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
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)
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
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