def __init__(self, air): DistributedSmoothNodeAI.__init__(self, air) DistributedTargetableObjectAI.__init__(self, air) self.maxSpeed = 0 self.startState = '' self.aggroRadius = 0 self.aggroMode = 0
def __init__(self, air, house, furnitureMgr, catalogItem): DistributedSmoothNodeAI.__init__(self, air) self.house = house self.furnitureMgr = furnitureMgr self.catalogItem = catalogItem self.mode = 0 self.avId = 0
def __init__(self, air): DistributedAvatarAI.__init__(self, air) DistributedSmoothNodeAI.__init__(self, air) self.anim = 'neutral' self.brain = None self.track = None self.currentPath = None self.currentPathQueue = [] self.suitMgr = None self.suitPlan = 0 self.variant = Variant.NORMAL self.itemDropper = SuitItemDropper(self) self.suitState = 0 self.startPoint = -1 self.endPoint = -1 self.stateTimestamp = 0 self.level = 0 self.lateX = 0 self.lateY = 0 self.healthChangeEvent = SuitGlobals.healthChangeEvent self.animStateChangeEvent = SuitGlobals.animStateChangeEvent self.requestedBehaviors = [] self.deathAnim = None self.deathTimeLeft = 0 self.deathTaskName = None return
def __init__(self, air, furnitureMgr, catalogItem): DistributedSmoothNodeAI.__init__(self, air) self.furnitureMgr = furnitureMgr self.catalogItem = catalogItem self.mode = HouseGlobals.FURNITURE_MODE_OFF self.modeAvId = 0
def __init__(self, air): DistributedSmoothNodeAI.__init__(self, air) # A dictionary of player -> count, showing the players, other # than the avatar's own player, who have paint on this avatar. self.paintedOnMe = {} # Which cell the avatar appears to be standing in. self.cellLocation = None self.accept('deletePlayer', self.deletePlayer)
def __init__(self, air): DistributedAvatarAI.__init__(self, air) DistributedSmoothNodeAI.__init__(self, air) self.owner = 0 self.mgr = None # This is to optimize the turrets. self.targets = [] self.shooting = False # This is for abandoning targets. self.initialTargetHealth = 0 self.piesShot = 0 self.currentTarget = None self.deathEvent = None
def __init__(self, air, charId): DistributedAvatarAI.__init__(self, air) DistributedSmoothNodeAI.__init__(self, air) self.fsm = ClassicFSM('DDCharAI', [State('off', self.enterOff, self.exitOff), State('neutral', self.enterNeutral, self.exitNeutral), State('walking', self.enterWalking, self.exitWalking)], 'off', 'off') self.fsm.enterInitialState() self.charId = charId self.avatars = [] self.inConvo = False self.chatsThisConvo = 0 self.toonOfInterest = 0 self.saidGoodbye = False self.currentPointLetter = None self.lastPointLetter = None self.talkEnabled = True
def __init__(self, air): DistributedSmoothNodeAI.__init__(self, air) self.name = '' self.dnaString = '' self.maxBankMoney = 1000 self.bankMoney = 0 self.maxMoney = 40 self.money = 0 self.maxHp = 15 self.hp = 0 self.experience = '' self.maxCarry = 20 self.trackAccess = [0, 0, 0, 0, 1, 1, 0] self.trackProgress = [-1, 0] self.inventory = '' self.friendsList = [] self.defaultShard = 200000000 self.defaultZone = 2000 self.shtickerBook = '' self.zonesVisited = [2000] self.hoodsVisited = [2000] self.interface = '' self.accountName = '' self.lastHood = 0 self.tutorialAck = 0 self.maxClothes = 10 self.clothesTopsList = [] self.clothesBottomsList = [] self.emoteAccess = [] self.teleportAccess = [] self.cogStatus = [1] * 32 self.cogCount = [0] * 32 self.cogRadar = [0] * 4 self.buildingRadar = [0] * 4 self.fishes = [] self.houseId = 0 self.quests = [] self.questHistory = [] self.rewardHistory = [0, []] self.questCarryLimit = 1 self.cheesyEffect = [0, 0, 0] self.posIndex = 0
def __init__(self, air): DistributedAvatarAI.__init__(self, air) DistributedSmoothNodeAI.__init__(self, air) self.anim = 'neutral' self.brain = None self.track = None self.currentPath = None self.currentPathQueue = [] self.suitMgr = None self.suitPlan = 0 self.variant = Variant.NORMAL self.itemDropper = SuitItemDropper(self) self.suitState = 0 self.startPoint = -1 self.endPoint = -1 self.stateTimestamp = 0 self.level = 0 self.lateX = 0 self.lateY = 0 self.healthChangeEvent = SuitGlobals.healthChangeEvent self.animStateChangeEvent = SuitGlobals.animStateChangeEvent self.requestedBehaviors = [] # This is for handling death. self.deathAnim = None self.deathTimeLeft = 0 self.deathTaskName = None # This is for handling combos. # Combo data stores an avId and gag type pair. # Avatar Ids are cheaper to store, so we use those. # comboDataTaskName is the name of the task that clears the data. self.comboData = {} self.comboDataTaskName = None self.clearComboDataTime = 3 self.showComboDamageTime = 0.75 self.comboDamage = 0 self.allowHits = True
def __init__(self, air): DistributedSmoothNodeAI.__init__(self, air) PhysicsNodePathAI.__init__(self, 'physEntity')
def __init__(self, air): try: self.DistributedToonAI_initialized return except: self.DistributedToonAI_initialized = 1 DistributedAvatarAI.__init__(self, air) DistributedSmoothNodeAI.__init__(self, air) ToonDNA.ToonDNA.__init__(self) self.questManager = QuestManagerAI(self) self.avatarType = CIGlobals.Toon self.money = 0 self.anim = "neutral" self.chat = "" self.health = 50 self.damage = 0 self.height = 3 self.gender = "boy" self.headtype = "dgm_skirt" self.head = "dog" self.legtype = "dgm" self.torsotype = "dgm_shorts" self.hr = 1 self.hg = 1 self.hb = 1 self.tr = 1 self.tg = 1 self.tb = 1 self.lr = 1 self.lg = 1 self.lb = 1 self.shir = 1 self.shig = 1 self.shib = 1 self.shor = 1 self.shog = 1 self.shob = 1 self.shirt = "phase_3/maps/desat_shirt_1.jpg" self.short = "phase_3/maps/desat_shorts_1.jpg" self.sleeve = "phase_3/maps/desat_sleeve_1.jpg" self.isdying = False self.isdead = False self.toon_legs = None self.toon_torso = None self.toon_head = None self.portal = None self.book = None self.token = -1 self.ghost = 0 self.attackers = [] self.puInventory = [] self.equippedPU = -1 self.backpack = None self.quests = [[], [], []] self.questHistory = [] self.tier = -1 self.friends = [] self.tutDone = 0 self.hoodsDiscovered = [] self.teleportAccess = [] self.lastHood = 0 self.defaultShard = 0 return
def __init__(self, cr): print 'DistributedNPCAI is running' DistributedSmoothNodeAI.__init__(self, cr) self.dnaString = '' self.animState = ''
def __init__(self, air): try: self.DistributedSuitAI_initialized return except: self.DistributedSuitAI_initialized = 1 DistributedAvatarAI.__init__(self, air) DistributedSmoothNodeAI.__init__(self, air) self.itemDropper = SuitItemDropper(self) self.avatarType = CIGlobals.Suit self.aiChar = None self.aiBehaviors = None self.walkTrack = None self.name = "" self.anim = "neutral" self.state = "alive" self.damage = 0 self.health = 132 self.type = "A" self.team = "c" self.head = "bigcheese" self.name = "The Big Cheese" self.skeleton = 0 self.dmg_lbl = None self.lbl_int = None self.bean = None self.boss = None self.brain = None self.startPoint = -1 self.endPoint = -1 self.suitState = 0 self.walkPaused = 0 self.attacking = False self.suitHealTrack = None self.continuePathId = 0 self.attackId = 0 self.mgr = None self.backup = 0 self.difficulty = None self.track = None self.lateX = 0 self.lateY = 0 self.stateTimestamp = 0 self.animState2animId = { 'off': 13, 'neutral': 10, 'walk': 9, 'die': 5, 'attack': 7, 'flydown': 1, 'pie': 4, 'win': 12, 'flyaway': 14, 'rollodex': 3, 'flyNeutral': 15, 'flail': 0, 'drop': 6, 'drop-react': 16, 'squirt-large': 8, 'squirt-small': 11, 'soak': 2, } self.animId2animState = { v: k for k, v in self.animState2animId.items() } self.level = 0 self.currentPathQueue = [] return
def __init__(self, air): DistributedSmoothNodeAI.__init__(self, air) self.name = ''
def __init__(self, air): DistributedAvatarAI.__init__(self, air) DistributedSmoothNodeAI.__init__(self, air) self.owner = 0 self.mgr = None return
def __init__(self, air): try: self.DistributedToonAI_initialized return except: self.DistributedToonAI_initialized = 1 DistributedAvatarAI.__init__(self, air) DistributedSmoothNodeAI.__init__(self, air) ToonDNA.ToonDNA.__init__(self) self.questManager = QuestManagerAI(self) self.avatarType = CIGlobals.Toon self.money = 0 self.name = '' self.anim = 'neutral' self.chat = '' self.health = 50 self.damage = 0 self.height = 3 self.gender = 'boy' self.headtype = 'dgm_skirt' self.head = 'dog' self.legtype = 'dgm' self.torsotype = 'dgm_shorts' self.hr = 1 self.hg = 1 self.hb = 1 self.tr = 1 self.tg = 1 self.tb = 1 self.lr = 1 self.lg = 1 self.lb = 1 self.shir = 1 self.shig = 1 self.shib = 1 self.shor = 1 self.shog = 1 self.shob = 1 self.ammo = [] self.shirt = 'phase_3/maps/desat_shirt_1.jpg' self.short = 'phase_3/maps/desat_shorts_1.jpg' self.sleeve = 'phase_3/maps/desat_sleeve_1.jpg' self.isdying = False self.isdead = False self.toon_legs = None self.toon_torso = None self.toon_head = None self.portal = None self.book = None self.token = -1 self.ghost = 0 self.attackers = [] self.puInventory = [] self.equippedPU = -1 self.backpack = -1 self.gagMgr = GagManager() self.setupGags = False self.quests = [[], [], []] self.questHistory = [] self.tier = -1 self.friends = [] self.tutDone = 0 self.hoodsDiscovered = [] self.teleportAccess = [] self.lastHood = 0 return
def __init__(self, air): DistributedSmoothNodeAI.__init__(self, air) BaseProjectileShared.__init__(self)
def __init__(self, air): DistributedSmoothNodeAI.__init__(self, air) self.air = air self.name = ''
def __init__(self, air): DistributedSmoothNodeAI.__init__(self, air) self.modelName = "" self.player = None