def __init__(self, air, zone, name, x, y, z, h, p, r):
     DistributedNodeAI.__init__(self, air)
     self.name = name
     self.air = air
     self.seats = [
         None,
         None,
         None,
         None,
         None,
         None]
     self.setPos(x, y, z)
     self.setHpr(h, p, r)
     self.playersSitting = 0
     self.myPos = (x, y, z)
     self.myHpr = (h, p, r)
     self.playerIdList = []
     self.checkersZoneId = None
     self.generateOtpObject(air.districtId, zone, optionalFields = [
         'setX',
         'setY',
         'setZ',
         'setH',
         'setP',
         'setR'])
     self.observers = []
     self.allowPickers = []
     self.hasPicked = False
     self.game = None
     self.gameDoId = None
     self.isAccepting = True
Beispiel #2
0
 def generate(self):
     DistributedNodeAI.generate(self)
     pond = self.air.doId2do.get(self.pondDoId)
     if pond:
         pond.addTarget(self)
     self.centerPoint = FishingTargetGlobals.getTargetCenter(pond.getArea())
     self.__updateState()
 def delete(self):
     self.numBarrels = None
     self.mg = None
     self.index = None
     self.hasReportedAllGone = None
     DistributedNodeAI.delete(self)
     return
 def __init__(self, air, zone, name, x, y, z, h, p, r):
     DistributedNodeAI.__init__(self, air)
     self.name = name
     self.air = air
     self.seats = [None,
      None,
      None,
      None,
      None,
      None]
     self.setPos(x, y, z)
     self.setHpr(h, p, r)
     self.playersSitting = 0
     self.myPos = (x, y, z)
     self.myHpr = (h, p, r)
     self.playerIdList = []
     self.checkersZoneId = None
     self.generateOtpObject(air.districtId, zone, optionalFields=['setX',
      'setY',
      'setZ',
      'setH',
      'setP',
      'setR'])
     self.observers = []
     self.allowPickers = []
     self.hasPicked = False
     self.game = None
     self.gameDoId = None
     self.isAccepting = True
     return
    def __init__(self, air, zone, name, x, y, z, h, p, r):
        DistributedNodeAI.__init__(self,air)
        self.name = name
        self.air = air

        self.seats = [None, None, None, None, None, None]
        self.setPos(x,y,z)
        self.setHpr(h,p,r)
        self.playersSitting = 0

        self.myPos = (x,y,z)
        self.myHpr = (h,p,r)

        self.playerIdList = []
        self.checkersZoneId = None
        

        self.generateOtpObject(air.districtId, zone, optionalFields = ["setX","setY","setZ", "setH", "setP", "setR"])
        self.observers = []
        self.allowPickers = []
        self.hasPicked = False
        self.game = None
        self.gameDoId = None


        #Will NOT allow boarders once game has begun
        self.isAccepting = True
 def __init__(self, air):
     DistributedNodeAI.__init__(self, air)
     self.pondDoId = 0
     self.angle = 0
     self.radius = 0
     self.time = 0
     self.centerPoint = None
 def delete(self):
     self.fsm.requestFinalState()
     self.parent = None
     self.parentDo = None
     del self.board
     del self.fsm
     DistributedNodeAI.delete(self)
Beispiel #8
0
 def __init__(self, air, mg, index):
     DistributedNodeAI.__init__(self, air)
     self.numBarrels = 0
     self.dBarrels = []
     self.hasReportedAllGone = False
     self.index = index
     self.mg = mg
Beispiel #9
0
 def delete(self):
     self.fsm.requestFinalState()
     self.parent = None
     self.parentDo = None
     del self.board
     del self.fsm
     DistributedNodeAI.delete(self)
Beispiel #10
0
 def __init__(self, air):
     DistributedNodeAI.__init__(self, air)
     self.pondId = 0
     self.angle = 0
     self.targetRadius = 0
     self.time = 0
     self.centerPoint = [0, 0, 0]
 def delete(self):
     self.fsm.requestFinalState()
     self.board.delete()
     self.playerSeatPos = None
     del self.fsm
     DistributedNodeAI.delete(self)
     return
Beispiel #12
0
 def delete(self):
     self.fsm.requestFinalState()
     self.board.delete()
     self.playerSeatPos = None
     del self.fsm
     DistributedNodeAI.delete(self)
     return
Beispiel #13
0
 def delete(self):
     self.fsm.requestFinalState()
     self.board.delete()
     self.playerSeatPos = None
     del self.fsm
     #simbase.air.deallocateZone(self.zoneId)
     DistributedNodeAI.delete(self)
Beispiel #14
0
 def __init__(self, mgr):
     DistributedNodeAI.__init__(self, mgr.air)
     self.mgr = mgr
     self.plot = 0
     self.ownerIndex = 0
     self.ownerDoId = 0
     self.owner = None
 def __init__(self, air):
     DistributedNodeAI.__init__(self, air)
     self.pondId = 0
     self.angle = 0
     self.targetRadius = 0
     self.time = 0
     self.centerPoint = [0, 0, 0]
 def delete(self):
     if self.getSuitManager():
         if self.getSuitManager().getDrops():
             self.getSuitManager().getDrops().remove(self)
     self.suitMgr = None
     self.tutDrop = None
     DistributedNodeAI.delete(self)
 def __init__(self, air):
     DistributedNodeAI.__init__(self, air)
     self.modelPath = ''
     self.links = []
     self.uniqueId = ''
     self.name = PLocalizer.Unknown
     self.uidMgr = UniqueIdManager(self.air)
     self.builder = GameAreaBuilderAI(self.air, self)
 def delete(self):
     if self.getSuitManager():
         if self.getSuitManager().getDrops():
             self.getSuitManager().getDrops().remove(self)
     self.suitMgr = None
     self.tutDrop = None
     DistributedNodeAI.delete(self)
     return
 def generate(self):
     DistributedNodeAI.generate(self)
     self.updateState()
     if not self.pondId:
         return
     pond = self.air.doId2do[self.pondId]
     pond.addTarget(self)
     self.centerPoint = FishingTargetGlobals.getTargetCenter(pond.getArea())
 def __init__(self, air, pathIndex):
     DistributedNodeAI.__init__(self, air)
     self.state = ''
     self.stateTimestamp = 0
     self.pathIndex = pathIndex
     ivalStart = 0
     ivalEnd = CityCartGlobals.index2Duration[self.pathIndex]
     self.ivalTDisplace = 0
Beispiel #21
0
    def __init__(self, air):
        try:
            self.DistributedShopAI_initialized
            return
        except:
            self.DistributedShopAI_initialized = 1

        DistributedNodeAI.__init__(self, air)
        self.avatars = []
 def generate(self):
     DistributedNodeAI.generate(self)
     self.updateState()
     if not self.pondId:
         #We dont have a pond ID for some reason...
         return
     pond = self.air.doId2do[self.pondId]
     pond.addTarget(self)
     self.centerPoint = FishingTargetGlobals.getTargetCenter(pond.getArea())
Beispiel #23
0
 def delete(self):
     self.fsm.requestFinalState()
     self.hood = None
     self.state = None
     self.toLoc = None
     self.fromLoc = None
     self.stateChangeTimestamp = None
     self.wingType = None
     DistributedNodeAI.delete(self)
Beispiel #24
0
    def announceGenerate(self):
        DistributedEntityAI.announceGenerate(self)
        DistributedNodeAI.announceGenerate(self)

        assert self.cEntity
        self.setPos(self.cEntity.getOrigin())
        self.setHpr(self.cEntity.getAngles())
        pos = self.getPos()
        hpr = self.getHpr()
        self.d_setPosHpr(pos[0], pos[1], pos[2], hpr[0], hpr[1], hpr[2])
Beispiel #25
0
    def __init__(self, air, gardenManager, ownerIndex):
        DistributedNodeAI.__init__(self, air)

        self.gardenManager = gardenManager
        self.ownerIndex = ownerIndex

        self.plotIndex = None
        self.plotType = None

        self.pos = None
        self.heading = None

        self.movie = None
    def __init__(self, air, gardenManager, ownerIndex):
        DistributedNodeAI.__init__(self, air)

        self.gardenManager = gardenManager
        self.ownerIndex = ownerIndex

        self.plotIndex = None
        self.plotType = None

        self.pos = None
        self.heading = None

        self.movie = None
Beispiel #27
0
    def __init__(self, air, hood, wingType):
        DistributedNodeAI.__init__(self, air)
        self.hood = hood
        self.wingType = wingType
        self.state = 0
        self.stateChangeTimestamp = 0.0
        self.fromLoc = 0
        self.toLoc = 0

        self.fsm = ClassicFSM('DBFAI', [State('off', self.enterOff, self.exitOff),
                                        State('sit', self.enterSit, self.exitSit),
                                        State('fly', self.enterFly, self.exitFly)],
                              'off', 'off')
        self.fsm.enterInitialState()
Beispiel #28
0
 def __init__(self, air, parent, name, x, y, z, h, p, r):
     DistributedNodeAI.__init__(self, air)
     self.name = name
     self.air = air
     self.setPos(x, y, z)
     self.setHpr(h, p, r)
     self.myPos = (x, y, z)
     self.myHpr = (h, p, r)
     self.board = CheckersBoard.CheckersBoard()
     self.parent = self.air.doId2do[parent]
     self.parentDo = parent
     self.wantStart = []
     self.playersPlaying = []
     self.playersSitting = 0
     self.playersTurn = 1
     self.movesMade = 0
     self.playerNum = 1
     self.hasWon = False
     self.playersGamePos = [None, None]
     self.wantTimer = True
     self.timerEnd = 0
     self.turnEnd = 0
     self.playersObserving = []
     self.winLaffPoints = 20
     self.movesRequiredToWin = 10
     self.zoneId = self.air.allocateZone()
     self.generateOtpObject(
         air.districtId,
         self.zoneId,
         optionalFields=['setX', 'setY', 'setZ', 'setH', 'setP', 'setR'])
     self.parent.setCheckersZoneId(self.zoneId)
     self.startingPositions = [[0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11],
                               [
                                   20, 21, 22, 23, 24, 25, 26, 27, 28, 29,
                                   30, 31
                               ]]
     self.kingPositions = [[31, 30, 29, 28], [0, 1, 2, 3]]
     self.timerStart = None
     self.fsm = ClassicFSM.ClassicFSM('Checkers', [
         State.State('waitingToBegin', self.enterWaitingToBegin,
                     self.exitWaitingToBegin, ['playing']),
         State.State('playing', self.enterPlaying, self.exitPlaying,
                     ['gameOver']),
         State.State('gameOver', self.enterGameOver, self.exitGameOver,
                     ['waitingToBegin'])
     ], 'waitingToBegin', 'waitingToBegin')
     self.fsm.enterInitialState()
     return
Beispiel #29
0
 def __init__(self, air, parent, name, x, y, z, h, p, r):
     DistributedNodeAI.__init__(self, air)
     self.name = name
     self.air = air
     self.setPos(x, y, z)
     self.setHpr(h, p, r)
     self.myPos = (x, y, z)
     self.myHpr = (h, p, r)
     self.board = ChineseCheckersBoard.ChineseCheckersBoard()
     self.parent = self.air.doId2do[parent]
     self.parentDo = parent
     self.wantStart = []
     self.playersPlaying = []
     self.playersSitting = 0
     self.playersTurn = 1
     self.movesMade = 0
     self.playersGamePos = [None, None, None, None, None, None]
     self.wantTimer = True
     self.timerEnd = 0
     self.turnEnd = 0
     self.playersObserving = []
     self.winLaffPoints = 20
     self.movesRequiredToWin = 10
     self.zoneId = self.air.allocateZone()
     self.generateOtpObject(
         air.districtId,
         self.zoneId,
         optionalFields=['setX', 'setY', 'setZ', 'setH', 'setP', 'setR'])
     self.parent.setCheckersZoneId(self.zoneId)
     self.startingPositions = [
         [0, 1, 2, 3, 4, 5, 6, 7, 8, 9],
         [10, 11, 12, 13, 23, 24, 25, 35, 36, 46],
         [65, 75, 76, 86, 87, 88, 98, 99, 100, 101],
         [111, 112, 113, 114, 115, 116, 117, 118, 119, 120],
         [74, 84, 85, 95, 96, 97, 107, 108, 109, 110],
         [19, 20, 21, 22, 32, 33, 34, 44, 45, 55]
     ]
     self.timerStart = None
     self.fsm = ClassicFSM.ClassicFSM('ChineseCheckers', [
         State.State('waitingToBegin', self.enterWaitingToBegin,
                     self.exitWaitingToBegin, ['playing']),
         State.State('playing', self.enterPlaying, self.exitPlaying,
                     ['gameOver']),
         State.State('gameOver', self.enterGameOver, self.exitGameOver,
                     ['waitingToBegin'])
     ], 'waitingToBegin', 'waitingToBegin')
     self.fsm.enterInitialState()
     return
    def delete(self):
        self.fsm.requestFinalState()
        self.timerEnd = 0
        self.playersSitting = 0

        self.resultReady = []
        self.wantStart = []
        self.activePlayers = []

        self.currentTurn = []
        self.playerDecks = {}
        self.roundResults = {}
        self.remainingCards = {}
        del self.fsm

        DistributedNodeAI.delete(self)
 def __init__(self, air, parent, name, x, y, z, h, p, r):
     DistributedNodeAI.__init__(self, air)
     self.name = name
     self.air = air
     self.setPos(x, y, z)
     self.setHpr(h, p, r)
     self.myPos = (x, y, z)
     self.myHpr = (h, p, r)
     self.board = CheckersBoard.CheckersBoard()
     self.parent = self.air.doId2do[parent]
     self.parentDo = parent
     self.wantStart = []
     self.playersPlaying = []
     self.playersSitting = 0
     self.playersTurn = 1
     self.movesMade = 0
     self.playerNum = 1
     self.hasWon = False
     self.playersGamePos = [None, None]
     self.wantTimer = True
     self.timerEnd = 0
     self.turnEnd = 0
     self.playersObserving = []
     self.winLaffPoints = 20
     self.movesRequiredToWin = 10
     self.zoneId = self.air.allocateZone()
     self.generateOtpObject(
         air.districtId, self.zoneId, optionalFields=["setX", "setY", "setZ", "setH", "setP", "setR"]
     )
     self.parent.setCheckersZoneId(self.zoneId)
     self.startingPositions = [
         [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11],
         [20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31],
     ]
     self.kingPositions = [[31, 30, 29, 28], [0, 1, 2, 3]]
     self.timerStart = None
     self.fsm = ClassicFSM.ClassicFSM(
         "Checkers",
         [
             State.State("waitingToBegin", self.enterWaitingToBegin, self.exitWaitingToBegin, ["playing"]),
             State.State("playing", self.enterPlaying, self.exitPlaying, ["gameOver"]),
             State.State("gameOver", self.enterGameOver, self.exitGameOver, ["waitingToBegin"]),
         ],
         "waitingToBegin",
         "waitingToBegin",
     )
     self.fsm.enterInitialState()
 def __init__(self, air, zone, name, x, y, z, h, p, r):
     DistributedNodeAI.__init__(self, air)
     self.name = name
     self.zoneId = zone
     self.air = air
     self.seats = [None, None, None, None, None, None]
     self.setPos(x, y, z)
     self.setHpr(h, p, r)
     self.playersSitting = 0
     self.playerIdList = []
     self.checkersZoneId = None
     self.observers = []
     self.allowPickers = []
     self.hasPicked = False
     self.game = None
     self.gameDoId = None
     self.isAccepting = True
 def delete(self):
     # We need to clean up to prevent memory leaks.
     taskMgr.removeTasksMatching(self.captureAttemptTaskName)
     taskMgr.removeTasksMatching(self.resetTaskName)
     taskMgr.removeTasksMatching(self.awardKingTaskName)
     self.contesters = []
     self.resetHill()
     self.d_startCircleAnim(3)
     del self.king
     del self.kingId
     del self.kingOnPoint
     del self.primaryContester
     del self.contesters
     del self.team
     del self.mg
     del self.resetTaskName
     del self.elapsedCaptureTime
     del self.captureAttemptTaskName
     del self.elapsedCaptureResetTime
     del self.state
     del self.resetCaptureTime
     self.removeNode()
     DistributedNodeAI.delete(self)
    def __init__(self, air, mg):
        DistributedNodeAI.__init__(self, air)
        self.mg = mg
        self.team = -2
        self.resetTaskName = None
        self.captureAttemptTaskName = None
        self.awardKingTaskName = None
        self.elapsedCaptureTime = 0
        self.elapsedCaptureResetTime = 0
        self.state = CaptureState.IDLE
        self.resetCaptureTime = self.RESET_TIME

        # The one who has captured this point.
        # For free-for-all KOTH.
        self.king = None
        self.kingId = None
        self.kingOnPoint = False

        # The Toon that is trying to capture the point.
        self.primaryContester = None

        # Toons who contesting the capture.
        self.contesters = []
 def __init__(self, air, zone, name, x, y, z, h, p, r):
     DistributedNodeAI.__init__(self, air)
     self.name = name
     self.zoneId = zone
     self.air = air
     self.seats = [
         None,
         None,
         None,
         None,
         None,
         None]
     self.setPos(x, y, z)
     self.setHpr(h, p, r)
     self.playersSitting = 0
     self.playerIdList = []
     self.checkersZoneId = None
     self.observers = []
     self.allowPickers = []
     self.hasPicked = False
     self.game = None
     self.gameDoId = None
     self.isAccepting = True
    def __init__(self, air, name):
        DistributedNodeAI.__init__(self, air)
        self.name = name
        self.air = air

        self.timerEnd = 0
        self.playersSitting = 0

        self.resultReady = []
        self.waitingOn = []
        self.wantStart = []
        self.activePlayers = []

        self.currentTurn = []
        self.playerDecks = {}
        self.roundResults = {}
        self.remainingCards = {}

        self.fsm = ClassicFSM.ClassicFSM('CardJitsu', [
         State.State('waitingToBegin', self.enterWaitingToBegin, self.exitWaitingToBegin, ['playing']),
         State.State('playing', self.enterPlaying, self.exitPlaying, ['gameOver']),
         State.State('gameOver', self.enterGameOver, self.exitGameOver, ['waitingToBegin'])],
                                         'waitingToBegin', 'waitingToBegin')
        self.fsm.enterInitialState()
 def __init__(self, air):
     DistributedNodeAI.__init__(self, air)
Beispiel #38
0
 def __init__(self, air):
     DistributedNodeAI.__init__(self, air)
     self.hp = 0
     self.maxHp = 0
 def delete(self):
     DistributedNodeAI.delete(self)
     self.game = None
     self.gameDoId = None
     return
 def __init__(self, mgr):
     self.mgr = mgr
     DistributedNodeAI.__init__(self, self.mgr.air)
     self.plot = 0
     self.ownerIndex = 0
 def generate(self):
     DistributedNodeAI.generate(self)
     self.updateState()
     pond = self.air.doId2do[self.pondId]
     pond.addTarget(self)
     self.centerPoint = FishingTargetGlobals.getTargetCenter(pond.getArea())
 def delete(self):
     DistributedNodeAI.delete(self)
 def __init__(self, air):
     DistributedNodeAI.__init__(self, air)
     self.avatar = None
     return
 def delete(self):
     self.fsm.requestFinalState()
     self.board.delete()
     del self.fsm
     DistributedNodeAI.delete(self)
    def delete(self):
        taskMgr.remove('updateFishingTarget%d' % self.doId)

        DistributedNodeAI.delete(self)
 def __init__(self, air, parent, name, x, y, z, h, p, r):
     DistributedNodeAI.__init__(self, air)
     self.name = name
     self.air = air
     self.setPos(x, y, z)
     self.setHpr(h, p, r)
     self.myPos = (x, y, z)
     self.myHpr = (h, p, r)
     self.board = [[0,
       0,
       0,
       0,
       0,
       0,
       0],
      [0,
       0,
       0,
       0,
       0,
       0,
       0],
      [0,
       0,
       0,
       0,
       0,
       0,
       0],
      [0,
       0,
       0,
       0,
       0,
       0,
       0],
      [0,
       0,
       0,
       0,
       0,
       0,
       0],
      [0,
       0,
       0,
       0,
       0,
       0,
       0]]
     self.parent = self.air.doId2do[parent]
     self.parentDo = parent
     self.wantStart = []
     self.playersPlaying = []
     self.playersSitting = 0
     self.playersTurn = 1
     self.movesMade = 0
     self.playerNum = 1
     self.winDirection = None
     self.playersGamePos = [None, None]
     self.wantTimer = True
     self.timerEnd = 0
     self.turnEnd = 0
     self.playersObserving = []
     self.winLaffPoints = 20
     self.movesRequiredToWin = 10
     self.zoneId = self.air.allocateZone()
     self.generateOtpObject(air.districtId, self.zoneId, optionalFields=['setX',
      'setY',
      'setZ',
      'setH',
      'setP',
      'setR'])
     self.parent.setCheckersZoneId(self.zoneId)
     self.timerStart = None
     self.fsm = ClassicFSM.ClassicFSM('Checkers', [State.State('waitingToBegin', self.enterWaitingToBegin, self.exitWaitingToBegin, ['playing']), State.State('playing', self.enterPlaying, self.exitPlaying, ['gameOver']), State.State('gameOver', self.enterGameOver, self.exitGameOver, ['waitingToBegin'])], 'waitingToBegin', 'waitingToBegin')
     self.fsm.enterInitialState()
Beispiel #47
0
 def __init__(self, air):
     DistributedNodeAI.__init__(self, air)
     self.avatars = []
    def __init__(self, cr):
        DistributedNodeAI.__init__(self, cr)

        self.message = ''
        self.color = (1, 1, 1)
 def __init__(self, air):
     DistributedNodeAI.__init__(self, air)
     self.air = air
     self.plot = None
     self.ownerIndex = None
 def announceGenerate(self):
     DistributedNodeAI.announceGenerate(self)
 def delete(self):
     DistributedNodeAI.delete(self)
     self.game = None
     self.gameDoId = None
 def delete(self):
     del self.avatar
     DistributedNodeAI.delete(self)
 def __init__(self, air):
     DistributedNodeAI.__init__(self, air)
     self.suitMgr = None
     self.tutDrop = None
 def __init__(self, air):
     DistributedNodeAI.__init__(self, air)
     self.suitMgr = None
     self.tutDrop = None
     return
 def disable(self):
     DistributedNodeAI.disable(self)
 def __init__(self, air):
     DistributedNodeAI.__init__(self, air)
     self.plot = 0
     self.h = 0
     self.pos = (0, 0, 0)
     self.ownerIndex = 0
 def __init__(self, air, modelPath, name=None, uid=None, links=[]):
     DistributedNodeAI.__init__(self, air)
     self.modelPath = modelPath
     self.links = links
     self.uid = uid
     self.name = name
 def __init__(self, air, parent, name, x, y, z, h, p, r):
     DistributedNodeAI.__init__(self, air)
     self.name = name
     self.air = air
     self.setPos(x, y, z)
     self.setHpr(h, p, r)
     self.myPos = (x, y, z)
     self.myHpr = (h, p, r)
     self.board = ChineseCheckersBoard.ChineseCheckersBoard()
     self.parent = self.air.doId2do[parent]
     self.parentDo = parent
     self.wantStart = []
     self.playersPlaying = []
     self.playersSitting = 0
     self.playersTurn = 1
     self.movesMade = 0
     self.playersGamePos = [
         None,
         None,
         None,
         None,
         None,
         None]
     self.wantTimer = True
     self.timerEnd = 0
     self.turnEnd = 0
     self.playersObserving = []
     self.winLaffPoints = 20
     self.movesRequiredToWin = 10
     self.zoneId = self.air.allocateZone()
     self.generateOtpObject(air.districtId, self.zoneId, optionalFields = [
         'setX',
         'setY',
         'setZ',
         'setH',
         'setP',
         'setR'])
     self.parent.setCheckersZoneId(self.zoneId)
     self.startingPositions = [
         [
             0,
             1,
             2,
             3,
             4,
             5,
             6,
             7,
             8,
             9],
         [
             10,
             11,
             12,
             13,
             23,
             24,
             25,
             35,
             36,
             46],
         [
             65,
             75,
             76,
             86,
             87,
             88,
             98,
             99,
             100,
             101],
         [
             111,
             112,
             113,
             114,
             115,
             116,
             117,
             118,
             119,
             120],
         [
             74,
             84,
             85,
             95,
             96,
             97,
             107,
             108,
             109,
             110],
         [
             19,
             20,
             21,
             22,
             32,
             33,
             34,
             44,
             45,
             55]]
     self.timerStart = None
     self.fsm = ClassicFSM.ClassicFSM('ChineseCheckers', [
         State.State('waitingToBegin', self.enterWaitingToBegin, self.exitWaitingToBegin, [
             'playing']),
         State.State('playing', self.enterPlaying, self.exitPlaying, [
             'gameOver']),
         State.State('gameOver', self.enterGameOver, self.exitGameOver, [
             'waitingToBegin'])], 'waitingToBegin', 'waitingToBegin')
     self.fsm.enterInitialState()
Beispiel #59
0
 def delete(self):
     DistributedNodeAI.delete(self)
     self.avatars = []
     del self.avatars