def _updateMembersData(self): entity = self.prbEntity self._setActionButtonState() if entity.isStrongholdSettingsValid(): header = entity.getStrongholdSettings().getHeader() maxPlayerCount = header.getMaxPlayersCount() self._updateTableHeader(maxPlayerCount, header.getMaxLegionariesCount()) self.as_setMembersS(*vo_converters.makeSlotsVOs(entity, entity.getID(), app=self.app, maxPlayerCount=maxPlayerCount))
def _updateMembersData(self): entity = self.prbEntity dataOne, slots = vo_converters.makeSlotsVOs(entity, entity.getUnitIdx(), app=self.app) self.__updateLabels() self.as_setMembersS(dataOne, slots) self._setActionButtonState()
def _updateMembersData(self): functional = self.unitFunctional dataOne, slots = vo_converters.makeSlotsVOs(functional, functional.getUnitIdx(), app=self.app) self.__updateLabels() self.as_setMembersS(dataOne, slots) self._setActionButtonState()
def makeStrongholdsSlotsVOs(unitEntity, unitMgrID=None, app=None, maxPlayerCount=MAX_PLAYER_COUNT_ALL): isRosterSet, slots = makeSlotsVOs(unitEntity, unitMgrID, app, maxPlayerCount) isCommander = unitEntity.isCommander() fullData = unitEntity.getUnitFullData(unitMgrID=unitMgrID) isPlayersMatchingAvailable = unitEntity.isPlayersMatchingAvailable() slotFilters = unitEntity.getSlotFilters().items() vehTypesInSlotFilters = { slotId: _convertVehClassNamesToState(item.get('vehicle_types', [])) for slotId, item in slotFilters } vehiclesInSlotFilters = { slotId: item.get('vehicle_cds', []) for slotId, item in slotFilters } canSetupPlayersMatching = isPlayersMatchingAvailable and isCommander rosterSettings = unitEntity.getRosterSettings() legionariesMaxCount = rosterSettings.getLegionariesMaxCount() legionariesInRoster = fullData.stats.legionariesInRoster playersMatchingSlotsCount = fullData.stats.playersMatchingSlotsCount maxLegionariesNotReached = legionariesMaxCount > legionariesInRoster + playersMatchingSlotsCount slotsInPlayersMatching = unitEntity.getSlotsInPlayersMatching() unitInPlayersMatchingMode = unitEntity.inPlayersMatchingMode() for idx, slot in enumerate(slots): if slot['isLocked']: break vehTypesInSlot = vehTypesInSlotFilters.get(idx, 0) vehiclesInSlot = vehiclesInSlotFilters.get(idx, ()) if slot['selectedVehicle'] and not slot['isFreezed'] and not slot[ 'isCommanderState']: slot['selectedVehicle']['isReadyToFight'] = True slot['isMatchingEnabled'] = canSetupPlayersMatching slot['isFiltersEnabled'] = maxLegionariesNotReached if slot['player'] is not None: slot['filterState'] = 0 slot['vehicles'] = () continue slot['filterState'] = vehTypesInSlot slot['vehicles'] = vehiclesInSlot if idx in slotsInPlayersMatching or unitInPlayersMatchingMode: if isCommander: slotLabel = i18n.makeString( FORTIFICATIONS.SORTIE_MEMBER_SLOT_FOR_LEGIONARY) else: slotLabel = i18n.makeString( FORTIFICATIONS.SORTIE_MEMBER_SLOT_FOR_LEGIONARY_SEARCH) slot.update({ 'canBeTaken': False, 'isLegionaries': True, 'slotLabel': slotLabel, 'playerStatus': PLAYER_GUI_STATUS.READY, 'isFiltersEnabled': True }) return (isRosterSet, slots)
def _updateMembersData(self): entity = self.prbEntity self.as_setMembersS(*vo_converters.makeSlotsVOs( entity, entity.getUnitIdx(), app=self.app)) self._setActionButtonState()
def _updateMembersData(self): functional = self.unitFunctional self.as_setMembersS(*vo_converters.makeSlotsVOs(functional, functional.getUnitIdx(), app=self.app)) self._setActionButtonState()
def __getSlots(self): functional = self.unitFunctional _, slots = vo_converters.makeSlotsVOs(functional, functional.getUnitIdx(), app=self.app) return slots
def __getSlots(self): entity = self.prbEntity _, slots = vo_converters.makeSlotsVOs(entity, entity.getUnitIdx(), app=self.app) return slots
def _updateMembersData(self): entity = self.prbEntity self.as_setMembersS(*vo_converters.makeSlotsVOs(entity, entity.getID(), withPrem=True)) self._setActionButtonState() self.__updateHeader()