Example #1
0
    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()
Example #2
0
 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 update(self):
     if not self.isDisposed():
         self.as_updateS(*battle_selector_items.getSquadItems().getVOs())
Example #4
0
 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