[1.10.15] Pedestrians

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Lobby
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[1.10.15] Pedestrians

#1

Post by Lobby »

image.png


Design aspects
In order to incorporate pedestrians into the game multiple aspects had to be considered:
  1. Roads should act as unit on which pedestrians are walking
  2. Existing plugins that use pedestrian road type should work with the new system as well
  3. Setting pedestrian flag automatically for roads would break these plugins (special "pedestrian cars" would use normal roads then)
  4. In any case, there has to be a way to detect whether a road is suitable for pedestrians, potentially with additonal support for different types of pedestrians which could be implemented by using road flags
The solution to these requirements was to add a new attribute pedestrians to roads. If not specified the game will try to figure out whether the road is capable to be used by pedestrians.

Pedestrians themselves were implemented using a new plugin type called pedestrian. This plugin type basically consists of some frames that contain the people that will be drawn. These frames are special in regard to their size as people in TheoTown are supposed to have a size of 1x3 pixels. While other sizes may work, too, there is no rotational awareness for the frames. Furthermore, the pedestrian system was optimized around the idea that people have a width of exactly one pixel. Using different sizes may cause more graphical glitches.



Defining pedestrians
A new plugin type "pedestrian" was added to define pedestrians. Here's how a plugin may look like:

Code: Select all    Reset

[ { "id":"$pedestrian_plugin00", "type":"pedestrian", "frames":[{"bmp": "imgage.png", "w": 1, "count": 8}] } ]
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using an image like that:
image.png
image.png (175 Bytes) Viewed 5411 times
This pedestrian type would spawn automatically for all rci types and levels in the game. You can define how likely the pedestrian will spawn for certain types/levels using the following attributes:
  • residential
  • commercial
  • industrial
  • level 1
  • level 2
  • level 3
These are expected to be floating point numbers. The default value for all of them is 1. Use "auto spawn":false to set the default value to 0.



Roads
image.png
image.png (11.65 KiB) Viewed 5436 times
A single road tile offers four parcels which can be targeted by pedestrians.
Various attributes were added to roads to incorporate the pedestrian system and provide some control over its behavior:
Show
pedestrians
Set this attribute to true or false. Pedestrians can walk on this road only if this attribute was set to true.

If not specified the game will try to determine whether pedestrians are supposed to be able to walk on this road automatically. This is determined by factors like road flags, allow transfer attribute and speed.
Show
sidewalk offset
Distance of the center of the sidewalk to the edges of the road tile (normalized, default value is 0.05).
Show
sidewalk size
Size/width of the sidewalk (normalized, default value is 0.025).
Show
allow road crossing
If set to true pedestrians will be able to cross the road. Only useful for roads without or with slow traffic.

If not set the game will determine this attribute based on the sidewalk offset.


Road decorations
Road decorations have the ability to set allow road crossing to true for the road they are placed on.
Show
allow road crossing
If set to true pedestrians will be able to cross the road underneath the decoration. False by default.


Spawning pedestrians
The game will spawn pedestrians automatically on roads that are suitable.

Unlike cars pedestrians don't follow a pre-calculated path. Instead they randomly change direction and eventually vanish. Also, unlike cars, only pedestrians that are currently within the viewport will be updated. This is crucial to maintain game performance while there are thousands of pedestrians.



Interaction with pedestrians
As of right now there are no functions to interact with the pedestrian system directly. Even if something like that will be added (e.g. pedestrians walking to/from stations) it would not have impact on the simulation of the city as only visible pedestrians will be updated.

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CommanderABab
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Re: [1.10.15] Pedestrians

#2

Post by CommanderABab »

Screenshot_20211126-120207_TheoTown.jpg
:)

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KINGTUT10101
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Re: [1.10.15] Pedestrians

#3

Post by KINGTUT10101 »

I can't believe it, Commander took a screenshot without the drunk filter :space

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ian`
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Re: [1.10.15] Pedestrians

#4

Post by ian` »

Show
Screenshot from 2021-12-01 19-15-42.png
Screenshot from 2021-12-01 19-15-42.png (99.68 KiB) Viewed 5336 times
nice. :D
i have to set false the pedestrians for my road plugins until an one-side pedestrians attribute is available. :mine

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Wepf
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Re: [1.10.15] Pedestrians

#5

Post by Wepf »

I think this update will be replace pedestrian systemby KT10101 (@KINGTUT10101)

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Re: [1.10.15] Pedestrians

#6

Post by KINGTUT10101 »

That's why I removed sidewalk pedestrians from the Nature Pack.

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Re: [1.10.15] Pedestrians

#7

Post by Wepf »

Ok

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Hadestia
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Re: [1.10.15] Pedestrians

#8

Post by Hadestia »

Can we have a sample plugin for the new pedestrian road?

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PresidentSmith609
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Re: [1.10.15] Pedestrians

#9

Post by PresidentSmith609 »

Can u all help me? I am not able to access the pedestrian? Do i need to update or add file??

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Re: [1.10.15] Pedestrians

#10

Post by Hadestia »

Attribute to spawn pedestrian like "spawn car" on a building When?

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Patchouli Knowledge
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Re: [1.10.15] Pedestrians

#11

Post by Patchouli Knowledge »

how wonderful

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Re: [1.10.15] Pedestrians

#12

Post by Patchouli Knowledge »

When to consider using it on the original road?
Last edited by Patchouli Knowledge on 19 Dec 2021, 09:57, edited 1 time in total.

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