from otp.level import EntityCreatorAI from direct.showbase.PythonUtil import Functor import DistributedBeanBarrelAI import DistributedButtonAI import DistributedCrateAI import DistributedLiftAI import DistributedDoorEntityAI import DistributedGagBarrelAI import DistributedGridAI from toontown.suit import DistributedGridGoonAI from toontown.suit import DistributedGoonAI import DistributedHealBarrelAI import DistributedStomperPairAI import DistributedTriggerAI import DistributedStomperAI import DistributedLaserFieldAI import DistributedSecurityCameraAI import DistributedMoverAI import DistributedElevatorMarkerAI import DistributedSinkingPlatformAI import ActiveCellAI import CrusherCellAI import DirectionalCellAI import FactoryLevelMgrAI import BattleBlockerAI import DistributedGolfGreenGameAI from toontown.coghq import DistributedMoleFieldAI from toontown.coghq import DistributedMazeAI class FactoryEntityCreatorAI(EntityCreatorAI.EntityCreatorAI): def __init__(self, level): EntityCreatorAI.EntityCreatorAI.__init__(self, level) cDE = EntityCreatorAI.createDistributedEntity cLE = EntityCreatorAI.createLocalEntity nothing = EntityCreatorAI.nothing self.privRegisterTypes({'activeCell': Functor(cDE, ActiveCellAI.ActiveCellAI), 'crusherCell': Functor(cDE, CrusherCellAI.CrusherCellAI), 'battleBlocker': Functor(cDE, BattleBlockerAI.BattleBlockerAI), 'beanBarrel': Functor(cDE, DistributedBeanBarrelAI.DistributedBeanBarrelAI), 'button': DistributedButtonAI.DistributedButtonAI, 'conveyorBelt': nothing, 'crate': Functor(cDE, DistributedCrateAI.DistributedCrateAI), 'directionalCell': Functor(cDE, DirectionalCellAI.DirectionalCellAI), 'door': DistributedDoorEntityAI.DistributedDoorEntityAI, 'gagBarrel': Functor(cDE, DistributedGagBarrelAI.DistributedGagBarrelAI), 'gear': nothing, 'goon': Functor(cDE, DistributedGoonAI.DistributedGoonAI), 'gridGoon': Functor(cDE, DistributedGridGoonAI.DistributedGridGoonAI), 'golfGreenGame': Functor(cDE, DistributedGolfGreenGameAI.DistributedGolfGreenGameAI), 'goonClipPlane': nothing, 'grid': Functor(cDE, DistributedGridAI.DistributedGridAI), 'healBarrel': Functor(cDE, DistributedHealBarrelAI.DistributedHealBarrelAI), 'levelMgr': Functor(cLE, FactoryLevelMgrAI.FactoryLevelMgrAI), 'lift': Functor(cDE, DistributedLiftAI.DistributedLiftAI), 'mintProduct': nothing, 'mintProductPallet': nothing, 'mintShelf': nothing, 'mover': Functor(cDE, DistributedMoverAI.DistributedMoverAI), 'paintMixer': nothing, 'pathMaster': nothing, 'rendering': nothing, 'platform': nothing, 'sinkingPlatform': Functor(cDE, DistributedSinkingPlatformAI.DistributedSinkingPlatformAI), 'stomper': Functor(cDE, DistributedStomperAI.DistributedStomperAI), 'stomperPair': Functor(cDE, DistributedStomperPairAI.DistributedStomperPairAI), 'laserField': Functor(cDE, DistributedLaserFieldAI.DistributedLaserFieldAI), 'securityCamera': Functor(cDE, DistributedSecurityCameraAI.DistributedSecurityCameraAI), 'elevatorMarker': Functor(cDE, DistributedElevatorMarkerAI.DistributedElevatorMarkerAI), 'trigger': DistributedTriggerAI.DistributedTriggerAI, 'moleField': Functor(cDE, DistributedMoleFieldAI.DistributedMoleFieldAI), 'maze': Functor(cDE, DistributedMazeAI.DistributedMazeAI)})