def trolleyLeft(self): numPlayers = self.countFullSeats() avIdList = [] # It is possible the players exited the district if (numPlayers > 0): for seatIndex in range(len(self.seats)): avId = self.seats[seatIndex] avIdList.append(avId) # Clear the fill slot self.clearFullNow(seatIndex) golfZone = GolfManagerAI.GolfManagerAI().readyGolfCourse( avIdList, self.golfCourse) for avId in avIdList: # Tell each player on the trolley that they should enter the # minigame now. if avId: assert (avId > 0) self.sendUpdateToAvatarId(avId, "setGolfZone", [golfZone, 0]) #self.sendUpdateToAvatarId(avId, "setMinigameZone", # [minigameZone, minigameId]) else: self.notify.warning("The trolley left, but was empty.") # Switch back into entering mode. self.enter()
def trolleyLeft(self): numPlayers = self.countFullSeats() avIdList = [] if numPlayers > 0: for seatIndex in xrange(len(self.seats)): avId = self.seats[seatIndex] avIdList.append(avId) self.clearFullNow(seatIndex) golfManager = GolfManagerAI.GolfManagerAI() golfZone = golfManager.readyGolfCourse(avIdList, self.golfCourse) for avId in avIdList: if avId: self.sendUpdateToAvatarId(avId, 'setGolfZone', [golfZone, 0]) else: self.notify.warning('The trolley left, but was empty.') self.enter()
def delete(self): self.notify.debug('GOLF COURSE: delete: deleting AI GolfCourse object') if hasattr(self, 'rewardBarrier'): self.rewardBarrier.cleanup() del self.rewardBarrier if self.currentHole: self.notify.debug('calling requestDelete on hole %d' % self.currentHole.doId) self.currentHole.requestDelete() self.currentHole = None self.ignoreAll() from toontown.golf import GolfManagerAI GolfManagerAI.GolfManagerAI().removeCourse(self) if self.__barrier: self.__barrier.cleanup() self.__barrier = None DistributedObjectAI.DistributedObjectAI.delete(self)
def delete(self): self.notify.debug("GOLF COURSE: delete: deleting AI GolfCourse object") if hasattr(self, 'rewardBarrier'): self.rewardBarrier.cleanup() del self.rewardBarrier if self.currentHole: self.notify.debug('calling requestDelete on hole %d' % self.currentHole.doId) self.currentHole.requestDelete() self.currentHole = None self.ignoreAll() # tell GolfManagerAI to remove us # TODO figure out why the import doesn't work at the top of the file from toontown.golf import GolfManagerAI GolfManagerAI.GolfManagerAI().removeCourse(self) if self.__barrier: self.__barrier.cleanup() self.__barrier = None DistributedObjectAI.DistributedObjectAI.delete(self)