def __init__(self, mediator, rprops): self.load_txt = self.cam_tsk = self.cam_node = self.send_tsk = \ self.cam_pivot = self.ready_clients = self.preview = \ self.curr_load_txt = self.track = self.cars = self.load_car = None self.player_cars = [] self.props = rprops LogicColleague.__init__(self, mediator) self.ai_poller = CarAiPoller()
def destroy(self): self.car = self.cars = None try: self.notify('on_weapon_destroyed', self.mediator) except TypeError: info('empty observers') # it may happen on pause/resume LogicColleague.destroy(self)
def destroy(self): self.camera = None if self.weapon: self.weapon = self.weapon.destroy() f_wpn = [wpn for wpn in self.fired_weapons if wpn] list(map(lambda wpn: wpn.destroy(), f_wpn)) self.fired_weapons = [] LogicColleague.destroy(self) ComputerProxy.destroy(self)
def __init__(self, mediator, season_props): LogicColleague.__init__(self, mediator) self.props = s_p = season_props self.players = [] car_names = [player.car for player in self.players] self.ranking = Ranking( car_names, s_p.gameprops.menu_props.background_img_path, s_p.font, s_p.gameprops.menu_props.text_normal_col) self.tuning = Tuning(s_p) self.race = None
def __init__(self, mediator, track_phys, track_gfx): LogicColleague.__init__(self, mediator) self.track_phys = track_phys self.track_gfx = track_gfx pos = self.mediator.gfx.model.get_pos() wp_info = [(w_p, (w_p.initial_pos - pos).length()) for w_p in track_phys.waypoints] self.closest_wp = min(wp_info, key=lambda pair: pair[1])[0] pos = self.mediator.gfx.model.get_pos() pos = Vec(pos.x, pos.y, pos.z) self.closest_wp.node.set_pos(pos) self.closest_wp.weapon_boxes += [self.mediator] track_gfx.redraw_wps()
def destroy(self): cwp = self.closest_wp boxes = cwp.weapon_boxes boxes.remove(self.mediator) cwp.weapon_boxes = boxes if cwp.weapon_boxes: pos = cwp.weapon_boxes[-1].gfx.model.get_pos() pos = Vec(pos.x, pos.y, pos.z) cwp.node.set_pos(pos) else: pos = cwp.initial_pos pos = Vec(pos.x, pos.y, pos.z) cwp.node.set_pos(pos) self.track_gfx.redraw_wps() self.track_phys = self.track_gfx = self.closest_wp = None LogicColleague.destroy(self)
def __init__(self, mediator, car_props, players): LogicColleague.__init__(self, mediator) ComputerProxy.__init__(self) self.cprops = car_props self.lap_time_start = 0 self.last_roll_ok_time = self.eng.curr_time self.last_roll_ko_time = self.eng.curr_time self.last_ground_time = self.eng.curr_time self.lap_times = [] self.__pitstop_wps = {} self.__grid_wps = {} self.collected_wps = [] # for validating laps self.weapon = None self.fired_weapons = [] self.camera = None self._grid_wps = self._pitstop_wps = None #player_car_names = [player.car for player in players # if player.kind == Player.human] #joystick = \ # car_props.name == player_car_names[mediator.player_car_idx] and \ # mediator.player_car_idx < \ # self.eng.joystick_mgr.joystick_lib.num_joysticks self.input_strat = Input2ForcesStrategy( self.__class__ == CarPlayerLogic, self.mediator) self.start_pos = car_props.pos self.start_pos_hpr = car_props.hpr self.last_ai_wp = None self.__wp_num = None self.applied_torque = False # applied from weapons self.alt_jmp_wp = None self.last_network_packet = 0 self.curr_network_start_pos = (0, 0, 0) self.curr_network_end_pos = (0, 0, 0) self.curr_network_start_vec = (0, 0, 0) self.curr_network_end_vec = (0, 0, 0) self.curr_network_input = DirKeys(False, False, False, False) self.__players = players
def __init__(self, mediator, car, cars, wpn_id): LogicColleague.__init__(self, mediator) self.car = car self.cars = cars self.wpn_id = wpn_id self.has_fired = False
def destroy(self): self.tuning.detach_obs(self.on_tuning_sel) self.props = self.ranking = self.tuning = self.race = None LogicColleague.destroy(self)
def __init__(self, mediator, driver_props): LogicColleague.__init__(self, mediator) self.dprops = driver_props