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Python ZoneUtil.isWelcomeValley方法代码示例

本文整理汇总了Python中toontown.hood.ZoneUtil.isWelcomeValley方法的典型用法代码示例。如果您正苦于以下问题:Python ZoneUtil.isWelcomeValley方法的具体用法?Python ZoneUtil.isWelcomeValley怎么用?Python ZoneUtil.isWelcomeValley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.isWelcomeValley方法的10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: updateSavedBy

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import isWelcomeValley [as 别名]
 def updateSavedBy(self, savedBy):
     if self.savedBy:
         for (avId, name, dna) in self.savedBy:
             if not ZoneUtil.isWelcomeValley(self.zoneId):
                 self.trophyMgr.removeTrophy(avId, self.numFloors)
     self.savedBy = savedBy
     if self.savedBy:
         for (avId, name, dna) in self.savedBy:
             if not ZoneUtil.isWelcomeValley(self.zoneId):
                 self.trophyMgr.addTrophy(avId, name, self.numFloors)
开发者ID:Toonerz,项目名称:TTI-Leak--From-2015-,代码行数:12,代码来源:DistributedBuildingAI.py

示例2: __showData

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import isWelcomeValley [as 别名]
 def __showData(self):
     av = self.avatar
     online = 1
     if base.cr.isFriend(self.avId):
         online = base.cr.isFriendOnline(self.avId)
     if online:
         shardName = base.cr.getShardName(av.defaultShard)
         hoodName = base.cr.hoodMgr.getFullnameFromId(av.lastHood)
         if ZoneUtil.isWelcomeValley(av.lastHood):
             shardName = '%s (%s)' % (TTLocalizer.WelcomeValley[-1], shardName)
         if self.playerInfo:
             guiButton = loader.loadModel('phase_3/models/gui/quit_button')
             self.gotoAvatarButton = DirectButton(parent=self, relief=None, image=(guiButton.find('**/QuitBtn_UP'), guiButton.find('**/QuitBtn_DN'), guiButton.find('**/QuitBtn_RLVR')), image_scale=1.1, text=TTLocalizer.AvatarShowPlayer, text_scale=0.07, text_pos=(0.0, -0.02), textMayChange=0, pos=(0.44, 0, 0.41), command=self.__showAvatar)
             text = TTLocalizer.AvatarDetailPanelOnlinePlayer % {'district': shardName,
              'location': hoodName,
              'player': self.playerInfo.playerName}
         else:
             text = TTLocalizer.AvatarDetailPanelOnline % {'district': shardName,
              'location': hoodName}
     else:
         text = TTLocalizer.AvatarDetailPanelOffline % {'last_seen': TTLocalizer.getLastSeenString(self.avatar.getLastSeen())}
     self.dataText['text'] = text
     self.__updateTrackInfo()
     self.__updateTrophyInfo()
     self.__updateLaffInfo()
     return
开发者ID:Toonerz,项目名称:Toontown-World-Online-Leaked-Source,代码行数:28,代码来源:ToonAvatarDetailPanel.py

示例3: getCurrentShardId

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import isWelcomeValley [as 别名]
    def getCurrentShardId(self):
        zoneId = self.getCurrentZoneId()

        if zoneId != None and ZoneUtil.isWelcomeValley(zoneId):
            return ToontownGlobals.WelcomeValleyToken
        else:
            return base.localAvatar.defaultShard
开发者ID:CalmBit,项目名称:ToonboxSource,代码行数:9,代码来源:ShardPage.py

示例4: __init__

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import isWelcomeValley [as 别名]
 def __init__(self, air, zoneId):
     DistributedObjectAI.DistributedObjectAI.__init__(self, air)
     SuitPlannerBase.SuitPlannerBase.__init__(self)
     self.air = air
     self.zoneId = zoneId
     self.canonicalZoneId = ZoneUtil.getCanonicalZoneId(zoneId)
     if simbase.air.wantCogdominiums:
         if not hasattr(self.__class__, 'CogdoPopAdjusted'):
             self.__class__.CogdoPopAdjusted = True
             for index in xrange(len(self.SuitHoodInfo)):
                 SuitBuildingGlobals[self.zoneId][0] = int(0.5 + self.CogdoPopFactor * SuitBuildingGlobals[self.zoneId][0])
                 SuitBuildingGlobals[self.zoneId][1] = int(0.5 + self.CogdoPopFactor * SuitBuildingGlobals[self.zoneId][1])
     self.hoodInfoIdx = -1
     for index in xrange(len(self.SuitHoodInfo)):
         currHoodInfo = self.SuitHoodInfo[index]
         if currHoodInfo[self.SUIT_HOOD_INFO_ZONE] == self.canonicalZoneId:
             self.hoodInfoIdx = index
     self.currDesired = None
     self.baseNumSuits = (
         self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_MIN] +
         self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_MAX]) / 2
     self.targetNumSuitBuildings = SuitBuildingGlobals.buildingMinMax[self.zoneId][0]
     if ZoneUtil.isWelcomeValley(self.zoneId):
         self.targetNumSuitBuildings = 0
     self.pendingBuildingTracks = []
     self.pendingBuildingHeights = []
     self.suitList = []
     self.numFlyInSuits = 0
     self.numBuildingSuits = 0
     self.numAttemptingTakeover = 0
     self.zoneInfo = {}
     self.zoneIdToPointMap = None
     self.cogHQDoors = []
     self.battleList = []
     self.battleMgr = BattleManagerAI.BattleManagerAI(self.air)
     self.setupDNA()
     if self.notify.getDebug():
         self.notify.debug('Creating a building manager AI in zone' + str(self.zoneId))
     self.buildingMgr = self.air.buildingManagers.get(self.zoneId)
     if self.buildingMgr:
         (blocks, hqBlocks, gagshopBlocks, petshopBlocks, kartshopBlocks, animBldgBlocks) = self.buildingMgr.getDNABlockLists()
         for currBlock in blocks:
             bldg = self.buildingMgr.getBuilding(currBlock)
             bldg.setSuitPlannerExt(self)
         for currBlock in animBldgBlocks:
             bldg = self.buildingMgr.getBuilding(currBlock)
             bldg.setSuitPlannerExt(self)
     self.dnaStore.resetBlockNumbers()
     self.initBuildingsAndPoints()
     numSuits = simbase.config.GetInt('suit-count', -1)
     if numSuits >= 0:
         self.currDesired = numSuits
     suitHood = simbase.config.GetInt('suits-only-in-hood', -1)
     if suitHood >= 0:
         if self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_ZONE] != suitHood:
             self.currDesired = 0
     self.suitCountAdjust = 0
开发者ID:frogtongue,项目名称:tonguefrog,代码行数:59,代码来源:DistributedSuitPlannerAI.py

示例5: countNumNeededBuildings

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import isWelcomeValley [as 别名]
 def countNumNeededBuildings(self):
     if not self.buildingMgr:
         return False
     numSuitBuildings = len(self.buildingMgr.getSuitBlocks())
     if int(random.random() * 100) < self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_BWEIGHT]:
         bmax = SuitBuildingGlobals.buildingMinMax[self.zoneId][1]
         if ZoneUtil.isWelcomeValley(self.zoneId):
             bmax = 0
         numNeeded = bmax - numSuitBuildings
     else:
         numNeeded = self.targetNumSuitBuildings - numSuitBuildings
     return numNeeded
开发者ID:frogtongue,项目名称:tonguefrog,代码行数:14,代码来源:DistributedSuitPlannerAI.py

示例6: countNumNeededBuildings

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import isWelcomeValley [as 别名]
 def countNumNeededBuildings(self):
     if not self.buildingMgr:
         return False
     numSuitBuildings = len(self.buildingMgr.getSuitBlocks())
     if (random.random() * 100) < SuitBuildingGlobals.buildingChance[self.zoneId]:
         bmax = SuitBuildingGlobals.buildingMinMax[self.zoneId][1]
         if ZoneUtil.isWelcomeValley(self.zoneId):
             bmax = 0
         numNeeded = bmax - numSuitBuildings
     else:
         numNeeded = self.targetNumSuitBuildings - numSuitBuildings
     return numNeeded
开发者ID:MasterLoopyBM,项目名称:Loopy-TTF,代码行数:14,代码来源:DistributedSuitPlannerAI.py

示例7: newAnimBuilding

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import isWelcomeValley [as 别名]
 def newAnimBuilding(self, blockNumber, blockData = None):
     return
     building = DistributedAnimBuildingAI.DistributedAnimBuildingAI(self.air, blockNumber, self.branchID, self.trophyMgr)
     building.generateWithRequired(self.branchID)
     if blockData:
         building.track = blockData.get('track', 'c')
         building.difficulty = int(blockData.get('difficulty', 1))
         building.numFloors = int(blockData.get('numFloors', 1))
         if not ZoneUtil.isWelcomeValley(building.zoneId):
             building.updateSavedBy(blockData.get('savedBy'))
         else:
             self.notify.warning('we had a cog building in welcome valley %d' % building.zoneId)
         building.becameSuitTime = blockData.get('becameSuitTime', time.time())
         if blockData['state'] == 'suit':
             building.setState('suit')
         else:
             building.setState('toon')
     else:
         building.setState('toon')
     self.__buildings[blockNumber] = building
     return building
开发者ID:Toonerz,项目名称:Toontown-World-Online-Leaked-Source,代码行数:23,代码来源:DistributedBuildingMgrAI.py

示例8: newAnimBuilding

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import isWelcomeValley [as 别名]
 def newAnimBuilding(self, blockNumber, blockData=None):
     return
     building = DistributedAnimBuildingAI.DistributedAnimBuildingAI(
         self.air, blockNumber, self.branchID, self.trophyMgr
     )
     building.generateWithRequired(self.branchID)
     if blockData:
         building.track = blockData.get("track", "c")
         building.difficulty = int(blockData.get("difficulty", 1))
         building.numFloors = int(blockData.get("numFloors", 1))
         if not ZoneUtil.isWelcomeValley(building.zoneId):
             building.updateSavedBy(blockData.get("savedBy"))
         else:
             self.notify.warning("we had a cog building in welcome valley %d" % building.zoneId)
         building.becameSuitTime = blockData.get("becameSuitTime", time.time())
         if blockData["state"] == "suit":
             building.setState("suit")
         else:
             building.setState("toon")
     else:
         building.setState("toon")
     self.__buildings[blockNumber] = building
     return building
开发者ID:ponyboy837,项目名称:SecretGitLolYoloSweg2015,代码行数:25,代码来源:DistributedBuildingMgrAI.py

示例9: newBuilding

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import isWelcomeValley [as 别名]
 def newBuilding(self, blockNumber, blockData = None):
     building = DistributedBuildingAI.DistributedBuildingAI(self.air, blockNumber, self.branchID, self.trophyMgr)
     if blockData:
         building.difficulty = int(blockData.get('difficulty', 1))
         
         _track = blockData.get('track', 'c')
         
         if _track == "x":
             _track = random.choice("cmls")
             
         _realTrack = _track
         if blockData['state'] == 'suit' and building.difficulty == 19:
             _realTrack = "x"
             
         building.track = _track
         building.realTrack = blockData.get('track', 'c')
         
         building.numFloors = int(blockData.get('numFloors', 1))
         building.numFloors = max(0, min(5, building.numFloors))
         if not ZoneUtil.isWelcomeValley(building.zoneId):
             building.updateSavedBy(blockData.get('savedBy'))
         else:
             self.notify.warning('we had a cog building in welcome valley %d' % building.zoneId)
         building.becameSuitTime = blockData.get('becameSuitTime', time.time())
         building.generateWithRequired(self.branchID)
         if blockData['state'] == 'suit':
             building.setState('suit')
         elif blockData['state'] == 'cogdo':
             building.setState('cogdo')
         else:
             building.setState('toon')
     else:
         building.generateWithRequired(self.branchID)
         building.setState('toon')
     self.__buildings[blockNumber] = building
     return building
开发者ID:vincent15k,项目名称:Toontown-House,代码行数:38,代码来源:DistributedBuildingMgrAI.py

示例10: __init__

# 需要导入模块: from toontown.hood import ZoneUtil [as 别名]
# 或者: from toontown.hood.ZoneUtil import isWelcomeValley [as 别名]
    def __init__(self, air, zoneId):
        DistributedObjectAI.DistributedObjectAI.__init__(self, air)
        SuitPlannerBase.SuitPlannerBase.__init__(self)
        self.air = air
        self.zoneId = zoneId
        self.canonicalZoneId = ZoneUtil.getCanonicalZoneId(zoneId)
        if config.GetBool("want-cogdos", False):
            if not hasattr(self.__class__, "CogdoPopAdjusted"):
                self.__class__.CogdoPopAdjusted = True
                for index in xrange(len(self.SuitHoodInfo)):
                    hoodInfo = self.SuitHoodInfo[index]
                    hoodInfo[self.SUIT_HOOD_INFO_BMIN] = int(
                        0.5 + self.CogdoPopFactor * hoodInfo[self.SUIT_HOOD_INFO_BMIN]
                    )
                    hoodInfo[self.SUIT_HOOD_INFO_BMAX] = int(
                        0.5 + self.CogdoPopFactor * hoodInfo[self.SUIT_HOOD_INFO_BMAX]
                    )

        self.hoodInfoIdx = -1
        for index in range(len(self.SuitHoodInfo)):
            currHoodInfo = self.SuitHoodInfo[index]
            if currHoodInfo[self.SUIT_HOOD_INFO_ZONE] == self.canonicalZoneId:
                self.hoodInfoIdx = index

        self.currDesired = None
        self.baseNumSuits = (
            self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_MIN]
            + self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_MAX]
        ) / 2
        self.targetNumSuitBuildings = self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_BMIN]
        if ZoneUtil.isWelcomeValley(self.zoneId):
            self.targetNumSuitBuildings = 0
        self.pendingBuildingTracks = []
        self.pendingBuildingHeights = []
        self.suitList = []
        self.numFlyInSuits = 0
        self.numBuildingSuits = 0
        self.numAttemptingTakeover = 0
        self.zoneInfo = {}
        self.zoneIdToPointMap = None
        self.cogHQDoors = []
        self.battleList = []
        self.battleMgr = BattleManagerAI.BattleManagerAI(self.air)
        self.setupDNA()
        if self.notify.getDebug():
            self.notify.debug("Creating a building manager AI in zone" + str(self.zoneId))
        self.buildingMgr = self.air.buildingManagers.get(self.zoneId)
        if self.buildingMgr:
            blocks, hqBlocks, gagshopBlocks, petshopBlocks, kartshopBlocks, animBldgBlocks = (
                self.buildingMgr.getDNABlockLists()
            )
            for currBlock in blocks:
                bldg = self.buildingMgr.getBuilding(currBlock)
                bldg.setSuitPlannerExt(self)

            for currBlock in animBldgBlocks:
                bldg = self.buildingMgr.getBuilding(currBlock)
                bldg.setSuitPlannerExt(self)

        self.initBuildingsAndPoints()
        numSuits = config.GetInt("suit-count", -1)
        if numSuits >= 0:
            self.currDesired = numSuits
        suitHood = config.GetInt("suits-only-in-hood", -1)
        if suitHood >= 0:
            if self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_ZONE] != suitHood:
                self.currDesired = 0
        self.suitCountAdjust = 0
        self.air.suitPlanners[zoneId] = self
        return
开发者ID:Toonerz,项目名称:Toontown-World-Online-Leaked-Source,代码行数:72,代码来源:DistributedSuitPlannerAI.py


注:本文中的toontown.hood.ZoneUtil.isWelcomeValley方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。