本文整理汇总了Python中toontown.toon.NPCToons.createNpcsInZone方法的典型用法代码示例。如果您正苦于以下问题:Python NPCToons.createNpcsInZone方法的具体用法?Python NPCToons.createNpcsInZone怎么用?Python NPCToons.createNpcsInZone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.toon.NPCToons
的用法示例。
在下文中一共展示了NPCToons.createNpcsInZone方法的14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: createZone
# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
def createZone(self):
HoodAI.createZone(self)
self.air.dnaStoreMap[self.HOOD] = self.air.loadDNA(self.air.genDNAFileName(self.HOOD)).generateData()
self.createTrolley()
self.createTreasurePlanner()
self.buildingMgr = DistributedBuildingMgrAI(self.air, self.HOOD, self.air.dnaStoreMap[self.HOOD], self.air.trophyMgr)
NPCToons.createNpcsInZone(self.air, self.HOOD)
示例2: spawn
# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [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)
示例3: createFishingPonds
# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
def createFishingPonds(self):
self.fishingPonds = []
fishingPondGroups = []
for zoneId in self.getZoneTable():
dnaData = self.air.dnaDataMap.get(zoneId, None)
if dnaData.getName() == 'root':
area = ZoneUtil.getCanonicalZoneId(zoneId)
(foundFishingPonds, foundFishingPondGroups) = self.findFishingPonds(dnaData, zoneId, area)
self.fishingPonds.extend(foundFishingPonds)
fishingPondGroups.extend(foundFishingPondGroups)
for fishingPond in self.fishingPonds:
NPCToons.createNpcsInZone(self.air, fishingPond.zoneId)
fishingSpots = []
for (dnaGroup, fishingPond) in zip(fishingPondGroups, self.fishingPonds):
fishingSpots.extend(self.findFishingSpots(dnaGroup, fishingPond))
示例4: createFishingPonds
# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
def createFishingPonds(self):
self.fishingPonds = []
fishingPondGroups = []
for zone in self.air.zoneTable[self.canonicalHoodId]:
zoneId = ZoneUtil.getTrueZoneId(zone[0], self.zoneId)
dnaData = self.air.dnaDataMap.get(zone[0], None)
if isinstance(dnaData, DNAData):
area = ZoneUtil.getCanonicalZoneId(zoneId)
foundFishingPonds, foundFishingPondGroups = self.air.findFishingPonds(dnaData, zoneId, area)
self.fishingPonds += foundFishingPonds
fishingPondGroups += foundFishingPondGroups
for distObj in self.fishingPonds:
self.addDistObj(distObj)
npcs = NPCToons.createNpcsInZone(self.air, distObj.zoneId)
for npc in npcs:
self.addDistObj(npc)
fishingSpots = []
for dnaGroup, distPond in zip(fishingPondGroups, self.fishingPonds):
fishingSpots += self.air.findFishingSpots(dnaGroup, distPond)
for distObj in fishingSpots:
self.addDistObj(distObj)
return
示例5: setup
# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
def setup(self, blockNumber):
self.kartShopInterior = DistributedKartShopInteriorAI(
blockNumber, self.air, self.interiorZone)
self.kartShopInterior.generateWithRequired(self.interiorZone)
self.npcs = NPCToons.createNpcsInZone(self.air, self.interiorZone)
self.outsideDoor0 = DistributedDoorAI(
self.air, blockNumber, DoorTypes.EXT_KS, doorIndex=1)
self.outsideDoor1 = DistributedDoorAI(
self.air, blockNumber, DoorTypes.EXT_KS, doorIndex=2)
self.insideDoor0 = DistributedDoorAI(
self.air, blockNumber, DoorTypes.INT_KS, doorIndex=1)
self.insideDoor1 = DistributedDoorAI(
self.air, blockNumber, DoorTypes.INT_KS, doorIndex=2)
self.outsideDoor0.setOtherDoor(self.insideDoor0)
self.outsideDoor1.setOtherDoor(self.insideDoor1)
self.insideDoor0.setOtherDoor(self.outsideDoor0)
self.insideDoor1.setOtherDoor(self.outsideDoor1)
self.outsideDoor0.zoneId = self.exteriorZone
self.outsideDoor1.zoneId = self.exteriorZone
self.insideDoor0.zoneId = self.interiorZone
self.insideDoor1.zoneId = self.interiorZone
self.outsideDoor0.generateWithRequired(self.exteriorZone)
self.outsideDoor1.generateWithRequired(self.exteriorZone)
self.insideDoor0.generateWithRequired(self.interiorZone)
self.insideDoor1.generateWithRequired(self.interiorZone)
self.outsideDoor0.sendUpdate('setDoorIndex', [self.outsideDoor0.getDoorIndex()])
self.outsideDoor1.sendUpdate('setDoorIndex', [self.outsideDoor1.getDoorIndex()])
self.insideDoor0.sendUpdate('setDoorIndex', [self.insideDoor0.getDoorIndex()])
self.insideDoor1.sendUpdate('setDoorIndex', [self.insideDoor1.getDoorIndex()])
示例6: setup
# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
def setup(self, blockNumber):
self.interior = DistributedHQInteriorAI.DistributedHQInteriorAI(
blockNumber, self.air, self.interiorZone)
self.interior.generateWithRequired(self.interiorZone)
self.npcs = NPCToons.createNpcsInZone(self.air, self.interiorZone)
door0 = DistributedDoorAI.DistributedDoorAI(
self.air, blockNumber, DoorTypes.EXT_HQ, doorIndex=0)
door1 = DistributedDoorAI.DistributedDoorAI(
self.air, blockNumber, DoorTypes.EXT_HQ, doorIndex=1)
insideDoor0 = DistributedDoorAI.DistributedDoorAI(
self.air, blockNumber, DoorTypes.INT_HQ, doorIndex=0)
insideDoor1 = DistributedDoorAI.DistributedDoorAI(
self.air, blockNumber, DoorTypes.INT_HQ, doorIndex=1)
door0.setOtherDoor(insideDoor0)
insideDoor0.setOtherDoor(door0)
door1.setOtherDoor(insideDoor1)
insideDoor1.setOtherDoor(door1)
door0.zoneId = self.exteriorZone
door1.zoneId = self.exteriorZone
insideDoor0.zoneId = self.interiorZone
insideDoor1.zoneId = self.interiorZone
door0.generateWithRequired(self.exteriorZone)
door1.generateWithRequired(self.exteriorZone)
door0.sendUpdate('setDoorIndex', [door0.getDoorIndex()])
door1.sendUpdate('setDoorIndex', [door1.getDoorIndex()])
insideDoor0.generateWithRequired(self.interiorZone)
insideDoor1.generateWithRequired(self.interiorZone)
insideDoor0.sendUpdate('setDoorIndex', [insideDoor0.getDoorIndex()])
insideDoor1.sendUpdate('setDoorIndex', [insideDoor1.getDoorIndex()])
self.door0 = door0
self.door1 = door1
self.insideDoor0 = insideDoor0
self.insideDoor1 = insideDoor1
示例7: startup
# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
def startup(self):
self.createLobbyManager()
self.createLobbyElevator()
self.extDoor = self.makeCogHQDoor(self.lobbyZoneId, 0, 0, self.lobbyFADoorCode)
if simbase.config.GetBool('want-boarding-groups', True):
self.createBoardingParty()
self.npcs = NPCToons.createNpcsInZone(self.air, self.zoneId)
示例8: __init__
# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
def __init__(self, block, air, zoneId, building):
DistributedObjectAI.DistributedObjectAI.__init__(self, air)
self.block = block
self.zoneId = zoneId
self.building = building
self.npcs = NPCToons.createNpcsInZone(air, zoneId)
self.fsm = ClassicFSM.ClassicFSM('DistributedToonInteriorAI', [State.State('toon', self.enterToon, self.exitToon, ['beingTakenOver']), State.State('beingTakenOver', self.enterBeingTakenOver, self.exitBeingTakenOver, []), State.State('off', self.enterOff, self.exitOff, [])], 'toon', 'off')
self.fsm.enterInitialState()
示例9: createFishingPonds
# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
def createFishingPonds(self):
self.fishingPonds = []
fishingPondGroups = []
for zoneId in self.getZoneTable():
dnaData = self.air.dnaDataMap.get(zoneId, None)
zoneId = ZoneUtil.getTrueZoneId(zoneId, self.zoneId)
if dnaData.getName() == 'root':
area = ZoneUtil.getCanonicalZoneId(zoneId)
(foundFishingPonds, foundFishingPondGroups) = self.findFishingPonds(dnaData, zoneId, area)
self.fishingPonds.extend(foundFishingPonds)
fishingPondGroups.extend(foundFishingPondGroups)
for fishingPond in self.fishingPonds:
NPCToons.createNpcsInZone(self.air, fishingPond.zoneId)
fishingSpots = []
for (dnaGroup, fishingPond) in zip(fishingPondGroups, self.fishingPonds):
fishingSpots.extend(self.findFishingSpots(dnaGroup, fishingPond))
for fishingPond in self.fishingPonds:
fishingPond.bingoMgr = DistributedPondBingoManagerAI(self.air)
fishingPond.bingoMgr.setPondDoId(fishingPond.doId)
fishingPond.bingoMgr.generateWithRequired(self.zoneId)
示例10: __init__
# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
def __init__(self, block, air, zoneId, building):
DistributedObjectAI.DistributedObjectAI.__init__(self, air)
self.block = block
self.zoneId = zoneId
self.building = building
self.npcs = NPCToons.createNpcsInZone(air, zoneId)
self.fsm = ClassicFSM.ClassicFSM('DistributedToonInteriorAI', [State.State('toon', self.enterToon, self.exitToon, ['beingTakenOver']), State.State('beingTakenOver', self.enterBeingTakenOver, self.exitBeingTakenOver, []), State.State('off', self.enterOff, self.exitOff, [])], 'toon', 'off')
self.fsm.enterInitialState()
if config.GetBool('want-toonhall-cats', False):
if self.zoneId == 2513:
from toontown.ai.DistributedBlackCatMgrAI import DistributedBlackCatMgrAI
self.blackCatMgr = DistributedBlackCatMgrAI(air)
self.blackCatMgr.generateWithRequired(self.zoneId)
示例11: setup
# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
def setup(self, blockNumber):
self.interior = DistributedGagshopInteriorAI.DistributedGagshopInteriorAI(blockNumber, self.air, self.interiorZone)
self.npcs = NPCToons.createNpcsInZone(self.air, self.interiorZone)
self.interior.generateWithRequired(self.interiorZone)
door = DistributedDoorAI.DistributedDoorAI(self.air, blockNumber, DoorTypes.EXT_STANDARD)
insideDoor = DistributedDoorAI.DistributedDoorAI(self.air, blockNumber, DoorTypes.INT_STANDARD)
door.setOtherDoor(insideDoor)
insideDoor.setOtherDoor(door)
door.zoneId = self.exteriorZone
insideDoor.zoneId = self.interiorZone
door.generateWithRequired(self.exteriorZone)
insideDoor.generateWithRequired(self.interiorZone)
self.door = door
self.insideDoor = insideDoor
示例12: announceGenerate
# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
def announceGenerate(self):
DistributedObjectAI.announceGenerate(self)
self.npcs = NPCToons.createNpcsInZone(self.air, self.zoneId)
示例13: _createObjects
# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
def _createObjects(self, group, zone):
if group.getName()[:13] == 'fishing_pond_':
visGroup = group.getVisGroup()
pondZone = 0
if visGroup is None:
pondZone = zone
else:
pondZone = int(visGroup.getName().split(':')[0])
pondIndex = int(group.getName()[13:])
pond = DistributedFishingPondAI(simbase.air)
pond.setArea(zone)
pond.generateWithRequired(pondZone)
#self.ponds[pondIndex] = pond
bingoManager = DistributedPondBingoManagerAI(simbase.air)
bingoManager.setPondDoId(pond.getDoId())
bingoManager.generateWithRequired(pondZone)
#temporary, until we have scheduled stuff
bingoManager.createGame()
pond.bingoMgr = bingoManager
simbase.air.fishManager.ponds[zone] = pond
for i in range(FishingTargetGlobals.getNumTargets(zone)):
target = DistributedFishingTargetAI(simbase.air)
target.setPondDoId(pond.getDoId())
target.generateWithRequired(pondZone)
for i in range(group.getNumChildren()):
posSpot = group.at(i)
if posSpot.getName()[:13] == 'fishing_spot_':
spot = DistributedFishingSpotAI(simbase.air)
spot.setPondDoId(pond.getDoId())
x, y, z = posSpot.getPos()
h, p, r = posSpot.getHpr()
spot.setPosHpr(x, y, z, h, p, r)
spot.generateWithRequired(pondZone)
NPCToons.createNpcsInZone(simbase.air, pondZone)
elif group.getName()[:10] == 'racing_pad':
index, dest = group.getName()[11:].split('_', 2)
index = int(index)
pad = DistributedRacePadAI(simbase.air)
pad.setArea(zone)
pad.nameType = dest
pad.index = index
nri = RaceGlobals.getNextRaceInfo(-1, dest, index)
pad.setTrackInfo([nri[0], nri[1]])
pad.generateWithRequired(zone)
for i in range(group.getNumChildren()):
posSpot = group.at(i)
if posSpot.getName()[:14] == 'starting_block':
spotIndex = int(posSpot.getName()[15:])
x, y, z = posSpot.getPos()
h, p, r = posSpot.getHpr()
startingBlock = DistributedStartingBlockAI(simbase.air)
startingBlock.setPosHpr(x, y, z, h, p, r)
startingBlock.setPadDoId(pad.getDoId())
startingBlock.setPadLocationId(index)
startingBlock.generateWithRequired(zone)
pad.addStartingBlock(startingBlock)
elif group.getName()[:11] == 'viewing_pad':
pad = DistributedViewPadAI(simbase.air)
pad.setArea(zone)
pad.generateWithRequired(zone)
for i in range(group.getNumChildren()):
posSpot = group.at(i)
if posSpot.getName()[:14] == 'starting_block':
spotIndex = int(posSpot.getName()[15:])
x, y, z = posSpot.getPos()
h, p, r = posSpot.getHpr()
startingBlock = DistributedViewingBlockAI(simbase.air)
startingBlock.setPosHpr(x, y, z, h, p, r)
startingBlock.setPadDoId(pad.getDoId())
startingBlock.setPadLocationId(0)
startingBlock.generateWithRequired(zone)
pad.addStartingBlock(startingBlock)
if group.getName()[:15] == 'prop_party_gate':
gate = DistributedPartyGateAI(simbase.air)
gate.setArea(zone)
gate.generateWithRequired(zone)
for i in range(group.getNumChildren()):
self._createObjects(group.at(i), zone)
示例14: _createObjects
# 需要导入模块: from toontown.toon import NPCToons [as 别名]
# 或者: from toontown.toon.NPCToons import createNpcsInZone [as 别名]
def _createObjects(self, group, zone):
if group.getName()[:13] == "fishing_pond_":
visGroup = group.getVisGroup()
pondZone = 0
if visGroup is None:
pondZone = zone
else:
pondZone = int(visGroup.getName().split(":")[0])
pondIndex = int(group.getName()[13:])
pond = DistributedFishingPondAI(simbase.air)
pond.setArea(zone)
pond.generateWithRequired(pondZone)
bingoManager = DistributedPondBingoManagerAI(simbase.air)
bingoManager.setPondDoId(pond.getDoId())
bingoManager.generateWithRequired(pondZone)
# temporary, until we have scheduled stuff
bingoManager.createGame()
pond.bingoMgr = bingoManager
simbase.air.fishManager.ponds[zone] = pond
for i in range(FishingTargetGlobals.getNumTargets(zone)):
target = DistributedFishingTargetAI(simbase.air)
target.setPondDoId(pond.getDoId())
target.generateWithRequired(pondZone)
for i in range(group.getNumChildren()):
posSpot = group.at(i)
if posSpot.getName()[:13] == "fishing_spot_":
posSpot = group.atAsNode(i)
spot = DistributedFishingSpotAI(simbase.air)
spot.setPondDoId(pond.getDoId())
x, y, z = posSpot.getPos()
h, p, r = posSpot.getHpr()
spot.setPosHpr(x, y, z, h, p, r)
spot.generateWithRequired(pondZone)
NPCToons.createNpcsInZone(simbase.air, pondZone)
elif group.getName()[:10] == "racing_pad":
index, dest = group.getName()[11:].split("_", 2)
index = int(index)
pad = DistributedRacePadAI(simbase.air)
pad.setArea(zone)
pad.nameType = dest
pad.index = index
nri = RaceGlobals.getNextRaceInfo(-1, dest, index)
pad.setTrackInfo([nri[0], nri[1]])
pad.generateWithRequired(zone)
for i in range(group.getNumChildren()):
posSpot = group.at(i)
if posSpot.getName()[:14] == "starting_block":
spotIndex = int(posSpot.getName()[15:])
posSpot = group.atAsNode(i)
x, y, z = posSpot.getPos()
h, p, r = posSpot.getHpr()
startingBlock = DistributedStartingBlockAI(simbase.air)
startingBlock.setPosHpr(x, y, z, h, p, r)
startingBlock.setPadDoId(pad.getDoId())
startingBlock.setPadLocationId(index)
startingBlock.generateWithRequired(zone)
pad.addStartingBlock(startingBlock)
elif group.getName()[:11] == "viewing_pad":
pad = DistributedViewPadAI(simbase.air)
pad.setArea(zone)
pad.generateWithRequired(zone)
for i in range(group.getNumChildren()):
posSpot = group.at(i)
if posSpot.getName()[:14] == "starting_block":
spotIndex = int(posSpot.getName()[15:])
posSpot = group.atAsNode(i)
x, y, z = posSpot.getPos()
h, p, r = posSpot.getHpr()
startingBlock = DistributedViewingBlockAI(simbase.air)
startingBlock.setPosHpr(x, y, z, h, p, r)
startingBlock.setPadDoId(pad.getDoId())
startingBlock.setPadLocationId(0)
startingBlock.generateWithRequired(zone)
pad.addStartingBlock(startingBlock)
elif group.getName()[:13] == "picnic_table_" and zone != 7000:
pos = group.getPos()
hpr = group.getHpr()
nameInfo = group.getName().split("_")
picnicTable = DistributedPicnicBasketAI.DistributedPicnicBasketAI(
simbase.air, nameInfo[2], pos[0], pos[1], pos[2], hpr[0], hpr[1], hpr[2]
)
picnicTable.generateWithRequired(zone)
picnicTable.start()
elif group.getName() == "prop_game_table_DNARoot" and config.GetBool("want-oz-game-tables", True):
pos = group.getPos()
hpr = group.getHpr()
nameInfo = group.getName().split("_")
tableIndex = int(group.parent.getName().split("_")[-1])
picnicTable = DistributedPicnicTableAI.DistributedPicnicTableAI(
simbase.air, zone, nameInfo[2], pos[0], pos[1], pos[2], hpr[0], hpr[1], hpr[2]
#.........这里部分代码省略.........