#!/usr/bin/env python

import glob
import os
import sys

try:
    sys.path.append(glob.glob('**/*%d.%d-%s.egg' % (
        sys.version_info.major,
        sys.version_info.minor,
        'win-amd64' if os.name == 'nt' else 'linux-x86_64'))[0])
except IndexError:
    pass

import carla

import random
import time


def main():
    actor_list = []

    # In this tutorial script, we are going to add a vehicle to the simulation
    # and let it drive in autopilot. We will also create a camera attached to
    # that vehicle, and save all the images generated by the camera to disk.

    try:
        # First of all, we need to create the client that will send the requests
        # to the simulator. Here we'll assume the simulator is accepting
        # requests in the localhost at port 2000.
        client = carla.Client('localhost', 2000)
        client.set_timeout(2.0)

        # Once we have a client we can retrieve the world that is currently
        # running.
        world = client.get_world()

        # The world contains the list blueprints that we can use for adding new
        # actors into the simulation.
        blueprint_library = world.get_blueprint_library()

        # Now let's filter all the blueprints of type 'vehicle' and choose one
        # at random.
        bp = random.choice(blueprint_library.filter('vehicle'))

        # A blueprint contains the list of attributes that define a vehicle
        # instance, we can read them and modify some of them. For instance,
        # let's randomize its color.
        color = random.choice(bp.get_attribute('color').recommended_values)
        bp.set_attribute('color', color)

        # Now we need to give an initial transform to the vehicle. This is a
        # nice spot in Town01.
        transform = carla.Transform(
            carla.Location(x=140.0, y=199.0, z=40.0),
            carla.Rotation(yaw=0.0))

        # So let's tell the world to spawn the vehicle.
        vehicle = world.spawn_actor(bp, transform)

        # It is important to note that the actors we create won't be destroyed
        # unless we call their "destroy" function. If we fail to call "destroy"
        # they will stay in the simulation even after we quit the Python script.
        # For that reason, we are storing all the actors we create so we can
        # destroy them afterwards.
        actor_list.append(vehicle)
        print('created %s' % vehicle.type_id)

        # Let's put the vehicle to drive around.
        vehicle.set_autopilot(True)

        # Let's add now a "depth" camera attached to the vehicle. Note that the
        # transform we give here is now relative to the vehicle.
        camera_bp = blueprint_library.find('sensor.camera.depth')
        camera_transform = carla.Transform(carla.Location(x=1.5, z=2.4))
        camera = world.spawn_actor(camera_bp, camera_transform, attach_to=vehicle)
        actor_list.append(camera)
        print('created %s' % camera.type_id)

        # Now we register the function that will be called each time the sensor
        # receives an image. In this example we are saving the image to disk
        # converting the pixels to gray-scale.
        cc = carla.ColorConverter.LogarithmicDepth
        camera.listen(lambda image: image.save_to_disk('_out/%06d.png' % image.frame_number, cc))

        # Oh wait, I don't like the location we gave to the vehicle, I'm going
        # to move it a bit forward.
        location = vehicle.get_location()
        location.x += 40
        vehicle.set_location(location)
        print('moved vehicle to %s' % location)

        # But the city now is probably quite empty, let's add a few more
        # vehicles.
        transform.location += carla.Location(x=40, y=-3.2)
        transform.rotation.yaw = -180.0
        for x in range(0, 10):
            transform.location.x += 8.0

            bp = random.choice(blueprint_library.filter('vehicle'))

            # This time we are using try_spawn_actor. If the spot is already
            # occupied by another object, the function will return None.
            npc = world.try_spawn_actor(bp, transform)
            if npc is not None:
                actor_list.append(npc)
                npc.set_autopilot()
                print('created %s' % npc.type_id)

        time.sleep(5)

    finally:

        print('destroying actors')
        for actor in actor_list:
            actor.destroy()
        print('done.')


if __name__ == '__main__':

    main()
