def __createCellName(gameType, points, previousLevel): cell = GameModeCellModel() if points.label - previousLevel > 0: cell.setText(backport.text(_rBattlePass.howToEarnPoints.rangeLevels.num(gameType)(), startLevel=previousLevel, endLevel=points.label)) else: cell.setText(backport.text(_rBattlePass.howToEarnPoints.singleLevel.num(gameType)(), level=points.label)) previousLevel = points.label + 1 return (cell, previousLevel)
def __createBattleRoyalTable(self, gameType, viewModel): self.__createBattleRoyalTableHeader(gameType, viewModel) previousLevelSolo = 1 previousLevelSquad = 1 for pointsSolo, pointsSquad in zip( self.__battlePassController.getPerBattleRoyalePoints( gameMode=ARENA_BONUS_TYPE.BATTLE_ROYALE_SOLO), self.__battlePassController.getPerBattleRoyalePoints( gameMode=ARENA_BONUS_TYPE.BATTLE_ROYALE_SQUAD)): tableRow = GameModeRowsModel() cellLabelSolo, previousLevelSolo = self.__createCellName( gameType, pointsSolo, previousLevelSolo) cellSoloPoints = GameModeCellModel() cellSoloPoints.setPoints(pointsSolo.points) cellLabelSquad, previousLevelSquad = self.__createCellName( gameType, pointsSquad, previousLevelSquad) cellSquadPoints = GameModeCellModel() cellSquadPoints.setPoints(pointsSquad.points) tableRow.cell.addViewModel(cellLabelSolo) tableRow.cell.addViewModel(cellSoloPoints) tableRow.cell.addViewModel(cellLabelSquad) tableRow.cell.addViewModel(cellSquadPoints) viewModel.tableRows.addViewModel(tableRow)
def __createBattleRoyalTable(self, gameType, viewModel): self.__createBattleRoyalTableHeader(gameType, viewModel) previousLevelSolo = 1 previousLevelSquad = 1 for pointsSolo, pointsSquad in itertools.izip_longest(self.__battlePass.getPerBattleRoyalePoints(gameMode=ARENA_BONUS_TYPE.BATTLE_ROYALE_SOLO), self.__battlePass.getPerBattleRoyalePoints(gameMode=ARENA_BONUS_TYPE.BATTLE_ROYALE_SQUAD), fillvalue=0): tableRow = GameModeRowsModel() cellSoloPoints = GameModeCellModel() if pointsSolo == 0: cellLabelSolo, cellSoloPoints = self.__createEmptyCell() else: cellLabelSolo, previousLevelSolo = self.__createCellName(gameType, pointsSolo, previousLevelSolo) cellSoloPoints.setPoints(pointsSolo.points) cellSquadPoints = GameModeCellModel() if pointsSquad == 0: cellLabelSquad, cellSquadPoints = self.__createEmptyCell() else: cellLabelSquad, previousLevelSquad = self.__createCellName(gameType, pointsSquad, previousLevelSquad) cellSquadPoints.setPoints(pointsSquad.points) tableRow.cell.addViewModel(cellLabelSolo) tableRow.cell.addViewModel(cellSoloPoints) tableRow.cell.addViewModel(cellLabelSquad) tableRow.cell.addViewModel(cellSquadPoints) viewModel.tableRows.addViewModel(tableRow)
def __createTableHeader(gameType, viewModel): cellLabel = GameModeCellModel() cellLabel.setText('') cellWinPoints = GameModeCellModel() cellWinPoints.setText( backport.text(_rBattlePass.howToEarnPoints.win.num(gameType)())) cellLosePoints = GameModeCellModel() cellLosePoints.setText( backport.text(_rBattlePass.howToEarnPoints.lose.num(gameType)())) tableRow = GameModeRowsModel() tableRow.cell.addViewModel(cellLabel) tableRow.cell.addViewModel(cellWinPoints) tableRow.cell.addViewModel(cellLosePoints) viewModel.tableRows.addViewModel(tableRow)
def __createBattleRoyalTableHeader(battleType, viewModel): cellLabelSolo = GameModeCellModel() cellLabelSolo.setText( backport.text(_rBattlePass.howToEarnPoints.solo.num(battleType)())) cellSoloPoints = GameModeCellModel() cellSoloPoints.setText('') cellLabelSquad = GameModeCellModel() cellLabelSquad.setText( backport.text( _rBattlePass.howToEarnPoints.squad.num(battleType)())) cellSquadPoints = GameModeCellModel() cellSquadPoints.setText('') tableRow = GameModeRowsModel() tableRow.cell.addViewModel(cellLabelSolo) tableRow.cell.addViewModel(cellSoloPoints) tableRow.cell.addViewModel(cellLabelSquad) tableRow.cell.addViewModel(cellSquadPoints) viewModel.tableRows.addViewModel(tableRow)
def __createTable(self, gameType, viewModel): self.__createTableHeader(gameType, viewModel) for points in self.__battlePassController.getPerBattlePoints( gameMode=gameType): cellLabel = GameModeCellModel() cellLabel.setText( backport.text( _rBattlePass.howToEarnPoints.rating.num(gameType)(), level=points.label)) cellWinPoints = GameModeCellModel() cellWinPoints.setPoints(points.winPoint) cellLosePoints = GameModeCellModel() cellLosePoints.setPoints(points.losePoint) tableRow = GameModeRowsModel() tableRow.cell.addViewModel(cellLabel) tableRow.cell.addViewModel(cellWinPoints) tableRow.cell.addViewModel(cellLosePoints) viewModel.tableRows.addViewModel(tableRow)
def __createEmptyCell(): cellLabel = GameModeCellModel() cellPoints = GameModeCellModel() cellLabel.setText('') cellPoints.setPoints(0) return (cellLabel, cellPoints)