def __init__(self, air, zone, name, x, y, z, h, p, r): DistributedNodeAI.__init__(self, air) self.name = name self.air = air self.seats = [ None, None, None, None, None, None] self.setPos(x, y, z) self.setHpr(h, p, r) self.playersSitting = 0 self.myPos = (x, y, z) self.myHpr = (h, p, r) self.playerIdList = [] self.checkersZoneId = None self.generateOtpObject(air.districtId, zone, optionalFields = [ 'setX', 'setY', 'setZ', 'setH', 'setP', 'setR']) self.observers = [] self.allowPickers = [] self.hasPicked = False self.game = None self.gameDoId = None self.isAccepting = True
def generate(self): DistributedNodeAI.generate(self) pond = self.air.doId2do.get(self.pondDoId) if pond: pond.addTarget(self) self.centerPoint = FishingTargetGlobals.getTargetCenter(pond.getArea()) self.__updateState()
def delete(self): self.numBarrels = None self.mg = None self.index = None self.hasReportedAllGone = None DistributedNodeAI.delete(self) return
def __init__(self, air, zone, name, x, y, z, h, p, r): DistributedNodeAI.__init__(self, air) self.name = name self.air = air self.seats = [None, None, None, None, None, None] self.setPos(x, y, z) self.setHpr(h, p, r) self.playersSitting = 0 self.myPos = (x, y, z) self.myHpr = (h, p, r) self.playerIdList = [] self.checkersZoneId = None self.generateOtpObject(air.districtId, zone, optionalFields=['setX', 'setY', 'setZ', 'setH', 'setP', 'setR']) self.observers = [] self.allowPickers = [] self.hasPicked = False self.game = None self.gameDoId = None self.isAccepting = True return
def __init__(self, air, zone, name, x, y, z, h, p, r): DistributedNodeAI.__init__(self,air) self.name = name self.air = air self.seats = [None, None, None, None, None, None] self.setPos(x,y,z) self.setHpr(h,p,r) self.playersSitting = 0 self.myPos = (x,y,z) self.myHpr = (h,p,r) self.playerIdList = [] self.checkersZoneId = None self.generateOtpObject(air.districtId, zone, optionalFields = ["setX","setY","setZ", "setH", "setP", "setR"]) self.observers = [] self.allowPickers = [] self.hasPicked = False self.game = None self.gameDoId = None #Will NOT allow boarders once game has begun self.isAccepting = True
def __init__(self, air): DistributedNodeAI.__init__(self, air) self.pondDoId = 0 self.angle = 0 self.radius = 0 self.time = 0 self.centerPoint = None
def delete(self): self.fsm.requestFinalState() self.parent = None self.parentDo = None del self.board del self.fsm DistributedNodeAI.delete(self)
def __init__(self, air, mg, index): DistributedNodeAI.__init__(self, air) self.numBarrels = 0 self.dBarrels = [] self.hasReportedAllGone = False self.index = index self.mg = mg
def __init__(self, air): DistributedNodeAI.__init__(self, air) self.pondId = 0 self.angle = 0 self.targetRadius = 0 self.time = 0 self.centerPoint = [0, 0, 0]
def delete(self): self.fsm.requestFinalState() self.board.delete() self.playerSeatPos = None del self.fsm DistributedNodeAI.delete(self) return
def delete(self): self.fsm.requestFinalState() self.board.delete() self.playerSeatPos = None del self.fsm #simbase.air.deallocateZone(self.zoneId) DistributedNodeAI.delete(self)
def __init__(self, mgr): DistributedNodeAI.__init__(self, mgr.air) self.mgr = mgr self.plot = 0 self.ownerIndex = 0 self.ownerDoId = 0 self.owner = None
def delete(self): if self.getSuitManager(): if self.getSuitManager().getDrops(): self.getSuitManager().getDrops().remove(self) self.suitMgr = None self.tutDrop = None DistributedNodeAI.delete(self)
def __init__(self, air): DistributedNodeAI.__init__(self, air) self.modelPath = '' self.links = [] self.uniqueId = '' self.name = PLocalizer.Unknown self.uidMgr = UniqueIdManager(self.air) self.builder = GameAreaBuilderAI(self.air, self)
def delete(self): if self.getSuitManager(): if self.getSuitManager().getDrops(): self.getSuitManager().getDrops().remove(self) self.suitMgr = None self.tutDrop = None DistributedNodeAI.delete(self) return
def generate(self): DistributedNodeAI.generate(self) self.updateState() if not self.pondId: return pond = self.air.doId2do[self.pondId] pond.addTarget(self) self.centerPoint = FishingTargetGlobals.getTargetCenter(pond.getArea())
def __init__(self, air, pathIndex): DistributedNodeAI.__init__(self, air) self.state = '' self.stateTimestamp = 0 self.pathIndex = pathIndex ivalStart = 0 ivalEnd = CityCartGlobals.index2Duration[self.pathIndex] self.ivalTDisplace = 0
def __init__(self, air): try: self.DistributedShopAI_initialized return except: self.DistributedShopAI_initialized = 1 DistributedNodeAI.__init__(self, air) self.avatars = []
def generate(self): DistributedNodeAI.generate(self) self.updateState() if not self.pondId: #We dont have a pond ID for some reason... return pond = self.air.doId2do[self.pondId] pond.addTarget(self) self.centerPoint = FishingTargetGlobals.getTargetCenter(pond.getArea())
def delete(self): self.fsm.requestFinalState() self.hood = None self.state = None self.toLoc = None self.fromLoc = None self.stateChangeTimestamp = None self.wingType = None DistributedNodeAI.delete(self)
def announceGenerate(self): DistributedEntityAI.announceGenerate(self) DistributedNodeAI.announceGenerate(self) assert self.cEntity self.setPos(self.cEntity.getOrigin()) self.setHpr(self.cEntity.getAngles()) pos = self.getPos() hpr = self.getHpr() self.d_setPosHpr(pos[0], pos[1], pos[2], hpr[0], hpr[1], hpr[2])
def __init__(self, air, gardenManager, ownerIndex): DistributedNodeAI.__init__(self, air) self.gardenManager = gardenManager self.ownerIndex = ownerIndex self.plotIndex = None self.plotType = None self.pos = None self.heading = None self.movie = None
def __init__(self, air, hood, wingType): DistributedNodeAI.__init__(self, air) self.hood = hood self.wingType = wingType self.state = 0 self.stateChangeTimestamp = 0.0 self.fromLoc = 0 self.toLoc = 0 self.fsm = ClassicFSM('DBFAI', [State('off', self.enterOff, self.exitOff), State('sit', self.enterSit, self.exitSit), State('fly', self.enterFly, self.exitFly)], 'off', 'off') self.fsm.enterInitialState()
def __init__(self, air, parent, name, x, y, z, h, p, r): DistributedNodeAI.__init__(self, air) self.name = name self.air = air self.setPos(x, y, z) self.setHpr(h, p, r) self.myPos = (x, y, z) self.myHpr = (h, p, r) self.board = CheckersBoard.CheckersBoard() self.parent = self.air.doId2do[parent] self.parentDo = parent self.wantStart = [] self.playersPlaying = [] self.playersSitting = 0 self.playersTurn = 1 self.movesMade = 0 self.playerNum = 1 self.hasWon = False self.playersGamePos = [None, None] self.wantTimer = True self.timerEnd = 0 self.turnEnd = 0 self.playersObserving = [] self.winLaffPoints = 20 self.movesRequiredToWin = 10 self.zoneId = self.air.allocateZone() self.generateOtpObject( air.districtId, self.zoneId, optionalFields=['setX', 'setY', 'setZ', 'setH', 'setP', 'setR']) self.parent.setCheckersZoneId(self.zoneId) self.startingPositions = [[0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11], [ 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31 ]] self.kingPositions = [[31, 30, 29, 28], [0, 1, 2, 3]] self.timerStart = None self.fsm = ClassicFSM.ClassicFSM('Checkers', [ State.State('waitingToBegin', self.enterWaitingToBegin, self.exitWaitingToBegin, ['playing']), State.State('playing', self.enterPlaying, self.exitPlaying, ['gameOver']), State.State('gameOver', self.enterGameOver, self.exitGameOver, ['waitingToBegin']) ], 'waitingToBegin', 'waitingToBegin') self.fsm.enterInitialState() return
def __init__(self, air, parent, name, x, y, z, h, p, r): DistributedNodeAI.__init__(self, air) self.name = name self.air = air self.setPos(x, y, z) self.setHpr(h, p, r) self.myPos = (x, y, z) self.myHpr = (h, p, r) self.board = ChineseCheckersBoard.ChineseCheckersBoard() self.parent = self.air.doId2do[parent] self.parentDo = parent self.wantStart = [] self.playersPlaying = [] self.playersSitting = 0 self.playersTurn = 1 self.movesMade = 0 self.playersGamePos = [None, None, None, None, None, None] self.wantTimer = True self.timerEnd = 0 self.turnEnd = 0 self.playersObserving = [] self.winLaffPoints = 20 self.movesRequiredToWin = 10 self.zoneId = self.air.allocateZone() self.generateOtpObject( air.districtId, self.zoneId, optionalFields=['setX', 'setY', 'setZ', 'setH', 'setP', 'setR']) self.parent.setCheckersZoneId(self.zoneId) self.startingPositions = [ [0, 1, 2, 3, 4, 5, 6, 7, 8, 9], [10, 11, 12, 13, 23, 24, 25, 35, 36, 46], [65, 75, 76, 86, 87, 88, 98, 99, 100, 101], [111, 112, 113, 114, 115, 116, 117, 118, 119, 120], [74, 84, 85, 95, 96, 97, 107, 108, 109, 110], [19, 20, 21, 22, 32, 33, 34, 44, 45, 55] ] self.timerStart = None self.fsm = ClassicFSM.ClassicFSM('ChineseCheckers', [ State.State('waitingToBegin', self.enterWaitingToBegin, self.exitWaitingToBegin, ['playing']), State.State('playing', self.enterPlaying, self.exitPlaying, ['gameOver']), State.State('gameOver', self.enterGameOver, self.exitGameOver, ['waitingToBegin']) ], 'waitingToBegin', 'waitingToBegin') self.fsm.enterInitialState() return
def delete(self): self.fsm.requestFinalState() self.timerEnd = 0 self.playersSitting = 0 self.resultReady = [] self.wantStart = [] self.activePlayers = [] self.currentTurn = [] self.playerDecks = {} self.roundResults = {} self.remainingCards = {} del self.fsm DistributedNodeAI.delete(self)
def __init__(self, air, parent, name, x, y, z, h, p, r): DistributedNodeAI.__init__(self, air) self.name = name self.air = air self.setPos(x, y, z) self.setHpr(h, p, r) self.myPos = (x, y, z) self.myHpr = (h, p, r) self.board = CheckersBoard.CheckersBoard() self.parent = self.air.doId2do[parent] self.parentDo = parent self.wantStart = [] self.playersPlaying = [] self.playersSitting = 0 self.playersTurn = 1 self.movesMade = 0 self.playerNum = 1 self.hasWon = False self.playersGamePos = [None, None] self.wantTimer = True self.timerEnd = 0 self.turnEnd = 0 self.playersObserving = [] self.winLaffPoints = 20 self.movesRequiredToWin = 10 self.zoneId = self.air.allocateZone() self.generateOtpObject( air.districtId, self.zoneId, optionalFields=["setX", "setY", "setZ", "setH", "setP", "setR"] ) self.parent.setCheckersZoneId(self.zoneId) self.startingPositions = [ [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11], [20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31], ] self.kingPositions = [[31, 30, 29, 28], [0, 1, 2, 3]] self.timerStart = None self.fsm = ClassicFSM.ClassicFSM( "Checkers", [ State.State("waitingToBegin", self.enterWaitingToBegin, self.exitWaitingToBegin, ["playing"]), State.State("playing", self.enterPlaying, self.exitPlaying, ["gameOver"]), State.State("gameOver", self.enterGameOver, self.exitGameOver, ["waitingToBegin"]), ], "waitingToBegin", "waitingToBegin", ) self.fsm.enterInitialState()
def __init__(self, air, zone, name, x, y, z, h, p, r): DistributedNodeAI.__init__(self, air) self.name = name self.zoneId = zone self.air = air self.seats = [None, None, None, None, None, None] self.setPos(x, y, z) self.setHpr(h, p, r) self.playersSitting = 0 self.playerIdList = [] self.checkersZoneId = None self.observers = [] self.allowPickers = [] self.hasPicked = False self.game = None self.gameDoId = None self.isAccepting = True
def delete(self): # We need to clean up to prevent memory leaks. taskMgr.removeTasksMatching(self.captureAttemptTaskName) taskMgr.removeTasksMatching(self.resetTaskName) taskMgr.removeTasksMatching(self.awardKingTaskName) self.contesters = [] self.resetHill() self.d_startCircleAnim(3) del self.king del self.kingId del self.kingOnPoint del self.primaryContester del self.contesters del self.team del self.mg del self.resetTaskName del self.elapsedCaptureTime del self.captureAttemptTaskName del self.elapsedCaptureResetTime del self.state del self.resetCaptureTime self.removeNode() DistributedNodeAI.delete(self)
def __init__(self, air, mg): DistributedNodeAI.__init__(self, air) self.mg = mg self.team = -2 self.resetTaskName = None self.captureAttemptTaskName = None self.awardKingTaskName = None self.elapsedCaptureTime = 0 self.elapsedCaptureResetTime = 0 self.state = CaptureState.IDLE self.resetCaptureTime = self.RESET_TIME # The one who has captured this point. # For free-for-all KOTH. self.king = None self.kingId = None self.kingOnPoint = False # The Toon that is trying to capture the point. self.primaryContester = None # Toons who contesting the capture. self.contesters = []
def __init__(self, air, zone, name, x, y, z, h, p, r): DistributedNodeAI.__init__(self, air) self.name = name self.zoneId = zone self.air = air self.seats = [ None, None, None, None, None, None] self.setPos(x, y, z) self.setHpr(h, p, r) self.playersSitting = 0 self.playerIdList = [] self.checkersZoneId = None self.observers = [] self.allowPickers = [] self.hasPicked = False self.game = None self.gameDoId = None self.isAccepting = True
def __init__(self, air, name): DistributedNodeAI.__init__(self, air) self.name = name self.air = air self.timerEnd = 0 self.playersSitting = 0 self.resultReady = [] self.waitingOn = [] self.wantStart = [] self.activePlayers = [] self.currentTurn = [] self.playerDecks = {} self.roundResults = {} self.remainingCards = {} self.fsm = ClassicFSM.ClassicFSM('CardJitsu', [ State.State('waitingToBegin', self.enterWaitingToBegin, self.exitWaitingToBegin, ['playing']), State.State('playing', self.enterPlaying, self.exitPlaying, ['gameOver']), State.State('gameOver', self.enterGameOver, self.exitGameOver, ['waitingToBegin'])], 'waitingToBegin', 'waitingToBegin') self.fsm.enterInitialState()
def __init__(self, air): DistributedNodeAI.__init__(self, air)
def __init__(self, air): DistributedNodeAI.__init__(self, air) self.hp = 0 self.maxHp = 0
def delete(self): DistributedNodeAI.delete(self) self.game = None self.gameDoId = None return
def __init__(self, mgr): self.mgr = mgr DistributedNodeAI.__init__(self, self.mgr.air) self.plot = 0 self.ownerIndex = 0
def generate(self): DistributedNodeAI.generate(self) self.updateState() pond = self.air.doId2do[self.pondId] pond.addTarget(self) self.centerPoint = FishingTargetGlobals.getTargetCenter(pond.getArea())
def delete(self): DistributedNodeAI.delete(self)
def __init__(self, air): DistributedNodeAI.__init__(self, air) self.avatar = None return
def delete(self): self.fsm.requestFinalState() self.board.delete() del self.fsm DistributedNodeAI.delete(self)
def delete(self): taskMgr.remove('updateFishingTarget%d' % self.doId) DistributedNodeAI.delete(self)
def __init__(self, air, parent, name, x, y, z, h, p, r): DistributedNodeAI.__init__(self, air) self.name = name self.air = air self.setPos(x, y, z) self.setHpr(h, p, r) self.myPos = (x, y, z) self.myHpr = (h, p, r) self.board = [[0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0]] self.parent = self.air.doId2do[parent] self.parentDo = parent self.wantStart = [] self.playersPlaying = [] self.playersSitting = 0 self.playersTurn = 1 self.movesMade = 0 self.playerNum = 1 self.winDirection = None self.playersGamePos = [None, None] self.wantTimer = True self.timerEnd = 0 self.turnEnd = 0 self.playersObserving = [] self.winLaffPoints = 20 self.movesRequiredToWin = 10 self.zoneId = self.air.allocateZone() self.generateOtpObject(air.districtId, self.zoneId, optionalFields=['setX', 'setY', 'setZ', 'setH', 'setP', 'setR']) self.parent.setCheckersZoneId(self.zoneId) self.timerStart = None self.fsm = ClassicFSM.ClassicFSM('Checkers', [State.State('waitingToBegin', self.enterWaitingToBegin, self.exitWaitingToBegin, ['playing']), State.State('playing', self.enterPlaying, self.exitPlaying, ['gameOver']), State.State('gameOver', self.enterGameOver, self.exitGameOver, ['waitingToBegin'])], 'waitingToBegin', 'waitingToBegin') self.fsm.enterInitialState()
def __init__(self, air): DistributedNodeAI.__init__(self, air) self.avatars = []
def __init__(self, cr): DistributedNodeAI.__init__(self, cr) self.message = '' self.color = (1, 1, 1)
def __init__(self, air): DistributedNodeAI.__init__(self, air) self.air = air self.plot = None self.ownerIndex = None
def announceGenerate(self): DistributedNodeAI.announceGenerate(self)
def delete(self): DistributedNodeAI.delete(self) self.game = None self.gameDoId = None
def delete(self): del self.avatar DistributedNodeAI.delete(self)
def __init__(self, air): DistributedNodeAI.__init__(self, air) self.suitMgr = None self.tutDrop = None
def __init__(self, air): DistributedNodeAI.__init__(self, air) self.suitMgr = None self.tutDrop = None return
def disable(self): DistributedNodeAI.disable(self)
def __init__(self, air): DistributedNodeAI.__init__(self, air) self.plot = 0 self.h = 0 self.pos = (0, 0, 0) self.ownerIndex = 0
def __init__(self, air, modelPath, name=None, uid=None, links=[]): DistributedNodeAI.__init__(self, air) self.modelPath = modelPath self.links = links self.uid = uid self.name = name
def __init__(self, air, parent, name, x, y, z, h, p, r): DistributedNodeAI.__init__(self, air) self.name = name self.air = air self.setPos(x, y, z) self.setHpr(h, p, r) self.myPos = (x, y, z) self.myHpr = (h, p, r) self.board = ChineseCheckersBoard.ChineseCheckersBoard() self.parent = self.air.doId2do[parent] self.parentDo = parent self.wantStart = [] self.playersPlaying = [] self.playersSitting = 0 self.playersTurn = 1 self.movesMade = 0 self.playersGamePos = [ None, None, None, None, None, None] self.wantTimer = True self.timerEnd = 0 self.turnEnd = 0 self.playersObserving = [] self.winLaffPoints = 20 self.movesRequiredToWin = 10 self.zoneId = self.air.allocateZone() self.generateOtpObject(air.districtId, self.zoneId, optionalFields = [ 'setX', 'setY', 'setZ', 'setH', 'setP', 'setR']) self.parent.setCheckersZoneId(self.zoneId) self.startingPositions = [ [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9], [ 10, 11, 12, 13, 23, 24, 25, 35, 36, 46], [ 65, 75, 76, 86, 87, 88, 98, 99, 100, 101], [ 111, 112, 113, 114, 115, 116, 117, 118, 119, 120], [ 74, 84, 85, 95, 96, 97, 107, 108, 109, 110], [ 19, 20, 21, 22, 32, 33, 34, 44, 45, 55]] self.timerStart = None self.fsm = ClassicFSM.ClassicFSM('ChineseCheckers', [ State.State('waitingToBegin', self.enterWaitingToBegin, self.exitWaitingToBegin, [ 'playing']), State.State('playing', self.enterPlaying, self.exitPlaying, [ 'gameOver']), State.State('gameOver', self.enterGameOver, self.exitGameOver, [ 'waitingToBegin'])], 'waitingToBegin', 'waitingToBegin') self.fsm.enterInitialState()
def delete(self): DistributedNodeAI.delete(self) self.avatars = [] del self.avatars