Shuvit game master repo. http://shuvit.org
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walkers.py 3.8KB

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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. output = True
  14. return output
  15. def get_idle_spots():
  16. op = []
  17. for obj in bge.logic.getCurrentScene().objects:
  18. if 'idle_spot' in obj:
  19. ps = IdleSpot(obj, 'available')
  20. op.append(ps)
  21. return op
  22. def get_intersections():
  23. op = []
  24. for obj in bge.logic.getCurrentScene().objects:
  25. if 'intersection' in obj:
  26. op.append(obj)
  27. return op
  28. def add_walker(self, x):
  29. walker = bge.logic.getCurrentScene().addObject('larryCube', x.obj, 0)
  30. walker.worldOrientation = x.obj.worldOrientation
  31. walker.worldPosition.z += .8
  32. walker.name = 'lwalker' + str(len(self.manager.walkers))
  33. x.status = 'in_use'
  34. return walker
  35. #====================================
  36. class IdleSpot:
  37. def __init__(self, obj, status):
  38. self.obj = obj
  39. self.status = status
  40. class Walker:
  41. def __init__(self, own, start_empty):
  42. self.manager = own
  43. self.life = 0
  44. self.start_empty = start_empty
  45. self.obj = add_walker(self, self.start_empty)
  46. self.speed_targ = self.manager.default_speed
  47. self.speed_inc = 100
  48. self.FSM = FSM.WalkerFSM(self)
  49. self.active = False
  50. self.target = None
  51. self.lane_point = self.obj.worldPosition
  52. self.last_lane_point = self.obj.worldPosition
  53. self.path = None
  54. self.path_index = 0
  55. self.path_display = []
  56. self.manager.pub.register("path found", self)
  57. def Execute(self):
  58. self.FSM.Execute()
  59. self.life += 1
  60. def ReceiveMessage(self, message):
  61. if self == message[1]:
  62. self.path = message[2]
  63. self.FSM.FSM.ToTransition('toExitParallelPark')
  64. class WalkerManager:
  65. def __init__(self, own):
  66. self.parent = own
  67. self.navmesh =None
  68. self.pub = observer.Publisher(['path found', 'working'])
  69. self.navmesh2 = astar.Astar('walker_nav_points', self.pub)
  70. self.walkers = []
  71. self.max_walkers = 12
  72. self.max_active = 10
  73. self.targets = []
  74. self.target_loc = None
  75. self.idle_spots = get_idle_spots()
  76. self.active = True
  77. self.walkers_active = []
  78. self.walkers_loaded = False
  79. self.life = 0
  80. self.default_speed = 1.0#5.0
  81. self.lane_position = 0.5#1.75
  82. def load_walkers(self):
  83. iter_ = 0
  84. if 'larryCube' in bge.logic.getCurrentScene().objectsInactive:
  85. start_choices = self.idle_spots.copy()
  86. while len(self.walkers) < self.max_walkers:
  87. #get starting position
  88. start_choice = random.choice(start_choices)
  89. start_choices.remove(start_choice)
  90. walker_ = Walker(self, start_choice)
  91. self.walkers.append(walker_)
  92. for x in self.idle_spots:
  93. iter_ += 1
  94. self.walkers_loaded = True
  95. else:
  96. mainDir = bge.logic.expandPath("//npc_walkers/")
  97. npc = 'larry'
  98. fileName = mainDir + str(npc) + '.blend'
  99. path = bge.logic.expandPath(fileName)
  100. print('loading npc')
  101. try:
  102. bge.logic.LibLoad(fileName, 'Scene')
  103. print('larry loaded')
  104. except Exception as e:
  105. print('loading', fileName, 'failed', e)
  106. def activator_check(self):
  107. if len(self.walkers_active) < self.max_active:
  108. l = []
  109. for c in self.walkers:
  110. if not c.active:
  111. l.append(c)
  112. walker = random.choice(l)
  113. self.walkers_active.append(walker)
  114. walker.active = True
  115. walker.FSM.FSM.ToTransition('toRequestPath')
  116. def update(self):
  117. self.life += 1
  118. if self.walkers_loaded:
  119. if self.life % 180 == 0:
  120. self.activator_check()
  121. for walker in self.walkers_active:
  122. walker.Execute()
  123. self.navmesh2.update()
  124. else:
  125. self.load_walkers()
  126. def Execute(cont):
  127. own = cont.owner
  128. if 'walker_manager' not in own:
  129. own['walker_manager'] = WalkerManager(own)
  130. walker_man = own['walker_manager']
  131. if walker_man.active:
  132. walker_man.update()