npcs: Spawn NPCs via SZHoodAI for playgrounds, and via fishing ponds for streets.

This commit is contained in:
Harvir 2014-04-26 21:51:17 +01:00
parent 4ff33df4ae
commit 86c4d2c83e
2 changed files with 6 additions and 0 deletions

View file

@ -7,6 +7,7 @@ from toontown.dna.DNASpawnerAI import *
from toontown.dna.DNAProp import DNAProp
from toontown.dna.DNAGroup import DNAGroup
from toontown.hood import ZoneUtil
from toontown.toon import NPCToons
class DistributedFishingPondAI(DistributedObjectAI):
notify = DirectNotifyGlobal.directNotify.newCategory("DistributedFishingPondAI")
@ -48,6 +49,9 @@ class DistributedFishingPondAI(DistributedObjectAI):
@dnaSpawn(DNAGroup, 'fishing_pond')
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)

View file

@ -7,6 +7,7 @@ from toontown.building.DistributedHQInteriorAI import DistributedHQInteriorAI
from toontown.safezone import TreasureGlobals
from toontown.town.StreetAI import StreetAI
from toontown.safezone.SZTreasurePlannerAI import SZTreasurePlannerAI
from toontown.toon import NPCToons
class SZHoodAI(HoodAI):
"""
@ -36,6 +37,7 @@ class SZHoodAI(HoodAI):
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)
def createStreets(self):
branchIds = ToontownGlobals.HoodHierarchy.get(self.HOOD, [])