本文整理汇总了Python中toontown.catalog.CatalogItemList.CatalogItemList.append方法的典型用法代码示例。如果您正苦于以下问题:Python CatalogItemList.append方法的具体用法?Python CatalogItemList.append怎么用?Python CatalogItemList.append使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类toontown.catalog.CatalogItemList.CatalogItemList
的用法示例。
在下文中一共展示了CatalogItemList.append方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: getItems
# 需要导入模块: from toontown.catalog.CatalogItemList import CatalogItemList [as 别名]
# 或者: from toontown.catalog.CatalogItemList.CatalogItemList import append [as 别名]
def getItems(self):
items = CatalogItemList(store=CatalogItem.Customization|CatalogItem.Location)
for item in self.items:
items.append(item.catalogItem)
return items.getBlob()
示例2: __init__
# 需要导入模块: from toontown.catalog.CatalogItemList import CatalogItemList [as 别名]
# 或者: from toontown.catalog.CatalogItemList.CatalogItemList import append [as 别名]
class DNAFurnitureReaderAI:
# This object processes the house_interior*.dna files and produces a
# CatalogItemList representing the furniture in the DNA file. The resulting
# list is passed to the FurnitureManager in order to initialize a blank
# house to the default furniture arrangement.
notify = directNotify.newCategory("DNAFurnitureReaderAI")
def __init__(self, dnaData, gender, phonePos):
self.dnaData = dnaData
self.gender = gender
self.phonePos = phonePos
self.itemList = None
def buildList(self):
self.itemList = CatalogItemList(store=(CatalogItem.Customization |
CatalogItem.Location))
# Find the interior node:
for i in xrange(self.dnaData.getNumChildren()):
child = self.dnaData.at(i)
if child.getName() == 'interior':
interior = child
break
else:
self.notify.error('Could not find "interior" in DNA!')
self.itemList.append(CatalogFurnitureItem(1399, posHpr=self.phonePos))
# Every child in the interior node is a prop, thus:
for i in xrange(interior.getNumChildren()):
child = interior.at(i)
code = child.getCode()
if code not in DNA2Furniture:
self.notify.warning('Unrecognized furniture code %r!' % code)
continue
itemId = DNA2Furniture[code]
if itemId is None:
continue
if hasattr(itemId, '__getitem__'):
itemId = itemId[self.gender]
x, y, z = child.getPos()
h, p, r = child.getHpr()
self.itemList.append(CatalogFurnitureItem(itemId,
posHpr=(x, y, z, h, p, r)))
def getList(self):
if not self.itemList:
self.buildList()
return self.itemList
def getBlob(self):
return self.getList().getBlob()
示例3: setItems
# 需要导入模块: from toontown.catalog.CatalogItemList import CatalogItemList [as 别名]
# 或者: from toontown.catalog.CatalogItemList.CatalogItemList import append [as 别名]
def setItems(self, items):
# Decode the blob:
items = CatalogItemList(items, store=CatalogItem.Customization|CatalogItem.Location)
# Throw out our old items:
for item in self.items:
item.destroy()
self.items = []
items.removeDuplicates(FLCloset)
# Due to a bug, some people are missing their closets...
hasCloset = False
for item in items:
if item.getFlags() & FLCloset:
hasCloset = True
break
if not hasCloset and self.ownerId != 0:
item = CatalogFurnitureItem(500) # the basic closet...
item.posHpr = (0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
items.append(item)
# Since we have modified the items list, should we save it back to the house?
for item in items:
if item.getFlags() & FLTrunk:
if self.house.gender is 0:
if item.furnitureType - 4000 < 10:
item.furnitureType += 10
elif item.furnitureType - 4000 > 10:
item.furnitureType -= 10
do = DistributedTrunkAI(self.air, self, item)
elif item.getFlags() & FLCloset:
if self.house.gender is 0:
if item.furnitureType - 500 < 10:
item.furnitureType += 10
elif item.furnitureType - 500 > 10:
item.furnitureType -= 10
do = DistributedClosetAI(self.air, self, item)
elif item.getFlags() & FLBank:
continue # We dont want banks in the estates.
elif item.getFlags() & FLPhone:
do = DistributedPhoneAI(self.air, self, item)
else:
do = DistributedFurnitureItemAI(self.air, self, item)
if self.isGenerated():
do.generateWithRequired(self.zoneId)
self.items.append(do)
示例4: DistributedFurnitureManagerAI
# 需要导入模块: from toontown.catalog.CatalogItemList import CatalogItemList [as 别名]
# 或者: from toontown.catalog.CatalogItemList.CatalogItemList import append [as 别名]
class DistributedFurnitureManagerAI(DistributedObjectAI):
notify = DirectNotifyGlobal.directNotify.newCategory("DistributedFurnitureManagerAI")
def __init__(self, air, house, interior):
DistributedObjectAI.__init__(self, air)
self.house = house
self.interior = interior
self.director = None
self.ownerId = house.avatarId
self.ownerName = house.name
self.atticItems = None
self.atticWallpaper = None
self.wallpaper = None
self.atticWindows = None
self.windows = None
self.deletedItems = None
self.items = []
# Initialize the above variables:
self.loadFromHouse()
def announceGenerate(self):
DistributedObjectAI.announceGenerate(self)
for item in self.items:
item.generateWithRequired(self.zoneId)
def loadFromHouse(self):
self.b_setAtticItems(self.house.getAtticItems())
self.b_setAtticWallpaper(self.house.getAtticWallpaper())
self.b_setAtticWindows(self.house.getAtticWindows())
self.b_setDeletedItems(self.house.getDeletedItems())
self.wallpaper = CatalogItemList(self.house.getInteriorWallpaper(),
store=CatalogItem.Customization)
self.applyWallpaper()
self.windows = CatalogItemList(self.house.getInteriorWindows(),
store=CatalogItem.Customization |
CatalogItem.WindowPlacement)
self.applyWindows()
self.setItems(self.house.getInteriorItems())
def saveToHouse(self):
self.house.b_setAtticItems(self.getAtticItems())
self.house.b_setAtticWallpaper(self.getAtticWallpaper())
self.house.b_setAtticWindows(self.getAtticWindows())
self.house.b_setDeletedItems(self.getDeletedItems())
self.house.b_setInteriorWallpaper(self.wallpaper.getBlob())
self.house.b_setInteriorWindows(self.windows.getBlob())
self.house.b_setInteriorItems(self.getItems())
def applyWallpaper(self):
self.interior.b_setWallpaper(self.wallpaper.getBlob())
def applyWindows(self):
self.interior.b_setWindows(self.windows.getBlob())
def setItems(self, items):
# Decode the blob:
items = CatalogItemList(items, store=CatalogItem.Customization|CatalogItem.Location)
# Throw out our old items:
for item in self.items:
item.destroy()
self.items = []
for item in items:
if item.furnitureType in furnitureId2Do:
do = furnitureId2Do[item.furnitureType](self.air, self, item, self.ownerId)
if self.isGenerated():
do.generateWithRequired(self.zoneId)
self.items.append(do)
else:
do = DistributedFurnitureItemAI(self.air, self, item)
if self.isGenerated():
do.generateWithRequired(self.zoneId)
self.items.append(do)
def getItems(self):
items = CatalogItemList(store=CatalogItem.Customization|CatalogItem.Location)
for item in self.items:
items.append(item.catalogItem)
return items.getBlob()
def setOwnerId(self, ownerId):
self.ownerId = ownerId
def d_setOwnerId(self, ownerId):
self.sendUpdate('setOwnerId', [ownerId])
def b_setOwnerId(self, ownerId):
#.........这里部分代码省略.........
示例5: DistributedHouseAI
# 需要导入模块: from toontown.catalog.CatalogItemList import CatalogItemList [as 别名]
# 或者: from toontown.catalog.CatalogItemList.CatalogItemList import append [as 别名]
#.........这里部分代码省略.........
def getInteriorWallpaper(self):
return self.interiorWallpaper.getBlob()
def setAtticWindows(self, atticWindows):
self.atticWindows = CatalogItemList(atticWindows, store=Customization)
def d_setAtticWindows(self, atticWindows):
self.sendUpdate('setAtticWindows', [atticWindows])
def b_setAtticWindows(self, atticWindows):
self.setAtticWindows(atticWindows)
self.d_setAtticWindows(atticWindows)
def getAtticWindows(self):
return self.atticWindows.getBlob()
def setInteriorWindows(self, interiorWindows):
self.interiorWindows = CatalogItemList(interiorWindows, store=Customization | WindowPlacement)
def d_setInteriorWindows(self, interiorWindows):
self.sendUpdate('setInteriorWindows', [interiorWindows])
def b_setInteriorWindows(self, interiorWindows):
self.setInteriorWindows(interiorWindows)
self.d_setInteriorWindows(interiorWindows)
def getInteriorWindows(self):
return self.interiorWindows.getBlob()
def setDeletedItems(self, deletedItems):
self.deletedItems = CatalogItemList(deletedItems, store=Customization)
def d_setDeletedItems(self, deletedItems):
self.sendUpdate('setDeletedItems', [deletedItems])
def b_setDeletedItems(self, deletedItems):
self.setDeletedItems(deletedItems)
self.d_setDeletedItems(deletedItems)
def getDeletedItems(self):
return self.deletedItems.getBlob()
def setInteriorInitialized(self, initialized):
self.isInteriorInitialized = initialized
def d_setInteriorInitialized(self, initialized):
self.sendUpdate('setInteriorInitialized', [initialized])
def b_setInteriorInitialized(self, initialized):
self.setInteriorInitialized(initialized)
self.d_setInteriorInitialized(initialized)
def getInteriorInitialized(self):
return self.isInteriorInitialized
def setCannonEnabled(self, todo0):
pass
def getCannonEnabled(self):
return 0
def setHouseReady(self):
pass
def addAtticItem(self, item):
self.interior.furnitureManager.saveToHouse()
if item.getFlags() & FLTrunk:
self.atticItems.append(item)
elif item.replacesExisting() and item.hasExisting():
if item.getFlags() & FLCloset:
closets = ClosetToClothes.keys()
for itItem in self.interiorItems:
if itItem.furnitureType in closets:
posHpr = itItem.posHpr
self.interiorItems.remove(itItem)
item.posHpr = posHpr
self.interiorItems.append(item)
break
for itItem in self.atticItems:
if itItem.furnitureType in closets:
self.atticItems.remove(itItem)
self.atticItems.append(item)
break
else:
self.atticItems.append(item)
self.d_setAtticItems(self.atticItems.getBlob())
self.d_setInteriorItems(self.interiorItems.getBlob())
self.interior.furnitureManager.loadFromHouse()
def addWindow(self, item):
self.interior.furnitureManager.saveToHouse()
self.atticWindows.append(item)
self.d_setAtticWindows(self.atticWindows.getBlob())
self.interior.furnitureManager.loadFromHouse()
def addWallpaper(self, item):
self.interior.furnitureManager.saveToHouse()
self.atticWallpaper.append(item)
self.d_setAtticWallpaper(self.atticWallpaper.getBlob())
self.interior.furnitureManager.loadFromHouse()
示例6: DistributedFurnitureManagerAI
# 需要导入模块: from toontown.catalog.CatalogItemList import CatalogItemList [as 别名]
# 或者: from toontown.catalog.CatalogItemList.CatalogItemList import append [as 别名]
class DistributedFurnitureManagerAI(DistributedObjectAI):
notify = DirectNotifyGlobal.directNotify.newCategory('DistributedFurnitureManagerAI')
def __init__(self, air, house, interior):
DistributedObjectAI.__init__(self, air)
self.house = house
self.interior = interior
self.director = None
self.ownerId = house.avatarId
self.ownerName = house.name
self.avId = None
self.atticItems = None
self.atticWallpaper = None
self.wallpaper = None
self.atticWindows = None
self.windows = None
self.deletedItems = None
self.items = []
self.loadFromHouse()
def announceGenerate(self):
DistributedObjectAI.announceGenerate(self)
for item in self.items:
item.generateWithRequired(self.zoneId)
def delete(self):
for item in self.items:
item.destroy()
DistributedObjectAI.delete(self)
def loadFromHouse(self):
self.b_setAtticItems(self.house.getAtticItems())
self.b_setAtticWallpaper(self.house.getAtticWallpaper())
self.b_setAtticWindows(self.house.getAtticWindows())
self.b_setDeletedItems(self.house.getDeletedItems())
self.wallpaper = CatalogItemList(self.house.getInteriorWallpaper(), store=CatalogItem.Customization)
self.applyWallpaper()
self.windows = CatalogItemList(self.house.getInteriorWindows(), store=CatalogItem.Customization | CatalogItem.WindowPlacement)
self.applyWindows()
self.setItems(self.house.getInteriorItems())
def saveToHouse(self):
self.house.b_setAtticItems(self.getAtticItems())
self.house.b_setAtticWallpaper(self.getAtticWallpaper())
self.house.b_setAtticWindows(self.getAtticWindows())
self.house.b_setDeletedItems(self.getDeletedItems())
self.house.b_setInteriorWallpaper(self.wallpaper.getBlob())
self.house.b_setInteriorWindows(self.windows.getBlob())
self.house.b_setInteriorItems(self.getItems())
def applyWallpaper(self):
self.interior.b_setWallpaper(self.wallpaper.getBlob())
def applyWindows(self):
self.interior.b_setWindows(self.windows.getBlob())
def setItems(self, items):
items = CatalogItemList(items, store=CatalogItem.Customization | CatalogItem.Location)
for item in self.items:
item.destroy()
self.items = []
for item in items:
if item.getHashContents() in (1300, 1310, 1320, 1330, 1340, 1350):
do = DistributedBankAI(self.air, self, item)
elif 500 <= item.getHashContents() <= 518:
do = DistributedClosetAI(self.air, self, item)
do.setOwnerId(self.avId)
elif item.getHashContents() == 1399:
do = DistributedPhoneAI(self.air, self, item)
elif item.getHashContents() in (4000, 4010):
do = DistributedTrunkAI(self.air, self, item)
do.setOwnerId(self.avId)
else:
do = DistributedFurnitureItemAI(self.air, self, item)
if self.isGenerated():
do.generateWithRequired(self.zoneId)
self.items.append(do)
def getItems(self):
items = CatalogItemList(store=CatalogItem.Customization | CatalogItem.Location)
for item in self.items:
items.append(item.catalogItem)
return items.getBlob()
def setOwnerId(self, ownerId):
self.ownerId = ownerId
def d_setOwnerId(self, ownerId):
self.sendUpdate('setOwnerId', [ownerId])
def b_setOwnerId(self, ownerId):
self.setOwnerId(ownerId)
self.d_setOwnerId(ownerId)
def getOwnerId(self):
return self.ownerId
#.........这里部分代码省略.........
示例7: DistributedHouseAI
# 需要导入模块: from toontown.catalog.CatalogItemList import CatalogItemList [as 别名]
# 或者: from toontown.catalog.CatalogItemList.CatalogItemList import append [as 别名]
#.........这里部分代码省略.........
def b_setDeletedItems(self, deletedItems):
self.setDeletedItems(deletedItems)
self.d_setDeletedItems(deletedItems)
def getDeletedItems(self):
return self.deletedItems.getBlob()
def setInteriorInitialized(self, initialized):
self.isInteriorInitialized = initialized
def d_setInteriorInitialized(self, initialized):
self.sendUpdate('setInteriorInitialized', [initialized])
def b_setInteriorInitialized(self, initialized):
self.setInteriorInitialized(initialized)
self.d_setInteriorInitialized(initialized)
def getInteriorInitialized(self):
return self.isInteriorInitialized
def setCannonEnabled(self, todo0):
pass
def getCannonEnabled(self):
return 0
def setHouseReady(self):
pass
def addAtticItem(self, item):
self.interior.furnitureManager.saveToHouse()
if item.getFlags() & FLTrunk:
self.atticItems.append(item)
elif item.replacesExisting() and item.hasExisting():
if item.getFlags() & FLCloset:
closets = ClosetToClothes.keys()
for itItem in self.interiorItems:
if itItem.furnitureType in closets:
posHpr = itItem.posHpr
self.interiorItems.remove(itItem)
item.posHpr = posHpr
self.interiorItems.append(item)
break
for itItem in self.atticItems:
if itItem.furnitureType in closets:
self.atticItems.remove(itItem)
self.atticItems.append(item)
break
else:
self.atticItems.append(item)
self.d_setAtticItems(self.atticItems.getBlob())
self.d_setInteriorItems(self.interiorItems.getBlob())
self.interior.furnitureManager.loadFromHouse()
def addWindow(self, item):
self.interior.furnitureManager.saveToHouse()
self.atticWindows.append(item)
self.d_setAtticWindows(self.atticWindows.getBlob())
self.interior.furnitureManager.loadFromHouse()
def addWallpaper(self, item):
self.interior.furnitureManager.saveToHouse()
self.atticWallpaper.append(item)
self.d_setAtticWallpaper(self.atticWallpaper.getBlob())
self.interior.furnitureManager.loadFromHouse()
示例8: DistributedFurnitureManagerAI
# 需要导入模块: from toontown.catalog.CatalogItemList import CatalogItemList [as 别名]
# 或者: from toontown.catalog.CatalogItemList.CatalogItemList import append [as 别名]
class DistributedFurnitureManagerAI(DistributedObjectAI):
notify = directNotify.newCategory("DistributedFurnitureManagerAI")
def __init__(self, air, house, interior):
DistributedObjectAI.__init__(self, air)
self.house = house
self.interior = interior
self.director = None
self.ownerId = house.avatarId
self.ownerName = house.name
self.atticItems = None
self.atticWallpaper = None
self.wallpaper = None
self.atticWindows = None
self.windows = None
self.deletedItems = None
self.items = []
# Initialize the above variables:
self.loadFromHouse()
def announceGenerate(self):
DistributedObjectAI.announceGenerate(self)
for item in self.items:
item.generateWithRequired(self.zoneId)
def delete(self):
for item in self.items:
item.destroy()
DistributedObjectAI.delete(self)
def loadFromHouse(self):
self.b_setAtticItems(self.house.getAtticItems())
self.b_setAtticWallpaper(self.house.getAtticWallpaper())
self.b_setAtticWindows(self.house.getAtticWindows())
self.b_setDeletedItems(self.house.getDeletedItems())
self.wallpaper = CatalogItemList(self.house.getInteriorWallpaper(),
store=CatalogItem.Customization)
self.applyWallpaper()
self.windows = CatalogItemList(self.house.getInteriorWindows(),
store=CatalogItem.Customization |
CatalogItem.WindowPlacement)
self.applyWindows()
self.setItems(self.house.getInteriorItems())
def saveToHouse(self):
self.house.b_setAtticItems(self.getAtticItems())
self.house.b_setAtticWallpaper(self.getAtticWallpaper())
self.house.b_setAtticWindows(self.getAtticWindows())
self.house.b_setDeletedItems(self.getDeletedItems())
self.house.b_setInteriorWallpaper(self.wallpaper.getBlob())
self.house.b_setInteriorWindows(self.windows.getBlob())
self.house.b_setInteriorItems(self.getItems())
def applyWallpaper(self):
self.interior.b_setWallpaper(self.wallpaper.getBlob())
def applyWindows(self):
self.interior.b_setWindows(self.windows.getBlob())
def setItems(self, items):
# Decode the blob:
items = CatalogItemList(items, store=CatalogItem.Customization|CatalogItem.Location)
# Throw out our old items:
for item in self.items:
item.destroy()
self.items = []
items.removeDuplicates(FLCloset)
# Due to a bug, some people are missing their closets...
hasCloset = False
for item in items:
if item.getFlags() & FLCloset:
hasCloset = True
break
if not hasCloset:
item = CatalogFurnitureItem(500) # the basic closet...
item.posHpr = (0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
items.append(item)
# Since we have modified the items list, should we save it back to the house?
for item in items:
if item.getFlags() & FLTrunk:
if self.house.gender is 0:
if item.furnitureType - 4000 < 10:
item.furnitureType += 10
#.........这里部分代码省略.........