Esempio n. 1
0
    def __init__(self, air):
        DistributedBattleZoneAI.__init__(self, air)
        self.battleType = BattleGlobals.BTArcade
        self.matchData = None
        self.fsm = ClassicFSM('DistributedArcadeBattleZoneAI', [
            State('off', self.enterOff, self.exitOff),
        ], 'off', 'off')
        self.readyAvatars = []

        # Variables related to turrets
        self.turretMgr = None
 def __init__(self, air, numFloors, dept, hood, bldg, exteriorZoneId):
     DistributedBattleZoneAI.__init__(self, air)
     self.STOP_TRACKING_WHEN_DEAD = 0
     self.fsm = ClassicFSM.ClassicFSM('DistributedCogOfficeBattleAI', [
         State.State('off', self.enterOff, self.exitOff),
         State.State('floorIntermission', self.enterFloorIntermission,
                     self.exitFloorIntermission),
         State.State('bldgComplete', self.enterBldgComplete,
                     self.exitBldgComplete),
         State.State('battle', self.enterBattle, self.exitBattle),
         State.State('rideElevator', self.enterRideElevator,
                     self.exitRideElevator),
         State.State('faceOff', self.enterFaceOff, self.exitFaceOff),
         State.State('victory', self.enterVictory, self.exitVictory)
     ], 'off', 'off')
     self.fsm.enterInitialState()
     self.hood = hood
     self.bldg = bldg
     self.bldgDoId = self.bldg.doId
     self.exteriorZoneId = exteriorZoneId
     self.toonId2suitsTargeting = {}
     self.guardSuits = []
     self.roomsVisited = []
     self.numFloors = numFloors
     self.currentFloor = 0
     self.tauntSuitId = 0
     self.currentRoom = ""
     self.readyAvatars = []
     self.elevators = [None, None]
     self.entranceElevator = None
     self.exitElevator = None
     self.infoEntity = None
     self.dept = dept
     if dept == 'c':
         self.deptClass = Dept.BOSS
     elif dept == 'l':
         self.deptClass = Dept.LAW
     elif dept == 's':
         self.deptClass = Dept.SALES
     elif dept == 'm':
         self.deptClass = Dept.CASH
Esempio n. 3
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    def __init__(self, air):
        DistributedBattleZoneAI.__init__(self, air)
        self.lost = False

        self.batchSpawn = None

        self.waveNum = 0
        self.waveSuitsRemaining = 0
        self.waveStartTime = 0.0
        self.waveStats = {0: {}}
        self.stats = {}

        self.levelPrefix = ""

        self.numberDropped = False
        self.codeWasUsed = False
        self.numberPickUpTime = 0.0
        self.getNumberIval()

        self.numberIdx = 0
        self.numbers = [[1, 5, 9, 3], [2, 9, 4, 1], [3, 0, 1, 0], [4, 8, 9, 2]]
 def __init__(self, air, avatarId):
     DistributedBattleZoneAI.__init__(self, air)
     self.avatarId = avatarId
     self.av = self.air.doId2do.get(self.avatarId)
     self.tutSuit = None
     self.suitsKilled = 0
Esempio n. 5
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 def __init__(self, air, avId):
     DistributedBattleZoneAI.__init__(self, air)
     # The avatar that is playing in this sewer.
     self.avId = avId
     self.setAvatars([avId])
     self.suits = []