Ejemplo n.º 1
0
 def __onEquipmentMarkerShown(self, equipment, position, _, interval):
     uniqueID = self.__generator.next()
     marker = equipment.getMarker()
     if marker in settings.EQ_MARKER_TO_SYMBOL:
         symbol = settings.EQ_MARKER_TO_SYMBOL[marker]
     else:
         LOG_ERROR('Symbol is not found for equipment', equipment)
         return
     matrix = minimap_utils.makePositionMatrix(position)
     model = self._addEntryEx(uniqueID, symbol, _C_NAME.EQUIPMENTS, matrix=matrix, active=True)
     if model is not None:
         self._setCallback(uniqueID, int(interval))
     return
Ejemplo n.º 2
0
 def __onEquipmentMarkerShown(self, equipment, position, _, interval):
     uniqueID = self.__generator.next()
     marker = equipment.getMarker()
     if marker in settings.EQ_MARKER_TO_SYMBOL:
         symbol = settings.EQ_MARKER_TO_SYMBOL[marker]
     else:
         LOG_ERROR('Symbol is not found for equipment', equipment)
         return
     matrix = minimap_utils.makePositionMatrix(position)
     model = self._addEntryEx(uniqueID,
                              symbol,
                              _C_NAME.EQUIPMENTS,
                              matrix=matrix,
                              active=True)
     if model is not None:
         self._setCallback(uniqueID, int(interval))
     return
Ejemplo n.º 3
0
 def __addStaticMarker(self,
                       areaID,
                       creatorID,
                       position,
                       locationMarkerSubtype,
                       markerText='',
                       numberOfReplies=0,
                       isTargetForPlayer=False):
     if locationMarkerSubtype != LocationMarkerSubType.ATTENTION_TO_MARKER_SUBTYPE:
         return
     model = self._addEntryEx(
         areaID,
         _S_NAME.MARK_POSITION,
         _C_NAME.EQUIPMENTS,
         matrix=minimap_utils.makePositionMatrix(position),
         active=True)
     if model:
         self._invoke(model.getID(), 'playAnimation')
         self._setCallback(
             areaID, BattleRoyalStaticMarkerPlugin._CELL_BLINKING_DURATION)
         self._playSound2D(settings.MINIMAP_ATTENTION_SOUND_ID)
Ejemplo n.º 4
0
 def addTarget(self, markerID, position):
     matrix = minimap_utils.makePositionMatrix(position)
     model = self._addEntryEx(markerID, settings.ENTRY_SYMBOL_NAME.BOOTCAMP_TARGET, settings.CONTAINER_NAME.ICONS, matrix=matrix, active=True)
     return model is not None
Ejemplo n.º 5
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 def __addRepairEntryMarker(self, symbol, pointID, markerPos):
     matrix = minimap_utils.makePositionMatrix(markerPos)
     self._addEntryEx(pointID, symbol, _C_NAME.TEAM_POINTS, matrix, True)
Ejemplo n.º 6
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 def __addResourcePointMarker(self, pointID, pointPos, state):
     matrix = minimap_utils.makePositionMatrix(pointPos)
     self._addEntryEx(pointID, _S_NAME.RESOURCE_POINT, _C_NAME.TEAM_POINTS,
                      matrix, True)
     self.__setResourcePointState(pointID, state)
Ejemplo n.º 7
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 def __updateMarkerFlagPosition(self, flagID, pos):
     item = self.__flagEntries[flagID]
     matrix = minimap_utils.makePositionMatrix(pos)
     self._setMatrix(item, matrix)
Ejemplo n.º 8
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 def __addAbsorptionMarker(self, flagID, symbol, flagPos):
     matrix = minimap_utils.makePositionMatrix(flagPos)
     self._addEntryEx(flagID, symbol, _C_NAME.FLAGS, matrix, True)
Ejemplo n.º 9
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 def __addFlagEntryMarker(self, container, symbol, flagID, markerPos, isVisible = True):
     matrix = minimap_utils.makePositionMatrix(markerPos)
     entry = self._addEntry(symbol, container, matrix, isVisible)
     if entry is not None:
         self.__flagEntries[flagID] = entry
     return
Ejemplo n.º 10
0
 def addTarget(self, markerID, position):
     matrix = minimap_utils.makePositionMatrix(position)
     model = self._addEntryEx(markerID, settings.ENTRY_SYMBOL_NAME.TUTORIAL_TARGET, settings.CONTAINER_NAME.ICONS, matrix=matrix, active=True)
     return model is not None
Ejemplo n.º 11
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 def __addRepairEntryMarker(self, symbol, pointID, markerPos):
     matrix = minimap_utils.makePositionMatrix(markerPos)
     self._addEntryEx(pointID, symbol, _C_NAME.TEAM_POINTS, matrix, True)
Ejemplo n.º 12
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 def __addResourcePointMarker(self, pointID, pointPos, state):
     matrix = minimap_utils.makePositionMatrix(pointPos)
     self._addEntryEx(pointID, _S_NAME.RESOURCE_POINT, _C_NAME.TEAM_POINTS, matrix, True)
     self.__setResourcePointState(pointID, state)
Ejemplo n.º 13
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 def __addFlagEntryMarker(self, container, symbol, flagID, markerPos, isVisible = True):
     matrix = minimap_utils.makePositionMatrix(markerPos)
     entry = self._addEntry(symbol, container, matrix, isVisible)
     if entry is not None:
         self.__flagEntries[flagID] = entry
     return
Ejemplo n.º 14
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 def __updateMarkerFlagPosition(self, flagID, pos):
     item = self.__flagEntries[flagID]
     matrix = minimap_utils.makePositionMatrix(pos)
     self._setMatrix(item, matrix)
Ejemplo n.º 15
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 def __addAbsorptionMarker(self, flagID, symbol, flagPos):
     matrix = minimap_utils.makePositionMatrix(flagPos)
     self._addEntryEx(flagID, symbol, _C_NAME.FLAGS, matrix, True)
Ejemplo n.º 16
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 def __addStaticMarker(self, objectID, position, markerSymbolName, show3DMarker):
     if markerSymbolName in _TO_FLASH_SYMBOL_NAME_MAPPING:
         self._addEntryEx(objectID, _TO_FLASH_SYMBOL_NAME_MAPPING[markerSymbolName], _C_NAME.EQUIPMENTS, matrix=minimap_utils.makePositionMatrix(position), active=True)