def doSelectAction(self, action): if action.actionName == PREBATTLE_ACTION_NAME.BATTLE_TUTORIAL: g_eventDispatcher.startOffbattleTutorial() result = SelectResult(True, None) else: result = SelectResult(False, None) return result
def doSelectAction(self, action): name = action.actionName if name == PREBATTLE_ACTION_NAME.EPIC: return SelectResult(True) return SelectResult( True, EpicSquadEntryPoint(accountsToInvite=action.accountsToInvite) ) if name == PREBATTLE_ACTION_NAME.SQUAD else super( EpicEntity, self).doSelectAction(action)
def doSelectAction(self, action): name = action.actionName if name == PREBATTLE_ACTION_NAME.SQUAD: g_eventDispatcher.showUnitWindow(self._prbType) if action.accountsToInvite: self._actionsHandler.processInvites(action.accountsToInvite) return SelectResult(True) if name == PREBATTLE_ACTION_NAME.RANDOM: g_eventDispatcher.showUnitWindow(self._prbType) return SelectResult(True) return super(RandomSquadEntity, self).doSelectAction(action)
def doSelectAction(self, action): name = action.actionName if name == PREBATTLE_ACTION_NAME.SQUAD: return SelectResult( True, FalloutSquadEntryPoint( self.storage.getBattleType(), accountsToInvite=action.accountsToInvite)) if name == PREBATTLE_ACTION_NAME.FALLOUT: g_eventDispatcher.showFalloutWindow() return SelectResult(True) return super(_FalloutEntity, self).doSelectAction(action)
def doSelectAction(self, action): result = SelectResult() for item in self.__items.itervalues(): if item and item.hasEntity(): result = item.doSelectAction(action) break return result
def doSelectAction(self, action): name = action.actionName if name in (PREBATTLE_ACTION_NAME.EVENT_SQUAD, PREBATTLE_ACTION_NAME.EVENT_BATTLE): g_eventDispatcher.showUnitWindow(self._prbType) if action.accountsToInvite: self._actionsHandler.processInvites(action.accountsToInvite) return SelectResult(True) return super(EventBattleSquadEntity, self).doSelectAction(action)
def doSelectAction(self, action): name = action.actionName if name == _PAN.SQUAD: g_eventDispatcher.showUnitWindow(self._prbType) return SelectResult(True) if name == _PAN.FALLOUT: g_eventDispatcher.showFalloutWindow() return SelectResult(True) if name in (_PAN.FALLOUT_CLASSIC, _PAN.FALLOUT_MULTITEAM): rosterType = self.getRosterType() if name == _PAN.FALLOUT_CLASSIC and rosterType != ROSTER_TYPE.FALLOUT_CLASSIC_ROSTER: ctx = ChangeFalloutQueueTypeCtx(QUEUE_TYPE.FALLOUT_CLASSIC, 'prebattle/change_settings') self.changeFalloutQueueType(ctx) if name == _PAN.FALLOUT_MULTITEAM and rosterType != ROSTER_TYPE.FALLOUT_MULTITEAM_ROSTER: ctx = ChangeFalloutQueueTypeCtx(QUEUE_TYPE.FALLOUT_MULTITEAM, 'prebattle/change_settings') self.changeFalloutQueueType(ctx) return SelectResult(True) return super(FalloutSquadEntity, self).doSelectAction(action)
def doSelectAction(self, action): """ Processes action come from GUI selector to switch to another mode. Args: action: prebattle select action Returns: select result object """ return SelectResult()
def doSelectAction(self, action): isProcessed = False newEntry = None name = action.actionName if name == PREBATTLE_ACTION_NAME.SQUAD: newEntry = unit.SquadEntry( accountsToInvite=action.accountsToInvite) isProcessed = True elif name == PREBATTLE_ACTION_NAME.EVENT_SQUAD: newEntry = unit.EventSquadEntry( accountsToInvite=action.accountsToInvite) isProcessed = True elif name == PREBATTLE_ACTION_NAME.RANDOM_QUEUE: isProcessed = True return SelectResult(isProcessed, newEntry)
def doSelectAction(self, action): isProcessed = False newEntry = None name = action.actionName if name == PREBATTLE_ACTION_NAME.SQUAD: newEntry = unit.FalloutSquadEntry( self.storage.getBattleType(), accountsToInvite=action.accountsToInvite) isProcessed = True if name == PREBATTLE_ACTION_NAME.FALLOUT: g_eventDispatcher.showFalloutWindow() isProcessed = True elif name == PREBATTLE_ACTION_NAME.FALLOUT_CLASSIC and self._queueType == QUEUE_TYPE.FALLOUT_CLASSIC or name == PREBATTLE_ACTION_NAME.FALLOUT_MULTITEAM and self._queueType == QUEUE_TYPE.FALLOUT_MULTITEAM: isProcessed = True elif name == PREBATTLE_ACTION_NAME.FALLOUT_QUEUE: isProcessed = True return SelectResult(isProcessed, newEntry)
def doSelectAction(self, action): if action.actionName == PREBATTLE_ACTION_NAME.EPIC_TRAINING_LIST: g_eventDispatcher.loadEpicTrainingList() return SelectResult(True) return super(EpicBattleTrainingIntroEntity, self).doSelectAction(action)
def doSelectAction(self, action): return SelectResult( True, None ) if action.actionName == PREBATTLE_ACTION_NAME.FUN_RANDOM else super( FunRandomEntity, self).doSelectAction(action)
def __init__(self): super(_PointcutPrbDisableEntitySelect, self).__init__( 'gui.prb_control.entities.bootcamp.pre_queue.entity', 'BootcampEntity', 'doSelectAction', aspects=(common.AspectAvoidWithConstantRet(SelectResult(True)), ))
def doSelectAction(self, action): if action.actionName == PREBATTLE_ACTION_NAME.SPEC_BATTLES_LIST: g_eventDispatcher.showBattleSessionWindow() return SelectResult(True) return super(BattleSessionEntity, self).doSelectAction(action)
def doSelectAction(self, action): name = action.actionName if name in (PREBATTLE_ACTION_NAME.RANKED, PREBATTLE_ACTION_NAME.RANKED_FORCED): return SelectResult(True) return super(RankedEntity, self).doSelectAction(action)
def doSelectAction(self, action): actionName = action.actionName if actionName == PREBATTLE_ACTION_NAME.E_SPORT: g_eventDispatcher.showUnitWindow(self._prbType) return SelectResult(True) return super(ESportIntroEntity, self).doSelectAction(action)
def doSelectAction(self, action): name = action.actionName if name == PREBATTLE_ACTION_NAME.RANDOM: return SelectResult(True) return super(RandomEntity, self).doSelectAction(action)
def doSelectAction(self, action): return SelectResult(True) if action.actionName == PREBATTLE_ACTION_NAME.MAPS_TRAINING else super(MapsTrainingEntity, self).doSelectAction(action)
def doSelectAction(self, action): if action.actionName == PREBATTLE_ACTION_NAME.SANDBOX: SelectResult(True) return super(SandboxEntity, self).doSelectAction(action)
def doSelectAction(self, action): return SelectResult( True ) if action.actionName == PREBATTLE_ACTION_NAME.EVENT_BATTLE else super( EventBattleEntity, self).doSelectAction(action)
def doSelectAction(self, action): name = action.actionName if name == PREBATTLE_ACTION_NAME.FALLOUT_CLASSIC: return SelectResult(True) return super(FalloutClassicEntity, self).doSelectAction(action)
def doSelectAction(self, action): if action.actionName == PREBATTLE_ACTION_NAME.EPIC_TRAINING_LIST: self.__enterTrainingRoom() return SelectResult(True) return super(EpicBattleTrainingEntity, self).doSelectAction(action)
def doSelectAction(self, action): isProcessed = False if action.actionName == PREBATTLE_ACTION_NAME.SANDBOX: isProcessed = True return SelectResult(isProcessed, None)
def doSelectAction(self, action): name = action.actionName if name in (PREBATTLE_ACTION_NAME.SQUAD, PREBATTLE_ACTION_NAME.RANDOM): g_eventDispatcher.showUnitWindow(self._prbType) return SelectResult(True) return super(EventBattleSquadEntity, self).doSelectAction(action)
def doSelectAction(self, action): return SelectResult()
def doSelectAction(self, action): result = False if action.actionName == PREBATTLE_ACTION_NAME.COMPANY: g_eventDispatcher.loadCompany() result = True return SelectResult(result, None)
def doSelectAction(self, action): name = action.actionName if name == PREBATTLE_ACTION_NAME.STRONGHOLD: g_eventDispatcher.showStrongholdsWindow() SelectResult(True) return super(StrongholdEntity, self).doSelectAction(action)
def doSelectAction(self, action): name = action.actionName if name == PREBATTLE_ACTION_NAME.FALLOUT_MULTITEAM: return SelectResult(True) return super(FalloutMultiTeamEntity, self).doSelectAction(action)
def doSelectAction(self, action): return SelectResult( True ) if action.actionName == PREBATTLE_ACTION_NAME.BOOTCAMP else super( BootcampEntity, self).doSelectAction(action)
def doSelectAction(self, action): name = action.actionName return SelectResult( True) if name == PREBATTLE_ACTION_NAME.MAPBOX else super( MapboxEntity, self).doSelectAction(action)