def announceGenerate(self):
        entnum = self.cEntity.getBspEntnum()
        suitId = self.getEntityValueInt("suitPlan")
        suitPlan = SuitBank.getSuitById(suitId)
        level = self.getEntityValueInt("level")
        variant = self.getEntityValueInt("variant")
        self.b_setLevel(level)
        self.b_setSuit(suitPlan, variant)
        self.b_setPlace(self.zoneId)
        self.b_setName(suitPlan.getName())

        self.setPos(self.cEntity.getOrigin())
        self.setHpr(self.cEntity.getAngles())
        pos = self.getPos()
        hpr = self.getHpr()
        self.d_setPosHpr(pos[0], pos[1], pos[2], hpr[0], hpr[1], hpr[2])

        DistributedEntityAI.announceGenerate(self)
        DistributedSuitAI.announceGenerate(self)
        self.stopAI()

        self.b_setParent(CIGlobals.SPRender)
        taskMgr.add(self.monitorHealth, self.uniqueName('monitorHealth'))
        self.startPosHprBroadcast()

        spawnflags = self.getEntityValueInt("spawnflags")
        if spawnflags & self.StartsActive:
            self.Activate()
Esempio n. 2
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 def announceGenerate(self):
     DistributedSuitAI.announceGenerate(self)
     self.stopAI()
     self.b_setParent(CIGlobals.SPRender)
     self.startPosHprBroadcast()
     taskMgr.add(self.monitorHealth, self.uniqueName('monitorHealth'))
     self.setState('guard')
Esempio n. 3
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 def __init__(self, air, index, tut, avatarId):
     DistributedSuitAI.__init__(self, air)
     self.tutPartIndex = index
     self.tutorial = tut
     self.avatarId = avatarId
     self.currentPath = None
     self.walkTrack = None
Esempio n. 4
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 def __init__(self, air, mg):
     DistributedSuitAI.__init__(self, air)
     self.mg = mg
     self.truck = random.choice(self.mg.getTrucksWithBarrels())
     self.truckIndex = self.truck.getIndex()
     self.spawnPoint = None
     self.holdingBarrel = False
     self.track = None
Esempio n. 5
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 def delete(self):
     self.stopPosHprBroadcast()
     del self.isChair
     self.fsm.requestFinalState()
     del self.fsm
     del self.battle
     del self.stateExtraArgs
     DistributedSuitAI.delete(self)
 def delete(self):
     del self.currentFlyPoint
     del self.mg
     if self.flyTrack:
         self.ignore(self.flyTrack.getDoneEvent())
         self.flyTrack.pause()
         self.flyTrack = None
     DistributedSuitAI.delete(self)
Esempio n. 7
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 def __init__(self, air, planner, bldg, doorDoId):
     DistributedSuitAI.__init__(self, air)
     self.planner = planner
     self.bldg = bldg
     self.doorDoId = doorDoId
     self.takeOverTrack = None
     self.state = 'off'
     self.stateTimestamp = 0
     self.setAllowHits(False)
Esempio n. 8
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 def delete(self):
     base.taskMgr.remove(self.uniqueName('finishSuit'))
     if hasattr(self, 'walkTrack') and self.walkTrack:
         self.ignore(self.walkTrack.getDoneEvent())
         self.walkTrack.finish()
         self.walkTrack = None
     self.mg = None
     self.truck = None
     self.truckIndex = None
     self.spawnPoint = None
     DistributedSuitAI.delete(self)
Esempio n. 9
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 def delete(self):
     base.taskMgr.remove(self.uniqueName('monitorHealth'))
     base.taskMgr.remove(self.uniqueName('doAttack'))
     base.taskMgr.remove(self.uniqueName('scwaa'))
     self.stopAttacks()
     if self.track:
         self.track.pause()
         self.track = None
     if self.walkTrack:
         self.walkTrack.pause()
         self.walkTrack = None
     if self.currentPath:
         self.currentPath = None
     self.tutorial = None
     self.tutPartIndex = None
     self.avatarId = None
     DistributedSuitAI.delete(self)
Esempio n. 10
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    def monitorHealth(self, task):
        if not hasattr(self, 'battle') or hasattr(
                self, 'battle') and self.battle is None:
            return task.done

        if self.isDead():
            self.battle.suitHPAtZero(self.doId)
        return DistributedSuitAI.monitorHealth(self, task)
Esempio n. 11
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 def monitorHealth(self, task):
     ret = DistributedSuitAI.monitorHealth(self, task)
     if self.isDead():
         try:
             self.vp.suitDie()
         except:
             pass
         return task.done
     return ret
Esempio n. 12
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    def monitorHealth(self, task):
        if self.isDead():
            # No! I'm dead! I lost my building!
            self.bldg.takenBySuit = False

            self.sendUpdate('interruptTakeOver')
            if self.takeOverTrack:
                self.takeOverTrack.pause()
                self.takeOverTrack = None
        return DistributedSuitAI.monitorHealth(self, task)
Esempio n. 13
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    def __init__(self, air, battle, spawnData, hangoutData, isChair, hood):
        DistributedSuitAI.__init__(self, air)
        self.hood = hood
        self.battle = battle
        self.battleDoId = self.battle.doId
        self.flyToPoint = None
        self.hangoutData = hangoutData
        self.floorSection = spawnData[0]
        self.initPoint = spawnData[1]
        if isChair:
            self.flyToPoint = spawnData[2]
            flyToPoint = spawnData[2]
        self.isChair = isChair
        self.fsm = ClassicFSM.ClassicFSM('DistributedCogOfficeSuitAI', [
            State.State('off', self.enterOff, self.exitOff),
            State.State('guard', self.enterGuard, self.exitGuard, ['think']),
            State.State('think', self.enterThink, self.exitThink, ['off'])
        ], 'off', 'off')
        self.fsm.enterInitialState()
        self.stateExtraArgs = []

        if isChair:
            self.chairPoint = [(self.initPoint[0], self.initPoint[1],
                                self.initPoint[2]), self.initPoint[3]]
        else:
            self.chairPoint = [(0, 0, 0), 0]

        if isChair:
            self.guardPoint = [(flyToPoint[0], flyToPoint[1], flyToPoint[2]),
                               flyToPoint[3]]
        else:
            self.guardPoint = [(self.initPoint[0], self.initPoint[1],
                                self.initPoint[2]), self.initPoint[3]]

        if hangoutData[0]:
            self.hangoutPoint = [
                1, (hangoutData[1][0], hangoutData[1][1], hangoutData[1][2]),
                hangoutData[2][0]
            ]
        else:
            self.hangoutPoint = [0, (0, 0, 0), 0]
Esempio n. 14
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    def announceGenerate(self):
        entnum = self.cEntity.getBspEntnum()
        suitId = self.getEntityValueInt("suitPlan")
        suitPlan = SuitBank.getSuitById(suitId)
        level = self.getEntityValueInt("level")
        variant = self.getEntityValueInt("variant")
        self.b_setLevel(level)
        self.b_setSuit(suitPlan, variant)
        self.b_setPlace(self.zoneId)
        self.b_setName(suitPlan.getName())
        
        attackNames = self.getEntityValue("attacklist")
        if len(attackNames) > 0:
            attackNames = attackNames.split(';')
            attackIds = []
            for name in attackNames:
                attackIds.append(AttackEnum[name])
            self.b_setAttackIds(attackIds)
            
        #hp = self.getEntityValueInt("health")
        #if hp != -1:
        #    self.b_setMaxHealth(hp)
        #    self.b_setHealth(hp)
        
        self.setPos(self.cEntity.getOrigin())
        self.setHpr(self.cEntity.getAngles())
        pos = self.getPos()
        hpr = self.getHpr()
        self.d_setPosHpr(pos[0], pos[1], pos[2], hpr[0], hpr[1], hpr[2])
        
        DistributedSuitAI.announceGenerate(self)
        self.stopAI()

        #self.b_setParent(CIGlobals.SPRender)
        taskMgr.add(self.monitorHealth, self.uniqueName('monitorHealth'))
        self.startPosHprBroadcast()
        
        if self.spawnflags & self.StartsActive:
            self.Activate()
Esempio n. 15
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 def resetFwdSpeed(self):
     DistributedSuitAI.resetFwdSpeed(self)
     self.motor.fwdSpeed *= self.getEntityValueFloat("speedMod")
Esempio n. 16
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 def __init__(self, air, vp):
     DistributedSuitAI.__init__(self, air)
     BaseVPEnemy.__init__(self, vp)
Esempio n. 17
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 def delete(self):
     taskMgr.remove(self.uniqueName('monitorHealth'))
     DistributedSuitAI.delete(self)
     self.battleZone = None
Esempio n. 18
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 def monitorHealth(self, task):
     ret = DistributedSuitAI.monitorHealth(self, task)
     if self.isDead():
         self.dispatchOutput("OnDie")
         return task.done
     return ret
Esempio n. 19
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    def Spawn(self, dept = None):
        from src.coginvasion.cog.DistributedSuitAI import DistributedSuitAI
        from src.coginvasion.cog import Dept, SuitBank, Variant
        from src.coginvasion.arcade.BatchCogSpawnerAI import BatchCogSpawnerAI
        import random
        
        level, availableSuits = SuitBank.chooseLevelAndGetAvailableSuits(
            [1, 4], random.choice([Dept.BOSS, Dept.SALES, Dept.CASH, Dept.LAW]) if not dept else dept, False)

        plan = random.choice(availableSuits)
        suit = DistributedSuitAI(self.air)
        suit.setPos(self.cEntity.getOrigin())
        suit.setHpr(self.cEntity.getAngles())
        suit.setBattleZone(self.dispatch)
        variant = Variant.NORMAL
        suit.setLevel(level)
        suit.setSuit(plan, variant)
        suit.generateWithRequired(self.dispatch.zoneId)
        #suit.d_setHood(suit.hood)
        suit.b_setPlace(self.dispatch.zoneId)
        suit.b_setName(plan.getName())
        suit.spawnGeneric()
        self.spawned.append(suit)
        
        if self.hasSpawnFlags(self.DoSupaFlyIn):
            suit.changeSchedule(suit.getScheduleByName("SUPA_FLY_IN_MOVE"))
            
        if self.spawnScript:
            self.spawnScript.ExecuteScript(suit)
            
        BatchCogSpawnerAI.NumSuits += 1
        
        self.dispatchOutput("OnSpawnCog")
        
        return suit
Esempio n. 20
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 def __init__(self, air, dispatch):
     DistributedSuitAI.__init__(self, air)
     self.setDispatch(dispatch)
     self.setBattleZone(dispatch)
Esempio n. 21
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 def delete(self):
     if self.takeOverTrack:
         self.takeOverTrack.pause()
         self.takeOverTrack = None
     DistributedSuitAI.delete(self)
Esempio n. 22
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 def createSuit(self, anySuit = 0, levelRange = None, variant = Variant.NORMAL, plan = None):
     if self.isCogCountFull():
         return
     if anySuit:
         if not levelRange:
             levelRange = CogBattleGlobals.HoodIndex2LevelRange[self.battle.getHoodIndex()]
         availableSuits = []
         level = random.choice(levelRange)
         for suit in SuitBank.getSuits():
             if level >= suit.getLevelRange()[0] and level <= suit.getLevelRange()[1]:
                 availableSuits.append(suit)
         plan = random.choice(availableSuits)
     else:
         if not plan:
             return
         level = random.randint(plan.getLevelRange()[0], plan.getLevelRange()[1])
     if self.battle.getHoodIndex() == CogBattleGlobals.SkeletonHoodIndex and variant == Variant.NORMAL:
         variant = Variant.SKELETON
     elif self.battle.getHoodIndex() == CogBattleGlobals.WaiterHoodIndex and variant == Variant.NORMAL:
         variant = Variant.WAITER
     suit = DistributedSuitAI(self.air)
     suit.setManager(self)
     suit.generateWithRequired(self.zoneId)
     suit.d_setHood(suit.hood)
     suit.b_setLevel(level)
     suit.b_setSuit(plan, variant)
     suit.b_setPlace(self.zoneId)
     if variant == Variant.SKELETON:
         suit.b_setName(CIGlobals.Skelesuit)
     else:
         suit.b_setName(plan.getName())
     #suit.startPosHprBroadcast()
     #suit.d_clearSmoothing()
     #suit.d_broadcastPosHpr()
     suit.b_setParent(CIGlobals.SPHidden)
     self.suits[suit.doId] = suit
     self.numSuits += 1
     if self.numSuits == 1:
         if (self.tournament.inTournament and self.tournament.getRound() == 1
         or not self.tournament.inTournament):
             self.sendUpdate('newSuit', [])
             if self.tournament.inTournament and self.tournament.getRound() == 1:
                 self.sendUpdate('tournamentSpawned', [])
     if self.getActiveInvasion():
         self.suitsSpawnedThisInvasion += 1
         if self.suitsSpawnedThisInvasion == 1:
             if not self.tournament.inTournament:
                 self.sendUpdate('invasionSpawned', [])
     if plan in [SuitBank.VicePresident, SuitBank.LucyCrossbill]:
         self.sendUpdate('bossSpawned', [])
     return suit
Esempio n. 23
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 def setSuit(self, plan, variant=0):
     DistributedSuitAI.setSuit(self, plan, variant, self.tutorial)
Esempio n. 24
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 def closeSuit(self):
     DistributedSuitAI.closeSuit(self)
     self.tutorial.sendUpdateToAvatarId(self.avatarId, 'suitExploded',
                                        [self.tutPartIndex])
 def __init__(self, air, dispatch):
     DistributedEntityAI.__init__(self, air, dispatch)
     DistributedSuitAI.__init__(self, air)
     self.setBattleZone(dispatch)
     dispatch.suits.append(self)
 def __init__(self, air):
     DistributedSuitAI.__init__(self, air)
     self.mg = None
     self.flyTrack = None
     self.currentFlyPoint = None
     self.flySpeed = 0.0
Esempio n. 27
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 def delete(self):
     BaseVPEnemy.delete(self)
     DistributedSuitAI.delete(self)