def fortify_failed(player, origin, target, reason): picasso = get_picasso() expected = { NotConnected: 'The selected territories are not connected!', TerritoryNotOwnedByPlayer: "You do not own %s!" % target.name, } msg = expected[reason.__class__] if reason.__class__ in list(expected.keys()) \ else "Unkonwn reason for failure..." dialog = PopupDialogAsset(DIALOG_X, DIALOG_Y, "Fortify Failed!", msg) picasso.add_asset(POPUP_DIALOG_LAYER, dialog) dialog.get_confirmation() picasso.remove_asset(POPUP_DIALOG_LAYER, dialog)
def fortify_failed(player, origin, target, reason): picasso = get_picasso() expected = { NotConnected: 'The selected territories are not connected!', TerritoryNotOwnedByPlayer: "You do not own %s!" % target.name, } msg = expected[reason.__class__] if reason.__class__ in expected.keys() \ else "Unkonwn reason for failure..." dialog = PopupDialogAsset(DIALOG_X, DIALOG_Y, "Fortify Failed!", msg) picasso.add_asset(POPUP_DIALOG_LAYER, dialog) dialog.get_confirmation() picasso.remove_asset(POPUP_DIALOG_LAYER, dialog)
def reinforce_add_army_fail(player, game_master, territory): risk.logger.debug("%s does not own %s" % (player.name, territory.name)) dialog = PopupDialogAsset(DIALOG_X, DIALOG_Y, "Reinforce Failed!", "penis") get_picasso().add_asset(POPUP_DIALOG_LAYER, dialog) dialog.get_confirmation() get_picasso().remove_asset(POPUP_DIALOG_LAYER, dialog)