本文整理汇总了Python中horizons.messaging.RemoveStatusIcon类的典型用法代码示例。如果您正苦于以下问题:Python RemoveStatusIcon类的具体用法?Python RemoveStatusIcon怎么用?Python RemoveStatusIcon使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了RemoveStatusIcon类的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: _on_production_change
def _on_production_change(self):
"""Makes the instance act according to the producers
current state"""
state = self._get_current_state()
new_action = 'idle'
if state is PRODUCTION.STATES.producing:
new_action = "work"
elif state is PRODUCTION.STATES.inventory_full:
new_action = "idle_full"
# don't force restarts as not to disturb sequences such as tree growth
self.instance.act(new_action, repeating=True, force_restart=False)
if self.instance.has_status_icon:
full = state is PRODUCTION.STATES.inventory_full
if full and not hasattr(self, "_producer_status_icon"):
affected_res = set() # find them:
for prod in self.get_productions():
affected_res = affected_res.union( prod.get_unstorable_produced_res() )
self._producer_status_icon = InventoryFullStatus(self.instance, affected_res)
AddStatusIcon.broadcast(self, self._producer_status_icon)
if not full and hasattr(self, "_producer_status_icon"):
RemoveStatusIcon.broadcast(self, self.instance, InventoryFullStatus)
del self._producer_status_icon
示例2: _on_production_change
def _on_production_change(self):
"""Makes the instance act according to the producers
current state"""
state = self._get_current_state()
if (state is PRODUCTION.STATES.waiting_for_res or\
state is PRODUCTION.STATES.paused or\
state is PRODUCTION.STATES.none):
self.instance.act("idle", repeating=True)
elif state is PRODUCTION.STATES.producing:
self.instance.act("work", repeating=True)
elif state is PRODUCTION.STATES.inventory_full:
self.instance.act("idle_full", repeating=True)
if self.instance.has_status_icon:
full = state is PRODUCTION.STATES.inventory_full
if full and not hasattr(self, "_producer_status_icon"):
affected_res = set() # find them:
for prod in self.get_productions():
affected_res = affected_res.union( prod.get_unstorable_produced_res() )
self._producer_status_icon = InventoryFullStatus(self.instance, affected_res)
AddStatusIcon.broadcast(self, self._producer_status_icon)
if not full and hasattr(self, "_producer_status_icon"):
RemoveStatusIcon.broadcast(self, self.instance, InventoryFullStatus)
del self._producer_status_icon
示例3: set_active
def set_active(self, production=None, active=True):
"""Pause or unpause a production (aka set it active/inactive).
see also: is_active, toggle_active
@param production: instance of Production. if None, we do it to all productions.
@param active: whether to set it active or inactive"""
if production is None:
# set all
for production in self.get_productions():
self.set_active(production, active)
else:
line_id = production.get_production_line_id()
if active:
if not self.is_active(production):
self.log.debug("ResHandler %s: reactivating production %s", self.instance.worldid, line_id)
self._productions[line_id] = production
del self._inactive_productions[line_id]
production.pause(pause=False)
else:
if self.is_active(production):
self.log.debug("ResHandler %s: deactivating production %s", self.instance.worldid, line_id)
self._inactive_productions[line_id] = production
del self._productions[line_id]
production.pause()
if self.is_active() is not self.__active:
self.__active = not self.__active
if self.__active:
RemoveStatusIcon.broadcast(self, self.instance, DecommissionedStatus)
else:
icon = DecommissionedStatus(self.instance)
AddStatusIcon.broadcast(self, icon)
self.instance._changed()
self.on_activity_changed(self.is_active())
示例4: update_capacity_utilization
def update_capacity_utilization(self):
"""Called by the scheduler to update the utilization regularly"""
if not self.capacity_utilization_below(ProductivityLowStatus.threshold) is not self.__utilization_ok:
self.__utilization_ok = not self.__utilization_ok
if self.__utilization_ok:
RemoveStatusIcon.broadcast(self, self.instance, ProductivityLowStatus)
else:
self._add_status_icon(ProductivityLowStatus(self.instance))
示例5: _update_status_icon
def _update_status_icon(self):
if self.has_status_icon:
unhappy = self.happiness < self.__get_data("happiness_inhabitants_decrease_limit")
# check for changes
if unhappy and not hasattr(self, "_settler_status_icon"):
self._settler_status_icon = SettlerUnhappyStatus(self) # save ref for removal later
AddStatusIcon.broadcast(self, self._settler_status_icon)
if not unhappy and hasattr(self, "_settler_status_icon"):
RemoveStatusIcon.broadcast(self, self, SettlerUnhappyStatus)
del self._settler_status_icon
示例6: __init__
def __init__(self, session):
self.session = session
# {instance: [list of icons]}
self.icons = {}
# Renderer used to render the icons
self.renderer = self.session.view.renderer['GenericRenderer']
AddStatusIcon.subscribe(self.on_add_icon_message)
RemoveStatusIcon.subscribe(self.on_remove_icon_message)
WorldObjectDeleted.subscribe(self.on_worldobject_deleted_message)
示例7: _update_decommissioned_icon
def _update_decommissioned_icon(self):
"""Add or remove decommissioned icon."""
if not self.instance.has_status_icon:
return
if self.is_active() is not self.__active:
self.__active = not self.__active
if self.__active:
RemoveStatusIcon.broadcast(self, self.instance, DecommissionedStatus)
else:
self._add_status_icon(DecommissionedStatus(self.instance))
示例8: end
def end(self):
self.tooltip_instance = None
self.tooltip_icon.hide_tooltip()
self.tooltip_icon = None
self.renderer = None
self.icons = None
AddStatusIcon.unsubscribe(self.on_add_icon_message)
HoverInstancesChanged.unsubscribe(self.on_hover_instances_changed)
RemoveStatusIcon.unsubscribe(self.on_remove_icon_message)
WorldObjectDeleted.unsubscribe(self.on_worldobject_deleted_message)
示例9: __init__
def __init__(self, session):
self.session = session
# {instance: [list of icons]}
self.icons = {}
# Renderer used to render the icons
self.renderer = self.session.view.renderer['GenericRenderer']
self.tooltip_instance = None # no weakref:
# we need to remove the tooltip always anyway, and along with it the entry here
self.tooltip_icon = Icon(position=(1,1)) # 0, 0 is currently not supported by tooltips
AddStatusIcon.subscribe(self.on_add_icon_message)
HoverInstancesChanged.subscribe(self.on_hover_instances_changed)
RemoveStatusIcon.subscribe(self.on_remove_icon_message)
WorldObjectDeleted.subscribe(self.on_worldobject_deleted_message)
示例10: _check_main_square_in_range
def _check_main_square_in_range(self):
"""Notifies the user via a message in case there is no main square in range"""
if not self.owner.is_local_player:
return # only check this for local player
for building in self.get_buildings_in_range():
if building.id == BUILDINGS.MAIN_SQUARE:
if StaticPather.get_path_on_roads(self.island, self, building) is not None:
# a main square is in range
if hasattr(self, "_main_square_status_icon"):
RemoveStatusIcon.broadcast(self, self, SettlerNotConnectedStatus)
del self._main_square_status_icon
return
if not hasattr(self, "_main_square_status_icon"):
self._main_square_status_icon = SettlerNotConnectedStatus(self) # save ref for removal later
AddStatusIcon.broadcast(self, self._main_square_status_icon)
# no main square found
# check_duplicate: only trigger once for different settlers of a neighborhood
self.session.ingame_gui.message_widget.add(point=self.position.origin,
string_id='NO_MAIN_SQUARE_IN_RANGE', check_duplicate=True)
示例11: __init__
def __init__(self, renderer, layer):
"""
@param renderer: Renderer used to render the icons
@param layer: map layer, needed to place icon
"""
self.layer = layer
self.renderer = renderer
# {instance: [list of icons]}
self.icons = {}
self.tooltip_instance = None # no weakref:
# we need to remove the tooltip always anyway, and along with it the entry here
self.tooltip_icon = Icon(position=(1, 1)) # 0, 0 is currently not supported by tooltips
AddStatusIcon.subscribe(self.on_add_icon_message)
HoverInstancesChanged.subscribe(self.on_hover_instances_changed)
RemoveStatusIcon.subscribe(self.on_remove_icon_message)
WorldObjectDeleted.subscribe(self.on_worldobject_deleted_message)
示例12: recover
def recover(self, building):
super(BuildingInfluencingDisaster, self).recover(building)
RemoveStatusIcon.broadcast(self, building, self.STATUS_ICON)
callback = Callback(self.wreak_havoc, building)
Scheduler().rem_call(self, callback)
self._affected_buildings.remove(building)
示例13: recover
def recover(self, building):
super(FireDisaster, self).recover(building)
RemoveStatusIcon.broadcast(self, building, FireStatusIcon)
Scheduler().rem_call(self, Callback(self.wreak_havoc, building))
self._affected_buildings.remove(building)