Example #1
0
    def handleOffStage(self, cacheAreas=[]):
        if hasattr(self, 'islands'):
            self.stash()
            for area in self.islands.values():
                area.goOffStage(area in cacheAreas)

        StagedObject.handleOffStage(self)
Example #2
0
 def __init__(self, cr):
     DistributedNode.__init__(self, cr)
     NodePath.__init__(self, 'DistributedTunnel')
     StagedObject.__init__(self, StagedObject.OFF)
     self.uniqueId = ''
     self.fakeZoneId = PiratesGlobals.FakeZoneId
     self.GridLOD = { }
     self.visNodes = { }
     self.geom = None
     self.envEffects = None
     self._links = { }
     self.areaWorldZone = [
         None,
         None]
     self.areaNode = [
         None,
         None]
     self._DistributedTunnel__loadedArea = None
     self.areaIndexLoading = None
     self.pendingAreaUnload = False
     self.pendingArea = None
     self.minimapObj = None
     self.builder = GridAreaBuilder.GridAreaBuilder(self)
     self.connectorNodes = [
         'portal_connector_1',
         'portal_connector_2']
     self.connectorNodePosHpr = []
     self.ambientNames = [
         None,
         None]
     self.avatarZoneContext = None
     self.floorIndex = -1
     self._inTransition = False
     self.ownHandles = []
 def handleOffStage(self):
     for (id, connector) in self.connectors.iteritems():
         if connector:
             connector.goOffStage()
             continue
     
     StagedObject.handleOffStage(self)
Example #4
0
 def handleOnStage(self):
     StagedObject.handleOnStage(self)
     self.allEnabled = False
     if self.lastZoneLevel is not None:
         self.setCollLevel(self.lastZoneLevel)
     else:
         self.setCollLevel(self.outerSphere)
 def __init__(self, cr):
     DistributedNode.__init__(self, cr)
     NodePath.__init__(self, 'GameArea')
     MappableArea.__init__(self)
     StagedObject.__init__(self, StagedObject.OFF)
     self.uniqueId = ''
     self.geom = None
     self.funnelDisplayName = None
     self.previousDisplayName = None
     self.gameFSM = None
     self.links = []
     self.pendingSetupConnector = { }
     self.connectors = { }
     self.connectorInterests = set()
     self.envEffects = None
     self.spawnTriggers = []
     self.blockerColls = []
     self.islandWaterParameters = None
     self.swamp_water = None
     self.entryTime = [
         None,
         0]
     self.timeCheck = 0
     self.minimap = None
     self.footprintNode = None
     self.popupDialog = None
     self.minimapArea = 0
     self.laMinimapObj = None
     self.footstepSound = None
     self.environment = None
     self.connectorsHereCallback = None
 def __init__(self, cr):
     DistributedNode.__init__(self, cr)
     NodePath.__init__(self, 'GameArea')
     MappableArea.__init__(self)
     StagedObject.__init__(self, StagedObject.OFF)
     self.uniqueId = ''
     self.geom = None
     self.funnelDisplayName = None
     self.previousDisplayName = None
     self.gameFSM = None
     self.links = []
     self.pendingSetupConnector = {}
     self.connectors = {}
     self.connectorInterests = set()
     self.envEffects = None
     self.spawnTriggers = []
     self.blockerColls = []
     self.islandWaterParameters = None
     self.swamp_water = None
     self.entryTime = [None, 0]
     self.timeCheck = 0
     self.minimap = None
     self.footprintNode = None
     self.popupDialog = None
     self.minimapArea = 0
     self.laMinimapObj = None
     self.footstepSound = None
     self.environment = None
     self.connectorsHereCallback = None
     return
    def handleOnStage(self):
        StagedObject.handleOnStage(self)
        for id, connector in self.connectors.iteritems():
            if connector:
                connector.goOnStage()

        self.builder.addCutsceneOriginNode()
Example #8
0
 def handleOnStage(self):
     StagedObject.handleOnStage(self)
     self.allEnabled = False
     if self.lastZoneLevel is not None:
         self.setCollLevel(self.lastZoneLevel)
     else:
         self.setCollLevel(self.outerSphere)
 def __init__(self, cr):
     DistributedNode.__init__(self, cr)
     NodePath.__init__(self, 'DistributedTunnel')
     StagedObject.__init__(self, StagedObject.OFF)
     self.uniqueId = ''
     self.fakeZoneId = PiratesGlobals.FakeZoneId
     self.GridLOD = {}
     self.visNodes = {}
     self.geom = None
     self.envEffects = None
     self._links = {}
     self.areaWorldZone = [None, None]
     self.areaNode = [None, None]
     self.__loadedArea = None
     self.areaIndexLoading = None
     self.pendingAreaUnload = False
     self.pendingArea = None
     self.minimapObj = None
     self.builder = GridAreaBuilder.GridAreaBuilder(self)
     self.connectorNodes = ['portal_connector_1', 'portal_connector_2']
     self.connectorNodePosHpr = []
     self.ambientNames = [None, None]
     self.avatarZoneContext = None
     self.floorIndex = -1
     self._inTransition = False
     self.ownHandles = []
     return
 def handleOffStage(self):
     for (id, connector) in self.connectors.iteritems():
         if connector:
             connector.goOffStage()
             continue
     
     StagedObject.handleOffStage(self)
Example #11
0
 def handleOnStage(self):
     StagedObject.handleOnStage(self)
     for (id, connector) in self.connectors.iteritems():
         if connector:
             connector.goOnStage()
             continue
     
     self.builder.addCutsceneOriginNode()
 def handleOnStage(self):
     StagedObject.handleOnStage(self)
     self.cr.setActiveWorld(self)
     self.unstash()
     self.worldGrid.goOnStage()
     for island in self.islands.values():
         if island:
             island.goOnStage()
 def handleOnStage(self):
     StagedObject.handleOnStage(self)
     self.cr.setActiveWorld(self)
     self.unstash()
     self.worldGrid.goOnStage()
     for island in self.islands.values():
         if island:
             island.goOnStage()
             continue
Example #14
0
 def handleOffStage(self):
     for i in range(self.numSpheres):
         self.ignore(self.uniqueNameFunc('enterzoneLevel' + str(i)))
         self.ignore(self.uniqueNameFunc('exitzoneLevel' + str(i)))
     
     for sphere in self.zoneSphere:
         sphere.stash()
     
     StagedObject.handleOffStage(self)
Example #15
0
    def handleOffStage(self):
        for i in range(self.numSpheres):
            self.ignore(self.uniqueNameFunc('enterzoneLevel' + str(i)))
            self.ignore(self.uniqueNameFunc('exitzoneLevel' + str(i)))

        for sphere in self.zoneSphere:
            sphere.stash()

        StagedObject.handleOffStage(self)
Example #16
0
 def __init__(self, uniqueNameFunc, zoneRadii = [], onStage = StagedObject.ON):
     StagedObject.__init__(self, onStage)
     self.uniqueNameFunc = uniqueNameFunc
     self.zoneRadii = zoneRadii
     self.zoneSphere = []
     self.lastZoneLevel = None
     self.numSpheres = 0
     self.levelForced = False
     self.lodCollideMask = PiratesGlobals.ZoneLODBitmask
     self.allEnabled = False
Example #17
0
 def __init__(self, uniqueNameFunc, zoneRadii=[], onStage=StagedObject.ON):
     StagedObject.__init__(self, onStage)
     self.uniqueNameFunc = uniqueNameFunc
     self.zoneRadii = zoneRadii
     self.zoneSphere = []
     self.lastZoneLevel = None
     self.numSpheres = 0
     self.levelForced = False
     self.lodCollideMask = PiratesGlobals.ZoneLODBitmask
     self.allEnabled = False
 def handleOffStage(self, cacheAreas = []):
     if hasattr(self, 'islands'):
         self.stash()
         for area in self.islands.values():
             area.goOffStage(area in cacheAreas)
         
         if self.worldGrid:
             self.worldGrid.goOffStage()
         
     
     StagedObject.handleOffStage(self)
 def __init__(self, cr):
     NodePath.__init__(self, 'InstanceBase')
     DistributedObject.__init__(self, cr)
     StagedObject.__init__(self, StagedObject.OFF)
     self.islands = { }
     self.playerSpawnPts = { }
     self.playerBootPts = { }
     self.cutsceneOriginNodes = { }
     self.type = PiratesGlobals.INSTANCE_GENERIC
     self.spawnInfo = None
     self.pendingJail = None
     if hasattr(localAvatar, 'gameFSM') and localAvatar.gameFSM:
         localAvatar.gameFSM.setDefaultGameState('LandRoam')
     
     self.worldGrid = None
     self.fireworkShowMgr = None
Example #20
0
    def __init__(self, cr):
        NodePath.__init__(self, 'InstanceBase')
        DistributedObject.__init__(self, cr)
        StagedObject.__init__(self, StagedObject.OFF)
        self.islands = {}
        self.playerSpawnPts = {}
        self.playerBootPts = {}
        self.cutsceneOriginNodes = {}
        self.type = PiratesGlobals.INSTANCE_GENERIC
        self.spawnInfo = None
        self.pendingJail = None
        if hasattr(localAvatar, 'gameFSM') and localAvatar.gameFSM:
            localAvatar.gameFSM.setDefaultGameState('LandRoam')

        self.worldGrid = None
        self.fireworkShowMgr = None
Example #21
0
 def handleOnStage(self):
     StagedObject.handleOnStage(self)
     self.startCustomEffects()
Example #22
0
 def handleOffStage(self):
     self.stopCustomEffects()
     StagedObject.handleOffStage(self)
 def handleOffStage(self):
     self.stopCustomEffects()
     StagedObject.handleOffStage(self)
 def handleOnStage(self):
     StagedObject.handleOnStage(self)
     self.startCustomEffects()
    def handleOffStage(self):
        for id, connector in self.connectors.iteritems():
            if connector:
                connector.goOffStage()

        StagedObject.handleOffStage(self)