def _setResult(self, result): if result == DialogButtons.SUBMIT: shortage = self._itemsCache.items.stats.money.getShortage( self.itemPrice.price) if shortage and shortage.getCurrency() == Currency.GOLD: showBuyGoldForEquipment(self.itemPrice.price.gold) result = DialogButtons.CANCEL super(DemountOptionalDeviceSinglePriceDialog, self)._setResult(result)
def _onAcceptClicked(self): goldEnought = self._isGoldEnought() dk = self._goodiesCache.getDemountKit() dkEnought = dk.inventoryCount > 0 if not goldEnought and not dkEnought: showBuyGoldForEquipment(self.removalPrice.price.gold) else: super(DemountOpDevDialog, self)._onAcceptClicked()
def _setResult(self, result): goldEnough = self._isGoldEnough() dk, _ = getDemountKitForOptDevice(self.__item) dkEnough = dk.inventoryCount > 0 if result == DialogButtons.SUBMIT: if not goldEnough and not dkEnough: showBuyGoldForEquipment(self.removalPrice.price.gold) result = DialogButtons.CANCEL super(DemountOptionalDeviceDialog, self)._setResult(result)
def __doSellVehicle(self, vehicle, shells, eqs, optDevicesToSell, inventory, customizationItems, isDismissCrew, itemsForDemountKit, boosters): vehicleSeller = VehicleSeller(vehicle, shells, eqs, optDevicesToSell, inventory, customizationItems, boosters, isDismissCrew, itemsForDemountKit) currentMoneyGold = self.__itemsCache.items.stats.money.get( Currency.GOLD, 0) spendMoneyGold = vehicleSeller.spendMoney.get(Currency.GOLD, 0) if currentMoneyGold < spendMoneyGold: showBuyGoldForEquipment(spendMoneyGold) else: result = yield vehicleSeller.request() SystemMessages.pushMessages(result) self.destroy()
def _onAcceptClicked(self): if self.isPriceInGold() and self._shortage: showBuyGoldForEquipment(self._price.price.get(self._currency)) else: super(ItemPriceDialog, self)._onAcceptClicked()