Example #1
0
 def generate(self):
     DistributedPartyTeamActivity.generate(self)
     self._hopOffFinishedSV = StateVar(True)
     self._rewardFinishedSV = StateVar(True)
     self._isWalkStateReadyFC = FunctionCall(self._testWalkStateReady,
                                             self._hopOffFinishedSV,
                                             self._rewardFinishedSV)
Example #2
0
 def finalInit(self):
     # This function should be called once during startup, after
     # most things are imported.
     from direct.fsm.StatePush import StateVar
     self._profileTasks = StateVar(False)
     self.setProfileTasks(ConfigVariableBool('profile-task-spikes', 0).getValue())
     self._profileFrames = StateVar(False)
     self.setProfileFrames(ConfigVariableBool('profile-frames', 0).getValue())
 def finalInit(self):
     from direct.fsm.StatePush import StateVar
     self._profileTasks = StateVar(False)
     self.setProfileTasks(
         ConfigVariableBool('profile-task-spikes', 0).getValue())
     self._profileFrames = StateVar(False)
     self.setProfileFrames(
         ConfigVariableBool('profile-frames', 0).getValue())
 def __init__(self):
     self._state = DestructiveScratchPad(health=StateVar(0),
                                         speed=StateVar(0),
                                         armor=StateVar(0),
                                         modelClass=StateVar(0),
                                         pvpTeam=StateVar(0),
                                         siegeTeam=StateVar(0),
                                         fullHealth=StateVar(False),
                                         willBeFullHealth=StateVar(False),
                                         validShipClass=StateVar(False),
                                         hasTeam=StateVar(False))
     self._statePushes = []
Example #5
0
 def __init__(self, linkedEmote=None):
     SCElement.__init__(self)
     self.setLinkedEmote(linkedEmote)
     scGui = loader.loadModel(SCMenu.GuiModelName)
     self.emotionIcon = scGui.find('**/emotionIcon')
     self.setDisabled(False)
     self._SCTerminal__numCharges = -1
     self._handleWhisperModeSV = StateVar(False)
     self._handleWhisperModeFC = None
 def generate(self):
     DistributedSimpleShip.generate(self)
     self._repairSpotWoodPile = None
     self._repairSpotWoodPiles = {}
     self._repairSpotHole = None
     self._repairSpotHoleFixed = None
     self._repairSpotHoles = {}
     self._repairSpotIvals = {}
     self._wheelInUse = StateVar(False)
 def __init__(self, cr):
     DistributedObject.__init__(self, cr)
     base.cogdoGame = self
     self._waitingStartLabel = DirectLabel(text=TTL.MinigameWaitingForOtherPlayers, text_fg=VBase4(1, 1, 1, 1), relief=None, pos=(-0.6, 0, -0.75), scale=0.075)
     self._waitingStartLabel.hide()
     self.loadFSM = ClassicFSM.ClassicFSM('DistCogdoGame.loaded', [State.State('NotLoaded', self.enterNotLoaded, self.exitNotLoaded, ['Loaded']), State.State('Loaded', self.enterLoaded, self.exitLoaded, ['NotLoaded'])], 'NotLoaded', 'NotLoaded')
     self.loadFSM.enterInitialState()
     self.fsm = ClassicFSM.ClassicFSM('DistCogdoGame', [State.State('Visible', self.enterVisible, self.exitVisible, ['Intro']),
      State.State('Intro', self.enterIntro, self.exitIntro, ['WaitServerStart']),
      State.State('WaitServerStart', self.enterWaitServerStart, self.exitWaitServerStart, ['Game']),
      State.State('Game', self.enterGame, self.exitGame, ['Finish']),
      State.State('Finish', self.enterFinish, self.exitFinish, ['Off']),
      State.State('Off', self.enterOff, self.exitOff, ['Visible'])], 'Off', 'Off')
     self.fsm.enterInitialState()
     self.difficultyOverride = None
     self.exteriorZoneOverride = None
     self._gotInterior = StateVar(False)
     self._toonsInEntranceElev = StateVar(False)
     self._wantStashElevator = StateVar(False)
     self._stashElevatorFC = FunctionCall(self._doStashElevator, self._toonsInEntranceElev, self._gotInterior, self._wantStashElevator)
     return
Example #8
0
    def __init__(self, linkedEmote=None):
        SCElement.__init__(self)
        self.setLinkedEmote(linkedEmote)

        scGui = loader.loadModel(SCMenu.GuiModelName)
        self.emotionIcon = scGui.find('**/emotionIcon')
        self.setDisabled(False)
        self.__numCharges = -1

        # should we listen for whisper mode changes?
        self._handleWhisperModeSV = StateVar(False)
        # can't set this up until we're ready to have the handler func called
        self._handleWhisperModeFC = None
 def _addAttrib(self, name, defaultVal, type):
     setattr(self, name, StateVar(defaultVal))
     setattr(self, getSetterName(name), Functor(self._setter, name))
     self._attribNames.append(name)
Example #10
0
    def __init__(self, cr):
        DistributedObject.DistributedObject.__init__(self, cr)
        self.toons = []
        self.activeIntervals = {}
        self.openSfx = base.loadSfx('phase_5/audio/sfx/elevator_door_open.ogg')
        self.closeSfx = base.loadSfx(
            'phase_5/audio/sfx/elevator_door_close.ogg')
        self.suits = []
        self.reserveSuits = []
        self.joiningReserves = []
        self.distBldgDoId = None
        self._CogdoGameRepeat = config.GetBool('cogdo-game-repeat', 0)
        self.currentFloor = -1
        self.elevatorName = self.__uniqueName('elevator')
        self.floorModel = None
        self.elevatorOutOpen = 0
        self.BottomFloor_SuitPositions = [
            Point3(0, 15, 0),
            Point3(10, 20, 0),
            Point3(-7, 24, 0),
            Point3(-10, 0, 0)
        ]

        self.BottomFloor_SuitHs = [75, 170, -91, -44]

        self.Cubicle_SuitPositions = [
            Point3(0, 18, 0),
            Point3(10, 12, 0),
            Point3(-9, 11, 0),
            Point3(-3, 13, 0)
        ]

        self.Cubicle_SuitHs = [170, 56, -52, 10]

        self.BossOffice_SuitPositions = [
            Point3(0, 15, 0),
            Point3(10, 20, 0),
            Point3(-10, 6, 0),
            Point3(-17, 30, 0)
        ]

        self.BossOffice_SuitHs = [170, 120, 12, 38]

        self._wantBarrelRoom = config.GetBool('cogdo-want-barrel-room', 1)
        self.barrelRoom = CogdoBarrelRoom.CogdoBarrelRoom()
        self.brResults = [[], []]
        self.barrelRoomIntroTrack = None
        self.penthouseOutroTrack = None
        self.penthouseOutroChatDoneTrack = None
        self.penthouseIntroTrack = None
        self.waitMusic = base.loadMusic(
            'phase_7/audio/bgm/encntr_toon_winning_indoor.ogg')
        self.elevatorMusic = base.loadMusic(
            'phase_7/audio/bgm/tt_elevator.ogg')
        self.fsm = ClassicFSM.ClassicFSM('DistributedCogdoInterior', [
            State.State('WaitForAllToonsInside',
                        self.enterWaitForAllToonsInside,
                        self.exitWaitForAllToonsInside, ['Elevator']),
            State.State('Elevator', self.enterElevator, self.exitElevator,
                        ['Game', 'BattleIntro', 'BarrelRoomIntro']),
            State.State('Game', self.enterGame, self.exitGame, [
                'Resting', 'Failed', 'BattleIntro', 'BarrelRoomIntro',
                'Elevator'
            ]),
            State.State('BarrelRoomIntro', self.enterBarrelRoomIntro,
                        self.exitBarrelRoomIntro, ['CollectBarrels', 'Off']),
            State.State('CollectBarrels', self.enterCollectBarrels,
                        self.exitCollectBarrels, ['BarrelRoomReward', 'Off']),
            State.State('BarrelRoomReward', self.enterBarrelRoomReward,
                        self.exitBarrelRoomReward,
                        ['Battle', 'ReservesJoining', 'BattleIntro', 'Off']),
            State.State('BattleIntro', self.enterBattleIntro,
                        self.exitBattleIntro,
                        ['Battle', 'ReservesJoining', 'Off']),
            State.State('Battle', self.enterBattle, self.exitBattle,
                        ['Resting', 'Reward', 'ReservesJoining']),
            State.State('ReservesJoining', self.enterReservesJoining,
                        self.exitReservesJoining, ['Battle']),
            State.State('Resting', self.enterResting, self.exitResting,
                        ['Elevator']),
            State.State('Reward', self.enterReward, self.exitReward, ['Off']),
            State.State('Failed', self.enterFailed, self.exitFailed, ['Off']),
            State.State('Off', self.enterOff, self.exitOff,
                        ['Elevator', 'WaitForAllToonsInside', 'Battle'])
        ], 'Off', 'Off')

        self.fsm.enterInitialState()
        self._haveEntranceElevator = StateVar(False)
        self._stashEntranceElevator = StateVar(False)
        self._stashEntranceElevatorFC = FunctionCall(
            self._doStashEntranceElevator, self._haveEntranceElevator,
            self._stashEntranceElevator)
        self._entranceElevCallbacks = []
        self._doEntranceElevCallbacksFC = FunctionCall(
            self._doEntranceElevCallbacks, self._haveEntranceElevator)
        self.cage = None
        self.shopOwnerNpcId = None
        self.shopOwnerNpc = None
        self._movie = None
        self.SOSToonName = None
        self.FOType = None
 def __init__(self, cr, shipId=None):
     ShipRepairSpotMgrBase.__init__(self)
     self.cr = cr
     self._state.add(needModels=StateVar(False), needHoles=StateVar(False))
     self.setShipId(shipId)
Example #12
0
# Embedded file name: toontown.cogdominium.CogdoBoardroomGameConsts
from direct.fsm.StatePush import StateVar
from otp.level.EntityStateVarSet import EntityStateVarSet
from toontown.cogdominium.CogdoEntityTypes import CogdoBoardroomGameSettings
Settings = EntityStateVarSet(CogdoBoardroomGameSettings)
GameDuration = StateVar(60.0)
FinishDuration = StateVar(10.0)