Exemplo n.º 1
0
    def _findNext2UnlockItems(self, nodes):
        result = []
        topLevelCDs = self._topLevelCDs.keys()
        unlockStats = self.getUnlockStats()
        unlockKwargs = unlockStats._asdict()
        for node in nodes:
            nodeCD = node['id']
            state = node['state']
            itemTypeID, _, _ = vehicles.parseIntCompactDescr(nodeCD)
            if itemTypeID == GUI_ITEM_TYPE.VEHICLE and (nodeCD in topLevelCDs or nodeCD == self.getRootCD()):
                available, unlockProps = g_techTreeDP.isNext2Unlock(nodeCD, **unlockKwargs)
                xp = self._getAllPossibleXP(unlockProps.parentID, unlockStats)
            else:
                unlockProps = node['unlockProps']
                required = unlockProps.required
                available = len(required) and unlockStats.isSeqUnlocked(required) and not unlockStats.isUnlocked(nodeCD)
                xp = self._getAllPossibleXP(self.getRootCD(), unlockStats)
            if available and state & NODE_STATE.LOCKED > 0:
                state ^= NODE_STATE.LOCKED
                state = NODE_STATE.addIfNot(state, NODE_STATE.NEXT_2_UNLOCK)
                if xp >= unlockProps.xpCost:
                    state = NODE_STATE.addIfNot(state, NODE_STATE.ENOUGH_XP)
                else:
                    state = NODE_STATE.removeIfHas(state, NODE_STATE.ENOUGH_XP)
                node['state'] = state
                result.append((node['id'], state, unlockProps._makeTuple()))

        return result
Exemplo n.º 2
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    def _findNext2UnlockItems(self, nodes):
        result = []
        topLevelCDs = self._topLevelCDs.keys()
        freeXP = max(self._accFreeXP, 0)
        for node in nodes:
            nodeCD = node['id']
            state = node['state']
            itemTypeID, _, _ = vehicles.parseIntCompactDescr(nodeCD)
            if itemTypeID == _VEHICLE and nodeCD in topLevelCDs:
                available, unlockProps = g_techTreeDP.isNext2Unlock(nodeCD, unlocked=self._unlocks, xps=self._xps, freeXP=freeXP)
                xp = freeXP + self._xps.get(unlockProps.parentID, 0)
            else:
                unlockProps = node['unlockProps']
                required = unlockProps.required
                available = len(required) and required.issubset(self._unlocks) and nodeCD not in self._unlocks
                xp = freeXP + self._earnedXP
            if available and state & NODE_STATE.LOCKED > 0:
                state ^= NODE_STATE.LOCKED
                state = NODE_STATE.addIfNot(state, NODE_STATE.NEXT_2_UNLOCK)
                if xp >= unlockProps.xpCost:
                    state = NODE_STATE.addIfNot(state, NODE_STATE.ENOUGH_XP)
                else:
                    state = NODE_STATE.removeIfHas(state, NODE_STATE.ENOUGH_XP)
                node['state'] = state
                result.append((node['id'], state, unlockProps._makeTuple()))

        return result
Exemplo n.º 3
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    def _findNext2UnlockItems(self, nodes):
        result = []
        topLevelCDs = self._topLevelCDs.keys()
        freeXP = max(self._accFreeXP, 0)
        for node in nodes:
            nodeCD = node['id']
            state = node['state']
            itemTypeID, _, _ = vehicles.parseIntCompactDescr(nodeCD)
            if itemTypeID == _VEHICLE and nodeCD in topLevelCDs:
                available, unlockProps = g_techTreeDP.isNext2Unlock(
                    nodeCD,
                    unlocked=self._unlocks,
                    xps=self._xps,
                    freeXP=freeXP)
                xp = freeXP + self._xps.get(unlockProps.parentID, 0)
            else:
                unlockProps = node['unlockProps']
                required = unlockProps.required
                available = len(required) and required.issubset(
                    self._unlocks) and nodeCD not in self._unlocks
                xp = freeXP + self._earnedXP
            if available and state & NODE_STATE.LOCKED > 0:
                state ^= NODE_STATE.LOCKED
                state = NODE_STATE.addIfNot(state, NODE_STATE.NEXT_2_UNLOCK)
                if xp >= unlockProps.xpCost:
                    state = NODE_STATE.addIfNot(state, NODE_STATE.ENOUGH_XP)
                else:
                    state = NODE_STATE.removeIfHas(state, NODE_STATE.ENOUGH_XP)
                node['state'] = state
                result.append((node['id'], state, unlockProps._makeTuple()))

        return result
Exemplo n.º 4
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 def _generateOptions(self):
     options = [self._makeItem(MODULE.INFO, MENU.contextmenu(MODULE.INFO)), self._makeSeparator(), self._makeItem(MODULE.UNLOCK, MENU.contextmenu(MODULE.UNLOCK), {'enabled': NODE_STATE.isAvailable2Unlock(self._nodeState)})]
     if NODE_STATE.isUnlocked(self._nodeState):
         if NODE_STATE.inInventory(self._nodeState) or NODE_STATE.isInstalled(self._nodeState):
             options.extend([self._makeItem(MODULE.EQUIP, MENU.contextmenu(MODULE.EQUIP), {'enabled': self._isAvailable2Install()}), self._makeSeparator(), self._makeItem(MODULE.SELL, MENU.CONTEXTMENU_SELLFROMINVENTORY, {'enabled': not NODE_STATE.isInstalled(self._nodeState)})])
         else:
             options.extend([self._makeItem(MODULE.BUY_AND_EQUIP, MENU.CONTEXTMENU_BUYANDEQUIP, {'enabled': self._isAvailable2Buy()}), self._makeSeparator(), self._makeItem(MODULE.SELL, MENU.CONTEXTMENU_SELLFROMINVENTORY, {'enabled': NODE_STATE.isAvailable2Sell(self._nodeState)})])
     else:
         options.extend([self._makeItem(MODULE.BUY_AND_EQUIP, MENU.CONTEXTMENU_BUYANDEQUIP, {'enabled': False}), self._makeSeparator(), self._makeItem(MODULE.SELL, MENU.CONTEXTMENU_SELLFROMINVENTORY, {'enabled': False})])
     return options
Exemplo n.º 5
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    def invalidateInventory(self, nodeCDs):
        result = []
        nodes = filter(lambda node: node['id'] in nodeCDs,
                       self._getNodesToInvalidate())
        for node in nodes:
            nodeCD = node['id']
            state = node['state']
            if self.hasInvItem(nodeCD):
                state = NODE_STATE.addIfNot(state, NODE_STATE.IN_INVENTORY)
                state = NODE_STATE.removeIfHas(state, NODE_STATE.ENOUGH_MONEY)
                if self._canSell(nodeCD):
                    state = NODE_STATE.addIfNot(state, NODE_STATE.CAN_SELL)
                else:
                    state = NODE_STATE.removeIfHas(state, NODE_STATE.CAN_SELL)
            else:
                state = NODE_STATE.removeIfHas(state, NODE_STATE.IN_INVENTORY)
                state = NODE_STATE.removeIfHas(state, NODE_STATE.CAN_SELL)
                state = NODE_STATE.removeIfHas(state, NODE_STATE.SELECTED)
                if self._canBuy(nodeCD):
                    state = NODE_STATE.addIfNot(state, NODE_STATE.ENOUGH_MONEY)
                else:
                    state = NODE_STATE.removeIfHas(state,
                                                   NODE_STATE.ENOUGH_MONEY)
            node['state'] = state
            result.append((nodeCD, state, self.getItem(nodeCD).pack()))

        return result
Exemplo n.º 6
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    def invalidateInventory(self, nodeCDs):
        result = []
        nodes = filter(lambda node: node['id'] in nodeCDs, self._getNodesToInvalidate())
        for node in nodes:
            nodeCD = node['id']
            state = node['state']
            if self.hasInvItem(nodeCD):
                state = NODE_STATE.addIfNot(state, NODE_STATE.IN_INVENTORY)
                state = NODE_STATE.removeIfHas(state, NODE_STATE.ENOUGH_MONEY)
                if self._canSell(nodeCD):
                    state = NODE_STATE.addIfNot(state, NODE_STATE.CAN_SELL)
                else:
                    state = NODE_STATE.removeIfHas(state, NODE_STATE.CAN_SELL)
            else:
                state = NODE_STATE.removeIfHas(state, NODE_STATE.IN_INVENTORY)
                state = NODE_STATE.removeIfHas(state, NODE_STATE.CAN_SELL)
                state = NODE_STATE.removeIfHas(state, NODE_STATE.SELECTED)
                if self._canBuy(nodeCD):
                    state = NODE_STATE.addIfNot(state, NODE_STATE.ENOUGH_MONEY)
                else:
                    state = NODE_STATE.removeIfHas(state, NODE_STATE.ENOUGH_MONEY)
            node['state'] = state
            result.append((nodeCD, state, self.getItem(nodeCD).pack()))

        return result
Exemplo n.º 7
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    def invalidateInventory(self, nodeCDs):
        result = []
        nodes = filter(lambda node: node['id'] in nodeCDs, self._getNodesToInvalidate())
        for node in nodes:
            nodeCD = node['id']
            state = node['state']
            item = self.getItem(nodeCD)
            if item.isInInventory:
                state = NODE_STATE.removeIfHas(state, NODE_STATE.ENOUGH_MONEY)
                state = NODE_STATE.addIfNot(state, NODE_STATE.IN_INVENTORY)
                state = NODE_STATE.removeIfHas(state, NODE_STATE.VEHICLE_IN_RENT)
                if item.isRented and not item.isPremiumIGR:
                    state = self._checkExpiredRent(state, item)
                    state = self._checkMoneyForRentOrBuy(state, nodeCD)
                if self._canSell(nodeCD):
                    state = NODE_STATE.addIfNot(state, NODE_STATE.CAN_SELL)
                else:
                    state = NODE_STATE.removeIfHas(state, NODE_STATE.CAN_SELL)
            else:
                state = NODE_STATE.removeIfHas(state, NODE_STATE.IN_INVENTORY)
                state = NODE_STATE.removeIfHas(state, NODE_STATE.VEHICLE_IN_RENT)
                state = NODE_STATE.removeIfHas(state, NODE_STATE.CAN_SELL)
                state = NODE_STATE.removeIfHas(state, NODE_STATE.SELECTED)
                state = self._checkMoneyForRentOrBuy(state, nodeCD)
            node['state'] = state
            result.append((nodeCD, state))

        return result
Exemplo n.º 8
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 def _change2Unlocked(self, node):
     state = NODE_STATE.change2Unlocked(node['state'])
     if state < 0:
         return node['state']
     node['state'] = state
     if self._canBuy(node['id']):
         state = NODE_STATE.add(state, NODE_STATE.ENOUGH_MONEY)
     else:
         state = NODE_STATE.remove(state, NODE_STATE.ENOUGH_MONEY)
     if state < 0:
         return node['state']
     node['state'] = state
     return state
Exemplo n.º 9
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    def _invalidateMoney(self, nodes):
        result = []
        for node in nodes:
            state = node['state']
            if self._canBuy(node['id']):
                state = NODE_STATE.add(state, NODE_STATE.ENOUGH_MONEY)
            else:
                state = NODE_STATE.remove(state, NODE_STATE.ENOUGH_MONEY)
            if state > -1:
                node['state'] = state
                result.append((node['id'], state))

        return result
Exemplo n.º 10
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    def _invalidateMoney(self, nodes):
        result = []
        for node in nodes:
            state = node['state']
            if self._canBuy(node['id']):
                state = NODE_STATE.add(state, NODE_STATE.ENOUGH_MONEY)
            else:
                state = NODE_STATE.remove(state, NODE_STATE.ENOUGH_MONEY)
            if state > -1:
                node['state'] = state
                result.append((node['id'], state))

        return result
Exemplo n.º 11
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 def _change2Unlocked(self, node):
     state = NODE_STATE.change2Unlocked(node['state'])
     if state < 0:
         return node['state']
     node['state'] = state
     if self._canBuy(node['id']):
         state = NODE_STATE.add(state, NODE_STATE.ENOUGH_MONEY)
     else:
         state = NODE_STATE.remove(state, NODE_STATE.ENOUGH_MONEY)
     if state < 0:
         return node['state']
     node['state'] = state
     return state
Exemplo n.º 12
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    def _invalidateXP(self, nodes):
        result = []
        stats = self.getUnlockStats()
        for node in nodes:
            state = node['state']
            props = node['unlockProps']
            if self._getAllPossibleXP(props.parentID, stats) >= props.xpCost:
                state = NODE_STATE.add(state, NODE_STATE.ENOUGH_XP)
            else:
                state = NODE_STATE.remove(state, NODE_STATE.ENOUGH_XP)
            if state > -1:
                node['state'] = state
                result.append((node['id'], state))

        return result
Exemplo n.º 13
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    def _changeNext2Unlock(self, nodeCD, unlockProps, unlockStats):
        state = NODE_STATE.NEXT_2_UNLOCK
        totalXP = self._getAllPossibleXP(unlockProps.parentID, unlockStats)
        if totalXP >= unlockProps.xpCost:
            state = NODE_STATE.addIfNot(state, NODE_STATE.ENOUGH_XP)
        else:
            state = NODE_STATE.removeIfHas(state, NODE_STATE.ENOUGH_XP)
        if self.getItem(nodeCD).isElite:
            state = NODE_STATE.addIfNot(state, NODE_STATE.ELITE)
        try:
            data = self._nodes[self._nodesIdx[nodeCD]]
            data['state'] = state
            data['unlockProps'] = unlockProps
        except KeyError:
            LOG_CURRENT_EXCEPTION()

        return state
Exemplo n.º 14
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    def _invalidateXP(self, nodes):
        result = []
        xpGetter = self._xps.get
        freeXP = max(self._accFreeXP, 0)
        for node in nodes:
            state = node['state']
            props = node['unlockProps']
            xp = xpGetter(props.parentID, 0)
            if freeXP + xp >= props.xpCost:
                state = NODE_STATE.add(state, NODE_STATE.ENOUGH_XP)
            else:
                state = NODE_STATE.remove(state, NODE_STATE.ENOUGH_XP)
            if state > -1:
                node['state'] = state
                result.append((node['id'], state))

        return result
Exemplo n.º 15
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    def _invalidateXP(self, nodes):
        result = []
        xpGetter = self._xps.get
        freeXP = max(self._accFreeXP, 0)
        for node in nodes:
            state = node['state']
            props = node['unlockProps']
            xp = xpGetter(props.parentID, 0)
            if freeXP + xp >= props.xpCost:
                state = NODE_STATE.add(state, NODE_STATE.ENOUGH_XP)
            else:
                state = NODE_STATE.remove(state, NODE_STATE.ENOUGH_XP)
            if state > -1:
                node['state'] = state
                result.append((node['id'], state))

        return result
Exemplo n.º 16
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    def _changeNext2Unlock(self, nodeCD, unlockProps):
        state = NODE_STATE.NEXT_2_UNLOCK
        totalXP = max(self._accFreeXP, 0) + self._xps.get(unlockProps.parentID, 0)
        if totalXP >= unlockProps.xpCost:
            state = NODE_STATE.addIfNot(state, NODE_STATE.ENOUGH_XP)
        else:
            state = NODE_STATE.removeIfHas(state, NODE_STATE.ENOUGH_XP)
        if nodeCD in self._elite:
            state = NODE_STATE.addIfNot(state, NODE_STATE.ELITE)
        try:
            data = self._nodes[self._nodesIdx[nodeCD]]
            data['state'] = state
            data['unlockProps'] = unlockProps
        except KeyError:
            LOG_CURRENT_EXCEPTION()

        return state
Exemplo n.º 17
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    def _changeNext2Unlock(self, nodeCD, unlockProps):
        state = NODE_STATE.NEXT_2_UNLOCK
        totalXP = max(self._accFreeXP, 0) + self._xps.get(
            unlockProps.parentID, 0)
        if totalXP >= unlockProps.xpCost:
            state = NODE_STATE.addIfNot(state, NODE_STATE.ENOUGH_XP)
        else:
            state = NODE_STATE.removeIfHas(state, NODE_STATE.ENOUGH_XP)
        if nodeCD in self._elite:
            state = NODE_STATE.addIfNot(state, NODE_STATE.ELITE)
        try:
            data = self._nodes[self._nodesIdx[nodeCD]]
            data['state'] = state
            data['unlockProps'] = unlockProps
        except KeyError:
            LOG_CURRENT_EXCEPTION()

        return state
Exemplo n.º 18
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    def invalidateInstalled(self):
        self.__loadInstalledItems(self._rootCD)
        nodes = self._getNodesToInvalidate()
        result = []
        for node in nodes:
            nodeCD = node['id']
            state = node['state']
            if nodeCD in self._installed:
                state = NODE_STATE.add(state, NODE_STATE.INSTALLED)
            else:
                state = NODE_STATE.remove(state, NODE_STATE.INSTALLED)
            if nodeCD in self._elite:
                state = NODE_STATE.add(state, NODE_STATE.ELITE)
            if state > -1:
                node['state'] = state
                result.append((nodeCD, state, self.getItem(nodeCD).pack()))

        return result
Exemplo n.º 19
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    def invalidateInstalled(self):
        self.__loadInstalledItems(self._rootCD)
        nodes = self._getNodesToInvalidate()
        result = []
        for node in nodes:
            nodeCD = node['id']
            state = node['state']
            if nodeCD in self._installed:
                state = NODE_STATE.add(state, NODE_STATE.INSTALLED)
            else:
                state = NODE_STATE.remove(state, NODE_STATE.INSTALLED)
            if nodeCD in self._elite:
                state = NODE_STATE.add(state, NODE_STATE.ELITE)
            if state > -1:
                node['state'] = state
                result.append((nodeCD, state, self.getItem(nodeCD).pack()))

        return result
Exemplo n.º 20
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    def invalidateInstalled(self):
        nodes = self._getNodesToInvalidate()
        rootItem = self.getRootItem()
        result = []
        for node in nodes:
            nodeCD = node['id']
            state = node['state']
            item = self.getItem(nodeCD)
            if rootItem.isInInventory and item.isInstalled(rootItem):
                state = NODE_STATE.add(state, NODE_STATE.INSTALLED)
            else:
                state = NODE_STATE.remove(state, NODE_STATE.INSTALLED)
            if item.itemTypeID == GUI_ITEM_TYPE.VEHICLE and item.isElite:
                state = NODE_STATE.add(state, NODE_STATE.ELITE)
            if state > -1:
                node['state'] = state
                result.append((nodeCD, state))

        return result
Exemplo n.º 21
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    def invalidatePrbState(self):
        nodes = self._getNodesToInvalidate()
        canChanged = self._isVehicleCanBeChanged()
        result = []
        for node in nodes:
            nodeCD = node['id']
            state = node['state']
            if getTypeOfCompactDescr(nodeCD) == GUI_ITEM_TYPE.VEHICLE:
                item = self.getItem(nodeCD)
                if not item.isInInventory:
                    continue
                if canChanged:
                    state = NODE_STATE.addIfNot(state, NODE_STATE.VEHICLE_CAN_BE_CHANGED)
                else:
                    state = NODE_STATE.removeIfHas(state, NODE_STATE.VEHICLE_CAN_BE_CHANGED)
                if state > -1:
                    node['state'] = state
                    result.append((nodeCD, state))

        return result
Exemplo n.º 22
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 def _generateOptions(self):
     vehicle = g_itemsCache.items.getItemByCD(self._nodeCD)
     options = [self._makeItem(VEHICLE.INFO, MENU.CONTEXTMENU_VEHICLEINFOEX),
      self._makeItem(VEHICLE.STATS, MENU.CONTEXTMENU_SHOWVEHICLESTATISTICS, {'enabled': NODE_STATE.isWasInBattle(self._nodeState)}),
      self._makeSeparator(),
      self._makeItem(VEHICLE.UNLOCK, MENU.CONTEXTMENU_UNLOCK, {'enabled': NODE_STATE.isAvailable2Unlock(self._nodeState) and not NODE_STATE.isPremium(self._nodeState)})]
     if not vehicle.isPremiumIGR:
         options.extend([self._makeItem(VEHICLE.BUY, MENU.CONTEXTMENU_BUY, {'enabled': NODE_STATE.isAvailable2Buy(self._nodeState)}),
          self._makeItem(VEHICLE.SELL, MENU.CONTEXTMENU_VEHICLEREMOVE if vehicle.isRented else MENU.CONTEXTMENU_SELL, {'enabled': NODE_STATE.isAvailable2Sell(self._nodeState)}),
          self._makeSeparator(),
          self._makeItem(VEHICLE.SELECT, MENU.CONTEXTMENU_SELECTVEHICLEINHANGAR, {'enabled': NODE_STATE.inInventory(self._nodeState) and NODE_STATE.isVehicleCanBeChanged(self._nodeState)})])
     return options
Exemplo n.º 23
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 def invalidateCredits(self, accCredits):
     self._accCredits = accCredits
     return self._invalidateMoney(filter(lambda item: NODE_STATE.isBuyForCredits(item['state']), self._getNodesToInvalidate()))
Exemplo n.º 24
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 def _checkExpiredRent(self, state, item):
     state = NODE_STATE.addIfNot(state, NODE_STATE.VEHICLE_IN_RENT)
     if item.rentalIsOver:
         state = NODE_STATE.removeIfHas(state, NODE_STATE.IN_INVENTORY)
         state = NODE_STATE.removeIfHas(state, NODE_STATE.VEHICLE_IN_RENT)
     return state
Exemplo n.º 25
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 def _checkMoneyForRentOrBuy(self, state, nodeCD):
     state = NODE_STATE.removeIfHas(state, NODE_STATE.ENOUGH_MONEY)
     if self._canRentOrBuy(nodeCD):
         state |= NODE_STATE.ENOUGH_MONEY
     return state
Exemplo n.º 26
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 def invalidateCredits(self, accCredits):
     self._accCredits = accCredits
     return self._invalidateMoney(
         filter(lambda item: NODE_STATE.isBuyForCredits(item['state']),
                self._getNodesToInvalidate()))
Exemplo n.º 27
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 def invalidateGold(self, gold):
     self._accGold = gold
     return self._invalidateMoney(
         filter(lambda item: NODE_STATE.isBuyForGold(item['state']),
                self._getNodesToInvalidate()))
Exemplo n.º 28
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 def _isAvailable2Buy(self):
     return not NODE_STATE.isInstalled(self._nodeState) and NODE_STATE.isAvailable2Buy(self._nodeState) and self._canInstallItems()
Exemplo n.º 29
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 def invalidateGold(self):
     return self._invalidateMoney(filter(lambda item: NODE_STATE.isBuyForGold(item['state']), self._getNodesToInvalidate()))