def __spawnSuit(self, task): plan = random.choice(SuitBank.getSuits()) level = 0 variant = Variant.NORMAL suit = DistributedDeliveryGameSuitAI(self.air, self) suit.generateWithRequired(self.zoneId) suit.b_setLevel(level) suit.b_setSuit(plan, variant) suit.b_setPlace(self.zoneId) suit.b_setName(plan.getName()) suit.b_setParent(CIGlobals.SPHidden) self.suits.append(suit) task.delayTime = self.getSuitSpawnTime() return task.again
def createSuit(self, anySuit = 0, levelRange = None, variant = Variant.NORMAL, plan = None): if self.isCogCountFull(): return if anySuit: if not levelRange: levelRange = CogBattleGlobals.HoodIndex2LevelRange[self.battle.getHoodIndex()] availableSuits = [] level = random.randint(levelRange[0], levelRange[1]) for suit in SuitBank.getSuits(): if level >= suit.getLevelRange()[0] and level <= suit.getLevelRange()[1]: availableSuits.append(suit) plan = random.choice(availableSuits) else: if not plan: return level = random.randint(plan.getLevelRange()[0], plan.getLevelRange()[1]) if self.battle.getHoodIndex() == CogBattleGlobals.SkeletonHoodIndex: variant = Variant.SKELETON suit = DistributedSuitAI(self.air) suit.setManager(self) suit.generateWithRequired(self.zoneId) suit.d_setHood(suit.hood) suit.b_setLevel(level) suit.b_setSuit(plan, variant) suit.b_setPlace(self.zoneId) if variant == Variant.SKELETON: suit.b_setName(CIGlobals.Skelesuit) else: suit.b_setName(plan.getName()) suit.b_setParent(CIGlobals.SPHidden) self.suits[suit.doId] = suit self.numSuits += 1 if self.numSuits == 1: if self.tournament.inTournament and self.tournament.getRound() == 1 or not self.tournament.inTournament: self.sendUpdate('newSuit', []) if self.tournament.inTournament and self.tournament.getRound() == 1: self.sendUpdate('tournamentSpawned', []) if self.getActiveInvasion(): self.suitsSpawnedThisInvasion += 1 if self.suitsSpawnedThisInvasion == 1: if not self.tournament.inTournament: self.sendUpdate('invasionSpawned', []) if plan == SuitBank.VicePresident or plan == SuitBank.LucyCrossbill: self.sendUpdate('bossSpawned', []) return suit
def createSuit(self, anySuit=0, levelRange=None, variant=Variant.NORMAL, plan=None): if self.isCogCountFull(): return if anySuit: if not levelRange: levelRange = CogBattleGlobals.HoodIndex2LevelRange[ self.battle.getHoodIndex()] availableSuits = [] level = random.choice(levelRange) for suit in SuitBank.getSuits(): if level >= suit.getLevelRange( )[0] and level <= suit.getLevelRange()[1]: availableSuits.append(suit) plan = random.choice(availableSuits) else: if not plan: return level = random.randint(plan.getLevelRange()[0], plan.getLevelRange()[1]) if self.battle.getHoodIndex( ) == CogBattleGlobals.SkeletonHoodIndex and variant == Variant.NORMAL: variant = Variant.SKELETON elif self.battle.getHoodIndex( ) == CogBattleGlobals.WaiterHoodIndex and variant == Variant.NORMAL: variant = Variant.WAITER suit = DistributedSuitAI(self.air) suit.setManager(self) suit.generateWithRequired(self.zoneId) suit.d_setHood(suit.hood) suit.b_setLevel(level) suit.b_setSuit(plan, variant) suit.b_setPlace(self.zoneId) if variant == Variant.SKELETON: suit.b_setName(CIGlobals.Skelesuit) else: suit.b_setName(plan.getName()) #suit.startPosHprBroadcast() #suit.d_clearSmoothing() #suit.d_broadcastPosHpr() suit.b_setParent(CIGlobals.SPHidden) self.suits[suit.doId] = suit self.numSuits += 1 if self.numSuits == 1: if (self.tournament.inTournament and self.tournament.getRound() == 1 or not self.tournament.inTournament): self.sendUpdate('newSuit', []) if self.tournament.inTournament and self.tournament.getRound( ) == 1: self.sendUpdate('tournamentSpawned', []) if self.getActiveInvasion(): self.suitsSpawnedThisInvasion += 1 if self.suitsSpawnedThisInvasion == 1: if not self.tournament.inTournament: self.sendUpdate('invasionSpawned', []) if plan in [SuitBank.VicePresident, SuitBank.LucyCrossbill]: self.sendUpdate('bossSpawned', []) return suit