Ejemplo n.º 1
0
    def Spawn(self, dept = None):
        from src.coginvasion.cog.DistributedSuitAI import DistributedSuitAI
        from src.coginvasion.cog import Dept, SuitBank, Variant
        from src.coginvasion.arcade.BatchCogSpawnerAI import BatchCogSpawnerAI
        import random
        
        level, availableSuits = SuitBank.chooseLevelAndGetAvailableSuits(
            [1, 4], random.choice([Dept.BOSS, Dept.SALES, Dept.CASH, Dept.LAW]) if not dept else dept, False)

        plan = random.choice(availableSuits)
        suit = DistributedSuitAI(self.air)
        suit.setPos(self.cEntity.getOrigin())
        suit.setHpr(self.cEntity.getAngles())
        suit.setBattleZone(self.dispatch)
        variant = Variant.NORMAL
        suit.setLevel(level)
        suit.setSuit(plan, variant)
        suit.generateWithRequired(self.dispatch.zoneId)
        #suit.d_setHood(suit.hood)
        suit.b_setPlace(self.dispatch.zoneId)
        suit.b_setName(plan.getName())
        suit.spawnGeneric()
        self.spawned.append(suit)
        
        if self.hasSpawnFlags(self.DoSupaFlyIn):
            suit.changeSchedule(suit.getScheduleByName("SUPA_FLY_IN_MOVE"))
            
        if self.spawnScript:
            self.spawnScript.ExecuteScript(suit)
            
        BatchCogSpawnerAI.NumSuits += 1
        
        self.dispatchOutput("OnSpawnCog")
        
        return suit
Ejemplo n.º 2
0
 def createSuit(self, anySuit = 0, levelRange = None, variant = Variant.NORMAL, plan = None):
     if self.isCogCountFull():
         return
     if anySuit:
         if not levelRange:
             levelRange = CogBattleGlobals.HoodIndex2LevelRange[self.battle.getHoodIndex()]
         availableSuits = []
         level = random.choice(levelRange)
         for suit in SuitBank.getSuits():
             if level >= suit.getLevelRange()[0] and level <= suit.getLevelRange()[1]:
                 availableSuits.append(suit)
         plan = random.choice(availableSuits)
     else:
         if not plan:
             return
         level = random.randint(plan.getLevelRange()[0], plan.getLevelRange()[1])
     if self.battle.getHoodIndex() == CogBattleGlobals.SkeletonHoodIndex and variant == Variant.NORMAL:
         variant = Variant.SKELETON
     elif self.battle.getHoodIndex() == CogBattleGlobals.WaiterHoodIndex and variant == Variant.NORMAL:
         variant = Variant.WAITER
     suit = DistributedSuitAI(self.air)
     suit.setManager(self)
     suit.generateWithRequired(self.zoneId)
     suit.d_setHood(suit.hood)
     suit.b_setLevel(level)
     suit.b_setSuit(plan, variant)
     suit.b_setPlace(self.zoneId)
     if variant == Variant.SKELETON:
         suit.b_setName(CIGlobals.Skelesuit)
     else:
         suit.b_setName(plan.getName())
     #suit.startPosHprBroadcast()
     #suit.d_clearSmoothing()
     #suit.d_broadcastPosHpr()
     suit.b_setParent(CIGlobals.SPHidden)
     self.suits[suit.doId] = suit
     self.numSuits += 1
     if self.numSuits == 1:
         if (self.tournament.inTournament and self.tournament.getRound() == 1
         or not self.tournament.inTournament):
             self.sendUpdate('newSuit', [])
             if self.tournament.inTournament and self.tournament.getRound() == 1:
                 self.sendUpdate('tournamentSpawned', [])
     if self.getActiveInvasion():
         self.suitsSpawnedThisInvasion += 1
         if self.suitsSpawnedThisInvasion == 1:
             if not self.tournament.inTournament:
                 self.sendUpdate('invasionSpawned', [])
     if plan in [SuitBank.VicePresident, SuitBank.LucyCrossbill]:
         self.sendUpdate('bossSpawned', [])
     return suit