class SZHoodAI(HoodAI): """ AI-side representation of everything in a single safezone neighborhood. One subclass of this class exists for every neighborhood in the game. HoodAIs are responsible for spawning all TreasurePlanners, ponds, and other hood objects, etc. """ def __init__(self, air): HoodAI.__init__(self, air) self.safezone = self.HOOD self.streets = {} self.trolley = None self.pond = None self.buildingMgr = None self.createZone() self.createStreets() def createZone(self): HoodAI.createZone(self) self.air.dnaStoreMap[self.HOOD] = self.air.loadDNA( self.air.genDNAFileName(self.HOOD)).generateData() self.createTrolley() self.createTreasurePlanner() self.buildingMgr = DistributedBuildingMgrAI( self.air, self.HOOD, self.air.dnaStoreMap[ self.HOOD], self.air.trophyMgr) NPCToons.createNpcsInZone(self.air, self.HOOD) def createStreets(self): branchIds = ToontownGlobals.HoodHierarchy.get(self.HOOD, []) for branch in branchIds: street = StreetAI(self.air, branch) self.streets[branch] = street def createTrolley(self): self.trolley = DistributedTrolleyAI(self.air) self.trolley.generateWithRequired(self.safezone) def createTreasurePlanner(self): treasureType, healAmount, spawnPoints, spawnRate, maxTreasures = TreasureGlobals.SafeZoneTreasureSpawns[ self.HOOD] self.treasurePlanner = SZTreasurePlannerAI( self.safezone, treasureType, healAmount, spawnPoints, spawnRate, maxTreasures) self.treasurePlanner.start() def spawnObjects(self): filename = self.air.genDNAFileName(self.safezone) self.air.dnaSpawner.spawnObjects(filename, self.safezone)
class HoodAI: """ AI-side representation of everything in a single neighborhood. One subclass of this class exists for every neighborhood in the game. HoodAIs are responsible for spawning all TreasurePlanners, SuitPlanners, ponds, and other safezone objects, etc. """ HOOD = None def __init__(self, air): self.air = air self.spawnNpcsIn = [2000] self.safezone = self.HOOD self.streets = {} self.trolley = None self.pond = None self.createSafeZone() self.createStreets() def createTreasurePlanner(self): treasureType, healAmount, spawnPoints, spawnRate, maxTreasures = TreasureGlobals.SafeZoneTreasureSpawns[ self.HOOD] self.treasurePlanner = SZTreasurePlannerAI(self.safezone, treasureType, healAmount, spawnPoints, spawnRate, maxTreasures) self.treasurePlanner.start() def createTrolley(self): self.trolley = DistributedTrolleyAI(self.air) self.trolley.generateWithRequired(self.safezone) def createGate(self): self.gate = DistributedPartyGateAI(self.air) self.gate.generateWithRequired(self.safezone) def createSafeZone(self): self.createTrolley() self.createTreasurePlanner() self.createGate() def createStreets(self): branchIds = ToontownGlobals.HoodHierarchy.get(self.HOOD, []) for branch in branchIds: street = StreetAI(self.air, branch) self.streets[branch] = street def spawnObjects(self): filename = self.air.genDNAFileName(self.safezone) DNASpawnerAI().spawnObjects(filename, self.safezone)
class SZHoodAI(HoodAI): """ AI-side representation of everything in a single safezone neighborhood. One subclass of this class exists for every neighborhood in the game. HoodAIs are responsible for spawning all TreasurePlanners, ponds, and other hood objects, etc. """ def __init__(self, air): HoodAI.__init__(self, air) self.safezone = self.HOOD self.streets = {} self.trolley = None self.pond = None self.buildingMgr = None self.createZone() self.createStreets() def createZone(self): HoodAI.createZone(self) self.air.dnaStoreMap[self.HOOD] = self.air.loadDNA( self.air.genDNAFileName(self.HOOD)).generateData() self.createTrolley() self.createTreasurePlanner() self.buildingMgr = DistributedBuildingMgrAI( self.air, self.HOOD, self.air.dnaStoreMap[self.HOOD], self.air.trophyMgr) NPCToons.createNpcsInZone(self.air, self.HOOD) def createStreets(self): branchIds = ToontownGlobals.HoodHierarchy.get(self.HOOD, []) for branch in branchIds: street = StreetAI(self.air, branch) self.streets[branch] = street def createTrolley(self): self.trolley = DistributedTrolleyAI(self.air) self.trolley.generateWithRequired(self.safezone) def createTreasurePlanner(self): treasureType, healAmount, spawnPoints, spawnRate, maxTreasures = TreasureGlobals.SafeZoneTreasureSpawns[ self.HOOD] self.treasurePlanner = SZTreasurePlannerAI(self.safezone, treasureType, healAmount, spawnPoints, spawnRate, maxTreasures) self.treasurePlanner.start() def spawnObjects(self): filename = self.air.genDNAFileName(self.safezone) self.air.dnaSpawner.spawnObjects(filename, self.safezone)
class HoodAI: """ AI-side representation of everything in a single neighborhood. One subclass of this class exists for every neighborhood in the game. HoodAIs are responsible for spawning all TreasurePlanners, SuitPlanners, ponds, and other safezone objects, etc. """ HOOD = None def __init__(self, air): self.air = air self.spawnNpcsIn = [2000] self.safezone = self.HOOD self.streets = {} self.trolley = None self.pond = None self.createSafeZone() self.createStreets() def createTreasurePlanner(self): treasureType, healAmount, spawnPoints, spawnRate, maxTreasures = TreasureGlobals.SafeZoneTreasureSpawns[self.HOOD] self.treasurePlanner = SZTreasurePlannerAI(self.safezone, treasureType, healAmount, spawnPoints, spawnRate, maxTreasures) self.treasurePlanner.start() def createTrolley(self): self.trolley = DistributedTrolleyAI(self.air) self.trolley.generateWithRequired(self.safezone) def createGate(self): self.gate = DistributedPartyGateAI(self.air) self.gate.generateWithRequired(self.safezone) def createSafeZone(self): self.createTrolley() self.createTreasurePlanner() self.createGate() def createStreets(self): branchIds = ToontownGlobals.HoodHierarchy.get(self.HOOD, []) for branch in branchIds: street = StreetAI(self.air, branch) self.streets[branch] = street def spawnObjects(self): filename = self.air.genDNAFileName(self.safezone) DNASpawnerAI().spawnObjects(filename, self.safezone)
def createTrolley(self): self.trolley = DistributedTrolleyAI(self.air) self.trolley.generateWithRequired(self.safezone)