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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "pyCritterBrain.h"
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#include "pyGeometry3.h"
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#include "pySceneObject.h"
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#include "plAvatar/plAvBrainCritter.h"
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#include "pnSceneObject/plSceneObject.h"
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pyCritterBrain::pyCritterBrain(): fBrain(nil) {}
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hsBool pyCritterBrain::operator==(const pyCritterBrain& other) const
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{
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// pointer compare
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return fBrain == other.fBrain;
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}
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void pyCritterBrain::AddReceiver(pyKey& newReceiver)
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{
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if (!fBrain)
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return;
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fBrain->AddReceiver(newReceiver.getKey());
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}
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void pyCritterBrain::RemoveReceiver(pyKey& oldReceiver)
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{
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if (!fBrain)
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return;
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fBrain->RemoveReceiver(oldReceiver.getKey());
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}
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PyObject* pyCritterBrain::GetSceneObject()
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{
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if (fBrain)
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if (plSceneObject* obj = fBrain->GetTarget())
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return pySceneObject::New(obj->GetKey());
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PYTHON_RETURN_NONE;
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}
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void pyCritterBrain::AddBehavior(const std::string& animationName, const std::string& behaviorName, bool loop /* = true */,
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bool randomStartPos /* = true */, float fadeInLen /* = 2.f */, float fadeOutLen /* = 2.f */)
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{
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if (!fBrain)
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return;
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fBrain->AddBehavior(animationName, behaviorName, loop, randomStartPos, fadeInLen, fadeOutLen);
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}
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void pyCritterBrain::StartBehavior(const std::string& behaviorName, bool fade /* = true */)
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{
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if (!fBrain)
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return;
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fBrain->StartBehavior(behaviorName, fade);
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}
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bool pyCritterBrain::RunningBehavior(const std::string& behaviorName) const
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{
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if (!fBrain)
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return false;
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return fBrain->RunningBehavior(behaviorName);
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}
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std::string pyCritterBrain::BehaviorName(int behavior) const
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{
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if (!fBrain)
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return nil;
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return fBrain->BehaviorName(behavior);
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}
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plString pyCritterBrain::AnimationName(int behavior) const
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{
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if (!fBrain)
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return plString::Null;
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return fBrain->AnimationName(behavior);
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}
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int pyCritterBrain::CurBehavior() const
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{
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if (!fBrain)
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return 0;
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return fBrain->CurBehavior();
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}
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int pyCritterBrain::NextBehavior() const
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{
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if (!fBrain)
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return 0;
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return fBrain->NextBehavior();
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}
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std::string pyCritterBrain::IdleBehaviorName() const
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{
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if (!fBrain)
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return nil;
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return fBrain->IdleBehaviorName();
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}
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std::string pyCritterBrain::RunBehaviorName() const
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{
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if (!fBrain)
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return nil;
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return fBrain->RunBehaviorName();
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}
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void pyCritterBrain::GoToGoal(hsPoint3 newGoal, bool avoidingAvatars /* = false */)
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{
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if (!fBrain)
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return;
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fBrain->GoToGoal(newGoal, avoidingAvatars);
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}
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PyObject* pyCritterBrain::CurrentGoal() const
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{
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if (!fBrain)
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PYTHON_RETURN_NONE;
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return pyPoint3::New(fBrain->CurrentGoal());
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}
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bool pyCritterBrain::AvoidingAvatars() const
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{
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if (!fBrain)
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return false;
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return fBrain->AvoidingAvatars();
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}
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bool pyCritterBrain::AtGoal() const
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{
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if (!fBrain)
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return false;
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return fBrain->AtGoal();
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}
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void pyCritterBrain::StopDistance(float stopDistance)
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{
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if (!fBrain)
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return;
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fBrain->StopDistance(stopDistance);
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}
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float pyCritterBrain::StopDistance() const
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{
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if (!fBrain)
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return 0;
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return fBrain->StopDistance();
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}
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void pyCritterBrain::SightCone(float coneRad)
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{
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if (!fBrain)
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return;
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fBrain->SightCone(coneRad);
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}
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float pyCritterBrain::SightCone() const
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{
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if (!fBrain)
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return 0;
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return fBrain->SightCone();
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}
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void pyCritterBrain::SightDistance(float sightDis)
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{
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if (!fBrain)
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return;
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fBrain->SightDistance(sightDis);
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}
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float pyCritterBrain::SightDistance() const
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{
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if (!fBrain)
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return 0;
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return fBrain->SightDistance();
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}
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void pyCritterBrain::HearingDistance(float hearDis)
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{
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if (!fBrain)
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return;
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fBrain->HearingDistance(hearDis);
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}
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float pyCritterBrain::HearingDistance() const
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{
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if (!fBrain)
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return 0;
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return fBrain->HearingDistance();
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}
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bool pyCritterBrain::CanSeeAvatar(unsigned long id) const
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{
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if (!fBrain)
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return false;
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return fBrain->CanSeeAvatar(id);
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}
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bool pyCritterBrain::CanHearAvatar(unsigned long id) const
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{
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if (!fBrain)
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return false;
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return fBrain->CanHearAvatar(id);
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}
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PyObject* pyCritterBrain::PlayersICanSee() const
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{
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if (!fBrain)
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PYTHON_RETURN_NONE;
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std::vector<unsigned long> players = fBrain->PlayersICanSee();
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PyObject* retVal = PyList_New(players.size());
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for (unsigned i = 0; i < players.size(); ++i)
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PyList_SetItem(retVal, i, PyLong_FromUnsignedLong(players[i]));
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return retVal;
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}
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PyObject* pyCritterBrain::PlayersICanHear() const
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{
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if (!fBrain)
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PYTHON_RETURN_NONE;
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std::vector<unsigned long> players = fBrain->PlayersICanHear();
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PyObject* retVal = PyList_New(players.size());
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for (unsigned i = 0; i < players.size(); ++i)
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PyList_SetItem(retVal, i, PyLong_FromUnsignedLong(players[i]));
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return retVal;
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}
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PyObject* pyCritterBrain::VectorToPlayer(unsigned long id) const
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{
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if (!fBrain)
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PYTHON_RETURN_NONE;
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return pyVector3::New(fBrain->VectorToPlayer(id));
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}
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