def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) Motion.__init__(self) Flags.__init__(self) State.__init__(self) Combat.__init__(self)
def __init__(self): Ouroboros.Proxy.__init__(self) GameObject.__init__(self) Teleport.__init__(self) Chat.__init__(self) Social.__init__(self) GameMaster.__init__(self) self.accountEntity = None self.cellData["dbid"] = self.databaseID self.playerName = self.cellData["name"] self.spaceUTypeB = self.cellData["spaceUType"] self.setGlobalData() self._destroyTimer = 0 size = GlobalConst.INVENTORY_BASE_SIZE if self.itemListSize != GlobalConst.INVENTORY_BASE_SIZE: size = self.itemListSize self.inventoryManagement = ItemManagement( self, GlobalConst.INVENTORY_TYPE_INVENTORY, size) self.equipInventoryManagement = ItemManagement( self, GlobalConst.INVENTORY_TYPE_EQUIPMENT, GlobalConst.INVENTORY_EQUIPMENT_BASE_SIZE) self.deactivating = False
def __init__(self): shyloo.Entity.__init__(self) GameObject.__init__(self) Motion.__init__(self) Flags.__init__(self) State.__init__(self) Combat.__init__(self)
def __init__(self): BaseEntity.__init__(self) GameObject.__init__(self) iGameManager.__init__(self) iRoomManager.__init__(self) iRoomRecord.__init__(self) iActivity.__init__(self) iCache.__init__(self) self.dbid = self.databaseID self.avatars = {} self.logger = LoggerManager() self.broadcastQueue = [] self.broadcastTimer = None if self.serverStartTime == 0: self.serverStartTime = time.time() self.initGameWorld() self.world_notice = '#' # 不扣房卡的开关, 金钱之源, 慎重开启 self.free_play = False # 开服之后的房卡消耗累积 self.total_cards = 0 x42.GW = self # 日活(Daily Active Users)统计 self.dau = set() return
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) SkillMotion.__init__(self) self.init = False self.castID = 0 #释放者ID self.life = 10 #trap生命 self.inv = 1 #间隔时间 self.invTimes = 1 #间隔次数 self.effectInv = [] #过程中的效果 self.effectEnd = [] #结束时的效果 self.territoryControllerID = 0 #trap监测ID self.trapEntity = [] #trap范围内entity #临时变量存储trapID没有赋值之前得到的entity信息,主要是为了应对kbe的机制 self.tmpB = False self.tmpTrapID = 0 self.tmpTrap = [] #一旦trapID正常,以上就失去作用 if self.life == 0 and self.invTimes == 0: ERROR_MSG("trap life == 0 && invTimes == 0") #有问题,需要删除trap self.destroy() return self.timerID = self.addTimer(0.1, 0.1, SCDefine.TIMER_TYPE_HEARDBEAT) self.gotoPos(self.targetpos)
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) Motion.__init__(self) Combat.__init__(self) Arsenal.__init__(self) State.__init__(self) Settle.__init__(self) #self.topSpeed = self.moveSpeed + 5.0 self.topSpeed = 0.0 # 默认开始的尺寸 self.modelRadius = 0.5 self.changeState(GameConfigs.ENTITY_STATE_FREE) # 随机的初始化一个出生位置 # self.position = GameUtils.randomPosition3D(self.modelRadius) # self.topSpeedY = 10.0 self.getCurrSpace().onEnter(self) # 可视范围起始位30米,后期根据长大尺寸调整 # self.setViewRadius(30.0, 1.0) DEBUG_MSG('Avatar::__init__: id = %i ,position:(%f,%f,%f)' % (self.id, self.position.x, self.position.y, self.position.z))
def __init__(self): KBEngine.Entity.__init__(self) NPCObject.__init__(self) GameObject.__init__(self) DEBUG_MSG("[CellApp] Weapon::__init__: called, attackId: %i" % self.attackId) self.territoryControllerID = 0
def __init__(self): GameObject.__init__(self) DEBUG_MSG('created space[%d] entityID = %i.' % (self.spaceUType, self.id)) #self.addSpaceGeometryMapping(self.spaceID, self.spaceName) KBEngine.globalData["space_%i" % self.spaceID] = self.base
def __init__(self): iBot.__init__(self) iGameManager.__init__(self) iCache.__init__(self) iGroupManager.__init__(self) iRoomManager.__init__(self) iRoomRecord.__init__(self) BaseEntity.__init__(self) self.dbid = self.databaseID self.avatars = {} self.logger = LoggerManager() KBEngine.Base.__init__(self) GameObject.__init__(self) self.broadcastQueue = [] if self.serverStartTime == 0: self.serverStartTime = time.time() self.world_notice = '#' # 不扣房卡的开关, 金钱之源, 慎重开启 self.free_play = False # 开服之后的房卡消耗累积 self.total_cards = 0 self.rankCount = 0 x42.GW = self self.initGameWorld() return
def __init__(self): DEBUG_MSG("XiaCiYiDingProp[%i].cell::__init__" % self.id) KBEngine.Entity.__init__(self) GameObject.__init__(self) self.keepTime = 5 self.destroyTimerId = self.addTimer(self.keepTime, 100, 0) self.updateTimerId = self.addTimer(0, 0.1, 0)
def __init__(self): KBEngine.Proxy.__init__(self) GameObject.__init__(self) BaseEntity.__init__(self) self.activeCharacter = None self.need_delay = False DEBUG_MSG("Account[%s] create name[%s]" % (self.id, self.__ACCOUNT_NAME__))
def __init__(self): KBEngine.Proxy.__init__(self) BaseEntity.__init__(self) self.logger = LoggerManager() self.logger.set_user_info({"entity_id": self.id, "account_id": self.accountName, "avatar_uuid": self.uuid, "avatar_name": self.name, "avatar_user_id": self.userId}) GameObject.__init__(self) iBase.__init__(self) iRoomOperation.__init__(self) iRecordOperation.__init__(self) iAchievement.__init__(self) iGroup.__init__(self) iRanking.__init__(self) iSportOperation.__init__(self) self.accountEntity = None self._destroyTimer = 0 self.is_reconnect = False self.ip = '0.0.0.0' self.location = "" self.lat = "" self.lng = "" self.isBot = 1 if 'bot_' == self.accountName[:4] else 0 self.uuid != 0 and KBEngine.globalData["GameWorld"].addPlayer2Pid(self.userId, self.uuid, self.name, self.id)
def __init__(self): GameObject.__init__(self) iRoomRules.__init__(self) self.owner_uid = 0 self.agent = None self.roomID = None # 状态0:未开始游戏, 1:某一局游戏中 self.state = 0 # 存放该房间内的玩家mailbox self.players_dict = {} self.players_list = [None] * const.ROOM_PLAYER_NUMBER # 上局庄家 self.last_dealer_idx = 0 # 庄家index self.dealer_idx = 0 # 当前控牌的玩家index self.current_idx = 0 # 对当前打出的牌可以进行操作的玩家的index, 服务端会限时等待他的操作 self.wait_idx_list = [] self.wait_op = None # 房间基础轮询timer self._poll_timer = None # 玩家操作限时timer self._op_timer = None # 一局游戏结束后, 玩家准备界面等待玩家确认timer self._next_game_timer = None #财神 self.kingTile = 0 #打出财神的玩家idx self.discardKingTileIdx = -2 self.current_round = 0 self.all_discard_tiles = [] # 最后一位出牌的玩家 self.last_player_idx = -1 # 房间开局所有操作的记录(aid, src, des, tile) self.op_record = [] # 确认继续的玩家 self.confirm_next_idx = [] # 解散房间操作的发起者 self.dismiss_room_from = -1 # 解散房间操作开始的时间戳 self.dismiss_room_ts = 0 # 解散房间操作投票状态 self.dismiss_room_state_list = [0, 0, 0, 0] self.dismiss_timer = None #目前老庄数 self.curOldDealNum = self.startOldDealNum #等待玩家确认胡的dict self.wait_for_win_dict = {} # self.addTimer(const.ROOM_EXIST_TIME, 0, const.TIMER_TYPE_ROOM_EXIST) self.roomOpenTime = time.time()
def __init__(self): KBEngine.Base.__init__(self) GameObject.__init__(self) self._spaceAllocs = {} self.addTimer(3, 1, wtimer.TIMER_TYPE_CREATE_SPACES) self.initAlloc() KBEngine.globalData["SpaceMgr"] = self
def __init__(self): GameObject.__init__(self) DEBUG_MSG('created space[%d] entityID = %i.' % (self.spaceUType, self.id)) KBEngine.addSpaceGeometryMapping(self.spaceID, None, "../../res/Media/Scenes/Scene1") KBEngine.globalData["space_%i" % self.spaceID] = self.base
def __init__(self): Ouroboros.Entity.__init__(self) GameObject.__init__(self) Motion.__init__(self) Flags.__init__(self) State.__init__(self) Combat.__init__(self) AnimationState.__init__(self)
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) self.isReady = False self.clubs = {} self.executor = Executor() self.loadClubs() x42.ClubStub = self
def __init__(self): GameObject.__init__(self) Flags.__init__(self) State.__init__(self) Combat.__init__(self) Spell.__init__(self) Teleport.__init__(self) Dialog.__init__(self)
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) self.cellData["roomKeyC"] = self.roomKey # 请求在cellapp上创建cell空间 self.createCellEntityInNewSpace(None)
def __init__(self): KBEngine.Base.__init__(self) GameObject.__init__(self) # 初始化空间分配器 self.initAlloc() # 向全局共享数据中注册这个管理器的mailbox以便在所有逻辑进程中可以方便的访问 KBEngine.globalData["Spaces"] = self
def __init__(self): GameObject.__init__(self) self.createInNewSpace(None) self.spaceUTypeB = self.cellData["spaceUType"] # 这个地图上创建的entity总数 self.tmpCreateEntityDatas = list(d_spaces.datas[self.spaceUTypeB].get("entities", [])) self.avatars = {}
def __init__(self): Ouroboros.Entity.__init__(self) GameObject.__init__(self) Flags.__init__(self) State.__init__(self) Combat.__init__(self) AuraBox.__init__(self) AbilityBox.__init__(self) AnimationState.__init__(self)
def __init__(self): shyloo.Base.__init__(self) GameObject.__init__(self) # 初始化空间分配器 self.initAlloc() # 向全局共享数据中注册这个管理器的entityCall以便在所有逻辑进程中可以方便的访问 shyloo.globalData["Spaces"] = self
def __init__(self): NPCObject.__init__(self) State.__init__(self) AbilityBox.__init__(self) AuraBox.__init__(self) Combat.__init__(self) GameObject.__init__(self) self.onEnable()
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) # 初始化空间分配器 self.initAlloc() # 向全局共享数据中注册这个管理器的entityCall以便在所有逻辑进程中可以方便的访问 KBEngine.globalData["Spaces"] = self
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) self.addTimer(1, 0, SCDefine.TIMER_TYPE_HEARDBEAT) # 心跳timer, 每1秒一次 if self.getCurrSpace().className == "SpaceCenter": self.mapID = 0 self.getCurrSpace().onGateSpawn(self)
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) resPath = d_spaces.datas.get(self.spaceUType)['resPath'] KBEngine.addSpaceGeometryMapping(self.spaceID, None, resPath) DEBUG_MSG('created space[%d] entityID = %i, res = %s.' % (self.spaceUType, self.id, resPath)) KBEngine.globalData["space_%i" % self.spaceID] = self.base
def __init__(self): KBEngine.Proxy.__init__(self) GameObject.__init__(self) Teleport.__init__(self) self.accountEntity = None self.cellData["dbid"] = self.databaseID self.nameB = self.cellData["name"] self.spaceUTypeB = self.cellData["spaceUType"] self._destroyTimer = 0
def __init__(self): KBEngine.Proxy.__init__(self) GameObject.__init__(self) Teleport.__init__(self) self.accountEntity = None self.cellData["dbid"] = self.databaseID self.nameB = self.cellData["name"] self.spaceUTypeB = self.cellData["spaceUType"] self.inventory = InventoryMgr(self)
def __init__(self): GameObject.__init__(self) self.createInNewSpace(None) self.spaceUTypeB = self.cellData["spaceUType"] # 这个地图上创建的entity总数 self.tmpCreateEntityDatas = copy.deepcopy( d_spaces_spawns.datas.get(self.spaceUTypeB, ())) self.avatars = {}
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) Flags.__init__(self) State.__init__(self) SkillBox.__init__(self) Combat.__init__(self) Spell.__init__(self) Dialog.__init__(self) Teleport.__init__(self)
def __init__(self): Ouroboros.Entity.__init__(self) GameObject.__init__(self) # Initial space allocator self.initAlloc() # Register this manager's entityCall with global shared data for easy access in all logical processes Ouroboros.globalData["Spaces"] = self DEBUG_MSG("Spaces::init")
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) Teleport.__init__(self) # 设置每秒允许的最快速度, 超速会被拉回去 #self.topSpeed = self.moveSpeed + 5.0 # self.topSpeedY = 10.0 # 如果为7说明在UE4地图中,那么为了配合demo的移动速度,我们将限制设置得更大一些 if self.spaceUType == 7: self.topSpeed = 0
def __init__(self): GameObject.__init__(self) Flags.__init__(self) State.__init__(self) Motion.__init__(self) Combat.__init__(self) Spell.__init__(self) Teleport.__init__(self) Dialog.__init__(self) # 设置每秒允许的最快速度, 超速会被拉回去 self.topSpeed = 10.0
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) # 一个space代表的是一个抽象的空间,这里向这个抽象的空间添加了几何资源数据,如果数据是3D场景的 # 该space中使用navigate寻路使用的是3D的API,如果是2D的几何数据navigate使用的是astar寻路 resPath = d_spaces.datas.get(self.spaceUType)['resPath'] KBEngine.addSpaceGeometryMapping(self.spaceID, None, resPath) DEBUG_MSG('created space[%d] entityID = %i, res = %s.' % (self.spaceUType, self.id, resPath)) KBEngine.globalData["space_%i" % self.spaceID] = self.base
def __init__(self): KBEngine.Base.__init__(self) GameObject.__init__(self) self.createInNewSpace(None) self.spaceUTypeB = self.cellData["spaceUType"] self.spaceResName = d_spaces.datas.get(self.spaceUTypeB)['resPath'] # 这个地图上创建的entity总数 self.tmpCreateEntityDatas = copy.deepcopy(d_spaces_spawns.datas.get(self.spaceUTypeB, ())) self.avatars = {}
def __init__(self): GameObject.__init__(self) self.createInNewSpace(None) self.spaceUTypeB = self.cellData["spaceUType"] self.spaceResName = d_spaces.datas.get(self.spaceUTypeB)['resPath'] # 这个地图上创建的entity总数 self.tmpCreateEntityDatas = [] self.avatars = {} self.createSpawnPointDatas()
def __init__(self): GameObject.__init__(self) resPath = d_spaces.datas.get(self.spaceUType)["resPath"] if resPath == "": resPath = "../../res/Media/Scenes/Scene1" KBEngine.addSpaceGeometryMapping(self.spaceID, None, resPath) else: KBEngine.addSpaceGeometryMapping(self.spaceID, None, resPath) DEBUG_MSG("created space[%d] entityID = %i, res = %s." % (self.spaceUType, self.id, resPath)) KBEngine.globalData["space_%i" % self.spaceID] = self.base
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) Flags.__init__(self) State.__init__(self) Motion.__init__(self) SkillBox.__init__(self) Combat.__init__(self) Spell.__init__(self) Teleport.__init__(self) Dialog.__init__(self) # 设置每秒允许的最快速度, 超速会被拉回去 self.topSpeed = self.moveSpeed + 5.0
def __init__(self): KBEngine.Proxy.__init__(self) GameObject.__init__(self) Teleport.__init__(self) # 如果登录是一个副本, 无论如何登录都放置在主场景上 spacedatas = d_spaces.datas [self.cellData["spaceUType"]] avatar_inittab = d_avatar_inittab.datas[self.roleType] if "Duplicate" in spacedatas["entityType"]: self.cellData["spaceUType"] = avatar_inittab["spaceUType"] self.cellData["direction"] = (0, 0, avatar_inittab["spawnYaw"]) self.cellData["position"] = avatar_inittab["spawnPos"] self.accountEntity = None self.cellData["dbid"] = self.databaseID self.nameB = self.cellData["name"] self.spaceUTypeB = self.cellData["spaceUType"] self._destroyTimer = 0
def __init__(self): GameObject.__init__(self)
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) self.pickerID = 0 self.DESTROY_TIMER = 1001
def __init__(self): GameObject.__init__(self) Combat.__init__(self) Spell.__init__(self)
def __init__(self): GameObject.__init__(self) DEBUG_MSG('created space[%d] res=%s, entityID = %i.' % (self.spaceUType, d_spaces.datas[self.spaceUType].get("resPath", ""), self.id)) KBEngine.addSpaceGeometryMapping(self.spaceID, None, d_spaces.datas[self.spaceUType].get("resPath", "")) KBEngine.globalData["space_%i" % self.spaceID] = self.base
def __init__(self): GameObject.__init__(self) Motion.__init__(self) Flags.__init__(self) State.__init__(self) Combat.__init__(self)
def __init__(self): KBEngine.Base.__init__(self) GameObject.__init__(self) self.createCellEntity(self.createToCell)
def __init__(self): GameObject.__init__(self) self.createCellEntity(self.createToCell)
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self) self.addTimer(1, 0, wtimer.TIMER_TYPE_HEARDBEAT) # 心跳timer, 每1秒一次
def __init__(self): KBEngine.Entity.__init__(self) GameObject.__init__(self)
def __init__(self): GameObject.__init__(self) Motion.__init__(self)