def check(self, teamLimits): if not g_currentVehicle.isReadyToFight(): return (False, PREBATTLE_RESTRICTION.VEHICLE_NOT_READY) vehicle = g_currentVehicle.item shellsList = [] for shell in vehicle.shells: shellsList.extend([shell.intCD, shell.count]) return isVehicleValid(vehicle.descriptor, shellsList, teamLimits)
def check(self, teamLimits): if g_currentVehicle.isFalloutOnly() and not getFalloutCtrl().isSelected(): return (False, PREBATTLE_RESTRICTION.VEHICLE_FALLOUT_ONLY) if not g_currentVehicle.isReadyToFight(): return (False, PREBATTLE_RESTRICTION.VEHICLE_NOT_READY) vehicle = g_currentVehicle.item shellsList = [] for shell in vehicle.shells: shellsList.extend([shell.intCD, shell.count]) return isVehicleValid(vehicle.descriptor, shellsList, teamLimits)
def check(self, teamLimits): if not g_currentVehicle.isPresent(): return (False, PREBATTLE_RESTRICTION.VEHICLE_NOT_PRESENT) if g_currentVehicle.isEvent(): return (False, PREBATTLE_RESTRICTION.VEHICLE_NOT_SUPPORTED) if g_currentVehicle.isRotationGroupLocked(): return (False, PREBATTLE_RESTRICTION.VEHICLE_ROTATION_GROUP_LOCKED) if not g_currentVehicle.isReadyToPrebattle(): return (False, PREBATTLE_RESTRICTION.VEHICLE_NOT_READY) vehicle = g_currentVehicle.item shellsList = [] for shell in vehicle.shells: shellsList.extend([shell.intCD, shell.count]) return isVehicleValid(vehicle.descriptor, shellsList, teamLimits)
def check(self, teamLimits): if not g_currentVehicle.isPresent(): return (False, PREBATTLE_RESTRICTION.VEHICLE_NOT_PRESENT) if g_currentVehicle.isEvent(): return (False, PREBATTLE_RESTRICTION.VEHICLE_NOT_SUPPORTED) if g_currentVehicle.isFalloutOnly() and not getFalloutCtrl().isSelected(): return (False, PREBATTLE_RESTRICTION.VEHICLE_FALLOUT_ONLY) if not g_currentVehicle.isReadyToFight(): return (False, PREBATTLE_RESTRICTION.VEHICLE_NOT_READY) vehicle = g_currentVehicle.item shellsList = [] for shell in vehicle.shells: shellsList.extend([shell.intCD, shell.count]) return isVehicleValid(vehicle.descriptor, shellsList, teamLimits)