def __updatePrebattleControls(self): if not self.prbDispatcher: return items = battle_selector_items.getItems() suadItems = battle_selector_items.getSquadItems() state = self.prbDispatcher.getFunctionalState() selected = items.update(state) squadSelected = suadItems.update(state) result = self.prbEntity.canPlayerDoAction() canDo, canDoMsg = result.isValid, result.restriction playerInfo = self.prbDispatcher.getPlayerInfo() if selected.isInSquad(state): isInSquad = True self.as_doDisableHeaderButtonS(self.BUTTONS.SQUAD, True) else: isInSquad = False self.as_doDisableHeaderButtonS( self.BUTTONS.SQUAD, self.prbDispatcher.getEntity().getPermissions().canCreateSquad( )) isFallout = self.falloutCtrl.isSelected() isEvent = self.eventsCache.isEventEnabled() if isInSquad: tooltip = TOOLTIPS.HEADER_SQUAD_MEMBER elif isFallout: tooltip = TOOLTIPS.HEADER_DOMINATIONSQUAD elif isEvent: tooltip = TOOLTIPS.HEADER_SQUAD_MEMBER else: tooltip = TOOLTIPS.HEADER_SQUAD if state.isInUnit(constants.PREBATTLE_TYPE.EVENT): iconSquad = RES_ICONS.MAPS_ICONS_BATTLETYPES_40X40_EVENTSQUAD else: iconSquad = RES_ICONS.MAPS_ICONS_BATTLETYPES_40X40_SQUAD self.as_updateSquadS(isInSquad, tooltip, TOOLTIP_TYPES.COMPLEX, isEvent, iconSquad) isFightBtnDisabled = not canDo or selected.isFightButtonForcedDisabled( ) if isFightBtnDisabled and not state.hasLockedState: if canDoMsg == PRE_QUEUE_RESTRICTION.LIMIT_LEVEL: self.as_setFightBtnTooltipS( self.__getSandboxTooltipData(result.ctx)) elif isFallout: self.as_setFightBtnTooltipS( self.__getFalloutFightBtnTooltipData(canDoMsg)) elif isEvent and state.isInUnit(constants.PREBATTLE_TYPE.EVENT): self.as_setFightBtnTooltipS(self.__getEventTooltipData()) elif isInSquad: self.as_setFightBtnTooltipS( self.__getSquadFightBtnTooltipData(canDoMsg)) else: self.as_setFightBtnTooltipS('') else: self.as_setFightBtnTooltipS('') self.as_disableFightButtonS(isFightBtnDisabled) self.as_setFightButtonS(selected.getFightButtonLabel( state, playerInfo)) self.as_updateBattleTypeS(i18n.makeString(selected.getLabel()), selected.getSmallIcon(), selected.isSelectorBtnEnabled(), TOOLTIPS.HEADER_BATTLETYPE, TOOLTIP_TYPES.COMPLEX, selected.getData()) if selected.isDisabled(): self.__closeBattleTypeSelectPopover() else: self.__updateBattleTypeSelectPopover() if squadSelected.isDisabled(): self.__closeSquadTypeSelectPopover() else: self.__updateSquadTypeSelectPopover() isNavigationEnabled = not state.isNavigationDisabled() for button in self.PRB_NAVIGATION_DISABLE_BUTTONS: self.as_doDisableHeaderButtonS(button, isNavigationEnabled) if not isNavigationEnabled: self.as_doDisableNavigationS() else: self.as_setScreenS(self.__currentScreen) self.updateAccountAttrs()
def __updatePrebattleControls(self): if not self.prbDispatcher: return else: items = battle_selector_items.getItems() suadItems = battle_selector_items.getSquadItems() state = self.prbDispatcher.getFunctionalState() selected = items.update(state) squadSelected = suadItems.update(state) canDo, canDoMsg = self.prbDispatcher.canPlayerDoAction() playerInfo = self.prbDispatcher.getPlayerInfo() if selected.isInSquad(state): isInSquad = True else: isInSquad = False self.as_doDisableHeaderButtonS( self.BUTTONS.SQUAD, self.prbDispatcher.getFunctionalCollection(). canCreateSquad()) falloutCtrl = getFalloutCtrl() isFallout = falloutCtrl.isSelected() isEvent = g_eventsCache.isEventEnabled() if isInSquad: tooltip = TOOLTIPS.HEADER_SQUAD_MEMBER elif isFallout: tooltip = TOOLTIPS.HEADER_DOMINATIONSQUAD elif isEvent: tooltip = TOOLTIPS.HEADER_SQUAD_MEMBER else: tooltip = TOOLTIPS.HEADER_SQUAD if state.isInUnit(constants.PREBATTLE_TYPE.EVENT): iconSquad = RES_ICONS.MAPS_ICONS_BATTLETYPES_40X40_EVENTSQUAD else: iconSquad = RES_ICONS.MAPS_ICONS_BATTLETYPES_40X40_SQUAD self.as_updateSquadS(isInSquad, tooltip, TOOLTIP_TYPES.COMPLEX, isEvent, iconSquad) isFightBtnDisabled = not canDo or selected.isFightButtonForcedDisabled( ) if isFightBtnDisabled and not state.hasLockedState: if state.isInPreQueue( queueType=constants.QUEUE_TYPE.SANDBOX ) and canDoMsg == QUEUE_RESTRICTION.LIMIT_LEVEL: self.as_setFightBtnTooltipS(self.__getSandboxTooltipData()) elif isFallout: self.as_setFightBtnTooltipS( self.__getFalloutFightBtnTooltipData(canDoMsg)) elif isEvent and state.isInUnit( constants.PREBATTLE_TYPE.EVENT): self.as_setFightBtnTooltipS(self.__getEventTooltipData()) elif isInSquad: self.as_setFightBtnTooltipS( self.__getSquadFightBtnTooltipData(canDoMsg)) else: self.as_setFightBtnTooltipS(None) else: self.as_setFightBtnTooltipS(None) self.as_disableFightButtonS(isFightBtnDisabled) self.as_setFightButtonS( selected.getFightButtonLabel(state, playerInfo)) self.as_updateBattleTypeS(i18n.makeString(selected.getLabel()), selected.getSmallIcon(), selected.isSelectorBtnEnabled(), TOOLTIPS.HEADER_BATTLETYPE, TOOLTIP_TYPES.COMPLEX, selected.getData()) if selected.isDisabled(): self.__closeBattleTypeSelectPopover() else: self.__updateBattleTypeSelectPopover() if squadSelected.isDisabled(): self.__closeSquadTypeSelectPopover() else: self.__updateSquadTypeSelectPopover() isNavigationEnabled = not state.isNavigationDisabled() self.as_doDisableHeaderButtonS(self.BUTTONS.PREM, isNavigationEnabled) self.as_doDisableHeaderButtonS(self.BUTTONS.SILVER, isNavigationEnabled) self.as_doDisableHeaderButtonS(self.BUTTONS.GOLD, isNavigationEnabled) self.as_doDisableHeaderButtonS(self.BUTTONS.FREE_XP, isNavigationEnabled) self.as_doDisableHeaderButtonS(self.BUTTONS.ACCOUNT, isNavigationEnabled) self.as_doDisableHeaderButtonS(self.BUTTONS.PREMSHOP, isNavigationEnabled) self.updateAccountAttrs() return
def update(self): if not self.isDisposed(): self.as_updateS(*battle_selector_items.getSquadItems().getVOs())
def __updatePrebattleControls(self): if not self.prbDispatcher: return else: items = battle_selector_items.getItems() suadItems = battle_selector_items.getSquadItems() state = self.prbDispatcher.getFunctionalState() selected = items.update(state) squadSelected = suadItems.update(state) canDo, canDoMsg = self.prbDispatcher.canPlayerDoAction() playerInfo = self.prbDispatcher.getPlayerInfo() if selected.isInSquad(state): isInSquad = True else: isInSquad = False self.as_doDisableHeaderButtonS(self.BUTTONS.SQUAD, self.prbDispatcher.getFunctionalCollection().canCreateSquad()) falloutCtrl = getFalloutCtrl() isFallout = falloutCtrl.isSelected() isEvent = g_eventsCache.isEventEnabled() if isInSquad: tooltip = TOOLTIPS.HEADER_SQUAD_MEMBER elif isFallout: tooltip = TOOLTIPS.HEADER_DOMINATIONSQUAD elif isEvent: tooltip = TOOLTIPS.HEADER_SQUAD_MEMBER else: tooltip = TOOLTIPS.HEADER_SQUAD if state.isInUnit(constants.PREBATTLE_TYPE.EVENT): iconSquad = RES_ICONS.MAPS_ICONS_BATTLETYPES_40X40_EVENTSQUAD else: iconSquad = RES_ICONS.MAPS_ICONS_BATTLETYPES_40X40_SQUAD self.as_updateSquadS(isInSquad, tooltip, TOOLTIP_TYPES.COMPLEX, isEvent, iconSquad) isFightBtnDisabled = not canDo or selected.isFightButtonForcedDisabled() if isFightBtnDisabled and not state.hasLockedState: if state.isInPreQueue(queueType=constants.QUEUE_TYPE.SANDBOX) and canDoMsg == QUEUE_RESTRICTION.LIMIT_LEVEL: self.as_setFightBtnTooltipS(self.__getSandboxTooltipData()) elif isFallout: self.as_setFightBtnTooltipS(self.__getFalloutFightBtnTooltipData(canDoMsg)) elif isEvent and state.isInUnit(constants.PREBATTLE_TYPE.EVENT): self.as_setFightBtnTooltipS(self.__getEventTooltipData()) elif isInSquad: self.as_setFightBtnTooltipS(self.__getSquadFightBtnTooltipData(canDoMsg)) else: self.as_setFightBtnTooltipS(None) else: self.as_setFightBtnTooltipS(None) self.as_disableFightButtonS(isFightBtnDisabled) self.as_setFightButtonS(selected.getFightButtonLabel(state, playerInfo)) self.as_updateBattleTypeS(i18n.makeString(selected.getLabel()), selected.getSmallIcon(), selected.isSelectorBtnEnabled(), TOOLTIPS.HEADER_BATTLETYPE, TOOLTIP_TYPES.COMPLEX, selected.getData()) if selected.isDisabled(): self.__closeBattleTypeSelectPopover() else: self.__updateBattleTypeSelectPopover() if squadSelected.isDisabled(): self.__closeSquadTypeSelectPopover() else: self.__updateSquadTypeSelectPopover() isNavigationEnabled = not state.isNavigationDisabled() self.as_doDisableHeaderButtonS(self.BUTTONS.PREM, isNavigationEnabled) self.as_doDisableHeaderButtonS(self.BUTTONS.SILVER, isNavigationEnabled) self.as_doDisableHeaderButtonS(self.BUTTONS.GOLD, isNavigationEnabled) self.as_doDisableHeaderButtonS(self.BUTTONS.FREE_XP, isNavigationEnabled) self.as_doDisableHeaderButtonS(self.BUTTONS.ACCOUNT, isNavigationEnabled) self.as_doDisableHeaderButtonS(self.BUTTONS.PREMSHOP, isNavigationEnabled) self.updateAccountAttrs() return