def generate(self): self.notify.debug('generate %s: room=%s' % (self.doId, self.roomId)) self.notify.debug('loading spec') specModule = CountryClubRoomSpecs.getCountryClubRoomSpecModule(self.roomId) roomSpec = LevelSpec.LevelSpec(specModule) self.notify.debug('creating entities') DistributedLevelAI.DistributedLevelAI.generate(self, roomSpec) self.notify.debug('creating cogs') cogSpecModule = CountryClubRoomSpecs.getCogSpecModule(self.roomId) self.planner = LevelSuitPlannerAI.LevelSuitPlannerAI(self.air, self, DistributedMintSuitAI.DistributedMintSuitAI, DistributedCountryClubBattleAI.DistributedCountryClubBattleAI, cogSpecModule.CogData, cogSpecModule.ReserveCogData, cogSpecModule.BattleCells, battleExpAggreg = self.battleExpAggreg) suitHandles = self.planner.genSuits() messenger.send('plannerCreated-' + str(self.doId)) self.suits = suitHandles['activeSuits'] self.reserveSuits = suitHandles['reserveSuits'] self.d_setSuits() self.notify.debug('finish mint room %s %s creation' % (self.roomId, self.doId))
def _genFloorLayout(self): rng = self.getRng() startingRoomIDs = CountryClubRoomSpecs.BossbotCountryClubEntranceIDs middleRoomIDs = CountryClubRoomSpecs.BossbotCountryClubMiddleRoomIDs finalRoomIDs = CountryClubRoomSpecs.BossbotCountryClubFinalRoomIDs numBattlesLeft = ToontownGlobals.CountryClubNumBattles[ self.countryClubId] finalRoomId = rng.choice(finalRoomIDs) numBattlesLeft -= CountryClubRoomSpecs.getNumBattles(finalRoomId) middleRoomIds = [] middleRoomsLeft = self.numRooms - 2 numBattles2middleRoomIds = invertDictLossless( CountryClubRoomSpecs.middleRoomId2numBattles) allBattleRooms = [] for num, roomIds in numBattles2middleRoomIds.items(): if num > 0: allBattleRooms.extend(roomIds) while 1: allBattleRoomIds = list(allBattleRooms) rng.shuffle(allBattleRoomIds) battleRoomIds = self._chooseBattleRooms(numBattlesLeft, allBattleRoomIds) if battleRoomIds is not None: break CountryClubLayout.notify.info( 'could not find a valid set of battle rooms, trying again') middleRoomIds.extend(battleRoomIds) middleRoomsLeft -= len(battleRoomIds) if middleRoomsLeft > 0: actionRoomIds = numBattles2middleRoomIds[0] for i in xrange(middleRoomsLeft): roomId = rng.choice(actionRoomIds) actionRoomIds.remove(roomId) middleRoomIds.append(roomId) roomIds = [] roomIds.append(rng.choice(startingRoomIDs)) middleRoomIds.sort() print 'middleRoomIds=%s' % middleRoomIds roomIds.extend(middleRoomIds) roomIds.append(finalRoomId) return roomIds
def _genFloorLayout(self): rng = self.getRng() startingRoomIDs = CountryClubRoomSpecs.BossbotCountryClubEntranceIDs middleRoomIDs = CountryClubRoomSpecs.BossbotCountryClubMiddleRoomIDs finalRoomIDs = CountryClubRoomSpecs.BossbotCountryClubFinalRoomIDs numBattlesLeft = ToontownGlobals.CountryClubNumBattles[self.countryClubId] finalRoomId = rng.choice(finalRoomIDs) numBattlesLeft -= CountryClubRoomSpecs.getNumBattles(finalRoomId) middleRoomIds = [] middleRoomsLeft = self.numRooms - 2 numBattles2middleRoomIds = invertDictLossless(CountryClubRoomSpecs.middleRoomId2numBattles) allBattleRooms = [] for num, roomIds in numBattles2middleRoomIds.items(): if num > 0: allBattleRooms.extend(roomIds) while 1: allBattleRoomIds = list(allBattleRooms) rng.shuffle(allBattleRoomIds) battleRoomIds = self._chooseBattleRooms(numBattlesLeft, allBattleRoomIds) if battleRoomIds is not None: break CountryClubLayout.notify.info('could not find a valid set of battle rooms, trying again') middleRoomIds.extend(battleRoomIds) middleRoomsLeft -= len(battleRoomIds) if middleRoomsLeft > 0: actionRoomIds = numBattles2middleRoomIds[0] for i in xrange(middleRoomsLeft): roomId = rng.choice(actionRoomIds) actionRoomIds.remove(roomId) middleRoomIds.append(roomId) roomIds = [] roomIds.append(rng.choice(startingRoomIDs)) middleRoomIds.sort() print 'middleRoomIds=%s' % middleRoomIds roomIds.extend(middleRoomIds) roomIds.append(finalRoomId) return roomIds