示例#1
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    def makeBattle(self, bossCogPosHpr, battlePosHpr, roundCallback,
                   finishCallback, battleNumber, battleSide):
        if battleNumber == 1:
            battle = DistributedBattleWaitersAI.DistributedBattleWaitersAI(
                self.air, self, roundCallback, finishCallback, battleSide)
        else:
            battle = DistributedBattleDinersAI.DistributedBattleDinersAI(
                self.air, self, roundCallback, finishCallback, battleSide)
        self.setBattlePos(battle, bossCogPosHpr, battlePosHpr)
        battle.suitsKilled = self.suitsKilled
        battle.battleCalc.toonSkillPtsGained = self.toonSkillPtsGained
        battle.toonExp = self.toonExp
        battle.toonOrigQuests = self.toonOrigQuests
        battle.toonItems = self.toonItems
        battle.toonOrigMerits = self.toonOrigMerits
        battle.toonMerits = self.toonMerits
        battle.toonParts = self.toonParts
        battle.helpfulToons = self.helpfulToons
        mult = ToontownBattleGlobals.getBossBattleCreditMultiplier(
            battleNumber)
        battle.battleCalc.setSkillCreditMultiplier(mult)
        activeSuits = self.activeSuitsA
        if battleSide:
            activeSuits = self.activeSuitsB
        for suit in activeSuits:
            battle.addSuit(suit)

        battle.generateWithRequired(self.zoneId)
        return battle
    def makeBattle(self, bossCogPosHpr, battlePosHpr, roundCallback, finishCallback, battleNumber, battleSide):
        if battleNumber == 1:
            battle = DistributedBattleWaitersAI.DistributedBattleWaitersAI(self.air, self, roundCallback, finishCallback, battleSide)
        else:
            battle = DistributedBattleDinersAI.DistributedBattleDinersAI(self.air, self, roundCallback, finishCallback, battleSide)
        self.setBattlePos(battle, bossCogPosHpr, battlePosHpr)
        battle.suitsKilled = self.suitsKilled
        battle.battleCalc.toonSkillPtsGained = self.toonSkillPtsGained
        battle.toonExp = self.toonExp
        battle.toonOrigQuests = self.toonOrigQuests
        battle.toonItems = self.toonItems
        battle.toonOrigMerits = self.toonOrigMerits
        battle.toonMerits = self.toonMerits
        battle.toonParts = self.toonParts
        battle.helpfulToons = self.helpfulToons
        mult = ToontownBattleGlobals.getBossBattleCreditMultiplier(battleNumber)
        battle.battleCalc.setSkillCreditMultiplier(mult)
        activeSuits = self.activeSuitsA
        if battleSide:
            activeSuits = self.activeSuitsB
        for suit in activeSuits:
            battle.addSuit(suit)

        battle.generateWithRequired(self.zoneId)
        return battle
示例#3
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    def makeBattle(self, bossCogPosHpr, battlePosHpr, roundCallback,
                   finishCallback, battleNumber, battleSide):
        battle = DistributedBattleFinalAI.DistributedBattleFinalAI(
            self.air, self, roundCallback, finishCallback, battleSide)
        self.setBattlePos(battle, bossCogPosHpr, battlePosHpr)

        # Just like the DistributedSuitInteriorAI class, we save a
        # reference to our suitsKilled and toonSkillPtsGained
        # structures in each battle we create.  That way, the battle
        # will directly adjust these structures and we accumulate the
        # toon credits for all battles.
        battle.suitsKilled = self.suitsKilled
        battle.battleCalc.toonSkillPtsGained = self.toonSkillPtsGained
        battle.toonExp = self.toonExp
        battle.toonOrigQuests = self.toonOrigQuests
        battle.toonItems = self.toonItems
        battle.toonOrigMerits = self.toonOrigMerits
        battle.toonMerits = self.toonMerits
        battle.toonParts = self.toonParts
        battle.helpfulToons = self.helpfulToons

        # We get a bonus factor applied toward each attack's
        # experience credit.
        mult = ToontownBattleGlobals.getBossBattleCreditMultiplier(
            battleNumber)

        # We don't, however, get any particular bonus for an invasion
        # here.
        battle.battleCalc.setSkillCreditMultiplier(mult)

        battle.generateWithRequired(self.zoneId)
        return battle
 def enterBattleOne(self):
     self.cleanupIntervals()
     mult = ToontownBattleGlobals.getBossBattleCreditMultiplier(1)
     localAvatar.inventory.setBattleCreditMultiplier(mult)
     self.toonsToBattlePosition(self.toonsA, self.battleANode)
     self.toonsToBattlePosition(self.toonsB, self.battleBNode)
     self.releaseToons()
     base.playMusic(self.battleOneMusic, looping=1, volume=0.9)
示例#5
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 def enterBattleOne(self):
     self.cleanupIntervals()
     mult = ToontownBattleGlobals.getBossBattleCreditMultiplier(1)
     localAvatar.inventory.setBattleCreditMultiplier(mult)
     self.toonsToBattlePosition(self.toonsA, self.battleANode)
     self.toonsToBattlePosition(self.toonsB, self.battleBNode)
     self.releaseToons()
     base.playMusic(self.battleOneMusic, looping=1, volume=0.9)
示例#6
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 def enterBattle(self, event):
     mult = 1
     if self.bossCog:
         mult = ToontownBattleGlobals.getBossBattleCreditMultiplier(self.bossCog.battleNumber)
     self.townBattle.enter(event, self.fsm.getStateNamed('battle'), bldg=1, creditMultiplier=mult)
     base.localAvatar.b_setAnimState('off', 1)
     base.localAvatar.setTeleportAvailable(0)
     base.localAvatar.cantLeaveGame = 1
示例#7
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 def enterBattle(self, event):
     mult = 1
     if self.bossCog:
         mult = ToontownBattleGlobals.getBossBattleCreditMultiplier(self.bossCog.battleNumber)
     self.townBattle.enter(event, self.fsm.getStateNamed('battle'), bldg=1, creditMultiplier=mult)
     base.localAvatar.b_setAnimState('off', 1)
     base.localAvatar.setTeleportAvailable(0)
     base.localAvatar.cantLeaveGame = 1
示例#8
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    def enterBattle(self, event):
        assert(self.notify.debug("enterBattle()"))

        mult = 1
        if self.bossCog:
            mult = ToontownBattleGlobals.getBossBattleCreditMultiplier(self.bossCog.battleNumber)

        assert(self.notify.debug("creditMultiplier = %s" % (mult)))

        self.townBattle.enter(event, self.fsm.getStateNamed("battle"),
                              bldg = 1, creditMultiplier = mult)

        # Make sure the toon's anim state gets reset
        base.localAvatar.b_setAnimState('off', 1)
        base.localAvatar.setTeleportAvailable(0)
        # Disable leave to pay / set parent password
        base.localAvatar.cantLeaveGame = 1
	def enterBattleTwo(self):
		self.cleanupIntervals()
		mult = ToontownBattleGlobals.getBossBattleCreditMultiplier(2)
		localAvatar.inventory.setBattleCreditMultiplier(mult)
		self.reparentTo(render)
		self.setPosHpr(*ToontownGlobals.SellbotBossBattleTwoPosHpr)
		self.clearChat()
		self.cagedToon.clearChat()
		self.rampA.request('retract')
		self.rampB.request('retract')
		self.rampC.request('retract')
		self.releaseToons()
		self.toonsToBattlePosition(self.toonsA, self.battleANode)
		self.toonsToBattlePosition(self.toonsB, self.battleBNode)
		if self.battleA is None or self.battleB is None:
			cageIndex = 3
		else:
			cageIndex = 2
		self.setCageIndex(cageIndex)
		base.playMusic(self.battleTwoMusic, looping=1, volume=0.9)
		return