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- import bge
- import actionsFSMlist
- import mathutils
-
- dict = bge.logic.globalDict
- zero_blend = False
-
- def actionPlayer(ac):
- scene = bge.logic.getCurrentScene()
- cont = bge.logic.getCurrentController()
- own = cont.owner
- skater = dict['p1']
- deck = dict['p1d']
- a = getattr(actionsFSMlist.reg_walk, 'name')
- name = getattr(ac, 'name')
- dname = getattr(ac, 'dname')
- start = getattr(ac, 'start')
- end = getattr(ac, 'end')
- dstart = getattr(ac, 'dstart')
- dend = getattr(ac, 'dend')
- layer = getattr(ac, 'layer')
- mode = getattr(ac, 'mode')
- speed = getattr(ac, 'speed')
- blendin = getattr(ac, 'blendin')
- #--------------------------------
- #if zero_blend:
- # if own['l_actionState'] != None and own['l_actionState'] in 'revert1':
- # blendin = 0
- # print('zeroing blend')
- skater.playAction(name, start,end, layer=layer, play_mode=mode, speed=speed, blendin=blendin)
- deck.playAction(dname, dstart,dend, layer=layer, play_mode=mode, speed=speed, blendin=blendin)
- #print('playing', name, get_frame(ac))
- #if skater.isPlayingAction(3):
- #print(skater.getActionFrame(3))
-
- def get_frame(ac):
- skater = dict['p1']
- layer = getattr(ac, 'layer')
- #print('getting frame', skater.getActionFrame(layer))
- return skater.getActionFrame(layer)
-
- def set_frame(ac, frame):
- skater = dict['p1']
- deck = dict['p1d']
- layer = getattr(ac, 'layer')
- skater.setActionFrame(frame, layer)
- deck.setActionFrame(frame, layer)
- #print('setting frame', frame)
-
- def check_exit(aState, rA, timer, ac):
- exits = getattr(ac, 'exits')
- force = getattr(ac, 'force_exit')
- fe = getattr(ac, 'fef')
-
- #print('?????????????rA, aState', rA, aState)
- if rA in exits:
- return rA
- #
-
- elif ('fak' in rA and 'reg' in aState) or ('reg' in rA and 'fak' in aState):
- #print('change stance')
- if getattr(ac, 'opposite') != None:
- return getattr(ac, 'opposite')
- else:
- return aState
-
- if force != None and fe >= timer:
- #print('doing exit timer')
- return force
-
- def state_timer(own):
- if own['aState'] == own['l_aState']:
- own['stateTimer'] += 1
- else:
- own['stateTimer'] = 0
-
- def check_land(rA, aState, own):
-
- #check if manualling
- if rA in actionsFSMlist.reg_manuallist or rA in actionsFSMlist.reg_grindlist or rA in actionsFSMlist.fak_grindlist:
- #if rA in actionsFSMlist.reg_manuallist or rA in actionsFSMlist.fak_grindlist:
- aState = rA
- #own['stateTimer'] = 0
- own['aState'] = rA
- #otherwise, force land, offboard or fliptrick
- 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:
- #print('landing________________________', rA)
- aState = rA
- own['stateTimer'] = 0
- own['aState'] = rA
- #print(own['stance'], '-----stance', rA)
- return aState
-
- def main(cont):
- own = cont.owner
- dict = bge.logic.globalDict
-
- #initial state
- if 'aState' not in own:
- own['aState'] = 'reg_idle'
- own['l_aState'] = None
- own['stateTimer'] = 0
-
-
- aState = own['aState']
- rA = own['requestAction']
- timer = own['stateTimer']
- newState = own['aState']
- aState = check_land(rA, aState, own)
- newState = aState
- og_state = own['aState']
- #print(aState, 'cur aState')
-
- #if own['l_aState'] in actionsFSMlist.reg_fliplist:
- #zero_blend = True
-
- #-----------------------
- check_state = 'reg_idle'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_idle2'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_idle3'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_idle4'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_idle5'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_idle6'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_idle7'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_jump'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_walk_air'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if aState != rA:
- newState = getattr(action, 'exits')[0]
-
- check_state = 'reg_walk_air_out'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- #print(own['stateTimer'], getattr(action, 'fef'))
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_sit'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- #if own['stateTimer'] < 19:
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- actionPlayer(getattr(actionsFSMlist, 'intro'))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, actionsFSMlist.reg_sit)
-
- #-----------------------
- check_state = 'reg_walk'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['l_aState'] == 'reg_walkFast':
- frame = get_frame(actionsFSMlist.reg_walkFast)
- actionPlayer(action)
- set_frame(actionsFSMlist.reg_walk, frame)
- else:
- frame = actionPlayer(action)
-
- newState = check_exit(aState, rA, timer, action)
-
- #-----------------------
- check_state = 'reg_walkFast'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- newState = check_exit(aState, rA, timer, actionsFSMlist.reg_walkFast)
-
- if own['l_aState'] == 'reg_walk':
- frame = get_frame(actionsFSMlist.reg_walk)
- actionPlayer(action)
- set_frame(actionsFSMlist.reg_walkFast, frame)
-
- else:
- actionPlayer(action)
- #print(frame)
-
- check_state = 'reg_onboard'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- print('checking onbaord state')
- #if own['stateTimer'] > 10:
- #newState = check_exit(aState, rA, timer, actionsFSMlist.reg_onboard)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_offboard'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > 20:
- newState = check_exit(aState, rA, timer, actionsFSMlist.reg_offboard)
-
- check_state = 'reg_roll'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_turnLeft'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_turnRight'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_manual_left'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_manual_right'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_nmanual_left'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_nmanual_right'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_opos'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_nopos'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_pump'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_pump_left'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_pump_right'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
-
- check_state = 'reg_push'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > 70:
- newState = 'reg_roll'
-
- check_state = 'reg_push_goof'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > 70:
- newState = 'reg_roll'
-
- check_state = 'reg_powerslide'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- # if own['stateTimer'] < 20:
- # actionPlayer(actionsFSMlist.reg_powerslide_in)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, actionsFSMlist.reg_powerslide)
-
- check_state = 'reg_fs_powerslide'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- # if own['stateTimer'] < 20:
- # actionPlayer(actionsFSMlist.reg_fs_powerslide_in)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, actionsFSMlist.reg_fs_powerslide)
-
- check_state = 'reg_brfoot'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_frfoot'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_blfoot'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_flfoot'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
-
-
- check_state = 'reg_manual'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_nmanual'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_land'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_landL'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_landLb'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_landR'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_landRb'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_air'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_air_nb'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
-
- check_state = 'reg_air_nose'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_air_tail'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_ollie'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_kickflip'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_heelflip'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_shuvit'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_shuvit360'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_fsshuvit'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_fsshuvit360'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
- #-nollie
- check_state = 'reg_nollie'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_nollie_kickflip'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_nollie_heelflip'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_nollie_shuvit'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_nollie_fsshuvit'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_nollie_shuvit360'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_nollie_fsshuvit_360'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_hardflip'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_inward_heelflip'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_varial_kickflip'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'reg_varial_heelflip'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
-
-
-
- #-----------
- #grinds-----
- #-----------
-
-
-
-
-
- check_state = 'reg_5050'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- print('doing intro')
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_bsboard'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_fsboard'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_tailg'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_tailgr'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_tailgl'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_noseg'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_nosegr'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_nosegl'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_tailslide'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_noseslide'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
-
-
- #-----------
- #grabs------
- #-----------
-
-
-
-
-
- check_state = 'frontside_grab'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'backside_grab'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'frontside_nose_grab'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'backside_nose_grab'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'frontside_tail_grab'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'backside_tail_grab'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_ollie_north'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_ollie_south'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_judo'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_frigid'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_fsonefoot'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_onefoot'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_airwalk'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_wall_r'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'reg_wall_l'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
-
-
-
-
- check_state = 'revert1'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'revert2'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
-
- check_state = 'fak_revert1'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_revert2'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'revert3'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'revert4'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- check_state = 'fak_idle'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_idle2'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_idle3'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_idle4'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_idle5'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_idle5'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_idle6'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_jump'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_walk_air'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if aState != rA:
- newState = getattr(action, 'exits')[0]
-
- check_state = 'fak_walk_air_out'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- #print(own['stateTimer'], getattr(action, 'fef'))
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_sit'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- #if own['stateTimer'] < 19:
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- actionPlayer(getattr(actionsFSMlist, 'intro'))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, actionsFSMlist.fak_sit)
-
- #-----------------------
- check_state = 'fak_walk'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['l_aState'] == 'fak_walkFast':
- frame = get_frame(actionsFSMlist.fak_walkFast)
- actionPlayer(action)
- set_frame(actionsFSMlist.fak_walk, frame)
- else:
- frame = actionPlayer(action)
-
- newState = check_exit(aState, rA, timer, action)
-
- #-----------------------
- check_state = 'fak_walkFast'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- newState = check_exit(aState, rA, timer, actionsFSMlist.fak_walkFast)
-
- if own['l_aState'] == 'fak_walk':
- frame = get_frame(actionsFSMlist.fak_walk)
- actionPlayer(action)
- set_frame(actionsFSMlist.fak_walkFast, frame)
-
- else:
- actionPlayer(action)
- #print(frame)
-
- check_state = 'fak_onboard'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- print('checking onbaord state')
- #if own['stateTimer'] > 10:
- #newState = check_exit(aState, rA, timer, actionsFSMlist.fak_onboard)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_offboard'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > 20:
- newState = check_exit(aState, rA, timer, actionsFSMlist.fak_offboard)
-
- check_state = 'fak_roll'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_turnLeft'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_turnRight'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_manual_left'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_manual_right'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_nmanual_left'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_nmanual_right'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_opos'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_nopos'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_pump'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_pump_left'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_pump_right'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
-
- check_state = 'fak_push'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > 70:
- newState = 'fak_roll'
-
- check_state = 'fak_push_goof'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > 70:
- newState = 'fak_roll'
-
- check_state = 'fak_powerslide'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- # if own['stateTimer'] < 20:
- # actionPlayer(actionsFSMlist.fak_powerslide_in)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, actionsFSMlist.fak_powerslide)
-
- check_state = 'fak_fs_powerslide'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- # if own['stateTimer'] < 20:
- # actionPlayer(actionsFSMlist.fak_fs_powerslide_in)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, actionsFSMlist.fak_fs_powerslide)
-
- check_state = 'fak_brfoot'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_frfoot'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_blfoot'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_flfoot'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
-
-
- check_state = 'fak_manual'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_nmanual'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_land'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_landL'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_landLb'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_landR'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_landRb'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_air'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_air_nb'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
-
- check_state = 'fak_air_nose'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_air_tail'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_ollie'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_kickflip'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_heelflip'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_shuvit'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_shuvit360'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_fsshuvit'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_fsshuvit360'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
- #-nollie
- check_state = 'fak_nollie'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_nollie_kickflip'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_nollie_heelflip'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_nollie_shuvit'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_nollie_fsshuvit'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_nollie_shuvit360'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_nollie_fsshuvit_360'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_hardflip'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_inward_heelflip'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_varial_kickflip'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
- check_state = 'fak_varial_heelflip'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- if own['stateTimer'] > getattr(action, 'fef'):
- newState = getattr(action, 'force_exit')
-
-
- #-----------
- #grinds-----
- #-----------
-
-
-
-
-
- check_state = 'fak_5050'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_bsboard'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_fsboard'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_tailg'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_tailgr'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_tailgl'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_noseg'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_nosegr'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_nosegl'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_tailslide'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_noseslide'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
-
-
- #-----------
- #grabs------
- #-----------
-
-
-
- check_state = 'fak_frontside_grab'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_backside_grab'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_frontside_nose_grab'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_backside_nose_grab'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_frontside_tail_grab'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_backside_tail_grab'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
-
-
-
-
-
-
-
-
-
-
- check_state = 'fak_ollie_north'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_ollie_south'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_judo'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_frigid'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_fsonefoot'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
- check_state = 'fak_onefoot'
- if aState == check_state:
- action = getattr(actionsFSMlist, check_state)
- if own['stateTimer'] < getattr(action, 'intro_frames'):
- intro = getattr(action, 'intro')
- actionPlayer(getattr(actionsFSMlist, intro))
- else:
- actionPlayer(action)
- newState = check_exit(aState, rA, timer, action)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- #-----------------------
- #own['aState'] = aState
- if newState != '':
- own['aState'] = newState
- #print(own['l_aState'], '----l_aState', own['aState'])
- own['l_aState'] = og_state
- own['l_actionState'] = og_state
- #own['l_aState'] = newState
- #print(own['l_aState'], '----l_aState', own['aState'], 'rA', rA)
- state_timer(own)
-
- #print(own['rotz'])
- skater = dict['p1']
-
- if own['requestAction'] == 'reg_roll' and own['rotz'] < .985:
- frame = int(own['rotz'] * 70)
- print(frame)
- #skater.stopAction(5)
- #skater.playAction('reg_roll_tilt', frame,frame, layer=5, play_mode=1, speed=1, blendin=5)
- else:
- skater.stopAction(5)
- #pass
-
-
- # skater = dict['p1']
- # skater.update()
- # #skater.stopAction(1)
- # bone = skater.channels['root']
- # v = mathutils.Vector([bone.location[0], bone.location[1], -.2])
- # #bone.location = v
- # skater.update()
|