Ejemplo n.º 1
0
 def _update(self, state):
     isEnabled = isFortificationEnabled()
     if isEnabled:
         self._isSelected = state.isInUnit(PREBATTLE_TYPE.SORTIE) or state.isInUnit(PREBATTLE_TYPE.FORT_BATTLE)
         self._isDisabled = not isSortieEnabled() or state.hasLockedState
     else:
         self._isSelected = False
         self._isDisabled = True
Ejemplo n.º 2
0
 def _update(self, state):
     self._isSelected = state.isInUnit(
         PREBATTLE_TYPE.SORTIE) or state.isInUnit(
             PREBATTLE_TYPE.FORT_BATTLE)
     if g_lobbyContext.getServerSettings().isFortsEnabled(
     ) or self._isSelected:
         self._isDisabled = not isSortieEnabled() or state.hasLockedState
     else:
         self._isDisabled = True
Ejemplo n.º 3
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 def _update(self, state):
     isEnabled = isFortificationEnabled()
     if isEnabled:
         self._isSelected = state.isInUnit(
             PREBATTLE_TYPE.SORTIE) or state.isInUnit(
                 PREBATTLE_TYPE.FORT_BATTLE)
         self._isDisabled = not isSortieEnabled() or state.hasLockedState
     else:
         self._isSelected = False
         self._isDisabled = True
Ejemplo n.º 4
0
 def _update(self, state):
     self._isSelected = state.isInUnit(PREBATTLE_TYPE.SORTIE) or state.isInUnit(PREBATTLE_TYPE.FORT_BATTLE)
     if g_lobbyContext.getServerSettings().isFortsEnabled() or self._isSelected:
         self._isDisabled = not isSortieEnabled() or state.hasLockedState
     else:
         self._isDisabled = True