Esempio n. 1
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 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
Esempio n. 2
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    def __init__(self, cr):
        DistributedAvatar.__init__(self, cr)

        self.activities = {ACT_NONE: IdleActivity(self),
                           ACT_IDLE:    IdleActivity(self),
                           ACT_VP_THROW: ThrowActivity(self),
                           ACT_VP_STUN:  Stun(self),
                           ACT_VP_DAMAGE_REACT: DamageReact(self),
                           ACT_DIE:     Die(self),
                           ACT_RANGE_ATTACK2:   Jump(self)}

        self.frontDoorIval = None
        self.rearDoorIval = None
        self.throwGearsSnd = None
        self.treads = None

        self.addSound("stun", self.StunSoundPath)
        self.addSound("raise", self.RaiseSoundPath)
        self.addSound("jumpStart", self.JumpStartSoundPath)
        self.addSound("jumpEnd", self.JumpEndSoundPath)
        self.addSound("chirp", self.ChirpSoundPath)

        self.addSound("statement", self.StatementSoundPath)
        self.addSound("question", self.QuestionSoundPath)
        self.addSound("grunt", self.GruntSoundPath)
        self.chatSoundTable[CHAT_SHORT] = "statement"
        self.chatSoundTable[CHAT_MEDIUM] = "statement"
        self.chatSoundTable[CHAT_LONG] = "statement"
        self.chatSoundTable[CHAT_EXCLAIM] = "statement"
        self.chatSoundTable[CHAT_QUESTION] = "question"
        self.chatSoundTable[CHAT_HOWL] = "statement"
Esempio n. 3
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    def __init__(self, cr):
        DistributedAvatar.__init__(self, cr)
        Goon.__init__(self)
        self.moveTrack = None

        self.pathVisRoot = render.attachNewNode('pathVisRoot')

        self._watchTarget = None
 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):
        Suit.__init__(self)
        DistributedAvatar.__init__(self, cr)

        self.anim = None
        self.dept = None
        self.variant = None
        self.suitPlan = None
        self.level = None
        self.moveIval = None
        self.hpFlash = None

        self.chaseTarget = 0
Esempio n. 6
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    def __init__(self, cr):
        try:
            self.DistributedToon_initialized
            return
        except:
            self.DistributedToon_initialized = 1
        Toon.Toon.__init__(self, cr)
        DistributedAvatar.__init__(self, cr)

        self.lookMode = self.LMOff
        self.cageBone = None
        self.lookTask = None
        self.anim = ""

        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.token = -1
        self.ghost = 0
        self.puInventory = []
        self.equippedPU = -1
        self.backpack = Backpack(self)
        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
        self.numGagSlots = 0
        self.trackExperience = dict(GagGlobals.DefaultTrackExperiences)

        self.takeDmgSfx = base.audio3d.loadSfx(
            "phase_5/audio/sfx/tt_s_ara_cfg_toonHit.ogg")
        base.audio3d.attachSoundToObject(self.takeDmgSfx, self)

        return
Esempio n. 8
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    def __init__(self, cr):
        try:
            self.DistributedToon_initialized
            return
        except:
            self.DistributedToon_initialized = 1
        Toon.Toon.__init__(self, cr)
        DistributedAvatar.__init__(self, cr)

        self.lookMode = self.LMOff
        self.cageBone = None
        self.lookTask = None
        self.anim = ""

        self.headMeter = None
        self.firstTimeChangingHP = True

        self.addSound('oof', 'phase_5/audio/sfx/tt_s_ara_cfg_toonHit.ogg')

        return
Esempio n. 9
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    def __init__(self, cr):
        DistributedAvatar.__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.headNode = None
        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

        self.santaHat = None
Esempio n. 10
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    def __init__(self, cr):
        DistributedAvatar.__init__(self, cr)
        self.eyeNode = None
        self.hatNode = None
        self.hatType = self.HatType_Security

        self.activities = {
            ACT_WAKE_ANGRY: Goon_WakeAngry(self),
            ACT_RANGE_ATTACK1: Goon_FireLaser(self)
        }

        self.eyeColor = Vec3(0)
        self.idealEyeColor = Vec3(0)

        # Do some mixing on the idle animation
        self.moveAnimProperties['idle'] = {
            'method': 'pingpong',
            'args': {
                'fromFrame': 94,
                'toFrame': 96
            }
        }

        self.standWalkRunReverse = [('idle', 'walk', 0.0, 5.0, 1.0, 1.0)]