def __init__(self, cr): DistributedObject.__init__(self, cr) FSM.__init__(self, 'ToonfestBalloonFSM') self.avId = 0 self.flightPathIndex = 0 self.balloon = loader.loadModel('phase_6/models/events/tf_balloon') self.balloon.reparentTo(base.render) self.balloon.setPos(*ToonfestBalloonGlobals.BalloonBasePosition) self.balloon.setH(250) self.balloon.setScale(ToonfestBalloonGlobals.BalloonScale) self.cr.parentMgr.registerParent(ToontownGlobals.SPToonfestBalloon, self.balloon) cs = CollisionSphere(0, 0, 0, 9) cs.setTangible(False) self.collisionNP = self.balloon.find('**/basket_wall_collision') self.collisionNP.node().addSolid(cs) self.alec = NPCToons.createLocalNPC(91915) self.alec.setPos(0.7, 0.7, 0.4) self.alec.setH(150) self.alec.setScale(1 / ToonfestBalloonGlobals.BalloonScale) self.alec.initializeBodyCollisions('toon') self.alec.setPickable(0) self.alec.addActive() self.alec.startBlink() self.alec.loop('neutral') self.flightPaths = ToonfestBalloonGlobals.generateFlightPaths(self) self.toonFlightPaths = ToonfestBalloonGlobals.generateToonFlightPaths(self) self.speechSequence = ToonfestBalloonGlobals.generateSpeechSequence(self)
def __init__(self, cr): DistributedObject.__init__(self, cr) self._scores = {} self._names = {} self._teams = {} self._types = {} self._stats = {}
def __init__(self, cr, name = None, color = None, gameId = None): DistributedObject.__init__(self, cr) # This is true if this avatar represents the "local avatar", # i.e. the player at the keyboard, as opposed to a remote # player. self.localPlayer = False # The doId of the game we've joined. self.gameId = gameId # The doId of the associated avatar. self.avId = 0 # The list of avatars onto which this player has painted. self.paintedAvatars = [] self.name = name self.brushRadius = 1 self.brushes = {} self.setColor(color) self.posterData = ('', 0) self.score = 0 self.wallCount = 0 self.floorCount = 0 self.pixelCount = 0 self.avPixelCount = 0 self.onMePixelCount = 0 self.bonus = 1
def __init__(self, cr): DistributedObject.__init__(self, cr) self.cr.cameraManager = self self.mainCam = 0 self.cameraIds = [] self.cameraViewEnabled = False self.tvOn = True
def __init__(self, cr): DistributedObject.__init__(self, cr) self.shardId = 0 self.population = 0 self.popLimits = [ 0, 0]
def __init__(self, cr): DistributedObject.__init__(self, cr) self.parent = None self.fixtures = {} self.cameraId = base.config.GetInt('camera-id',0) pass
def __init__(self, cr): DistributedObject.__init__(self, cr) FSM.__init__(self, 'FlippyStandFSM') self.flippyStand = Actor.Actor('phase_4/models/events/election_flippyStand-mod', {'idle': 'phase_4/models/events/election_flippyStand-idle'}) self.flippyStand.reparentTo(render) self.flippyStand.setScale(0.55) self.flippyStand.setHpr(315, 0, 349.7) self.flippyStand.setPos(180, -250, 9.58) self.flippyStand.exposeJoint(None, 'modelRoot', 'LInnerShoulder') flippyTable = self.flippyStand.find('**/LInnerShoulder') self.flippyStand.exposeJoint(None, 'modelRoot', 'Box_Joint') wheelbarrowJoint = self.flippyStand.find('**/Box_Joint').attachNewNode('Pie_Joint') wheelbarrow = self.flippyStand.find('**/Box') wheelbarrow.setPosHprScale(-2.39, 0.0, 1.77, 0.0, 0.0, 6.0, 1.14, 1.54, 0.93) pie = loader.loadModel('phase_3.5/models/props/tart') pieS = pie.copyTo(flippyTable) pieS.setPosHprScale(-2.61, -0.37, -1.99, 355.6, 90.0, 4.09, 1.6, 1.6, 1.6) for pieSettings in ElectionGlobals.FlippyWheelbarrowPies: pieModel = pie.copyTo(wheelbarrowJoint) pieModel.setPosHprScale(*pieSettings) wheelbarrowJoint.setPosHprScale(3.94, 0.0, 1.06, 270.0, 344.74, 0.0, 1.43, 1.12, 1.0) self.restockSfx = loader.loadSfx('phase_9/audio/sfx/CHQ_SOS_pies_restock.ogg') cs = CollisionBox(Point3(7, 0, 0), 12, 5, 18) self.pieCollision = self.flippyStand.attachNewNode(CollisionNode('wheelbarrow_collision')) self.pieCollision.node().addSolid(cs) self.accept('enter' + self.pieCollision.node().getName(), self.handleWheelbarrowCollisionSphereEnter) self.flippyStand.loop('idle')
def __init__(self, cr): DistributedObject.__init__(self, cr) #self.model = loader.loadModel('environment') #self.model.setZ(0) #self.builder = Builder(self, "map.txt", "development") plane = CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0))) cnode = CollisionNode('cnode') cnode.setIntoCollideMask(BitMask32.bit(1)) cnode.setFromCollideMask(BitMask32.bit(1)) cnode.addSolid(plane) self.planeNP = self.model.attachNewNode(cnode) self.planeNP.show() # Setup a traverser for the picking collisions self.picker = CollisionTraverser() # Setup mouse ray self.pq = CollisionHandlerQueue() # Create a collision Node pickerNode = CollisionNode('MouseRay') # set the nodes collision bitmask pickerNode.setFromCollideMask(BitMask32.bit(1)) # create a collision ray self.pickerRay = CollisionRay() # add the ray as a solid to the picker node pickerNode.addSolid(self.pickerRay) # create a nodepath with the camera to the picker node self.pickerNP = base.camera.attachNewNode(pickerNode) # add the nodepath to the base traverser self.picker.addCollider(self.pickerNP, self.pq) print "model loaded" #TODO: check how to load multiple levels and set players in specific levels! self.accept("mouse1", self.mouseClick)
def __init__(self, cr): DistributedObject.__init__(self, cr) base.cr.partyManager = self self.allowUnreleased = False self.partyPlannerStyle = None self.partyPlannerName = None self.showDoid = False return
def __init__(self, cr): DistributedObject.__init__(self, cr) self.collNode = None self.destroyed = False self.smokeVfx = None self.barrelModel = None self.trailEffect = None self._initAudio()
def __init__(self, cr): DistributedObject.__init__(self, cr) self.firstAvatarId = None self.firstAvatarStatus = 0 self.firstAvatarGiving = [] self.secondAvatarId = None self.secondAvatarStatus = 0 self.secondAvatarGiving = []
def __init__(self, cr): try: self.DistributedMinigameStation_initialized return except: self.DistributedMinigameStation_initialized = 1 MinigameStation.MinigameStation.__init__(self) DistributedObject.__init__(self, cr)
def __init__(self, cr): DistributedObject.__init__(self, cr) self.startTime = 0 self._name = "" self.waiter = False self.__msgs = [] self.cr.DSIMgr = self
def __init__(self, cr): DistributedObject.__init__(self, cr) self.myTurret = None self.guiFrame = None self.guiLabel = None self.guiBar = None self.guiBg = None self.turretGag = None return
def __init__(self, cr): DistributedObject.__init__(self, cr) FSM.FSM.__init__(self, 'PVPGameBase') base.cr.gameRules = self self.scoreboardHolder = ScoreboardHolder(self) self.statsHolder = StatsHolder(self) self.stats = { } self.rowColors = { } localAvatar.guiMgr.radarGui.request('On') self.request('Init')
def __init__(self, cr): try: self.DistributedSuitManager_initialized return except: self.DistributedSuitManager_initialized = 1 DistributedObject.__init__(self, cr) self.hood = cr.playGame.hood self.spawnerStatus = 0
def __init__(self, cr): DistributedObject.__init__(self, cr) LawOfficeBase.LawOfficeBase.__init__(self) self.suitIds = [] self.suits = [] self.reserveSuits = [] self.joiningReserves = [] self.suitsInitialized = 0 self.goonClipPlanes = { } self.level = None
def __init__(self, cr): DistributedObject.__init__(self, cr) self.destWorldGrid = None self.destInstance = None self.numInterestsCleared = 0 self.pendingWorld = None self.spawnWorldName = None self.instanceWorldName = None self.doneCallback = None self.miniLog = MiniLog('DistributedTeleportHandler')
def __init__(self, cr): DistributedObject.__init__(self, cr) FSM.__init__(self, 'ToonfestTowerFSM') self.towerGeom = loader.loadModel('phase_6/models/events/tf_tower') self.towerGeom.reparentTo(render) self.towerGeom.setH(-30) self.towerGeom.setPos(221, -61, 4.5) self.base1 = self.towerGeom.find('**/base1') self.base2 = self.towerGeom.find('**/base2') self.base3 = self.towerGeom.find('**/base3')
def __init__(self, cr): DistributedObject.__init__(self, cr) Cannon.__init__(self, parent=self.getParentNodePath()) self.localCannonMoving = False self.active = False self.activityDoId = 0 self.activity = None self.gui = None self.toonInsideAvId = 0 self.sign = None self.controllingToonAvId = None
def __init__(self, cr): DistributedObject.__init__(self, cr) self.grabbed = False self.nodePath = None self.bankCollectable = None self.collNodePath = None self.grabSound = None self.rotateIval = None self.floatIval = None self.flyTrack = None
def __init__(self, cr): try: self.DistributedGroupStation_initialized return except: self.DistributedGroupStation_initialized = 1 DistributedObject.__init__(self, cr) self.abortBtn = None self.name = None self.mySlot = None return
def __init__(self, cr): try: self.DistributedDistrict_initialized return except: self.DistributedDistrict_initialized = 1 DistributedObject.__init__(self, cr) self.available = 0 self.population = 0 self.popRecord = 0 self.name = None return
def __init__(self, cr): DistributedObject.__init__(self, cr) self.bankGui = None self.bankTrack = None self.bankDialog = None self.hasLocalAvatar = 0 self.hasJarOut = 0 self.jarLods = [] self.bankSphereEvent = 'bankSphere' self.bankSphereEnterEvent = 'enter' + self.bankSphereEvent self.bankSphereExitEvent = 'exit' + self.bankSphereEvent self.bankGuiDoneEvent = 'bankGuiDone' return
def __init__(self, cr): DistributedObject.__init__(self, cr) self.__announced = 0 self.startTime = 0 self._name = "" self.waiter = False self.__msgs = [] self.cr.DSIMgr = self base.localAvatar.inventory.setInvasionCreditMultiplier(1)
def __init__(self, cr): DistributedObject.__init__(self, cr) self.currWave = 0 self.maxWave = 0 self.flagshipUIBaseNode = None self.baseFrame = None self.counter = None self.counterNode = None self.waveCount = None self.waveCountNode = None self.counterLabel = None self.counterLabelNode = None self.updateCounterTask = None
def __init__(self, cr): DistributedObject.__init__(self, cr) TimeOfDayManager.__init__(self) self.skyEnabled = base.config.GetBool('enable-sky', 1) self.syncEnabled = True self.isPaused = 0 if not base.win.getGsg().isHardware(): self.skyEnabled = False if not self.skyEnabled: self.skyGroup.stash() self.clockSyncData = None self.accept('gotTimeSync', self.handleClockSync)
def __init__(self, cr): DistributedObject.__init__(self, cr) self.bits = Globals.AllDirs self.sx = None self.sy = None self.root = None self.wallGeoms = {} self.posterDir = 0 self.posterData = ("", 0) self.textures = {} self.lastPaintPoint = None self.paintDirty = 0 # A bitmask of walls self.flushTask = None
def __init__(self, cr): DistributedObject.__init__(self, cr) self.lt = base.localAvatar self.props = [] self.pos = None self.radius = 0 self.gridCells = 20 self.propTable = [None] * self.gridCells for i in xrange(len(self.propTable)): self.propTable[i] = [None] * self.gridCells self.dx = 1.0 / self.gridCells self.occupied = []
def __init__(self, cr): DistributedObject.__init__(self, cr) WorldNode.__init__(self) self.islands = { } self.playerSpawnPts = { } self.playerBootPts = { } self.cutsceneOriginNodes = { } self.type = PiratesGlobals.INSTANCE_GENERIC self.spawnInfo = None self.pendingJail = None self._onOffState = False if hasattr(localAvatar, 'gameFSM') and localAvatar.gameFSM: localAvatar.gameFSM.setDefaultGameState('LandRoam') self.worldGrid = None self.fireworkShowMgr = None
def __init__(self, cr): DistributedObject.__init__(self, cr) self.invading = False self.activeHolidays = [] base.localAvatar.inventory.setInvasionCreditMultiplier(1) base.cr.newsManager = self
def __init__(self, cr): DistributedObject.__init__(self, cr) self.parent = None self.fixtures = {} self.cameraId = base.config.GetInt('camera-id', 0)
def __init__(self, cr): DistributedObject.__init__(self, cr) # This is a list of the occupants of this dungeon. self.occupants = []
def __init__(self, cr): DistributedObject.__init__(self, cr) self.uberInterest = None self.population = 0
def __init__(self, cr): DistributedObject.__init__(self, cr) self._gameFullTxt = None self._gameFullSeq = None
def __init__(self, cr): DistributedObject.__init__(self, cr) DistributedRepairGameBase.__init__(self) self.accept('onCodeReload', self.codeReload) self.gameFSM = None self.goldBonus = 0
def __init__(self, cr): DistributedObject.__init__(self, cr) base.cr.inGameNewsMgr = self
def __init__(self, cr): DistributedObject.__init__(self, cr) self.name = '' self.population = 0
def __init__(self, cr): DistributedObject.__init__(self, cr) base.cr.whitelistMgr = self
def __init__(self, cr): DistributedObject.__init__(self, cr) self.shardId = 0 self.population = 0 self.popLimits = [0, 0]
def __init__(self, cr): assert self.notify.debugStateCall(self) DistributedObject.__init__(self, cr) self.parentId = 0 self.zoneId = 0
def __init__(self, cr): DistributedObject.__init__(self, cr) self.cr.tradeManager = self
def __init__(self, cr): DistributedObject.__init__(self, cr) Suit.__init__(self) self._moveIval = None return
def __init__(self, cr): DistributedObject.__init__(self, cr) SiegeManagerBase.__init__(self)
def __init__(self, cr): DistributedObject.__init__(self, cr) Entity.__init__(self) self.entnum = None
def __init__(self, cr): DistributedObject.__init__(self, cr)
def __init__(self, cr): DistributedObject.__init__(self, cr) cr.aprilToonsMgr = self self.events = []
def __init__(self, cr): DistributedObject.__init__(self, cr) self.interiorDoId = 0 self.lightSwitch = None
def __init__(self, cr): DistributedObject.__init__(self, cr) base.cogdoGame = self self._waitingStartLabel = DirectLabel( text = TTL.MinigameWaitingForOtherPlayers, text_fg = VBase4(1,1,1,1), relief = None, pos = (-0.6, 0, -0.75), scale = 0.075) self._waitingStartLabel.hide() self.loadFSM = ClassicFSM.ClassicFSM( 'DistCogdoGame.loaded', [State.State('NotLoaded', self.enterNotLoaded, self.exitNotLoaded, ['Loaded']), State.State('Loaded', self.enterLoaded, self.exitLoaded, ['NotLoaded'])], # Initial state 'NotLoaded', # Final state 'NotLoaded') self.fsm = ClassicFSM.ClassicFSM( 'DistCogdoGame', [State.State('Intro', self.enterIntro, self.exitIntro, ['WaitServerStart']), State.State('WaitServerStart', self.enterWaitServerStart, self.exitWaitServerStart, ['Game']), State.State('Game', self.enterGame, self.exitGame, ['Finish']), State.State('Finish', self.enterFinish, self.exitFinish, ['Off']), State.State('Off', self.enterOff, self.exitOff, ['Intro'])], # Initial state 'Off', # Final state 'Off') self.fsm.enterInitialState() self.difficultyOverride = None self.exteriorZoneOverride = None self._gotInterior = StateVar(False) self._toonsInEntranceElev = StateVar(False) self._wantStashElevator = StateVar(False) self._stashElevatorFC = FunctionCall(self._doStashElevator, self._toonsInEntranceElev, self._gotInterior, self._wantStashElevator, )
def __init__(self, cr): DistributedObject.__init__(self, cr) self.startingBlocks = []
def __init__(self, cr): DistributedObject.__init__(self, cr) Flag.__init__(self, 'flag')
def __init__(self, cr): DistributedObject.__init__(self, cr) self.xsize = 0 self.ysize = 0 self.numWalls = 0
def __init__(self, cr): """Construct ourselves, set up web dispatcher.""" assert self.notify.debugCall() DistributedObject.__init__(self, cr) base.cr.whitelistMgr = self
def __init__(self, cr): DistributedObject.__init__(self, cr) self.parentId = 0 self.zoneId = 0
def __init__(self, cr): DistributedObject.__init__(self, cr) GameStatManagerBase.__init__(self) self.aggroModelIndex = None base.gsm = self return
def __init__(self, cr): DistributedObject.__init__(self, cr) TradableInventory.__init__(self, cr)
def __init__(self, cr): DistributedObject.__init__(self, cr) self.nextTime = 0
def __init__(self, cr): DistributedObject.__init__(self, cr) self.name = "NotGiven" self.available = 0 self.avatarCount = 0 self.newAvatarCount = 0
def __init__(self, cr): DistributedObject.__init__(self, cr) self.dnaStore = cr.playGame.dnaStore
def __init__(self, cr): DistributedObject.__init__(self, cr) FSM.__init__(self, self.__class__.__name__)