def announceGenerate(self): DistributedInteractiveAI.announceGenerate(self) self.game = DistributedRepairGameAI(self.air) self.game.setDifficulty(self.difficulty) self.game.setOnLand(True) self.getParentObj().generateChildWithRequired(self.game, self.zoneId)
def __init__(self, air): DistributedInteractiveAI.__init__(self, air) self.gameVariation = PiratesGlobals.VILLAGER_TEAM self.dealerType = PiratesGlobals.VILLAGER_TEAM self.tableType = 1 self.dealerName = 'Dealer' self.aiList = []
def __init__(self, air): DistributedInteractiveAI.__init__(self, air) self.doorIndex = 0 self.buildingUid = '' self.locked = 0 self.otherDoorId = 0 self.questNeeded = ''
def __init__(self, air): DistributedInteractiveAI.__init__(self, air) LootableAI.__init__(self, air) self.index = 0 self.oceanOffset = 0 self.onBoat = False
def __init__(self, air): DistributedInteractiveAI.__init__(self, air) self.color = [1.0, 1.0, 1.0, 1.0]
def delete(self): for game in avatar2game.values(): game.requestDelete() self.ignoreAll() DistributedInteractiveAI.delete(self)
def __init__(self, air): DistributedInteractiveAI.__init__(self, air) self.potionZone = 0 self.avatar2game = {}
def __init__(self, air): DistributedMovingObjectAI.__init__(self, air) DistributedInteractiveAI.__init__(self, air) DistributedQuestGiverAI.__init__(self, air)
def __init__(self, air): DistributedInteractiveAI.__init__(self, cr) DistributedTargetableObjectAI.__init__(self, cr) WeaponBase.__init__(self)
def __init__(self, air): DistributedInteractiveAI.__init__(self, air) self.currentDepth = 0 self.visZone = ''
def delete(self): DistributedInteractiveAI.delete(self) self.game.requestDelete()
def __init__(self, air): DistributedInteractiveAI.__init__(self, air) self.game = None
def __init__(self, air): DistributedInteractiveAI.__init__(self, air) self.interactRadius = 0 self.locationId = 0 self.siegeTeam = 0