Exemple #1
0
    def _onLoading(self, intCD, *args, **kwargs):
        with self.viewModel.transaction() as model:
            vehicle = self.__itemsCache.items.getItemByCD(intCD)
            isSpecial = self.__battlePassController.isSpecialVehicle(intCD)
            currentPoints, limitPoints = self.__battlePassController.getVehicleProgression(intCD)
            pointsReward = self.__battlePassController.getVehicleCapBonus(intCD)
            gameMode = getSupportedCurrentArenaBonusType()
            commonPerBattlePoints = {points.label:(points.winPoint, points.losePoint) for points in self.__battlePassController.getPerBattlePoints(gameMode=gameMode)}
            items = model.rewardPoints.getItems()
            for points in self.__battlePassController.getPerBattlePoints(vehCompDesc=intCD, gameMode=gameMode):
                isHighlighted = True
                if points.label in commonPerBattlePoints:
                    commonWinPoint, commonLosePoint = commonPerBattlePoints[points.label]
                    isHighlighted = commonWinPoint < points.winPoint or commonLosePoint < points.losePoint
                item = RewardPointsModel()
                item.setTopCount(points.label)
                item.setPointsWin(points.winPoint)
                item.setPointsLose(points.losePoint)
                item.setIsSpecial(isHighlighted)
                items.addViewModel(item)

            model.setVehicleName(vehicle.shortUserName)
            model.setVehicleLevel(vehicle.level)
            model.setVehicleType(vehicle.type)
            model.setIsSpecialVehicle(isSpecial)
            model.setPointsCurrent(currentPoints)
            model.setPointsTotal(limitPoints)
            model.setPointsReward(pointsReward)
            model.setIsElite(vehicle.isFullyElite)
            dispatcher = g_prbLoader.getDispatcher()
            if dispatcher:
                queueType = dispatcher.getEntity().getQueueType()
                model.setBattleType(getPreQueueName(queueType, True))
    def _onLoading(self, *args, **kwargs):
        super(BattlePassInProgressTooltipView,
              self)._onLoading(*args, **kwargs)
        prbDispatcher = g_prbLoader.getDispatcher()
        if prbDispatcher is None:
            return
        else:
            battleType = self.__battleType or prbDispatcher.getEntity(
            ).getQueueType()
            with self.getViewModel().transaction() as model:
                if self.__battleRoyaleController.isBattleRoyaleMode():
                    self.__updateBattleRoyalePoints(model)
                else:
                    items = model.rewardPoints.getItems()
                    arenaBonusType = getSupportedCurrentArenaBonusType(
                        battleType)
                    for points in self.__battlePass.getPerBattlePoints(
                            gameMode=arenaBonusType):
                        item = RewardPointsModel()
                        item.setTopCount(points.label)
                        item.setPointsWin(points.winPoint)
                        item.setPointsLose(points.losePoint)
                        items.addViewModel(item)

                curLevel = self.__battlePass.getCurrentLevel()
                chapterID = self.__battlePass.getCurrentChapterID()
                curPoints, limitPoints = self.__battlePass.getLevelProgression(
                    chapterID)
                isBattlePassPurchased = self.__battlePass.isBought(
                    chapterID=chapterID)
                model.setLevel(curLevel)
                model.setChapter(chapterID)
                model.setCurrentPoints(curPoints)
                model.setMaxPoints(limitPoints)
                model.setIsBattlePassPurchased(isBattlePassPurchased)
                model.setBattleType(getPreQueueName(battleType).lower())
                model.setNotChosenRewardCount(
                    self.__battlePass.getNotChosenRewardCount())
                model.setExpireTime(
                    self.__battlePass.getChapterRemainingTime(chapterID))
                model.setIsExtra(self.__battlePass.isExtraChapter(chapterID))
                model.setFinalReward(
                    self.__battlePass.getRewardType(chapterID).value)
                timeTillEnd = ''
                if isSeasonEndingSoon() and not isBattlePassPurchased:
                    timeTillEnd = getFormattedTimeLeft(
                        self.__battlePass.getSeasonTimeLeft())
                model.setTimeTillEnd(timeTillEnd)
                self.__getAwards(chapterID, model.rewardsCommon, curLevel,
                                 BattlePassConsts.REWARD_FREE)
                self.__getAwards(chapterID, model.rewardsElite, curLevel,
                                 BattlePassConsts.REWARD_PAID)
            return
Exemple #3
0
    def _onLoading(self, *args, **kwargs):
        super(VehiclePointsTooltipView, self)._onLoaded(*args, **kwargs)
        with self.viewModel.transaction() as model:
            vehicle = self.__itemsCache.items.getItemByCD(self.__intCD)
            isSpecial = self.__battlePassController.isSpecialVehicle(
                self.__intCD)
            currentPoints, limitPoints = self.__battlePassController.getVehicleProgression(
                self.__intCD)
            pointsReward = self.__battlePassController.getVehicleCapBonus(
                self.__intCD)
            commonPerBattlePoints = {
                points.label: (points.winPoint, points.losePoint)
                for points in self.__battlePassController.getPerBattlePoints()
            }
            items = model.rewardPoints.getItems()
            for points in self.__battlePassController.getPerBattlePoints(
                    self.__intCD):
                isHighlighted = True
                if points.label in commonPerBattlePoints:
                    commonWinPoint, commonLosePoint = commonPerBattlePoints[
                        points.label]
                    isHighlighted = commonWinPoint != points.winPoint or commonLosePoint != points.losePoint
                item = RewardPointsModel()
                item.setTopCount(points.label)
                item.setPointsWin(points.winPoint)
                item.setPointsLose(points.losePoint)
                item.setIsSpecial(isHighlighted)
                items.addViewModel(item)

            model.setVehicleName(vehicle.shortUserName)
            model.setVehicleLevel(vehicle.level)
            model.setVehicleType(vehicle.type)
            model.setIsSpecialVehicle(isSpecial)
            model.setPointsCurrent(currentPoints)
            model.setPointsTotal(limitPoints)
            model.setPointsReward(pointsReward)
            model.setIsElite(vehicle.isFullyElite)
    def _onLoading(self, *args, **kwargs):
        super(BattlePassInProgressTooltipView,
              self)._onLoading(*args, **kwargs)
        with self.getViewModel().transaction() as model:
            items = model.rewardPoints.getItems()
            for points in self.__battlePassController.getPerBattlePoints():
                item = RewardPointsModel()
                item.setTopCount(points.label)
                item.setPointsWin(points.winPoint)
                item.setPointsLose(points.losePoint)
                items.addViewModel(item)

            curLevel = self.__battlePassController.getCurrentLevel()
            curPoints, limitPoints = self.__battlePassController.getLevelProgression(
            )
            isPostProgression = self.__battlePassController.getState(
            ) == BattlePassState.POST
            model.setLevel(curLevel)
            model.setCurrentPoints(curPoints)
            model.setMaxPoints(limitPoints)
            model.setIsBattlePassPurchased(
                self.__battlePassController.isBought())
            model.setIsPostProgression(isPostProgression)
            model.setCanPlay(
                self.__battlePassController.canPlayerParticipate())
            timeTillEnd = ''
            if isSeasonEndingSoon(
            ) and not self.__battlePassController.isBought():
                timeTillEnd = getFormattedTimeLeft(
                    self.__battlePassController.getSeasonTimeLeft())
            model.setTimeTillEnd(timeTillEnd)
            if isPostProgression:
                self.__getAwards(model.rewardsCommon, curLevel,
                                 BattlePassConsts.REWARD_POST)
            else:
                self.__getAwards(model.rewardsCommon, curLevel,
                                 BattlePassConsts.REWARD_FREE)
                self.__getAwards(model.rewardsElite, curLevel,
                                 BattlePassConsts.REWARD_PAID)
Exemple #5
0
    def __setPointsInfo(self, model):
        model.rewardPoints.clearItems()
        model.vehiclesList.clearItems()
        specialVehicles = self.__battlePassController.getSpecialVehicles()
        rewardPoints = model.rewardPoints.getItems()
        for points in self.__battlePassController.getPerBattlePoints():
            item = RewardPointsModel()
            item.setTopCount(points.label)
            item.setPointsWin(points.winPoint)
            item.setPointsLose(points.losePoint)
            rewardPoints.addViewModel(item)

        vehiclesList = model.vehiclesList.getItems()
        for intCD in specialVehicles:
            vehicle = self.__itemsCache.items.getItemByCD(intCD)
            pointsDiff = self.__battlePassController.getPointsDiffForVehicle(
                intCD)
            if vehicle is None or pointsDiff.textID == 0:
                _logger.warning('No vehicle or points data found for CD: %s',
                                str(intCD))
                continue
            item = VehicleItemModel()
            item.setVehicleType(vehicle.type)
            item.setVehicleLevel(vehicle.level)
            item.setVehicleName(vehicle.userName)
            item.setVehicleBonus(pointsDiff.bonus)
            item.setVehicleTop(pointsDiff.top)
            item.setTextResource(backport.text(pointsDiff.textID))
            vehiclesList.addViewModel(item)

        rewardPoints.invalidate()
        vehiclesList.invalidate()
        return