def __init__(self, air, partyDoId, x, y, h, actId, phaseToMusicData): self.notify.debug("Intializing.") DistributedPartyActivityAI.__init__( self, air, partyDoId, x, y, h, actId, PartyGlobals.ActivityTypes.Continuous) # Holds the list of songs requested by each avatar. # Format: { toonId : (phase, filename), ... } self.phaseToMusicData = phaseToMusicData self.toonIdToSongData = {} # Holds the queue of songs to be played by avatarId self.toonIdQueue = [] self.songPlaying = False self.songTimerTask = None self.timeoutTask = None # listen for fireworks show starting and stopping self.accept(PartyGlobals.FireworksStartedEvent, self.__handleFireworksStarted) self.accept(PartyGlobals.FireworksFinishedEvent, self.__handleFireworksFinished) # this ensure the first song we hear is one of the new ones self.randomSongPhase = 13
def __init__(self, air, partyDoId, x, y, h): DistributedPartyActivityAI.__init__( self, air, partyDoId, x, y, h, PartyGlobals.ActivityIds.PartyCatch, PartyGlobals.ActivityTypes.HostInitiated) self.toonIdsToScores = {} # create state machine and set initial state self.activityFSM = CatchActivityFSM(self)
def __init__(self, air, parent, activityTuple): DistributedPartyActivityAI.__init__(self, air, parent, activityTuple) FSM.__init__(self, 'DistributedPartyTrampolineActivityAI') self.currentAv = 0 self.record = 0 self.jellybeans = [] self.collected = 0
def __init__(self, air, parent, activityTuple): DistributedPartyActivityAI.__init__(self, air, parent, activityTuple) self.numGenerations = 1 self.generations = [] self.player2catches = {} self.startTimestamp = globalClockDelta.getRealNetworkTime(bits=32) self.playing = False
def __init__(self, air, parent, activityTuple): DistributedPartyActivityAI.__init__(self, air, parent, activityTuple) self.music = PartyGlobals.PhaseToMusicData40 self.queue = [] self.owners = [] self.currentToon = 0 self.playing = False
def __init__(self, air, parent, activityTuple): DistributedPartyActivityAI.__init__(self, air, parent, activityTuple) self.numGenerations = 1 self.generations = [] self.player2catches = {} self.startTimestamp = globalClockDelta.getRealNetworkTime(bits=32) self.playing = False
def __init__(self, air, parent, activityTuple): DistributedPartyActivityAI.__init__(self, air, parent, activityTuple) self.music = PartyGlobals.PhaseToMusicData40 self.queue = [] self.owners = [] self.currentToon = 0 self.playing = False
def __init__(self, air, parent, activityTuple): DistributedPartyActivityAI.__init__(self, air, parent, activityTuple) FSM.__init__(self, 'DistributedPartyTrampolineActivityAI') self.currentAv = 0 self.record = 0 self.jellybeans = [] self.collected = 0
def __init__(self, air, partyDoId, x, y, h, activityId, dancePatternToAnims): self.notify.debug("Intializing.") DistributedPartyActivityAI.__init__( self, air, partyDoId, x, y, h, activityId, PartyGlobals.ActivityTypes.Continuous) self.toonIdsToHeadings = {} # toon's heading when it joined self.dancePatternToAnims = dancePatternToAnims
def __init__(self, air, parent, activityTuple): DistributedPartyActivityAI.__init__(self, air, parent, activityTuple) self.music = PartyGlobals.PhaseToMusicData40 self.queue = [] self.owners = [] self.currentToon = 0 self.playing = False self.paused = False self.accept('fireworksStarted%i' % self.getPartyDoId(), self.handleFireworksStart) self.accept('fireworksFinished%i' % self.getPartyDoId(), self.handleFireworksEnd)
def __init__(self, air, partyDoId, x, y, h): DistributedPartyActivityAI.__init__( self, air, partyDoId, x, y, h, PartyGlobals.ActivityIds.PartyCannon, PartyGlobals.ActivityTypes.Continuous) # map of cannons by cannon doId self.cannons = {} # map of flying toon doIds to firing cannons doIds self.flyingToons = {} self.flyingToonCloudsHit = {} self.toonIdsToJellybeanRewards = {} # Map of cloudNumber to rgb info self.cloudColors = {}
def __init__(self, air, partyDoId, x, y, h, actId=PartyGlobals.ActivityIds.PartyTrampoline): DistributedPartyActivityAI.__init__( self, air, partyDoId, x, y, h, actId, PartyGlobals.ActivityTypes.GuestInitiated) self.activityFSM = TrampolineActivityFSM(self) # bestHeightInfo is a tuple of toon's name and their height self.bestHeightInfo = ("", 0) self.accept("NewBestHeightInfo", self.newBestHeightInfo)
def __init__(self, air, parent, activityTuple, isTF=False): DistributedPartyActivityAI.__init__(self, air, parent, activityTuple) self.cloudColors = {} self.cloudsHit = {} self.isTF = isTF
def __init__(self, air, parent, activityTuple): DistributedPartyActivityAI.__init__(self, air, parent, activityTuple) FSM.__init__(self, 'DistributedPartyActivityAI') self.state = 'Idle'
def __init__(self, air, parent, activityTuple): self.toonIds = ([], []) self.responses = set() self.fsm = TeamActivityAIFSM(self) DistributedPartyActivityAI.__init__(self, air, parent, activityTuple)
def __init__(self, air, parent, activityTuple): DistributedPartyActivityAI.__init__(self, air, parent, activityTuple) self.cloudColors = {} self.cloudsHit = {}
def __init__( self, air, partyDoId, x, y, h, activityId, minPlayersPerTeam=PartyGlobals.TeamActivityDefaultMinPlayersPerTeam, maxPlayersPerTeam=PartyGlobals.TeamActivityDefaultMaxPlayersPerTeam, duration=PartyGlobals.TeamActivityDefaultDuration, conclusionDuration=PartyGlobals.TeamActivityDefaultConclusionDuration, startDelay=PartyGlobals.TeamActivityStartDelay, balanceTeams=False, calcAdvantage=False, canSwitchTeams=False, ): DistributedPartyActivityAI.__init__( self, air, partyDoId, x, y, h, activityId, PartyGlobals.ActivityTypes.GuestInitiated, ) self.notify.debug("__init__") self._minPlayersPerTeam = minPlayersPerTeam self._maxPlayersPerTeam = maxPlayersPerTeam # How long should the conclusion state last in seconds? self._conclusionDuration = conclusionDuration # How long the active state lasts self._duration = simbase.config.GetFloat( "party-team-activity-duration", duration) # How long should it wait for more players before going to the active state self._startDelay = simbase.config.GetFloat( "party-team-activity-start-delay", startDelay) # Should it calculate whether both team have roughly an equal amount of players? self._shouldBalanceTeams = balanceTeams # Should it calculate the advantage of a smaller team over a larger team? self._shouldCalcAdvantage = calcAdvantage # Can players willingly switch teams before the game starts? self._canSwitchTeams = canSwitchTeams # Do we allow a single player? (This is for testing purposes) self._allowSinglePlayer = simbase.config.GetBool( "party-team-activity-single-player", False) self.toonIds = ( [], # doIds of toons on the left team, ordered from those nearest the water to those furthest [], # doIds of toons on the right team, ordered from those nearest the water to those furthest ) self.readyToonIds = set() # Keep track of which side each avatar is on for quick look up during game self.toonIdsToTeams = {} # state transition request doLater self._srTask = None self.activityFSM = TeamActivityAIFSM(self)
def __init__(self, air, parent, activityTuple): DistributedPartyActivityAI.__init__(self, air, parent, activityTuple) self.toons = [] self.headings = []
def __init__(self, air, parent, activityTuple): DistributedPartyActivityAI.__init__(self, air, parent, activityTuple) FSM.__init__(self, 'DistributedPartyActivityAI') self.state_ = 'Idle'
def __init__(self, air, parent, activityTuple): DistributedPartyActivityAI.__init__(self, air, parent, activityTuple) self.toons = [] self.headings = []
def __init__(self, air, parent, activityTuple): self.toonIds = ([], []) self.responses = set() self.fsm = TeamActivityAIFSM(self) DistributedPartyActivityAI.__init__(self, air, parent, activityTuple)