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Python ZoneUtil.getBranchZone方法代码示例

本文整理汇总了Python中toontown.hood.ZoneUtil.getBranchZone方法的典型用法代码示例。如果您正苦于以下问题:Python ZoneUtil.getBranchZone方法的具体用法?Python ZoneUtil.getBranchZone怎么用?Python ZoneUtil.getBranchZone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toontown.hood.ZoneUtil的用法示例。


在下文中一共展示了ZoneUtil.getBranchZone方法的15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: recoverItems

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import getBranchZone [as 别名]
    def recoverItems(self, av, suitsKilled, taskZoneId):
        # Get the avatars current quests.
        avQuests = av.getQuests()
        questList = []
        recoveredItems = []
        unrecoveredItems = []
        taskZoneId = ZoneUtil.getBranchZone(taskZoneId)

        # Iterate through the avatars current quests.
        for i in xrange(0, len(avQuests), 5):
            questDesc = avQuests[i : i + 5]
            questClass = Quests.getQuest(questDesc[QuestIdIndex])
            if questClass.getCompletionStatus(av, questDesc) == Quests.INCOMPLETE:
                if isinstance(questClass, Quests.CogQuest):
                    for suit in suitsKilled:
                        if questClass.doesCogCount(av.doId, suit, taskZoneId, suit['activeToons']):
                            questDesc[QuestProgressIndex] += 1
                elif isinstance(questClass, Quests.RecoverItemQuest):
                    if questClass.getHolder() != Quests.AnyFish:
                        for suit in suitsKilled:
                            if questClass.doesCogCount(av.doId, suit, taskZoneId, suit['activeToons']):
                                baseChance = questClass.getPercentChance()
                                amountRemaining = questClass.getNumItems() - questDesc[QuestProgressIndex]
                                chance = Quests.calcRecoverChance(amountRemaining, baseChance)
                                if chance >= baseChance:
                                    questDesc[QuestProgressIndex] += 1
                                    recoveredItems.append(questClass.getItem())
                                else:
                                    unrecoveredItems.append(questClass.getItem())
            questList.append(questDesc)

        av.b_setQuests(questList)
        return (recoveredItems, unrecoveredItems)
开发者ID:Toontown-Electrified,项目名称:src-feature-the-experiment,代码行数:35,代码来源:QuestManagerAI.py

示例2: recoverItems

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import getBranchZone [as 别名]
 def recoverItems(self, toon, suitsKilled, taskZoneId):
     flattenedQuests = toon.getQuests()
     questList = [] #unflattened
     recoveredItems = []
     unrecoveredItems = []
     taskZoneId = ZoneUtil.getBranchZone(taskZoneId)
     for i in xrange(0, len(flattenedQuests), 5):
         questDesc = flattenedQuests[i : i + 5]
         questClass = Quests.getQuest(questDesc[0])
         if questClass.getCompletionStatus(toon, questDesc) == Quests.INCOMPLETE:
             if isinstance(questClass, Quests.CogQuest):
                 for suit in suitsKilled:
                     if questClass.doesCogCount(toon.doId, suit, taskZoneId, suit['activeToons']):
                         questDesc[4] += 1
             elif isinstance(questClass, Quests.RecoverItemQuest):
                 if questClass.getHolder() != Quests.AnyFish:
                     for suit in suitsKilled:
                         if questClass.doesCogCount(toon.doId, suit, taskZoneId, suit['activeToons']):
                             minchance = questClass.getPercentChance()
                             import random
                             chance = random.randint(minchance - 40, 100)
                             if chance <= minchance:
                                 questDesc[4] += 1
                                 recoveredItems.append(questClass.getItem())
                             else:
                                 unrecoveredItems.append(questClass.getItem())
         questList.append(questDesc)
     toon.b_setQuests(questList)
     return (recoveredItems, unrecoveredItems)
开发者ID:InvisbleMario,项目名称:Toontown-Community,代码行数:31,代码来源:QuestManagerAI.py

示例3: begin

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import getBranchZone [as 别名]
 def begin(self, range, label, gui, tipCategory, zoneId):
     self.waitBar['range'] = range
     self.title['text'] = label
     loadingScreenTex = self.zone2picture.get(ZoneUtil.getBranchZone(zoneId), self.defaultTex)
     self.background = loader.loadTexture(loadingScreenTex)
     self.__count = 0
     self.__expectedCount = range
     if gui:
         if base.localAvatarStyle:
             from toontown.toon import Toon
             self.toon = Toon.Toon()
             self.toon.setDNA(base.localAvatarStyle)
             self.toon.loop('bored', fromFrame=135, toFrame=135)
             self.toon.getGeomNode().setDepthWrite(1)
             self.toon.getGeomNode().setDepthTest(1)
             self.toon.setHpr(205, 0, 0)
             self.toon.setScale(0.18)
             self.toon.setPos(base.a2dBottomRight.getX()/1.25, 0, -0.034)
             self.toon.reparentTo(self.waitBar)
             self.waitBar['frameSize'] = (base.a2dLeft+(base.a2dRight/8.15), base.a2dRight-(base.a2dRight/2.57), -0.03, 0.03)
         self.title.reparentTo(base.a2dpBottomLeft, LOADING_SCREEN_SORT_INDEX)
         self.title.setPos(0.24, 0, 0.23)
         self.gui.setPos(0, -0.1, 0)
         self.gui.reparentTo(aspect2d, LOADING_SCREEN_SORT_INDEX)
         self.gui.setTexture(self.background, 1)
         if loadingScreenTex == self.defaultTex:
             self.logo.reparentTo(base.a2dpTopCenter, LOADING_SCREEN_SORT_INDEX)
     else:
         self.title.reparentTo(base.a2dpBottomLeft, LOADING_SCREEN_SORT_INDEX)
         self.gui.reparentTo(hidden)
         self.logo.reparentTo(hidden)
     self.waitBar.reparentTo(base.a2dpBottomCenter, LOADING_SCREEN_SORT_INDEX)
     self.waitBar.update(self.__count)
开发者ID:CalmBit,项目名称:ToonboxSource,代码行数:35,代码来源:ToontownLoadingScreen.py

示例4: enter

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import getBranchZone [as 别名]
    def enter(self, requestStatus, visibilityFlag = 1, arrowsOn = 1):
        teleportDebug(requestStatus, 'Street.enter(%s)' % (requestStatus,))
        self._ttfToken = None
        self.fsm.enterInitialState()
        base.playMusic(self.loader.music, looping=1, volume=0.8)
        self.loader.geom.reparentTo(render)
        if visibilityFlag:
            self.visibilityOn()
        base.localAvatar.setGeom(self.loader.geom)
        base.localAvatar.setOnLevelGround(1)
        self._telemLimiter = TLGatherAllAvs('Street', RotationLimitToH)
        NametagGlobals.setMasterArrowsOn(arrowsOn)
        self.zone = ZoneUtil.getBranchZone(requestStatus['zoneId'])

        def __lightDecorationOn__():
            geom = base.cr.playGame.getPlace().loader.geom
            self.halloweenLights = geom.findAllMatches('**/*light*')
            self.halloweenLights += geom.findAllMatches('**/*lamp*')
            self.halloweenLights += geom.findAllMatches('**/prop_snow_tree*')
            for light in self.halloweenLights:
                light.setColorScaleOff(1)

        if base.cr.newsManager.isHolidayRunning(ToontownGlobals.HALLOWEEN) and self.loader.hood.spookySkyFile:
            lightsOff = Sequence(LerpColorScaleInterval(base.cr.playGame.hood.loader.geom, 0.1, Vec4(0.55, 0.55, 0.65, 1)), Func(self.loader.hood.startSpookySky))
            lightsOff.start()
        else:
            self.loader.hood.startSky()
            lightsOn = LerpColorScaleInterval(base.cr.playGame.hood.loader.geom, 0.1, Vec4(1, 1, 1, 1))
            lightsOn.start()
        self.accept('doorDoneEvent', self.handleDoorDoneEvent)
        self.accept('DistributedDoor_doorTrigger', self.handleDoorTrigger)
        self.enterZone(requestStatus['zoneId'])
        self.tunnelOriginList = base.cr.hoodMgr.addLinkTunnelHooks(self, self.loader.nodeList)
        self.fsm.request(requestStatus['how'], [requestStatus])
开发者ID:BmanGames,项目名称:ToontownStride,代码行数:36,代码来源:Street.py

示例5: enter

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import getBranchZone [as 别名]
    def enter(self, requestStatus):
        CogHQExterior.CogHQExterior.enter(self, requestStatus)

        for train in self.trains:
            train.show()

        # Load the CogHQ DNA file:
        dnaStore = DNAStorage()
        dnaFileName = self.genDNAFileName(self.zoneId)
        loadDNAFileAI(dnaStore, dnaFileName)

        # Collect all of the vis group zone IDs:
        self.zoneVisDict = {}
        for i in xrange(dnaStore.getNumDNAVisGroupsAI()):
            groupFullName = dnaStore.getDNAVisGroupName(i)
            visGroup = dnaStore.getDNAVisGroupAI(i)
            visZoneId = int(base.cr.hoodMgr.extractGroupName(groupFullName))
            visZoneId = ZoneUtil.getTrueZoneId(visZoneId, self.zoneId)
            visibles = []
            for i in xrange(visGroup.getNumVisibles()):
                visibles.append(int(visGroup.getVisible(i)))
            visibles.append(ZoneUtil.getBranchZone(visZoneId))
            self.zoneVisDict[visZoneId] = visibles

        # Next, we want interest in all vis groups due to this being a Cog HQ:
        base.cr.sendSetZoneMsg(self.zoneId, self.zoneVisDict.values()[0])
开发者ID:Teku16,项目名称:Toontown-Crystal-Master,代码行数:28,代码来源:CashbotHQExterior.py

示例6: spawn

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import getBranchZone [as 别名]
def spawn(air, zone, element, match):
    if zone % 1000 != 0:
        # This should hopefully create the Fishermen NPCs on streets.
        NPCToons.createNpcsInZone(air, zone)
    pond = DistributedFishingPondAI(air)
    area = ZoneUtil.getBranchZone(zone)
    pond.setArea(area)
    pond.generateWithRequired(zone)
    bingoMgr = DistributedPondBingoManagerAI(air)
    bingoMgr.setPondDoId(pond.getDoId())
    bingoMgr.generateWithRequired(zone)
    pond.bingoMgr = bingoMgr
    pond.bingoMgr.createGame()
    simbase.air.fishManager.ponds[zone] = pond
    
    for i in range(FishingTargetGlobals.getNumTargets(area)):
                target = DistributedFishingTargetAI(simbase.air)
                target.setPondDoId(pond.getDoId())
                target.generateWithRequired(zone)
    for child in element.children:
        if isinstance(child, DNAProp) and 'fishing_spot' in child.code:
            spot = DistributedFishingSpotAI(air)
            spot.setPondDoId(pond.getDoId())
            x, y, z = child.getPos()
            h, p, r = child.getHpr()
            spot.setPosHpr(x, y, z, h, p, r)
            spot.generateWithRequired(zone)
开发者ID:Toonerz,项目名称:Toontown-World-Online-Leaked-Source,代码行数:29,代码来源:DistributedFishingPondAI.py

示例7: knockKnockTrack

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import getBranchZone [as 别名]
 def knockKnockTrack(self, avatar, duration):
     if avatar == None:
         return
     self.rimshot = base.loadSfx('phase_5/audio/sfx/AA_heal_telljoke.ogg')
     self.knockSfx = base.loadSfx('phase_5/audio/sfx/GUI_knock_3.ogg')
     joke = KnockKnockJokes[self.propId % len(KnockKnockJokes)]
     place = base.cr.playGame.getPlace()
     doorName = TTLocalizer.DoorNametag
     if place:
         zone = place.getZoneId()
         branch = ZoneUtil.getBranchZone(zone)
     self.nametag = None
     self.nametagNP = None
     doorNP = render.find('**/KnockKnockDoorSphere_' + str(self.propId) + ';+s')
     if doorNP.isEmpty():
         self.notify.warning('Could not find KnockKnockDoorSphere_%s' % self.propId)
         return
     self.nametag = NametagGroup()
     self.nametag.setAvatar(doorNP)
     self.nametag.setFont(ToontownGlobals.getToonFont())
     self.nametag.setName(doorName)
     self.nametag.setActive(0)
     self.nametag.manage(base.marginManager)
     self.nametag.getNametag3d().setBillboardOffset(4)
     nametagNode = self.nametag.getNametag3d()
     self.nametagNP = render.attachNewNode(nametagNode)
     self.nametagNP.setName('knockKnockDoor_nt_' + str(self.propId))
     pos = doorNP.node().getSolid(0).getCenter()
     self.nametagNP.setPos(pos + Vec3(0, 0, avatar.getHeight() + 2))
     d = duration * 0.125
     track = Sequence(Parallel(Sequence(Wait(d * 0.5), SoundInterval(self.knockSfx)), Func(self.nametag.setChat, TTLocalizer.DoorKnockKnock, CFSpeech), Wait(d)), Func(avatar.setChatAbsolute, TTLocalizer.DoorWhosThere, CFSpeech | CFTimeout, openEnded=0), Wait(d), Func(self.nametag.setChat, joke[0], CFSpeech), Wait(d), Func(avatar.setChatAbsolute, joke[0] + TTLocalizer.DoorWhoAppendix, CFSpeech | CFTimeout, openEnded=0), Wait(d), Func(self.nametag.setChat, joke[1], CFSpeech), Parallel(SoundInterval(self.rimshot, startTime=2.0), Wait(d * 4)), Func(self.cleanupTrack))
     track.delayDelete = DelayDelete.DelayDelete(avatar, 'knockKnockTrack')
     return track
开发者ID:gamerdave54321,项目名称:Toontown-House-Code,代码行数:35,代码来源:DistributedKnockKnockDoor.py

示例8: handleToonInteriorDone

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import getBranchZone [as 别名]
 def handleToonInteriorDone(self):
     status = self.place.doneStatus
     if ZoneUtil.getBranchZone(status['zoneId']) == self.hood.hoodId and status['shardId'] == None:
         self.fsm.request('quietZone', [status])
     else:
         self.doneStatus = status
         messenger.send(self.doneEvent)
     return
开发者ID:nate97,项目名称:src,代码行数:10,代码来源:SafeZoneLoader.py

示例9: streetDone

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import getBranchZone [as 别名]
 def streetDone(self):
     self.requestStatus = self.place.doneStatus
     status = self.place.doneStatus
     if status['loader'] == 'townLoader' and ZoneUtil.getBranchZone(status['zoneId']) == self.branchZone and status['shardId'] == None:
         self.fsm.request('quietZone', [status])
     else:
         self.doneStatus = status
         messenger.send(self.doneEvent)
     return
开发者ID:ToontownModder101,项目名称:Toontown-Offline-Squirting-Flower-Modded-,代码行数:11,代码来源:TownLoader.py

示例10: handlePlaygroundDone

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import getBranchZone [as 别名]
 def handlePlaygroundDone(self):
     status = self.place.doneStatus
     if self.enteringARace(status) and status.get('shardId') == None:
         zoneId = status['zoneId']
         self.fsm.request('quietZone', [status])
     elif ZoneUtil.getBranchZone(status['zoneId']) == self.hood.hoodId and status['shardId'] == None:
         self.fsm.request('quietZone', [status])
     else:
         self.doneStatus = status
         messenger.send(self.doneEvent)
开发者ID:BmanGames,项目名称:ToontownStride,代码行数:12,代码来源:GSSafeZoneLoader.py

示例11: makeDictionaries

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import getBranchZone [as 别名]
    def makeDictionaries(self, dnaStore):
        self.nodeDict = {}
        self.zoneDict = {}
        self.zoneVisDict = {}
        self.nodeList = []
        self.fadeInDict = {}
        self.fadeOutDict = {}
        a1 = Vec4(1, 1, 1, 1)
        a0 = Vec4(1, 1, 1, 0)
        numVisGroups = dnaStore.getNumDNAVisGroupsAI()
        for i in xrange(numVisGroups):
            groupFullName = dnaStore.getDNAVisGroupName(i)
            visGroup = dnaStore.getDNAVisGroupAI(i)
            groupName = base.cr.hoodMgr.extractGroupName(groupFullName)
            zoneId = int(groupName)
            zoneId = ZoneUtil.getTrueZoneId(zoneId, self.zoneId)
            groupNode = self.geom.find('**/' + groupFullName)
            if groupNode.isEmpty():
                self.notify.error('Could not find visgroup')
            else:
                if ':' in groupName:
                    groupName = '%s%s' % (zoneId, groupName[groupName.index(':'):])
                else:
                    groupName = '%s' % zoneId
                groupNode.setName(groupName)
            groupNode.flattenMedium()
            self.nodeDict[zoneId] = []
            self.nodeList.append(groupNode)
            self.zoneDict[zoneId] = groupNode
            visibles = []
            for i in xrange(visGroup.getNumVisibles()):
                visibles.append(int(visGroup.visibles[i]))
            visibles.append(ZoneUtil.getBranchZone(zoneId))
            self.zoneVisDict[zoneId] = visibles
            fadeDuration = 0.5
            self.fadeOutDict[groupNode] = Sequence(Func(groupNode.setTransparency, 1), LerpColorScaleInterval(groupNode, fadeDuration, a0, startColorScale=a1), Func(groupNode.clearColorScale), Func(groupNode.clearTransparency), Func(groupNode.stash), name='fadeZone-' + str(zoneId), autoPause=1)
            self.fadeInDict[groupNode] = Sequence(Func(groupNode.unstash), Func(groupNode.setTransparency, 1), LerpColorScaleInterval(groupNode, fadeDuration, a1, startColorScale=a0), Func(groupNode.clearColorScale), Func(groupNode.clearTransparency), name='fadeZone-' + str(zoneId), autoPause=1)

        for i in xrange(numVisGroups):
            groupFullName = dnaStore.getDNAVisGroupName(i)
            zoneId = int(base.cr.hoodMgr.extractGroupName(groupFullName))
            zoneId = ZoneUtil.getTrueZoneId(zoneId, self.zoneId)
            for j in xrange(dnaStore.getNumVisiblesInDNAVisGroup(i)):
                visName = dnaStore.getVisibleName(i, j)
                groupName = base.cr.hoodMgr.extractGroupName(visName)
                nextZoneId = int(groupName)
                nextZoneId = ZoneUtil.getTrueZoneId(nextZoneId, self.zoneId)
                visNode = self.zoneDict[nextZoneId]
                self.nodeDict[zoneId].append(visNode)

        self.hood.dnaStore.resetPlaceNodes()
        self.hood.dnaStore.resetDNAGroups()
        self.hood.dnaStore.resetDNAVisGroups()
        self.hood.dnaStore.resetDNAVisGroupsAI()
开发者ID:plmkoplmko,项目名称:src,代码行数:56,代码来源:TownLoader.py

示例12: handlePlaygroundDone

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import getBranchZone [as 别名]
 def handlePlaygroundDone(self):
     status = self.place.doneStatus
     teleportDebug(status, 'handlePlaygroundDone, doneStatus=%s' % (status,))
     if ZoneUtil.getBranchZone(status['zoneId']) == self.hood.hoodId and status['shardId'] == None:
         teleportDebug(status, 'same branch')
         self.fsm.request('quietZone', [status])
     else:
         self.doneStatus = status
         teleportDebug(status, 'different hood')
         messenger.send(self.doneEvent)
     return
开发者ID:nate97,项目名称:src,代码行数:13,代码来源:SafeZoneLoader.py

示例13: handlePlaygroundDone

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import getBranchZone [as 别名]
 def handlePlaygroundDone(self):
     status = self.place.doneStatus
     if self.enteringAGolfCourse(status) and status.get("shardId") == None:
         zoneId = status["zoneId"]
         self.fsm.request("quietZone", [status])
     elif ZoneUtil.getBranchZone(status["zoneId"]) == self.hood.hoodId and status["shardId"] == None:
         self.fsm.request("quietZone", [status])
     else:
         self.doneStatus = status
         messenger.send(self.doneEvent)
     return
开发者ID:lolman8776,项目名称:ToontownInfinite,代码行数:13,代码来源:GZSafeZoneLoader.py

示例14: load

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import getBranchZone [as 别名]
 def load(self, zoneId):
     self.zoneId = zoneId
     self.parentFSMState.addChild(self.fsm)
     self.loadBattleAnims()
     self.branchZone = ZoneUtil.getBranchZone(zoneId)
     self.canonicalBranchZone = ZoneUtil.getCanonicalBranchZone(zoneId)
     self.music = base.loadMusic(self.musicFile)
     self.activityMusic = base.loadMusic(self.activityMusicFile)
     self.battleMusic = base.loadMusic('phase_3.5/audio/bgm/encntr_general_bg.ogg')
     self.townBattle = TownBattle.TownBattle(self.townBattleDoneEvent)
     self.townBattle.load()
开发者ID:ToontownModder101,项目名称:Toontown-Offline-Squirting-Flower-Modded-,代码行数:13,代码来源:TownLoader.py

示例15: recoverItems

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import getBranchZone [as 别名]
    def recoverItems(self, av, suitsKilled, taskZoneId):
        # Get the avatars current quests.
        avQuests = av.getQuests()
        questList = []
        recoveredItems = []
        unrecoveredItems = []
        taskZoneId = ZoneUtil.getBranchZone(taskZoneId)

        # Iterate through the avatars current quests.
        for i in xrange(0, len(avQuests), 5):
            questDesc = avQuests[i : i + 5]
            questClass = Quests.getQuest(questDesc[QuestIdIndex])

            # Check if the Quest isnt already complete
            if questClass.getCompletionStatus(av, questDesc) == Quests.INCOMPLETE:

                # Check if we are dealing with a RecoverItemQuest
                if isinstance(questClass, Quests.RecoverItemQuest):

                    # Iterate through all the Cogs that were killed in the battle
                    for suit in suitsKilled:

                        # Because the RecoveItemQuest class doesn't have a
                        # function to see if a Cog counts. We need to manually
                        # check if the Cog is valid for the Quest
                        if (questClass.getHolder() == Quests.Any) or \
                            (questClass.getHolderType() == 'type' and \
                            questClass.getHolder() == suit['type']) or \
                            (questClass.getHolderType() == 'track' and \
                            questClass.getHolder() == suit['track']) or \
                            (questClass.getHolderType() == 'level' and \
                            questClass.getHolder() <= suit['level']):

                            # It looks like the Cog was valid. Lets see if they
                            # found what they were looking for.
                            baseChance = questClass.getPercentChance()
                            amountRemaining = questClass.getNumItems() - questDesc[QuestProgressIndex]
                            chance = Quests.calcRecoverChance(amountRemaining, baseChance)

                            # They found it! Give them their reward!
                            if chance >= baseChance:
                                questDesc[QuestProgressIndex] += 1
                                recoveredItems.append(questClass.getItem())

                            # Better luck next time :(
                            else:
                                unrecoveredItems.append(questClass.getItem())

            questList.append(questDesc)

        av.b_setQuests(questList)

        return (recoveredItems, unrecoveredItems)
开发者ID:Teku16,项目名称:Toontown-Crystal-Master,代码行数:55,代码来源:QuestManagerAI.py


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