def findToonAttack(toons, attacks, track):
    foundAttacks = []
    for t in toons:
        if t in attacks:
            attack = attacks[t]
            local_track = attack[TOON_TRACK_COL]
            if track != NPCSOS and attack[TOON_TRACK_COL] == NPCSOS:
                local_track = NPCToons.getNPCTrack(attack[TOON_TGT_COL])
            if local_track == track:
                if local_track == FIRE:
                    canFire = 1
                    for attackCheck in foundAttacks:
                        if attackCheck[TOON_TGT_COL] == attack[TOON_TGT_COL]:
                            canFire = 0

                    if canFire:
                        foundAttacks.append(attack)
                else:
                    foundAttacks.append(attack)

    def compFunc(a, b):
        if a[TOON_LVL_COL] > b[TOON_LVL_COL]:
            return 1
        elif a[TOON_LVL_COL] < b[TOON_LVL_COL]:
            return -1
        return 0

    foundAttacks.sort(compFunc)
    return foundAttacks
def findToonAttack(toons, attacks, track):
    foundAttacks = []
    for t in toons:
        if attacks.has_key(t):
            attack = attacks[t]
            local_track = attack[TOON_TRACK_COL]
            if track != NPCSOS and attack[TOON_TRACK_COL] == NPCSOS:
                local_track = NPCToons.getNPCTrack(attack[TOON_TGT_COL])
            if local_track == track:
                if local_track == FIRE:
                    canFire = 1
                    for attackCheck in foundAttacks:
                        if attackCheck[TOON_TGT_COL] == attack[TOON_TGT_COL]:
                            canFire = 0

                    if canFire:
                        foundAttacks.append(attack)
                else:
                    foundAttacks.append(attack)

    def compFunc(a, b):
        if a[TOON_LVL_COL] > b[TOON_LVL_COL]:
            return 1
        elif a[TOON_LVL_COL] < b[TOON_LVL_COL]:
            return -1
        return 0

    foundAttacks.sort(compFunc)
    return foundAttacks
def findToonAttack(toons, attacks, track):
    """ findToonAttack(toons, attacks, track) 
        Return all attacks of the specified track sorted by increasing level
    """
    foundAttacks = []
    for t in toons:
        if (attacks.has_key(t)):
            attack = attacks[t]
            local_track = attack[TOON_TRACK_COL]
            # If it's an NPC, convert to the appropriate track
            if (track != NPCSOS and attack[TOON_TRACK_COL] == NPCSOS):
                local_track = NPCToons.getNPCTrack(attack[TOON_TGT_COL])    
            if (local_track == track):
                if local_track == FIRE:
                    canFire = 1
                    for attackCheck in foundAttacks:
                        if attackCheck[TOON_TGT_COL] == attack[TOON_TGT_COL]:
                            canFire = 0
                        else:
                            pass
                    if canFire:
                        assert(t == attack[TOON_ID_COL])
                        foundAttacks.append(attack)
                        
                else:
                    assert(t == attack[TOON_ID_COL])
                    foundAttacks.append(attack)
    def compFunc(a, b):
        if (a[TOON_LVL_COL] > b[TOON_LVL_COL]):
            return 1
        elif (a[TOON_LVL_COL] < b[TOON_LVL_COL]):
            return -1
        return 0
    foundAttacks.sort(compFunc)
    return foundAttacks 
Beispiel #4
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def findToonAttack(toons, attacks, track):
    foundAttacks = []
    for t in toons:
        if t in attacks:
            attack = attacks[t]
            local_track = attack[TOON_TRACK_COL]
            if track != NPCSOS and attack[TOON_TRACK_COL] == NPCSOS:
                local_track = NPCToons.getNPCTrack(attack[TOON_TGT_COL])
            if local_track == track:
                if local_track == FIRE:
                    canFire = 1
                    for attackCheck in foundAttacks:
                        if attackCheck[TOON_TGT_COL] == attack[TOON_TGT_COL]:
                            canFire = 0

                    if canFire:
                        foundAttacks.append(attack)
                else:
                    foundAttacks.append(attack)

    def compFunc(a, b):
        if a[TOON_LVL_COL] > b[TOON_LVL_COL]:
            return 1
        elif a[TOON_LVL_COL] < b[TOON_LVL_COL]:
            return -1
        return 0

    def sortOnThird(gagLevel):  # PY3
        return gagLevel[TOON_LVL_COL]

    #foundAttacks.sort(compFunc)
    foundAttacks.sort(key=sortOnThird)  # PY3 # NJF # IMPORTANT

    return foundAttacks
Beispiel #5
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    def __updateNPCFriendsPanel(self):
        self.NPCFriends = {}
        for friend, count in base.localAvatar.NPCFriendsDict.items():
            track = NPCToons.getNPCTrack(friend)
            if track == ToontownBattleGlobals.LURE_TRACK and self.canLure == 0 or track == ToontownBattleGlobals.TRAP_TRACK and self.canTrap == 0:
                self.NPCFriends[friend] = 0
            else:
                self.NPCFriends[friend] = count

        self.NPCFriendPanel.update(self.NPCFriends, fCallable=1)
    def __updateNPCFriendsPanel(self):
        self.NPCFriends = {}
        for friend, count in base.localAvatar.NPCFriendsDict.items():
            track = NPCToons.getNPCTrack(friend)
            if track == ToontownBattleGlobals.LURE_TRACK and self.canLure == 0 or track == ToontownBattleGlobals.TRAP_TRACK and self.canTrap == 0:
                self.NPCFriends[friend] = 0
            else:
                self.NPCFriends[friend] = count

        self.NPCFriendPanel.update(self.NPCFriends, fCallable=1)
    def __updateNPCFriendsPanel(self):
        # Make a dict of the NPC Toons that are callable at this time
        self.NPCFriends = {}

        # Determine if any should be disabled because their
        # attacks won't work (e.g. all the cogs are already lured)
        for friend, count in list(base.localAvatar.NPCFriendsDict.items()):
            track = NPCToons.getNPCTrack(friend)
            if ((track == ToontownBattleGlobals.LURE_TRACK
                 and self.canLure == 0)
                    or (track == ToontownBattleGlobals.TRAP_TRACK
                        and self.canTrap == 0)):
                self.NPCFriends[friend] = 0
            else:
                self.NPCFriends[friend] = count

        self.NPCFriendPanel.update(self.NPCFriends, fCallable=1)