def __init__(self, air): try: self.DistributedPlayerToonAI_initialized return except: self.DistributedPlayerToonAI_initialized = 1 DistributedToonAI.__init__(self, air) DistributedPlayerToonShared.__init__(self) self.money = 0 self.portal = None self.book = None self.role = None self.ghost = 0 self.attackers = [] self.puInventory = [] self.equippedPU = -1 self.backpack = BackpackAI(self) self.backpackNetString = "" self.quests = "" self.questHistory = [] self.tier = -1 self.friends = [] self.tutDone = 0 self.hoodsDiscovered = [] self.teleportAccess = [] self.lastHood = 0 self.defaultShard = 0 self.currentGag = -1 self.trackExperience = dict(GagGlobals.DefaultTrackExperiences) return
def __init__(self, air): DistributedToonAI.__init__(self, air) self.money = 0 self.viewOrigin = Vec3() self.viewAngles = Vec3() self.viewAngleVectors = [] self.numbers = []
def __init__(self, air, dispatch): DistributedEntityAI.__init__(self, air, dispatch) DistributedToonAI.__init__(self, air) BaseNPCAI.__init__(self, dispatch) self.setBattleZone(dispatch) from src.coginvasion.attack.Attacks import ATTACK_GAG_WHOLECREAMPIE self.attackIds = [ATTACK_GAG_WHOLECREAMPIE] self.died = False self.hpBarrel = None self.schedules.update({ "GET_HP_FROM_BARREL": Schedule( [ Task_StopMoving(self), Task_StopAttack(self), Task_RememberPosition( self ), # remember where we were, we will return there after grabbing some HP Task_FindBestHPBarrel(self), Task_GetPathToHPBarrel(self), Task_Speak(self, 0.5, [ "I need more Laff points.", "I'm grabbing a Laff barrel!", "Hang on, I need this Laff barrel.", "I need Laff!" ]), Task_RunPath(self), Task_AwaitMovement(self), Task_GrabHPBarrel(self), Task_ClearHPBarrel(self), Task_SetSchedule(self, "RETURN_TO_MEMORY_POSITION") ], interruptMask=COND_HEAVY_DAMAGE) })
def __init__(self, air, dispatch): DistributedToonAI.__init__(self, air) BaseNPCAI.__init__(self, dispatch) self.setDispatch(dispatch) self.setBattleZone(dispatch) from src.coginvasion.attack.Attacks import ATTACK_GAG_WHOLECREAMPIE self.attackIds = [ATTACK_GAG_WHOLECREAMPIE] self.died = False self.hpBarrel = None self.followTarget = None self.schedules.update({ "HEAL_FOLLOW_TARGET": Schedule([ Task_StopMoving(self), Task_FaceFollowTarget(self), Task_Speak(self, 0.75, [ "Patch yourself up!", "Here, this'll help!", "Let me help you out!", "Heads up!" ]), Task_EquipAttack(self, ATTACK_GAG_WHOLECREAMPIE), Task_FireHealAttack(self), Task_AwaitAttack(self) ], interruptMask=COND_SCHEDULE_DONE | COND_TASK_FAILED | COND_LIGHT_DAMAGE | COND_HEAVY_DAMAGE | COND_NEW_TARGET | COND_VP_JUMPING), "GET_HP_FROM_BARREL": Schedule( [ Task_StopMoving(self), Task_StopAttack(self), Task_RememberPosition( self ), # remember where we were, we will return there after grabbing some HP Task_FindBestHPBarrel(self), Task_GetPathToHPBarrel(self), Task_Speak(self, 0.5, [ "I need more Laff points.", "I'm grabbing a Laff barrel!", "Hang on, I need this Laff barrel.", "I need Laff!" ]), Task_MoveShoot(self), Task_GrabHPBarrel(self), Task_ClearHPBarrel(self), Task_SetSchedule(self, "RETURN_TO_MEMORY_POSITION") ], interruptMask=COND_VP_JUMPING | COND_HEAVY_DAMAGE | COND_IN_WALL), "RUN_TO_FOLLOW_TARGET": Schedule([ Task_StopAttack(self), Task_StopMoving(self), Task_GetPathToFollowTarget(self), Task_RunPath(self), Task_RunToFollowTarget(self), Task_FaceFollowTarget(self) ], interruptMask=COND_NEW_TARGET | COND_SCHEDULE_DONE | COND_TASK_FAILED | COND_IN_WALL), "FOLLOW_TARGET_FACE": Schedule([ Task_StopAttack(self), Task_StopMoving(self), Task_FaceFollowTarget(self) ], interruptMask=COND_NEW_TARGET | COND_SCHEDULE_DONE | COND_TASK_FAILED), "MAINTAIN_FOLLOW_TARGET": Schedule([ Task_StopAttack(self), Task_StopMoving(self), Task_MaintainFollowTarget(self) ], interruptMask=COND_VP_JUMPING | COND_SEE_FEAR | COND_NEW_TARGET | COND_LIGHT_DAMAGE | COND_HEAVY_DAMAGE | COND_HEAR_DANGER | COND_HEAR_HATE | COND_FRIEND_IN_WAY | COND_HEAR_SOMETHING | COND_IN_WALL), "VP_JUMP_DODGE": Schedule([ Task_StopAttack(self), Task_StopMoving(self), Task_Wait(0.5), Task_SetActivity(self, ACT_JUMP), Task_AwaitActivity(self) ], interruptMask=COND_SCHEDULE_DONE | COND_TASK_FAILED), "VP_JUMP_REACT": Schedule([ Task_StopAttack(self), Task_StopMoving(self), Task_SetActivity(self, ACT_TOON_FALL), Task_AwaitActivity(self) ], interruptMask=COND_SCHEDULE_DONE | COND_TASK_FAILED), }) self.schedules["YIELD_TO_FRIEND"].prependTask( Task_Speak( self, 0.4, ["Sorry.", "Let me get out of your way.", "Excuse me."])) self.schedules["IDLE_STAND"].interruptMask |= COND_VP_JUMPING self.schedules["COMBAT_FACE"].interruptMask |= COND_VP_JUMPING self.schedules[ "TAKE_COVER_FROM_ORIGIN"].interruptMask |= COND_VP_JUMPING self.schedules[ "TAKE_COVER_FROM_TARGET"].interruptMask |= COND_VP_JUMPING self.schedules["CHASE_TARGET"].interruptMask |= COND_VP_JUMPING self.schedules["ATTACK"].interruptMask |= COND_VP_JUMPING self.schedules["MAKE_ATTACK_LOS"].interruptMask |= COND_VP_JUMPING self.schedules["ALERT_FACE"].interruptMask |= COND_VP_JUMPING self.schedules[ "RETURN_TO_MEMORY_POSITION"].interruptMask |= COND_VP_JUMPING