def _update(self, state): isEnabled = isFortificationEnabled() if isEnabled: self._isSelected = state.isInUnit(PREBATTLE_TYPE.SORTIE) or state.isInUnit(PREBATTLE_TYPE.FORT_BATTLE) self._isDisabled = not isSortieEnabled() or state.hasLockedState else: self._isSelected = False self._isDisabled = True
def _update(self, state): self._isSelected = state.isInUnit( PREBATTLE_TYPE.SORTIE) or state.isInUnit( PREBATTLE_TYPE.FORT_BATTLE) if g_lobbyContext.getServerSettings().isFortsEnabled( ) or self._isSelected: self._isDisabled = not isSortieEnabled() or state.hasLockedState else: self._isDisabled = True
def _update(self, state): isEnabled = isFortificationEnabled() if isEnabled: self._isSelected = state.isInUnit( PREBATTLE_TYPE.SORTIE) or state.isInUnit( PREBATTLE_TYPE.FORT_BATTLE) self._isDisabled = not isSortieEnabled() or state.hasLockedState else: self._isSelected = False self._isDisabled = True
def _update(self, state): self._isSelected = state.isInUnit(PREBATTLE_TYPE.SORTIE) or state.isInUnit(PREBATTLE_TYPE.FORT_BATTLE) if g_lobbyContext.getServerSettings().isFortsEnabled() or self._isSelected: self._isDisabled = not isSortieEnabled() or state.hasLockedState else: self._isDisabled = True