Esempio n. 1
0
 def __init__(self, cr):
     DistributedSuitBase.__init__(self, cr)
     InvasionSuitBase.__init__(self)
     FSM.__init__(self, 'InvasionSuitFSM')
     self.spawnPointId = 0
     self.moveTask = None
     self._lerpTimestamp = 0
     self._turnInterval = None
     self._staticPoint = (0, 0, 0)
     self.explodeTrack = None
     self.attackTarget = 0
     self.attackProp = ''
     self.attackDamage = 0
     self.exploding = False
     self.invasionFinale = False
     self._attackInterval = None
     self.phraseSequence = None
     self.finaleBrainstormSequence = None
     self.stashed = False
     self.brainstormSfx = loader.loadSfx('phase_5/audio/sfx/SA_brainstorm.ogg')
     self.quakeLiftSfx = loader.loadSfx('phase_5/audio/sfx/General_throw_miss.ogg')
     self.quakeLandSfx = loader.loadSfx('phase_3.5/audio/sfx/ENC_cogfall_apart.ogg')
     phasePath = 'phase_3.5/audio/dial/'
     self.speechMurmurSfx = loader.loadSfx(phasePath + 'COG_VO_murmur.ogg')
     self.speechStatementSfx = loader.loadSfx(phasePath + 'COG_VO_statement.ogg')
     self.speechQuestionSfx = loader.loadSfx(phasePath + 'COG_VO_question.ogg')
     self.speechGruntSfx = loader.loadSfx(phasePath + 'COG_VO_grunt.ogg')
     self.shakerRadialAttack = None
     self.stompSfx = loader.loadSfx('phase_5/audio/sfx/SA_tremor.ogg')
     self.msStompLoop = None
     self.msStartStomp = None
     self.msSoundLoop = Sequence(SoundInterval(self.stompSfx, duration=1.6, startTime=0.3, volume=0.4, node=self))
     return
    def __init__(self, cr):
        DistributedSuitBase.__init__(self, cr)
        InvasionSuitBase.__init__(self)
        FSM.__init__(self, 'InvasionSuitFSM')

        self.spawnPointId = 0
        self.moveTask = None

        self._lerpTimestamp = 0
        self._turnInterval = None
        self._staticPoint = (0, 0, 0)

        self.explodeTrack = None

        self.attackTarget = 0
        self.attackProp = ''
        self.attackDamage = 0
        self.exploding = False
        self.invasionFinale = False
        self._attackInterval = None
        self.phraseSequence = None
        self.finaleBrainstormSequence = None

        # For the Director's attacks
        self.brainstormSfx = loader.loadSfx(
            'phase_5/audio/sfx/SA_brainstorm.ogg')
        self.quakeLiftSfx = loader.loadSfx(
            'phase_5/audio/sfx/General_throw_miss.ogg')
        self.quakeLandSfx = loader.loadSfx(
            'phase_3.5/audio/sfx/ENC_cogfall_apart.ogg')

        # Cog speeches, for when we want to manually define it
        phasePath = 'phase_3.5/audio/dial/'
        self.speechMurmurSfx = loader.loadSfx(phasePath + 'COG_VO_murmur.ogg')
        self.speechStatementSfx = loader.loadSfx(phasePath +
                                                 'COG_VO_statement.ogg')
        self.speechQuestionSfx = loader.loadSfx(phasePath +
                                                'COG_VO_question.ogg')
        self.speechGruntSfx = loader.loadSfx(
            phasePath + 'COG_VO_grunt.ogg'
        )  # This one is currently the only one used in this file. Remove the rest if they aren't used before deploying.

        # Get a few things defined for our Shakers
        self.shakerRadialAttack = None
        self.stompSfx = loader.loadSfx('phase_5/audio/sfx/SA_tremor.ogg')
        self.msStompLoop = None
        self.msStartStomp = None
        self.msSoundLoop = Sequence(
            SoundInterval(self.stompSfx,
                          duration=1.6,
                          startTime=0.3,
                          volume=0.4,
                          node=self))
Esempio n. 3
0
 def __init__(self, air, invasion):
     DistributedSuitBaseAI.__init__(self, air)
     InvasionSuitBase.__init__(self)
     FSM.__init__(self, 'InvasionSuitFSM')
     self.invasion = invasion
     self.stateTime = globalClockDelta.getRealNetworkTime()
     self.spawnPointId = 0
     self.brain = InvasionSuitBrainAI(self)
     self.lastMarchTime = 0.0
     self.__walkTimer = None
     self.finale = False
     self._explodeDelay = None
     return
	def __init__(self, air, invasion):
		DistributedSuitBaseAI.__init__(self, air, None)
		InvasionSuitBase.__init__(self)
		FSM.__init__(self, 'InvasionSuitFSM')
		self.invasion = invasion

		self.stateTime = globalClockDelta.getRealNetworkTime()
		self.spawnPointId = 0

		self.brain = InvasionSuitBrainAI(self)
		dna = None
		self.lastMarchTime = 0.0
		self.__walkTimer = None
		self.finale = False
		self._explodeDelay = None
    def __init__(self, cr):
        DistributedSuitBase.__init__(self, cr)
        InvasionSuitBase.__init__(self)
        FSM.__init__(self, 'InvasionSuitFSM')

        self.spawnPointId = 0
        self.moveTask = None

        self._lerpTimestamp = 0
        self._turnInterval = None
        self._staticPoint = (0, 0, 0)

        self.explodeTrack = None

        self.attackTarget = 0
        self.attackProp = ''
        self.attackDamage = 0
        self.exploding = False
        self.invasionFinale = False
        self._attackInterval = None
        self.phraseSequence = None
        self.finaleBrainstormSequence = None

        # For the Director's attacks
        self.brainstormSfx = loader.loadSfx('phase_5/audio/sfx/SA_brainstorm.ogg')
        self.quakeLiftSfx = loader.loadSfx('phase_5/audio/sfx/General_throw_miss.ogg')
        self.quakeLandSfx = loader.loadSfx('phase_3.5/audio/sfx/ENC_cogfall_apart.ogg')

        # Cog speeches, for when we want to manually define it
        phasePath = 'phase_3.5/audio/dial/'
        self.speechMurmurSfx = loader.loadSfx(phasePath + 'COG_VO_murmur.ogg')
        self.speechStatementSfx = loader.loadSfx(phasePath + 'COG_VO_statement.ogg')
        self.speechQuestionSfx = loader.loadSfx(phasePath + 'COG_VO_question.ogg')
        self.speechGruntSfx = loader.loadSfx(phasePath + 'COG_VO_grunt.ogg') # This one is currently the only one used in this file. Remove the rest if they aren't used before deploying.


        # Get a few things defined for our Shakers
        self.shakerRadialAttack = None
        self.stompSfx = loader.loadSfx('phase_5/audio/sfx/SA_tremor.ogg')
        self.msStompLoop = None
        self.msStartStomp = None
        self.msSoundLoop = Sequence(SoundInterval(self.stompSfx, duration=1.6, startTime=0.3, volume=0.4, node=self))