Ejemplo n.º 1
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 def invoke(self):
     self._running = True
     self._completed = False
     if self.__isLobbyInited:
         from gui.Scaleform.daapi.view.lobby.header import battle_selector_items
         battle_selector_items.getItems().select(PREBATTLE_ACTION_NAME.COMPANY)
         self._completed = True
         self._running = False
Ejemplo n.º 2
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 def selectFight(self, actionName):
     if self.__isNY() and self.customizableObjectsMgr.state is not None:
         battle_selector_items.getItems().select(actionName)
         if actionName not in ('trainingsList', 'ranked'):
             self.fireEvent(events.LoadViewEvent(VIEW_ALIAS.LOBBY_HANGAR), scope=EVENT_BUS_SCOPE.LOBBY)
     else:
         battle_selector_items.getItems().select(actionName)
     return
 def showTip(self, id, type):
     if type == CONDITION_TYPE.CHAIN:
         self.fireEvent(TutorialEvent(TutorialEvent.START_TRAINING, settingsID='TRIGGERS_CHAINS', initialChapter=id, restoreIfRun=True))
     elif type == CONDITION_TYPE.TUTORIAL:
         battle_selector_items.getItems().select(PREBATTLE_ACTION_NAME.BATTLE_TUTORIAL)
     elif type == CONDITION_TYPE.VIDEO:
         assert id in (OpenLinkEvent.REPAIRKITHELP_HELP, OpenLinkEvent.MEDKIT_HELP, OpenLinkEvent.FIRE_EXTINGUISHERHELP_HELP)
         self.fireEvent(OpenLinkEvent(id, title=i18n.makeString('#tutorial:tutorialQuest/video/%s' % id)))
 def showTip(self, id, type):
     if type == CONDITION_TYPE.CHAIN:
         self.fireEvent(TutorialEvent(TutorialEvent.START_TRAINING, settingsID='TRIGGERS_CHAINS', initialChapter=id, restoreIfRun=True))
     elif type == CONDITION_TYPE.TUTORIAL:
         battle_selector_items.getItems().select(PREBATTLE_ACTION_NAME.BATTLE_TUTORIAL)
     elif not (type == CONDITION_TYPE.VIDEO and id in (OpenLinkEvent.REPAIRKITHELP_HELP, OpenLinkEvent.MEDKIT_HELP, OpenLinkEvent.FIRE_EXTINGUISHERHELP_HELP)):
         raise AssertionError
         self.fireEvent(OpenLinkEvent(id, title=i18n.makeString('#tutorial:tutorialQuest/video/%s' % id)))
Ejemplo n.º 5
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 def invoke(self):
     self._running = True
     self._completed = False
     if self.__isLobbyInited:
         from gui.Scaleform.daapi.view.lobby.header import battle_selector_items
         battle_selector_items.getItems().select(PREBATTLE_ACTION_NAME.COMPANIES_LIST)
         self._completed = True
         self._running = False
Ejemplo n.º 6
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 def updateAccountAttrs(self):
     stats = g_itemsCache.items.stats
     accAttrs = stats.attributes
     isPremium = account_helpers.isPremiumAccount(accAttrs)
     if isPremium:
         premiumExpiryTime = stats.premiumExpiryTime
     else:
         premiumExpiryTime = 0
     battle_selector_items.getItems().validateAccountAttrs(accAttrs)
     self.__setAccountsAttrs(isPremium, premiumExpiryTime=premiumExpiryTime)
Ejemplo n.º 7
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 def updateAccountAttrs(self):
     stats = g_itemsCache.items.stats
     accAttrs = stats.attributes
     isPremium = account_helpers.isPremiumAccount(accAttrs)
     if isPremium:
         premiumExpiryTime = stats.premiumExpiryTime
     else:
         premiumExpiryTime = 0
     battle_selector_items.getItems().validateAccountAttrs(accAttrs)
     self.__setAccountsAttrs(isPremium, premiumExpiryTime=premiumExpiryTime)
Ejemplo n.º 8
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 def showTip(self, id, type):
     prbDispatcher = g_prbLoader.getDispatcher()
     if prbDispatcher and prbDispatcher.getFunctionalState().isNavigationDisabled():
         return SystemMessages.pushI18nMessage('#system_messages:queue/isInQueue', type=SystemMessages.SM_TYPE.Error)
     if type == CONDITION_TYPE.CHAIN:
         event_dispatcher.runTutorialChain(id)
     elif type == CONDITION_TYPE.TUTORIAL:
         battle_selector_items.getItems().select(PREBATTLE_ACTION_NAME.BATTLE_TUTORIAL)
     elif not (type == CONDITION_TYPE.VIDEO and id in (OpenLinkEvent.REPAIRKITHELP_HELP, OpenLinkEvent.MEDKIT_HELP, OpenLinkEvent.FIRE_EXTINGUISHERHELP_HELP)):
         raise AssertionError
         self.fireEvent(OpenLinkEvent(id, title=i18n.makeString('#tutorial:tutorialQuest/video/%s' % id)))
 def showTip(self, id, type):
     prbDispatcher = g_prbLoader.getDispatcher()
     if prbDispatcher and prbDispatcher.getFunctionalState().isNavigationDisabled():
         return SystemMessages.pushI18nMessage('#system_messages:queue/isInQueue', type=SystemMessages.SM_TYPE.Error)
     if type == CONDITION_TYPE.CHAIN:
         event_dispatcher.runTutorialChain(id)
     elif type == CONDITION_TYPE.TUTORIAL:
         battle_selector_items.getItems().select(PREBATTLE_ACTION_NAME.BATTLE_TUTORIAL)
     elif not (type == CONDITION_TYPE.VIDEO and id in (OpenLinkEvent.REPAIRKITHELP_HELP, OpenLinkEvent.MEDKIT_HELP, OpenLinkEvent.FIRE_EXTINGUISHERHELP_HELP)):
         raise AssertionError
         self.fireEvent(OpenLinkEvent(id, title=i18n.makeString('#tutorial:tutorialQuest/video/%s' % id)))
Ejemplo n.º 10
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 def __updatePrebattleControls(self):
     prbDispatcher = g_prbLoader.getDispatcher()
     if not prbDispatcher:
         return
     items = battle_selector_items.getItems()
     state = prbDispatcher.getFunctionalState()
     selected = items.update(state)
     canDo, canDoMsg = prbDispatcher.canPlayerDoAction()
     playerInfo = prbDispatcher.getPlayerInfo()
     if selected.isInSquad(state):
         isInSquad = True
     else:
         isInSquad = False
         isSqaudDisabled = state.hasLockedState or self.__falloutCtrl.isEnabled() and not self.__falloutCtrl.getBattleType()
         self.as_doDisableHeaderButtonS(self.BUTTONS.SQUAD, not isSqaudDisabled)
     falloutCtrl = getFalloutCtrl()
     isFallout = falloutCtrl.isSelected()
     if isInSquad:
         tooltip = TOOLTIPS.HEADER_SQUAD_MEMBER
     else:
         tooltip = TOOLTIPS.HEADER_DOMINATIONSQUAD if isFallout else TOOLTIPS.HEADER_SQUAD
     self.as_updateSquadS(isInSquad, tooltip, TOOLTIP_TYPES.COMPLEX)
     isFightBtnDisabled = not canDo or selected.isFightButtonForcedDisabled()
     if isFightBtnDisabled:
         self.as_setFightBtnTooltipDataS(self.__getFightBtnTooltipData(canDoMsg))
     else:
         self.as_setFightBtnTooltipDataS(None)
     self.as_disableFightButtonS(isFightBtnDisabled)
     self.as_setFightButtonS(selected.getFightButtonLabel(state, playerInfo))
     self.as_updateBattleTypeS(i18n.makeString(selected.getLabel()), selected.getSmallIcon(), not selected.isDisabled(), TOOLTIPS.HEADER_BATTLETYPE, TOOLTIP_TYPES.COMPLEX, selected.getData())
     if selected.isDisabled():
         self.__closeBattleTypeSelectPopover()
     else:
         self.__updateBattleTypeSelectPopover()
Ejemplo n.º 11
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 def isOn(self):
     items = battle_selector_items.getItems()
     state = self.prbDispatcher.getFunctionalState()
     selected = items.update(state)
     canDo, _ = self.prbDispatcher.canPlayerDoAction()
     isFightBtnDisabled = not canDo or selected.isFightButtonForcedDisabled()
     return isFightBtnDisabled
Ejemplo n.º 12
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    def checkReturnToHangar(self):
        if self.isLessonSuspended:
            g_bootcampGarage.highlightLobbyHint('HangarButton', True, True)
        elif self.isLessonFinished:
            if self.canGoToBattle:
                LOG_DEBUG_DEV_BOOTCAMP("checkReturnToHangar - hiding 'HangarButton' highlight (isLessonFinished and canGoToBattle)")
                g_bootcampGarage.highlightLobbyHint('HangarButton', False, True)
            else:
                LOG_DEBUG_DEV_BOOTCAMP("checkReturnToHangar - highlighting 'HangarButton' (isLessonFinished and not canGoToBattle)")
                g_bootcampGarage.highlightLobbyHint('HangarButton', True, True)
        elif self.__lessonId == g_bootcamp.getContextIntParameter('randomBattleLesson'):
            name = 'hideHeaderBattleSelector'
            if name in self.bootcampCtrl.getLobbySettings():
                if self.bootcampCtrl.getLobbySettings()[name]:
                    g_bootcampGarage.highlightLobbyHint('HangarButton', True, True)
                    return
            try:
                items = battle_selector_items.getItems()
                if not items.isSelected('random'):
                    return
            except:
                LOG_CURRENT_EXCEPTION_BOOTCAMP()
                LOG_ERROR_BOOTCAMP('battle_selector_items exception')

            g_bootcampGarage.highlightLobbyHint('HangarButton', True, True)
        else:
            g_bootcampGarage.highlightLobbyHint('HangarButton', True, True)
Ejemplo n.º 13
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 def isOn(self):
     items = battle_selector_items.getItems()
     state = self.prbDispatcher.getFunctionalState()
     selected = items.update(state)
     canDo, _ = self.prbDispatcher.canPlayerDoAction()
     isFightBtnDisabled = not canDo or selected.isFightButtonForcedDisabled()
     return isFightBtnDisabled
 def isOn(self):
     items = battle_selector_items.getItems()
     state = self.prbDispatcher.getFunctionalState()
     selected = items.update(state)
     result = self.prbEntity.canPlayerDoAction()
     isFightBtnDisabled = not result.isValid or selected.isLocked()
     return isFightBtnDisabled
 def __getSelectedModeName():
     dispatcher = g_prbLoader.getDispatcher()
     if dispatcher is None:
         return
     else:
         state = g_prbLoader.getDispatcher().getFunctionalState()
         selected = battle_selector_items.getItems().update(state)
         return selected.getData() if selected else None
Ejemplo n.º 16
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 def _updateSelection(self):
     prbDispatcher = g_prbLoader.getDispatcher()
     if prbDispatcher:
         state = prbDispatcher.getFunctionalState()
         selected = battle_selector_items.getItems().update(state)
         for idx, item in enumerate(self.itemList):
             item.viewModel.setIndex(idx)
             if item.isSelectable:
                 isSelected = item.modeName == selected.getData()
                 item.viewModel.setIsSelected(isSelected)
Ejemplo n.º 17
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def _LobbyHeader__handleFightButtonUpdated(base, self, _):
    base(self, _)
    global _populated
    if _populated:
        if config.get('hangar/restoreBattleType', False):
            if self.prbDispatcher:
                selected = battle_selector_items.getItems().update(self.prbDispatcher.getFunctionalState())
                actionName = selected.getData()
                if actionName != userprefs.get(USERPREFS.BATTLE_TYPE, None):
                    debug('save battle type: ' + actionName)
                    userprefs.set(USERPREFS.BATTLE_TYPE, actionName)
Ejemplo n.º 18
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def _LobbyHeader__handleFightButtonUpdated(base, self, _):
    base(self, _)
    global _populated
    if _populated:
        if config.get('hangar/restoreBattleType', False):
            if self.prbDispatcher:
                selected = battle_selector_items.getItems().update(
                    self.prbDispatcher.getFunctionalState())
                actionName = selected.getData()
                if actionName != userprefs.get(USERPREFS.BATTLE_TYPE, None):
                    debug('save battle type: ' + actionName)
                    userprefs.set(USERPREFS.BATTLE_TYPE, actionName)
Ejemplo n.º 19
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 def processQueueInfo(self, _):
     if self.prbEntity is None:
         self._count = 0
         self._exitCallback = None
         return
     currPlayer = BigWorld.player()
     if currPlayer is not None and hasattr(currPlayer, 'requestQueueInfo'):
         prbDispatcher = g_prbLoader.getDispatcher()
         if prbDispatcher is not None and self.lobbyContext.isFightButtonPressPossible() and self.prbEntity.getQueueType() == constants.ARENA_GUI_TYPE.RANDOM and self._count:
             state = prbDispatcher.getFunctionalState()
             if battle_selector_items.getItems().update(state).isInSquad(state):
                 return
             vehicle = g_currentVehicle.item
             if vehicle is not None and vehicle.type != VEHICLE_CLASS_NAME.SPG:
                 self.prbEntity.exitFromQueue()
                 self.restartEnqueueRandom()
     self._count += 1
Ejemplo n.º 20
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 def __updatePrebattleControls(self):
     if not self.prbDispatcher:
         return
     else:
         items = battle_selector_items.getItems()
         state = self.prbDispatcher.getFunctionalState()
         selected = items.update(state)
         canDo, canDoMsg = self.prbDispatcher.canPlayerDoAction()
         playerInfo = self.prbDispatcher.getPlayerInfo()
         if selected.isInSquad(state):
             isInSquad = True
         else:
             isInSquad = False
             self.as_doDisableHeaderButtonS(self.BUTTONS.SQUAD, self.prbDispatcher.getFunctionalCollection().canCreateSquad())
         falloutCtrl = getFalloutCtrl()
         isFallout = falloutCtrl.isSelected()
         if isInSquad:
             tooltip = TOOLTIPS.HEADER_SQUAD_MEMBER
         else:
             tooltip = TOOLTIPS.HEADER_DOMINATIONSQUAD if isFallout else TOOLTIPS.HEADER_SQUAD
         self.as_updateSquadS(isInSquad, tooltip, TOOLTIP_TYPES.COMPLEX)
         isFightBtnDisabled = not canDo or selected.isFightButtonForcedDisabled()
         if isFightBtnDisabled and not state.hasLockedState:
             if state.isInPreQueue(queueType=constants.QUEUE_TYPE.SANDBOX) and canDoMsg == QUEUE_RESTRICTION.LIMIT_LEVEL:
                 self.as_setFightBtnTooltipS(self.__getSandboxTooltipData())
             elif isFallout:
                 self.as_setFightBtnTooltipS(self.__getFightBtnTooltipData(canDoMsg))
             else:
                 self.as_setFightBtnTooltipS(None)
         else:
             self.as_setFightBtnTooltipS(None)
         self.as_disableFightButtonS(isFightBtnDisabled)
         self.as_setFightButtonS(selected.getFightButtonLabel(state, playerInfo))
         self.as_updateBattleTypeS(i18n.makeString(selected.getLabel()), selected.getSmallIcon(), selected.isSelectorBtnEnabled(), TOOLTIPS.HEADER_BATTLETYPE, TOOLTIP_TYPES.COMPLEX, selected.getData())
         if selected.isDisabled():
             self.__closeBattleTypeSelectPopover()
         else:
             self.__updateBattleTypeSelectPopover()
         isNavigationEnabled = not state.isNavigationDisabled()
         self.as_doDisableHeaderButtonS(self.BUTTONS.SILVER, isNavigationEnabled)
         self.as_doDisableHeaderButtonS(self.BUTTONS.GOLD, isNavigationEnabled)
         self.as_doDisableHeaderButtonS(self.BUTTONS.FREE_XP, isNavigationEnabled)
         self.as_doDisableHeaderButtonS(self.BUTTONS.ACCOUNT, isNavigationEnabled)
         self.updateAccountAttrs()
         return
Ejemplo n.º 21
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    def checkCondition(self, nationData):
        vehicleAlias = self._conditionDict['vehicle']
        vehicleCD = nationData[vehicleAlias]
        state = self._conditionDict['state']
        itemsCache = dependency.instance(IItemsCache)
        vehicle = itemsCache.items.getItemByCD(vehicleCD)
        if vehicle.invID == -1:
            return False
        if state == 'menu':
            from gui.Scaleform.daapi.view.lobby.header import battle_selector_items
            try:
                items = battle_selector_items.getItems()
                if items.isSelected('random'):
                    return True
            except:
                return False

        return False
Ejemplo n.º 22
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 def __updatePrebattleControls(self):
     prbDispatcher = g_prbLoader.getDispatcher()
     if not prbDispatcher:
         return
     items = battle_selector_items.getItems()
     state = prbDispatcher.getFunctionalState()
     selected = items.update(state)
     canDo, _ = prbDispatcher.canPlayerDoAction()
     playerInfo = prbDispatcher.getPlayerInfo()
     if selected.isInSquad(state):
         self.as_updateSquadS(True)
     else:
         self.as_doDisableHeaderButtonS(self.BUTTONS.SQUAD, not state.hasLockedState)
         self.as_updateSquadS(False)
     self.as_disableFightButtonS(not canDo or selected.isFightButtonForcedDisabled(), '')
     self.as_setFightButtonS(selected.getFightButtonLabel(state, playerInfo))
     self.as_updateBattleTypeS(i18n.makeString(selected.getLabel()), selected.getSmallIcon(), not selected.isDisabled())
     if selected.isDisabled():
         self.__closeBattleTypeSelectPopover()
     else:
         self.__updateBattleTypeSelectPopover()
Ejemplo n.º 23
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def _LobbyHeader_populate(base, self):
    def _restore_battle_type(item):
        if not item.isDisabled() and not item.isSelected():
            debug('restore battle type: ' + item.getData())
            item.select()
        global _populated
        _populated = True

    base(self)

    if config.get('hangar/restoreBattleType', False):
        self._updatePrebattleControls()
        actionName = userprefs.get(USERPREFS.BATTLE_TYPE, None)
        if actionName and actionName in XVM_RESTORE_BATTLE_TYPES:
            items = battle_selector_items.getItems().getItems()
            if actionName in items:
                item = items[actionName]
                BigWorld.callback(0, lambda: _restore_battle_type(item))
                return

    global _populated
    _populated = True
Ejemplo n.º 24
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def _LobbyHeader_populate(base, self):

    def _restore_battle_type(item):
        if not item.isDisabled() and not item.isSelected():
            debug('restore battle type: ' + item.getData())
            item.select()
        global _populated
        _populated = True

    base(self)

    if config.get('hangar/restoreBattleType', False):
        self._updatePrebattleControls()
        actionName = userprefs.get(USERPREFS.BATTLE_TYPE, None)
        if actionName and actionName in XVM_RESTORE_BATTLE_TYPES:
            items = battle_selector_items.getItems().getItems()
            if actionName in items:
                item = items[actionName]
                BigWorld.callback(0, lambda:_restore_battle_type(item))
                return

    global _populated
    _populated = True
Ejemplo n.º 25
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 def __updatePrebattleControls(self):
     prbDispatcher = g_prbLoader.getDispatcher()
     if not prbDispatcher:
         return
     else:
         items = battle_selector_items.getItems()
         state = prbDispatcher.getFunctionalState()
         selected = items.update(state)
         canDo, canDoMsg = prbDispatcher.canPlayerDoAction()
         playerInfo = prbDispatcher.getPlayerInfo()
         if selected.isInSquad(state):
             isInSquad = True
         else:
             isInSquad = False
             self.as_doDisableHeaderButtonS(self.BUTTONS.SQUAD, not state.hasLockedState)
         isFallout = g_eventsCache.isEventEnabled()
         if isInSquad:
             tooltip = TOOLTIPS.HEADER_SQUAD_MEMBER
         else:
             tooltip = TOOLTIPS.HEADER_DOMINATIONSQUAD if isFallout else TOOLTIPS.HEADER_SQUAD
         self.as_updateSquadS(isInSquad, tooltip, TOOLTIP_TYPES.COMPLEX)
         isFightBtnDisabled = not canDo or selected.isFightButtonForcedDisabled()
         isEventVehicle = g_currentVehicle.isPresent() and g_currentVehicle.item.isOnlyForEventBattles
         isInCompany = state.isInPrebattle(PREBATTLE_TYPE.COMPANY)
         if isFightBtnDisabled and isEventVehicle and not state.hasLockedState and not isInCompany:
             self.as_setFightBtnTooltipDataS(self.__getFightBtnTooltipData(canDoMsg))
         else:
             self.as_setFightBtnTooltipDataS(None)
         self.as_disableFightButtonS(isFightBtnDisabled)
         self.as_setFightButtonS(selected.getFightButtonLabel(state, playerInfo))
         self.as_updateBattleTypeS(i18n.makeString(selected.getLabel()), selected.getSmallIcon(), not selected.isDisabled(), TOOLTIPS.HEADER_BATTLETYPE, TOOLTIP_TYPES.COMPLEX)
         if selected.isDisabled():
             self.__closeBattleTypeSelectPopover()
         else:
             self.__updateBattleTypeSelectPopover()
         return
Ejemplo n.º 26
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 def isDemoButtonEnabled(self):
     return battle_selector_items.getItems().isDemoButtonEnabled
 def update(self):
     if not self.isDisposed():
         self.as_updateS(*battle_selector_items.getItems().getVOs())
Ejemplo n.º 28
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 def changeMode(self, *a, **kw):
     if config.get('hangar/restoreBattleType', False):
         actionName = userprefs.get(self._userpref, None)
         if actionName is not None:
             battle_selector_items.getItems().select(actionName)
Ejemplo n.º 29
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 def __updatePrebattleControls(self):
     if not self.prbDispatcher:
         return
     else:
         items = battle_selector_items.getItems()
         suadItems = battle_selector_items.getSquadItems()
         state = self.prbDispatcher.getFunctionalState()
         selected = items.update(state)
         squadSelected = suadItems.update(state)
         canDo, canDoMsg = self.prbDispatcher.canPlayerDoAction()
         playerInfo = self.prbDispatcher.getPlayerInfo()
         if selected.isInSquad(state):
             isInSquad = True
         else:
             isInSquad = False
             self.as_doDisableHeaderButtonS(
                 self.BUTTONS.SQUAD,
                 self.prbDispatcher.getFunctionalCollection().
                 canCreateSquad())
         falloutCtrl = getFalloutCtrl()
         isFallout = falloutCtrl.isSelected()
         isEvent = g_eventsCache.isEventEnabled()
         if isInSquad:
             tooltip = TOOLTIPS.HEADER_SQUAD_MEMBER
         elif isFallout:
             tooltip = TOOLTIPS.HEADER_DOMINATIONSQUAD
         elif isEvent:
             tooltip = TOOLTIPS.HEADER_SQUAD_MEMBER
         else:
             tooltip = TOOLTIPS.HEADER_SQUAD
         if state.isInUnit(constants.PREBATTLE_TYPE.EVENT):
             iconSquad = RES_ICONS.MAPS_ICONS_BATTLETYPES_40X40_EVENTSQUAD
         else:
             iconSquad = RES_ICONS.MAPS_ICONS_BATTLETYPES_40X40_SQUAD
         self.as_updateSquadS(isInSquad, tooltip, TOOLTIP_TYPES.COMPLEX,
                              isEvent, iconSquad)
         isFightBtnDisabled = not canDo or selected.isFightButtonForcedDisabled(
         )
         if isFightBtnDisabled and not state.hasLockedState:
             if state.isInPreQueue(
                     queueType=constants.QUEUE_TYPE.SANDBOX
             ) and canDoMsg == QUEUE_RESTRICTION.LIMIT_LEVEL:
                 self.as_setFightBtnTooltipS(self.__getSandboxTooltipData())
             elif isFallout:
                 self.as_setFightBtnTooltipS(
                     self.__getFalloutFightBtnTooltipData(canDoMsg))
             elif isEvent and state.isInUnit(
                     constants.PREBATTLE_TYPE.EVENT):
                 self.as_setFightBtnTooltipS(self.__getEventTooltipData())
             elif isInSquad:
                 self.as_setFightBtnTooltipS(
                     self.__getSquadFightBtnTooltipData(canDoMsg))
             else:
                 self.as_setFightBtnTooltipS(None)
         else:
             self.as_setFightBtnTooltipS(None)
         self.as_disableFightButtonS(isFightBtnDisabled)
         self.as_setFightButtonS(
             selected.getFightButtonLabel(state, playerInfo))
         self.as_updateBattleTypeS(i18n.makeString(selected.getLabel()),
                                   selected.getSmallIcon(),
                                   selected.isSelectorBtnEnabled(),
                                   TOOLTIPS.HEADER_BATTLETYPE,
                                   TOOLTIP_TYPES.COMPLEX,
                                   selected.getData())
         if selected.isDisabled():
             self.__closeBattleTypeSelectPopover()
         else:
             self.__updateBattleTypeSelectPopover()
         if squadSelected.isDisabled():
             self.__closeSquadTypeSelectPopover()
         else:
             self.__updateSquadTypeSelectPopover()
         isNavigationEnabled = not state.isNavigationDisabled()
         self.as_doDisableHeaderButtonS(self.BUTTONS.PREM,
                                        isNavigationEnabled)
         self.as_doDisableHeaderButtonS(self.BUTTONS.SILVER,
                                        isNavigationEnabled)
         self.as_doDisableHeaderButtonS(self.BUTTONS.GOLD,
                                        isNavigationEnabled)
         self.as_doDisableHeaderButtonS(self.BUTTONS.FREE_XP,
                                        isNavigationEnabled)
         self.as_doDisableHeaderButtonS(self.BUTTONS.ACCOUNT,
                                        isNavigationEnabled)
         self.as_doDisableHeaderButtonS(self.BUTTONS.PREMSHOP,
                                        isNavigationEnabled)
         self.updateAccountAttrs()
         return
 def selectFight(self, actionName):
     navigationPossible = yield self.lobbyContext.isHeaderNavigationPossible()
     if not navigationPossible:
         return
     battle_selector_items.getItems().select(actionName)
Ejemplo n.º 31
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 def selectFight(self, actionName):
     battle_selector_items.getItems().select(actionName)
Ejemplo n.º 32
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 def selectBattleType(self, cmd):
     battle_selector_items.getItems().select(cmd.battle_type, onlyActive=True)
Ejemplo n.º 33
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 def update(self):
     if not self.isDisposed():
         self.as_updateS(*battle_selector_items.getItems().getVOs())
Ejemplo n.º 34
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    def __updatePrebattleControls(self):
        if not self.prbDispatcher:
            return
        items = battle_selector_items.getItems()
        suadItems = battle_selector_items.getSquadItems()
        state = self.prbDispatcher.getFunctionalState()
        selected = items.update(state)
        squadSelected = suadItems.update(state)
        result = self.prbEntity.canPlayerDoAction()
        canDo, canDoMsg = result.isValid, result.restriction
        playerInfo = self.prbDispatcher.getPlayerInfo()
        if selected.isInSquad(state):
            isInSquad = True
            self.as_doDisableHeaderButtonS(self.BUTTONS.SQUAD, True)
        else:
            isInSquad = False
            self.as_doDisableHeaderButtonS(
                self.BUTTONS.SQUAD,
                self.prbDispatcher.getEntity().getPermissions().canCreateSquad(
                ))
        isFallout = self.falloutCtrl.isSelected()
        isEvent = self.eventsCache.isEventEnabled()
        if isInSquad:
            tooltip = TOOLTIPS.HEADER_SQUAD_MEMBER
        elif isFallout:
            tooltip = TOOLTIPS.HEADER_DOMINATIONSQUAD
        elif isEvent:
            tooltip = TOOLTIPS.HEADER_SQUAD_MEMBER
        else:
            tooltip = TOOLTIPS.HEADER_SQUAD
        if state.isInUnit(constants.PREBATTLE_TYPE.EVENT):
            iconSquad = RES_ICONS.MAPS_ICONS_BATTLETYPES_40X40_EVENTSQUAD
        else:
            iconSquad = RES_ICONS.MAPS_ICONS_BATTLETYPES_40X40_SQUAD
        self.as_updateSquadS(isInSquad, tooltip, TOOLTIP_TYPES.COMPLEX,
                             isEvent, iconSquad)
        isFightBtnDisabled = not canDo or selected.isFightButtonForcedDisabled(
        )
        if isFightBtnDisabled and not state.hasLockedState:
            if canDoMsg == PRE_QUEUE_RESTRICTION.LIMIT_LEVEL:
                self.as_setFightBtnTooltipS(
                    self.__getSandboxTooltipData(result.ctx))
            elif isFallout:
                self.as_setFightBtnTooltipS(
                    self.__getFalloutFightBtnTooltipData(canDoMsg))
            elif isEvent and state.isInUnit(constants.PREBATTLE_TYPE.EVENT):
                self.as_setFightBtnTooltipS(self.__getEventTooltipData())
            elif isInSquad:
                self.as_setFightBtnTooltipS(
                    self.__getSquadFightBtnTooltipData(canDoMsg))
            else:
                self.as_setFightBtnTooltipS('')
        else:
            self.as_setFightBtnTooltipS('')
        self.as_disableFightButtonS(isFightBtnDisabled)
        self.as_setFightButtonS(selected.getFightButtonLabel(
            state, playerInfo))
        self.as_updateBattleTypeS(i18n.makeString(selected.getLabel()),
                                  selected.getSmallIcon(),
                                  selected.isSelectorBtnEnabled(),
                                  TOOLTIPS.HEADER_BATTLETYPE,
                                  TOOLTIP_TYPES.COMPLEX, selected.getData())
        if selected.isDisabled():
            self.__closeBattleTypeSelectPopover()
        else:
            self.__updateBattleTypeSelectPopover()
        if squadSelected.isDisabled():
            self.__closeSquadTypeSelectPopover()
        else:
            self.__updateSquadTypeSelectPopover()
        isNavigationEnabled = not state.isNavigationDisabled()
        for button in self.PRB_NAVIGATION_DISABLE_BUTTONS:
            self.as_doDisableHeaderButtonS(button, isNavigationEnabled)

        if not isNavigationEnabled:
            self.as_doDisableNavigationS()
        else:
            self.as_setScreenS(self.__currentScreen)
        self.updateAccountAttrs()
Ejemplo n.º 35
0
 def __getItems():
     allItems = battle_selector_items.getItems().allItems
     items = {nameItem.getData(): nameItem for nameItem in allItems}
     items.update(_additionalItems)
     return items
Ejemplo n.º 36
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 def isDemonstrator(self):
     return battle_selector_items.getItems().isDemonstrator
Ejemplo n.º 37
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 def select(modeName):
     items = battle_selector_items.getItems()
     items.select(modeName)
Ejemplo n.º 38
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 def selectFight(self, actionName):
     battle_selector_items.getItems().select(actionName)
Ejemplo n.º 39
0
 def hasNewIndicator(self):
     return battle_selector_items.getItems().hasNewVisible()