def __init__(self, cr): DistributedAvatar.__init__(self, cr) DistributedSmoothNode.__init__(self, cr) self.fsm = ClassicFSM('DDisneyChar', [ State('off', self.enterOff, self.exitOff), State('walking', self.enterWalking, self.exitWalking), State('neutral', self.enterNeutral, self.exitNeutral) ], 'off', 'off') self.fsm.enterInitialState() self.neutralFSM = ClassicFSM('DDisneyChar-neutral', [ State('off', self.enterOff, self.exitOff), State('turn2target', self.enterTurn2Target, self.exitTurn2Target), State('talk2target', self.enterTalk2Target, self.exitTalk2Target) ], 'off', 'off') self.neutralFSM.enterInitialState() self.charId = 0 self.geoEyes = 0 self.avatarType = CIGlobals.CChar self.isInRange = False self.currentPointLetter = "a" self.walkIval = None self.currentChat = "" self.talkEnabled = True self.speechSound = None self.chatsSinceLastNoise = 0 self.chatsWithoutNoise = 5 self.eyes = None self.lpupil = None self.rpupil = None self.eyesOpen = None self.eyesClosed = None
def __init__(self, cr): Suit.__init__(self) DistributedAvatar.__init__(self, cr) DistributedSmoothNode.__init__(self, cr) self.anim = None self._state = SuitState.ALIVE self.dept = None self.variant = None self.suitPlan = None self.level = None self.moveIval = None self.hpFlash = None # For PythonCTMusicManager: # Are we in range of the localAvatar? self.isInRange = False self.chaseTarget = 0 self.suitFSM = ClassicFSM('DistributedSuit', [ State('off', self.enterSuitOff, self.exitSuitOff), State('walking', self.enterWalking, self.exitWalking), State('flyingDown', self.enterFlyingDown, self.exitFlyingDown), State('flyingUp', self.enterFlyingUp, self.exitFlyingUp), State('lured', self.enterLured, self.exitLured) ], 'off', 'off') self.stateIndex2suitState = {} self.suitFSM.enterInitialState() self.makeStateDict()
def __init__(self, cr): DistributedAvatar.__init__(self, cr) DistributedSmoothNode.__init__(self, cr) self.fsm = ClassicFSM( 'DistributedPieTurret', [ State('off', self.enterOff, self.exitOff), State('scan', self.enterScan, self.exitScan), State('shoot', self.enterShoot, self.exitShoot) ], 'off', 'off' ) self.fsm.enterInitialState() self.reloadTime = 0.25 self.cannon = None self.track = None self.owner = None self.gag = None self.readyGag = None self.hitGag = None self.explosion = None self.wallCollNode = None self.eventCollNode = None self.event = None self.suit = None self.eventId = None self.entities = [] self.upgradeID = None self.deathEvent = None
def __init__(self, cr): try: self.DistributedVicePresident_initialized return except: self.DistributedVicePresident_initialized = 1 VicePresident.__init__(self) DistributedAvatar.__init__(self, cr)
def __init__(self, cr): DistributedAvatar.__init__(self, cr) self.owner = None self.movementFSM = ClassicFSM('Pet', [ State('off', self.enterOff, self.exitOff), State('forward', self.enterMoveForward, self.exitMoveForward), State('backward', self.enterMoveBackward, self.exitMoveBackward), State('left', self.enterTurnLeft, self.exitTurnLeft), State('right', self.enterTurnRight, self.exitTurnRight) ], 'off', 'off')
def __init__(self, cr): try: self.DistributedSuit_initialized return except: self.DistributedSuit_initialized = 1 Suit.__init__(self) DistributedAvatar.__init__(self, cr) DistributedSmoothNode.__init__(self, cr) self.suitFSM = ClassicFSM('DistributedSuit', [ State('off', self.enterSuitOff, self.exitSuitOff), State('walking', self.enterWalking, self.exitWalking), State('flyingDown', self.enterFlyingDown, self.exitFlyingDown), State('flyingUp', self.enterFlyingUp, self.exitFlyingUp), State('bossFlying', self.enterBossFlying, self.exitBossFlying) ], 'off', 'off' ) self.suitFSM.enterInitialState() self.makeStateDict() self.makeAnimStateDict() # These are just default values, we'll set them later on. self.anim = None self.state = "alive" self.health = None self.type = None self.team = None self.head = None self.skeleton = 0 self.battle = None self.suitState = None self.startPoint = None self.endPoint = None self.moveIval = None self.walkPaused = None self.animIval = None self.level = None return
def __init__(self, cr): try: self.DistributedToon_initialized return except: self.DistributedToon_initialized = 1 Toon.Toon.__init__(self, cr) DistributedAvatar.__init__(self, cr) DistributedSmoothNode.__init__(self, cr) self.questManager = QuestManager.QuestManager() self.token = -1 self.ghost = 0 self.puInventory = [] self.equippedPU = -1 self.backpack = None self.animState2animId = {} self.battleMeter = None for index in range(len(self.animFSM.getStates())): self.animState2animId[self.animFSM.getStates() [index].getName()] = index self.animId2animState = { v: k for k, v in self.animState2animId.items() } self.headMeter = None self.firstTimeChangingHP = True self.quests = [] self.tier = None self.questHistory = None self.busy = 1 self.friends = None self.tutDone = 0 self.hoodsDiscovered = [] self.teleportAccess = [] self.lastHood = 0 self.defaultShard = 0 self.dmgFadeIval = None self.tunnelTrack = None return
def __init__(self, cr): Suit.__init__(self) DistributedAvatar.__init__(self, cr) DistributedSmoothNode.__init__(self, cr) self.anim = None self.state = SuitState.ALIVE self.dept = None self.variant = None self.suitPlan = None self.level = None self.moveIval = None self.hpFlash = None self.suitFSM = ClassicFSM('DistributedSuit', [ State('off', self.enterSuitOff, self.exitSuitOff), State('walking', self.enterWalking, self.exitWalking), State('flyingDown', self.enterFlyingDown, self.exitFlyingDown), State('flyingUp', self.enterFlyingUp, self.exitFlyingUp), State('lured', self.enterLured, self.exitLured)], 'off', 'off') self.stateIndex2suitState = {} self.suitFSM.enterInitialState() self.makeStateDict() return
def __init__(self, cr): try: self.DistributedToon_initialized return except: self.DistributedToon_initialized = 1 Toon.Toon.__init__(self, cr) DistributedAvatar.__init__(self, cr) DistributedSmoothNode.__init__(self, cr) self.questManager = QuestManager.QuestManager() self.token = -1 self.ghost = 0 self.puInventory = [] self.equippedPU = -1 self.backpackId = None self.backpack = None self.animState2animId = {} self.battleMeter = None for index in range(len(self.animFSM.getStates())): self.animState2animId[self.animFSM.getStates()[index].getName()] = index self.animId2animState = {v:k for k, v in self.animState2animId.items()} self.initAmmo = [] self.initGagIds = [] self.headMeter = None self.firstTimeChangingHP = True self.gagBPData = [] self.quests = [] self.tier = None self.questHistory = None self.busy = 1 self.friends = None self.tutDone = 0 self.hoodsDiscovered = [] self.teleportAccess = [] self.lastHood = 0 return
def __init__(self, cr): DistributedAvatar.__init__(self, cr) DistributedSmoothNode.__init__(self, cr) self.fsm = ClassicFSM( 'DistributedPieTurret', [ State('off', self.enterOff, self.exitOff), State('scan', self.enterScan, self.exitScan), #State('lockOn', self.enterLockOn, self.exitLockOn), State('shoot', self.enterShoot, self.exitShoot) ], 'off', 'off' ) self.fsm.enterInitialState() self.cannon = None self.track = None self.avatar = None self.readyPie = None self.explosion = None self.wallCollNode = None self.eventCollNode = None self.event = None self.piesInFlight = []