def think(self): DistributedEntityAI.think(self) state = self.getEntityState() elapsed = self.getEntityStateElapsed() if state == self.StateAlive: if self.aliveTime != -1 and elapsed >= self.aliveTime: print("ok now stop") self.Stop()
def think(self): DistributedEntityAI.think(self) state = self.getEntityState() elapsed = self.getEntityStateElapsed() if state == self.CodeResponse and elapsed >= 0.5: if self.codeWasCorrect: self.dispatchOutput("OnCodeCorrect") self.dispatch.codeUsed() else: self.dispatchOutput("OnCodeIncorrect") self.b_setNumbers([]) self.setEntityState(self.CodeEntry) self.codeWasCorrect = False
def think(self): DistributedEntityAI.think(self) now = globalClock.getFrameTime() state = self.getEntityState() elapsed = self.getEntityStateElapsed() if state == self.StateGiving: giveElapsed = now - self.lastGive if giveElapsed >= self.giveIval: if self.avId: self.sendUpdate('giveLaffTo', [self.avId]) av = self.air.doId2do.get(self.avId, None) if av: av.heal(1) self.hp -= 1 self.lastGive = now if not self.hasHP(): self.setIdleState() return else: self.setIdleState() return