Esempio n. 1
0
 def check_lockedness(self, t):
     u.active(t)
     if u.isType('PlayerControlObject'):
         locked = int(u.templateProperty('dontclearteamonexit'))
         self.check_mixed_lockedness(t, locked)
         return 1, locked
     return 0, 0
Esempio n. 2
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 def check_mixed_lockedness(self, t, expect):
     u.active(t)
     subs = []
     for s in u.walkTemplate():
         subs.append(s)
     for s in subs:
         is_pco, is_locked = self.check_lockedness(s)
         if is_pco and is_locked != expect:
             self.log('!!! vehicle error: PCO', s, 'attached to', t, 'has mixed lockedness')
Esempio n. 3
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 def checkmap(self):
     for spawner in bf2.objectManager.getObjectsOfType('dice.hfe.world.ObjectTemplate.ObjectSpawner'):
         u.active(spawner.templateName)
         script = u.printScriptTillItFuckingWorks()
         parser = ConParser()
         parser.run_string(script)
         if len(parser.templates) != 1:
             print 'parse failed for template script', spawner.templateName, ':'
             print script
             continue
         template = parser.templates[0]
         is_locked = int(template.properties.get('objecttemplate.teamonvehicle', [['0']])[0][0])
         assert template.name.lower() == spawner.templateName.lower()
         l = template.properties.get('objecttemplate.setobjecttemplate', [])
         for team, object in l:
             needs_lock = self.is_locked_vehicle(object)
             if is_locked and needs_lock:
                 continue
             
             if needs_lock and not is_locked:
                 self.log('!!! map error: vehicle', object, 'needs locking -- spawner', spawner.templateName, 'is incorrect')
             if is_locked and not needs_lock:
                 self.log('!!! map error: spawner', spawner.templateName, 'is locked but vehicle', object, 'does not support this')
Esempio n. 4
0
 def is_locked_vehicle(self, t):
     u.active(t)
     is_pco, is_locked = self.check_lockedness(t)
     return is_locked