def __init__(self, cr): DistributedObject.DistributedObject.__init__(self, cr) self.barrelRoom = CogdoBarrelRoom.CogdoBarrelRoom() self.index = None self.state = None self.model = None self.collSphere = None self.collNode = None self.collNodePath = None self.availableTex = None self.usedTex = None self.brLaff = 0
def __init__(self, cr): DistributedObject.DistributedObject.__init__(self, cr) self.toons = [] self.activeIntervals = {} self.openSfx = base.loadSfx('phase_5/audio/sfx/elevator_door_open.ogg') self.closeSfx = base.loadSfx( 'phase_5/audio/sfx/elevator_door_close.ogg') self.suits = [] self.reserveSuits = [] self.joiningReserves = [] self.distBldgDoId = None self._CogdoGameRepeat = config.GetBool('cogdo-game-repeat', 0) self.currentFloor = -1 self.elevatorName = self.__uniqueName('elevator') self.floorModel = None self.elevatorOutOpen = 0 self.BottomFloor_SuitPositions = [ Point3(0, 15, 0), Point3(10, 20, 0), Point3(-7, 24, 0), Point3(-10, 0, 0) ] self.BottomFloor_SuitHs = [75, 170, -91, -44] self.Cubicle_SuitPositions = [ Point3(0, 18, 0), Point3(10, 12, 0), Point3(-9, 11, 0), Point3(-3, 13, 0) ] self.Cubicle_SuitHs = [170, 56, -52, 10] self.BossOffice_SuitPositions = [ Point3(0, 15, 0), Point3(10, 20, 0), Point3(-10, 6, 0), Point3(-17, 30, 0) ] self.BossOffice_SuitHs = [170, 120, 12, 38] self._wantBarrelRoom = config.GetBool('cogdo-want-barrel-room', 1) self.barrelRoom = CogdoBarrelRoom.CogdoBarrelRoom() self.brResults = [[], []] self.barrelRoomIntroTrack = None self.penthouseOutroTrack = None self.penthouseOutroChatDoneTrack = None self.penthouseIntroTrack = None self.waitMusic = base.loadMusic( 'phase_7/audio/bgm/encntr_toon_winning_indoor.ogg') self.elevatorMusic = base.loadMusic( 'phase_7/audio/bgm/tt_elevator.ogg') self.fsm = ClassicFSM.ClassicFSM('DistributedCogdoInterior', [ State.State('WaitForAllToonsInside', self.enterWaitForAllToonsInside, self.exitWaitForAllToonsInside, ['Elevator']), State.State('Elevator', self.enterElevator, self.exitElevator, ['Game', 'BattleIntro', 'BarrelRoomIntro']), State.State('Game', self.enterGame, self.exitGame, [ 'Resting', 'Failed', 'BattleIntro', 'BarrelRoomIntro', 'Elevator' ]), State.State('BarrelRoomIntro', self.enterBarrelRoomIntro, self.exitBarrelRoomIntro, ['CollectBarrels', 'Off']), State.State('CollectBarrels', self.enterCollectBarrels, self.exitCollectBarrels, ['BarrelRoomReward', 'Off']), State.State('BarrelRoomReward', self.enterBarrelRoomReward, self.exitBarrelRoomReward, ['Battle', 'ReservesJoining', 'BattleIntro', 'Off']), State.State('BattleIntro', self.enterBattleIntro, self.exitBattleIntro, ['Battle', 'ReservesJoining', 'Off']), State.State('Battle', self.enterBattle, self.exitBattle, ['Resting', 'Reward', 'ReservesJoining']), State.State('ReservesJoining', self.enterReservesJoining, self.exitReservesJoining, ['Battle']), State.State('Resting', self.enterResting, self.exitResting, ['Elevator']), State.State('Reward', self.enterReward, self.exitReward, ['Off']), State.State('Failed', self.enterFailed, self.exitFailed, ['Off']), State.State('Off', self.enterOff, self.exitOff, ['Elevator', 'WaitForAllToonsInside', 'Battle']) ], 'Off', 'Off') self.fsm.enterInitialState() self._haveEntranceElevator = StateVar(False) self._stashEntranceElevator = StateVar(False) self._stashEntranceElevatorFC = FunctionCall( self._doStashEntranceElevator, self._haveEntranceElevator, self._stashEntranceElevator) self._entranceElevCallbacks = [] self._doEntranceElevCallbacksFC = FunctionCall( self._doEntranceElevCallbacks, self._haveEntranceElevator) self.cage = None self.shopOwnerNpcId = None self.shopOwnerNpc = None self._movie = None self.SOSToonName = None self.FOType = None