life = 0
  52. self.start_empty = start_empty
  53. self.obj = add_car(self, self.start_empty)
  54. self.speed_targ = self.manager.default_speed
  55. self.speed_inc = 800
  56. self.FSM = FSM.CarFSM(self)
  57. self.active = False
  58. self.target = None
  59. self.lane_point = self.obj.worldPosition
  60. self.last_lane_point = self.obj.worldPosition
  61. self.path = None
  62. self.path_index = 0
  63. self.path_display = []
  64. def Execute(self):
  65. self.FSM.Execute()
  66. self.life += 1
  67. class CarManager:
  68. def __init__(self, own):
  69. self.parent = own
  70. self.navmesh =None
  71. self.cars = []
  72. self.max_cars = 15
  73. self.max_active = 9
  74. self.targets = []
  75. self.target_loc = None
  76. self.parking_spots = get_parking_spots()
  77. self.intersections = get_intersections()
  78. #self.active = car_run_check(self)
  79. self.active = True
  80. self.cars_active = []
  81. self.cars_loaded = False
  82. #self.max_active = 5
  83. self.life = 0
  84. self.default_speed = 5.0
  85. self.lane_position = 2.5#1.75
  86. def load_cars(self):
  87. iter_ = 0
  88. #look for car in scene
  89. if 'car_collider' in bge.logic.getCurrentScene().objectsInactive:
  90. start_choices = self.parking_spots.copy()
  91. while len(self.cars) < self.max_cars:
  92. #get starting position
  93. start_choice = random.choice(start_choices)
  94. start_choices.remove(start_choice)
  95. #add_car(self, start_choice.worldPosition)
  96. car_ = Car(self, start_choice)
  97. self.cars.append(car_)
  98. for x in self.parking_spots:
  99. # print('put car here', x.worldPosition)
  100. # car = bge.logic.getCurrentScene().addObject('car_collider', x, 0)
  101. # car.worldOrientation = x.worldOrientation
  102. # car.worldPosition.z += 1
  103. # car.suspendDynamics()
  104. # car.suspendPhysics()
  105. # car['FSM'] = FSM.CarFSM(car)
  106. # car['manager'] = self
  107. # self.cars.append(car)
  108. # car.name = 'lcar' + str(iter_)
  109. # color = random.choice(car_colors)
  110. # car.color = color
  111. # for x in car.children:
  112. # x.color = color
  113. # print('setting car color to ', car.color)
  114. iter_ += 1
  115. for x in bge.logic.getCurrentScene().objects:
  116. if 'carNavmesh' in x:
  117. self.navmesh = x
  118. # if 'car_target' in x:
  119. # self.targets.append(x)
  120. # print('adding target', x)
  121. # if 'target_loc' in x:
  122. # self.target_loc = x
  123. self.cars_loaded = True
  124. else:
  125. mainDir = bge.logic.expandPath("//")
  126. car = 'car1'
  127. fileName = mainDir + "assets/" + str(car) + '.blend'
  128. path = bge.logic.expandPath(fileName)
  129. print('loading car')
  130. try:
  131. bge.logic.LibLoad(path, 'Scene')
  132. except:
  133. print('loading', fileName, 'failed')
  134. def activator_check(self):
  135. if len(self.cars_active) < self.max_active:
  136. l = []
  137. for c in self.cars:
  138. if not c.active:
  139. l.append(c)
  140. car = random.choice(l)
  141. self.cars_active.append(car)
  142. car.active = True
  143. car.FSM.FSM.ToTransition('toExitParallelPark')
  144. #state
  145. print('activate car', car)
  146. def update(self):
  147. #print('car_manager_updating')
  148. self.life += 1
  149. if self.cars_loaded:
  150. #check i f new car should be active
  151. if self.life % 180 == 0:
  152. self.activator_check()
  153. for car in self.cars_active:
  154. car.Execute()
  155. #print(car, 'is an acitve car')
  156. else:
  157. self.load_cars()
  158. print('------------calling load cars')
  159. # l = []
  160. # for c in self.parking_spots:
  161. # if c.status == 'available':
  162. # l.append(1)
  163. # else:
  164. # l.append(0)
  165. #print(l, 'available spots')
  166. def Execute(cont):
  167. own = cont.owner
  168. if 'car_manager' not in own:
  169. own['car_manager'] = CarManager(own)
  170. car_man = own['car_manager']
  171. if car_man.active:
  172. car_man.update()