def _populate(self): selectorUtils.setBattleTypeAsKnown(SELECTOR_BATTLE_TYPES.SORTIE) self.addListener(events.HideWindowEvent.HIDE_UNIT_WINDOW, self.__handleUnitWindowHide, scope=EVENT_BUS_SCOPE.LOBBY) self.addListener(events.RenameWindowEvent.RENAME_WINDOW, self.__handleWindowRename, scope=EVENT_BUS_SCOPE.LOBBY) super(StrongholdBattleRoomWindow, self)._populate() self.prbEntity.initEvents(self) g_eventDispatcher.hideUnitProgressInCarousel(self.getPrbType())
def _doSelect(self, dispatcher): if self.__funRandomCtrl.getCurrentSeason( ) is None and self.__funRandomCtrl.getNextSeason() is not None: event_dispatcher.showFunRandomInfoPage() elif self.__funRandomCtrl.isAvailable(): isSuccess = yield dispatcher.doSelectAction(PrbAction(self._data)) if isSuccess: selectorUtils.setBattleTypeAsKnown(self._selectorType) return
def select(self): if not self.rankedController.hasSuitableVehicles(): g_eventDispatcher.loadRankedUnreachable() else: if self.rankedController.isAvailable(): super(_RankedItem, self).select() elif self.__hasPastSeason: self.rankedController.openWebLeaguePage() selectorUtils.setBattleTypeAsKnown(self._selectorType)
def _doSelect(self, dispatcher): if self.__eventProgression.getCurrentSeason( ) is not None or self.__eventProgression.getNextSeason() is not None: isSuccess = yield dispatcher.doSelectAction(PrbAction(self._data)) if isSuccess and self._isNew: selectorUtils.setBattleTypeAsKnown(self._selectorType) else: return self.__eventProgression.openURL() return
def __rememberGameMode(self): currentCycleID = self.getCurrentCycleID() rememberedCycleID = AccountSettings.getSettings( FUN_RANDOM_LAST_CYCLE_ID) if currentCycleID is not None and currentCycleID != rememberedCycleID: AccountSettings.setSettings(FUN_RANDOM_LAST_CYCLE_ID, currentCycleID) SelectorBattleTypesUtils.setBattleTypeAsUnknown( SELECTOR_BATTLE_TYPES.FUN_RANDOM) return
def __init__(self, ctx = None): super(HistoricalBattlesListWindow, self).__init__() self.selectedBattleID = self.preQueueFunctional.getSetting(PREQUEUE_SETTING_NAME.BATTLE_ID, -1) defaultVehicleID = -1 if g_currentVehicle.isPresent(): defaultVehicleID = g_currentVehicle.item.intCD self.selectedVehicleID = defaultVehicleID self.priceIndex, _ = self.preQueueFunctional.getSelectedPrice(self.selectedBattleID, self.selectedVehicleID) self.startCooldownCBID = None self.cooldownUpdateCBID = None selectorUtils.setBattleTypeAsKnown(SELECTOR_BATTLE_TYPES.HISTORICAL)
def __onClose(self): self.destroyWindow() if not SelectorBattleTypesUtils.isKnownBattleType(SELECTOR_BATTLE_TYPES.MAPBOX): SelectorBattleTypesUtils.setBattleTypeAsKnown(SELECTOR_BATTLE_TYPES.MAPBOX) if self.__closeCallback is not None: self.__closeCallback() elif not self.__mapboxCtrl.isActive(): showModeSelectorWindow(False) else: showMissionsMapboxProgression() return
def __init__(self, ctx = None): super(HistoricalBattlesListWindow, self).__init__() self.selectedBattleID = self.preQueueFunctional.getSetting(PREQUEUE_SETTING_NAME.BATTLE_ID, -1) defaultVehicleID = -1 if g_currentVehicle.isPresent(): defaultVehicleID = g_currentVehicle.item.intCD self.selectedVehicleID = defaultVehicleID self.priceIndex, _ = self.preQueueFunctional.getSelectedPrice(self.selectedBattleID, self.selectedVehicleID) self.startCooldownCBID = None self.cooldownUpdateCBID = None selectorUtils.setBattleTypeAsKnown(SELECTOR_BATTLE_TYPES.HISTORICAL) return
def _populate(self): super(FortBattleRoomWindow, self)._populate() from gui.shared.utils import SelectorBattleTypesUtils as selectorUtils selectorUtils.setBattleTypeAsKnown(SELECTOR_BATTLE_TYPES.SORTIE) self.addListener(events.HideWindowEvent.HIDE_UNIT_WINDOW, self.__handleUnitWindowHide, scope=EVENT_BUS_SCOPE.LOBBY) self.addListener(FortEvent.CHOICE_DIVISION, self.__onLoadStart, scope=EVENT_BUS_SCOPE.LOBBY) unitMgrID = self.unitFunctional.getID() if unitMgrID > 0: self.__loadRoomView() else: self.__initIntroView() self.unitFunctional.initEvents(self) g_eventDispatcher.hideUnitProgressInCarousel(PREBATTLE_TYPE.SORTIE)
def _populate(self): super(FortBattleRoomWindow, self)._populate() from gui.shared.utils import SelectorBattleTypesUtils as selectorUtils selectorUtils.setBattleTypeAsKnown(SELECTOR_BATTLE_TYPES.SORTIE) self.addListener(events.HideWindowEvent.HIDE_UNIT_WINDOW, self.__handleUnitWindowHide, scope=EVENT_BUS_SCOPE.LOBBY) self.addListener(FortEvent.CHOICE_DIVISION, self.__onDivisionSet, scope=EVENT_BUS_SCOPE.LOBBY) self.prbEntity.initEvents(self) g_eventDispatcher.hideUnitProgressInCarousel(self.getPrbType()) self.startFortListening()
def select(self): if self.rankedController.isAvailable(): super(_RankedItem, self).select() elif self.__hasPastSeason: ctx = { 'selectedItemID': RANKEDBATTLES_CONSTS.RANKED_BATTLES_RANKS_ID } if self.rankedController.isYearLBEnabled( ) and self.rankedController.isYearGap(): ctx = { 'selectedItemID': RANKEDBATTLES_CONSTS.RANKED_BATTLES_YEAR_RATING_ID } self.rankedController.showRankedBattlePage(ctx) selectorUtils.setBattleTypeAsKnown(self._selectorType)
def _doSelect(self, dispatcher): currentSeason = self.__epicController.getCurrentSeason() isEventActive = False if currentSeason is not None: isActiveCycle = self.__epicController.getCurrentCycleInfo()[1] nextCycle = currentSeason.getNextByTimeCycle( time_utils.getCurrentLocalServerTimestamp()) if isActiveCycle or nextCycle: isEventActive = True yield dispatcher.doSelectAction(PrbAction(self._data)) if self._isNew or not isEventActive: self.__epicController.openURL() if self._isNew: selectorUtils.setBattleTypeAsKnown(self._selectorType) return
def update(self, state): if self._selectorType is not None: self._isNew = not selectorUtils.isKnownBattleType( self._selectorType) if not self._isLocked: self._update(state) return
def _doSelect(self, dispatcher): currentSeason = self.__battleRoyaleController.getCurrentSeason() if currentSeason is not None: isActiveCycle = self.__battleRoyaleController.getCurrentCycleInfo( )[1] nextCycle = currentSeason.getNextByTimeCycle( time_utils.getCurrentLocalServerTimestamp()) if isActiveCycle or nextCycle: self.__battleRoyaleController.setDefaultHangarEntryPoint() isSuccess = yield dispatcher.doSelectAction( PrbAction(self._data)) if isSuccess and self._isNew: selectorUtils.setBattleTypeAsKnown(self._selectorType) else: return self.__battleRoyaleController.openURL() return
def _populate(self): super(FortBattleRoomWindow, self)._populate() from gui.shared.utils import SelectorBattleTypesUtils as selectorUtils selectorUtils.setBattleTypeAsKnown(SELECTOR_BATTLE_TYPES.SORTIE) self.addListener(events.HideWindowEvent.HIDE_UNIT_WINDOW, self.__handleUnitWindowHide, scope=EVENT_BUS_SCOPE.LOBBY) self.addListener(FortEvent.CHOICE_DIVISION, self.__onLoadStart, scope=EVENT_BUS_SCOPE.LOBBY) unitMgrID = self.unitFunctional.getID() if unitMgrID > 0: self.__loadRoomView() else: self.__initIntroView() self.unitFunctional.initEvents(self) g_eventDispatcher.hideUnitProgressInCarousel(PREBATTLE_TYPE.SORTIE) self.startFortListening()
def _update(self, state): self._isVisible = any((self.__epicController.getCurrentSeason(), self.__epicController.getNextSeason())) self._isDisabled = not self.__epicController.isEnabled( ) or state.hasLockedState self._isSelected = state.isQueueSelected(QUEUE_TYPE.EPIC) if self._selectorType is not None: self._isNew = not selectorUtils.isKnownBattleType( self._selectorType) return
def updateState(self): self._label = backport.text(self.__eventProgression.selectorLabelTxtId) self._data = self.__eventProgression.selectorData self._selectorType = self.__eventProgression.selectorType self.__queueType = self.__eventProgression.selectorQueueType self._isVisible = False if self.isAvailable() or self.__eventProgression.isFrozen(): self._isVisible = any((self.__eventProgression.getCurrentSeason(), self.__eventProgression.getNextSeason())) if self._selectorType is not None: self._isNew = not selectorUtils.isKnownBattleType( self._selectorType) self._isDisabled = not self.__eventProgression.modeIsEnabled() return
def __onClick(self): self.__funRandomCtrl.selectFunRandomBattle() selectorUtils.setBattleTypeAsKnown(SELECTOR_BATTLE_TYPES.FUN_RANDOM)
def __onClick(self): self.__rankedController.doActionOnEntryPointClick() selectorUtils.setBattleTypeAsKnown(SELECTOR_BATTLE_TYPES.RANKED)
def __init__(self, _ = None): super(CyberSportMainWindow, self).__init__() self.currentState = '' selectorUtils.setBattleTypeAsKnown(SELECTOR_BATTLE_TYPES.UNIT)
def _doSelect(self, dispatcher): isSuccess = yield dispatcher.doSelectAction(PrbAction(self.getData())) if isSuccess: if self._isNew: selectorUtils.setBattleTypeAsKnown(self._selectorType) self.mapsTrainingController.showMapsTrainingPage()
def update(self, state): if self._selectorType is not None: self._isNew = not selectorUtils.isKnownBattleType(self._selectorType) if not self._isLocked: self._update(state) return
def select(self): self.rankedController.doActionOnEntryPointClick() selectorUtils.setBattleTypeAsKnown(self._selectorType)
def __init__(self, _ = None): super(CyberSportMainWindow, self).__init__() self.__currentState = '' selectorUtils.setBattleTypeAsKnown(SELECTOR_BATTLE_TYPES.UNIT)
def _doSelect(self, dispatcher): isSuccess = yield dispatcher.doSelectAction(PrbAction(self._data)) if isSuccess and self._isNew: selectorUtils.setBattleTypeAsKnown(self._selectorType)
def select(self): if self.rankedController.isAvailable(): super(_RankedItem, self).select() elif self.__hasPastSeason: self.rankedController.openWebLeaguePage() selectorUtils.setBattleTypeAsKnown(self._selectorType)
def select(self): super(_EpicTrainingItem, self).select() selectorUtils.setBattleTypeAsKnown(self._selectorType)