Beispiel #1
0
    def add(self, **kwargs):
        from core.character import Char
        from core.hero import save_hero, HeroSoul, FakeSaveHeroResult
        from core.item import Item

        data = _get_resource_data(**kwargs)
        purchase_got = kwargs.get('purchase_got', 0)
        purchase_actual_got = kwargs.get('purchase_actual_got', 0)

        if data['gold'] or data['sycee'] or data['exp'] or data['official_exp'] or purchase_got:
            char = Char(self.char_id)
            char.update(gold=data['gold'], sycee=data['sycee'], exp=data['exp'], official_exp=data['official_exp'],
                        purchase_got=purchase_got,
                        purchase_actual_got=purchase_actual_got,
                        )
    
        if data['heros']:
            heros = []
            for _id, _amount in data['heros']:
                heros.extend([_id] * _amount)
            sh_res = save_hero(self.char_id, heros)
        else:
            sh_res = FakeSaveHeroResult
    
        if data['souls']:
            hs = HeroSoul(self.char_id)
            hs.add_soul(data['souls'])
    
        item = Item(self.char_id)
        for _id, _level, _amount in data['equipments']:
            for i in range(_amount):
                item.equip_add(_id, _level)
    
        if data['gems']:
            item.gem_add(data['gems'])
    
        if data['stuffs']:
            item.stuff_add(data['stuffs'])
    
        # normalize the data
        if data['heros']:
            data['heros'] = sh_res.actual_heros
            souls = dict(data['souls'])
    
            for _sid, _samount in sh_res.to_souls:
                souls[_sid] = souls.get(_sid, 0) + _samount

            data['souls'] = souls.items()

        data['income'] = 1
        data['func_name'] = self.func_name
        data['des'] = self.des
        resource_logger(self.char_id, data)

        data.pop('income')
        data.pop('func_name')
        data.pop('des')
        return data
Beispiel #2
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def _check_hero_soul(char_id, souls, func_name=""):
    from core.hero import HeroSoul
    hs = HeroSoul(char_id)
    for _id, _amount in souls:
        if not hs.has_soul(_id, _amount):
            raise SanguoException(SOUL_NOT_ENOUGH, char_id, func_name, 'Soul {0} Not Enough/Exist.'.format(_id))

    yield

    hs.remove_soul(souls)
Beispiel #3
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def _check_hero_soul(char_id, souls, func_name=""):
    from core.hero import HeroSoul
    hs = HeroSoul(char_id)
    for _id, _amount in souls:
        if not hs.has_soul(_id, _amount):
            raise SanguoException(SOUL_NOT_ENOUGH, char_id, func_name,
                                  'Soul {0} Not Enough/Exist.'.format(_id))

    yield

    hs.remove_soul(souls)
Beispiel #4
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def login_notify(char_id):
    hero_objs = char_heros_obj(char_id)

    Char(char_id).send_notify()

    hero_notify(char_id, hero_objs)
    Item(char_id).send_notify()

    f = Formation(char_id)
    f.send_socket_notify()
    f.send_formation_notify()

    hang = Hang(char_id)
    hang.send_notify()

    Plunder(char_id).send_notify()

    p = Prison(char_id)
    p.send_prisoners_notify()

    Arena(char_id).send_notify()

    f = Friend(char_id)
    f.send_friends_notify()
    f.send_friends_amount_notify()

    m = Mail(char_id)
    m.send_mail_notify()

    CheckIn(char_id).send_notify()


    stage = Stage(char_id)
    stage.send_already_stage_notify()
    stage.send_new_stage_notify()

    stage_elite = EliteStage(char_id)
    stage_elite.send_notify()
    stage_elite.send_remained_times_notify()

    stage_activity = ActivityStage(char_id)
    stage_activity.send_notify()
    stage_activity.send_remained_times_notify()

    HeroPanel(char_id).send_notify()
    Task(char_id).send_notify()
    Achievement(char_id).send_notify()
    HeroSoul(char_id).send_notify()
    FunctionOpen(char_id).send_notify()
    Levy(char_id).send_notify()
    Attachment(char_id).send_notify()
Beispiel #5
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def char_initialize(account_id, server_id, char_id, name):
    mc = MongoCharacter(id=char_id)
    mc.account_id = account_id
    mc.server_id = server_id
    mc.name = name
    mc.gold = CHARACTER_INIT['gold']
    mc.sycee = CHARACTER_INIT['sycee']
    mc.save()

    from core.item import Item
    item = Item(char_id)
    # save equipment
    for _id, _amount in CHARACTER_INIT['equipment']:
        for _x in range(_amount):
            item.equip_add(_id, notify=False)
    # save gem
    if CHARACTER_INIT['gem']:
        item.gem_add(CHARACTER_INIT['gem'], send_notify=False)
    # save stuff
    if CHARACTER_INIT['stuff']:
        item.stuff_add(CHARACTER_INIT['stuff'], send_notify=False)
    # save hero
    if CHARACTER_INIT['hero']:
        save_hero(char_id, CHARACTER_INIT['hero'], add_notify=False)
    # save souls:
    if CHARACTER_INIT['souls']:
        s = HeroSoul(char_id)
        s.add_soul(CHARACTER_INIT['souls'])

    # hero in formation!
    in_formaiton_heros = CHARACTER_INIT['hero_in_formation']

    final_in_formation_heros = {}
    for k, v in in_formaiton_heros.iteritems():
        new_ids = []
        for _equip_id in v:
            if not _equip_id:
                new_ids.append(0)
            else:
                new_ids.append(item.equip_add(_equip_id, notify=False))

        final_in_formation_heros[k] = new_ids

    hero_ids = save_hero(char_id, final_in_formation_heros.keys(), add_notify=False).id_range
    hero_new_id_to_oid_table = dict(zip(hero_ids, final_in_formation_heros.keys()))

    hero_oid_socket_id_table = {}
    f = Formation(char_id)

    for hid in hero_ids:
        this_oid = hero_new_id_to_oid_table[hid]
        weapon, armor, jewelry = final_in_formation_heros[this_oid]

        _sid = f.initialize_socket(hero=hid, weapon=weapon, armor=armor, jewelry=jewelry)
        hero_oid_socket_id_table[this_oid] = _sid

    socket_ids = FORMATION_INIT_TABLE[:]
    for index, oid in enumerate(socket_ids):
        if oid:
            socket_ids[index] = hero_oid_socket_id_table[oid]

    if FORMATION_INIT_OPENED_SOCKETS > len(hero_ids):
        for i in range(FORMATION_INIT_OPENED_SOCKETS - len(hero_ids)):
            _sid = f.initialize_socket()
            for index, sid in enumerate(socket_ids):
                if sid == 0:
                    socket_ids[index] = _sid
                    break

    f.save_formation(socket_ids, send_notify=False)
Beispiel #6
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    def add(self, **kwargs):
        from core.character import Char
        from core.hero import save_hero, HeroSoul, FakeSaveHeroResult
        from core.item import Item
        from core.horse import Horse
        from core.union.member import Member

        notify_settings = {}
        notify_settings['purchase_notify'] = kwargs.get('purchase_notify', True)

        data = _get_resource_data(**kwargs)
        purchase_got = kwargs.get('purchase_got', 0)
        purchase_actual_got = kwargs.get('purchase_actual_got', 0)

        if data['gold'] or data['sycee'] or data['exp'] or data['official_exp'] or purchase_got:
            char = Char(self.char_id)
            char.update(gold=data['gold'], sycee=data['sycee'], exp=data['exp'], official_exp=data['official_exp'],
                        purchase_got=purchase_got,
                        purchase_actual_got=purchase_actual_got,
                        notify_settings=notify_settings
                        )

        union_coin = kwargs.get('union_coin', 0)
        union_contribute_points = kwargs.get('union_contribute_points', 0)
        if union_coin or union_contribute_points:
            m = Member(self.char_id)
            m.add_coin(union_coin, send_notify=False)
            m.add_contribute_points(union_contribute_points)

    
        if data['heros']:
            heros = []
            for _id, _amount in data['heros']:
                heros.extend([_id] * _amount)
            sh_res = save_hero(self.char_id, heros)
        else:
            sh_res = FakeSaveHeroResult
    
        if data['souls']:
            hs = HeroSoul(self.char_id)
            hs.add_soul(data['souls'])
    
        item = Item(self.char_id)
        for _id, _level, _amount in data['equipments']:
            for i in range(_amount):
                item.equip_add(_id, _level)
    
        if data['gems']:
            item.gem_add(data['gems'])
    
        if data['stuffs']:
            item.stuff_add(data['stuffs'])

        if data['horses']:
            horse = Horse(self.char_id)
            for _id, _amount in data['horses']:
                for i in range(_amount):
                    horse.add(_id)
    
        # normalize the data
        if data['heros']:
            data['heros'] = sh_res.actual_heros
            souls = dict(data['souls'])
    
            for _sid, _samount in sh_res.to_souls:
                souls[_sid] = souls.get(_sid, 0) + _samount

            data['souls'] = souls.items()

        data['income'] = 1
        data['func_name'] = self.func_name
        data['des'] = self.des
        resource_logger(self.char_id, data)

        data.pop('income')
        data.pop('func_name')
        data.pop('des')
        return data
Beispiel #7
0
def login_notify(char_id):
    message_clean(char_id)
    function_open = FunctionOpen(char_id)
    function_open.send_notify()

    hero_objs = char_heros_obj(char_id)

    Char(char_id).send_notify()

    hero_notify(char_id, hero_objs)
    Item(char_id).send_notify()

    f = Formation(char_id)
    f.send_socket_notify()
    f.send_formation_notify()

    Plunder(char_id).send_notify()

    p = Prison(char_id)
    p.send_prisoners_notify()

    if Arena.FUNC_ID not in function_open.mf.freeze:
        arena = Arena(char_id)
        arena.send_notify()
        arena.login_process()

    f = Friend(char_id)
    f.send_friends_notify()
    f.send_friends_amount_notify()

    CheckIn(char_id).send_notify()

    stage = Stage(char_id)
    stage.send_already_stage_notify()
    stage.send_new_stage_notify()

    stage_elite = EliteStage(char_id)
    stage_elite.send_notify()
    stage_elite.send_remained_times_notify()

    stage_activity = ActivityStage(char_id)
    stage_activity.send_notify()
    stage_activity.send_remained_times_notify()

    HeroPanel(char_id).send_notify()
    Task(char_id).send_notify()
    Achievement(char_id).send_notify()
    HeroSoul(char_id).send_notify()
    Levy(char_id).send_notify()
    Attachment(char_id).send_notify()

    PurchaseAction(char_id).send_notify()

    SystemBroadcast(char_id).send_global_broadcast()

    affairs = Affairs(char_id)
    affairs.send_city_notify()
    affairs.send_hang_notify()

    # mail notify 要放在最后,因为 其他功能初始化时可能会产生登录邮件
    Mail(char_id).send_notify()
Beispiel #8
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def login_notify(char_id):
    message_clean(char_id)
    function_open = FunctionOpen(char_id)
    function_open.send_notify()

    hero_objs = char_heros_obj(char_id)

    Char(char_id).send_notify()
    VIP(char_id).send_notify()

    hero_notify(char_id, hero_objs)
    Item(char_id).send_notify()

    f = Formation(char_id)
    f.send_socket_notify()
    f.send_formation_notify()

    Plunder(char_id).send_notify()

    p = Prison(char_id)
    p.send_prisoners_notify()

    a = Arena(char_id)
    a.send_notify()
    a.login_process()

    f = Friend(char_id)
    f.send_friends_notify()
    f.send_friends_amount_notify()

    CheckIn(char_id).send_notify()

    stage = Stage(char_id)
    stage.send_already_stage_notify()
    stage.send_new_stage_notify()

    stage_elite = EliteStage(char_id)
    stage_elite.send_notify()
    stage_elite.send_times_notify()

    stage_activity = ActivityStage(char_id)
    stage_activity.check(send_notify=False)
    stage_activity.send_notify()
    stage_activity.send_remained_times_notify()

    HeroPanel(char_id).send_notify()
    Task(char_id).send_notify()
    Achievement(char_id).send_notify()
    HeroSoul(char_id).send_notify()
    Levy(char_id).send_notify()
    Attachment(char_id).send_notify()

    BasePurchaseAction(char_id).send_notify()

    SystemBroadcast(char_id).send_global_broadcast()
    ChatMessagePublish(char_id).send_notify()

    affairs = Affairs(char_id)
    affairs.send_city_notify()
    affairs.send_hang_notify()

    HorseFreeTimesManager(char_id).send_notify()
    Horse(char_id).send_notify()

    union.send_notify(char_id)

    ae = ActivityEntry(char_id, 50006)
    if ae and ae.is_valid():
        ae.enable(ae.get_current_value(char_id))

    ActivityStatic(char_id).send_notify()

    # mail notify 要放在最后,因为 其他功能初始化时可能会产生登录邮件
    Mail(char_id).send_notify()
Beispiel #9
0
def char_initialize(account_id, server_id, char_id, name):
    mc = MongoCharacter(id=char_id)
    mc.account_id = account_id
    mc.server_id = server_id
    mc.name = name
    mc.gold = CHARACTER_INIT['gold']
    mc.sycee = CHARACTER_INIT['sycee']
    mc.save()

    from core.item import Item
    item = Item(char_id)
    # save equipment
    for _id, _amount in CHARACTER_INIT['equipment']:
        for _x in range(_amount):
            item.equip_add(_id, notify=False)
    # save gem
    if CHARACTER_INIT['gem']:
        item.gem_add(CHARACTER_INIT['gem'], send_notify=False)
    # save stuff
    if CHARACTER_INIT['stuff']:
        item.stuff_add(CHARACTER_INIT['stuff'], send_notify=False)
    # save hero
    if CHARACTER_INIT['hero']:
        save_hero(char_id, CHARACTER_INIT['hero'], add_notify=False)
    # save souls:
    if CHARACTER_INIT['souls']:
        s = HeroSoul(char_id)
        s.add_soul(CHARACTER_INIT['souls'])

    # hero in formation!
    in_formaiton_heros = CHARACTER_INIT['hero_in_formation']

    final_in_formation_heros = {}
    for k, v in in_formaiton_heros.iteritems():
        new_ids = []
        for _equip_id in v:
            if not _equip_id:
                new_ids.append(0)
            else:
                new_ids.append(item.equip_add(_equip_id, notify=False))

        final_in_formation_heros[k] = new_ids

    hero_ids = save_hero(char_id,
                         final_in_formation_heros.keys(),
                         add_notify=False).id_range
    hero_new_id_to_oid_table = dict(
        zip(hero_ids, final_in_formation_heros.keys()))

    hero_oid_socket_id_table = {}
    f = Formation(char_id)

    for hid in hero_ids:
        this_oid = hero_new_id_to_oid_table[hid]
        weapon, armor, jewelry = final_in_formation_heros[this_oid]

        _sid = f.initialize_socket(hero=hid,
                                   weapon=weapon,
                                   armor=armor,
                                   jewelry=jewelry)
        hero_oid_socket_id_table[this_oid] = _sid

    socket_ids = FORMATION_INIT_TABLE[:]
    for index, oid in enumerate(socket_ids):
        if oid:
            socket_ids[index] = hero_oid_socket_id_table[oid]

    if FORMATION_INIT_OPENED_SOCKETS > len(hero_ids):
        for i in range(FORMATION_INIT_OPENED_SOCKETS - len(hero_ids)):
            _sid = f.initialize_socket()
            for index, sid in enumerate(socket_ids):
                if sid == 0:
                    socket_ids[index] = _sid
                    break

    f.save_formation(socket_ids, send_notify=False)
Beispiel #10
0
    def add(self, **kwargs):
        from core.character import Char
        from core.hero import save_hero, HeroSoul
        from core.item import Item

        data = _get_resource_data(**kwargs)
        purchase_got = kwargs.get('purchase_got', 0)
        purchase_actual_got = kwargs.get('purchase_actual_got', 0)

        if data['gold'] or data['sycee'] or data['exp'] or data[
                'official_exp'] or purchase_got:
            char = Char(self.char_id)
            char.update(
                gold=data['gold'],
                sycee=data['sycee'],
                exp=data['exp'],
                official_exp=data['official_exp'],
                purchase_got=purchase_got,
                purchase_actual_got=purchase_actual_got,
            )

        if data['heros']:
            heros = []
            for _id, _amount in data['heros']:
                heros.extend([_id] * _amount)
            sh_res = save_hero(self.char_id, heros)

        if data['souls']:
            hs = HeroSoul(self.char_id)
            hs.add_soul(data['souls'])

        item = Item(self.char_id)
        for _id, _level, _amount in data['equipments']:
            for i in range(_amount):
                item.equip_add(_id, _level)

        if data['gems']:
            item.gem_add(data['gems'])

        if data['stuffs']:
            item.stuff_add(data['stuffs'])

        # normalize the data
        if data['heros']:
            data['heros'] = sh_res.actual_heros
            souls = dict(data['souls'])

            for _sid, _samount in sh_res.to_souls:
                souls[_sid] = souls.get(_sid, 0) + _samount

            data['souls'] = souls.items()

        data['income'] = 1
        data['func_name'] = self.func_name
        data['des'] = self.des
        resource_logger(self.char_id, data)

        data.pop('income')
        data.pop('func_name')
        data.pop('des')
        return data
Beispiel #11
0
    def add(self, **kwargs):
        from core.character import Char
        from core.hero import save_hero, HeroSoul, FakeSaveHeroResult
        from core.item import Item
        from core.horse import Horse
        from core.union.member import Member

        update_settings = {}
        update_settings['purchase_notify'] = kwargs.get(
            'purchase_notify', True)
        update_settings['as_vip_exp'] = kwargs.get('as_vip_exp', True)

        data = _get_resource_data(**kwargs)
        purchase_got = kwargs.get('purchase_got', 0)
        purchase_actual_got = kwargs.get('purchase_actual_got', 0)

        if data['gold'] or data['sycee'] or data['exp'] or data[
                'official_exp'] or purchase_got:
            char = Char(self.char_id)
            char.update(gold=data['gold'],
                        sycee=data['sycee'],
                        exp=data['exp'],
                        official_exp=data['official_exp'],
                        purchase_got=purchase_got,
                        purchase_actual_got=purchase_actual_got,
                        update_settings=update_settings)

        union_coin = kwargs.get('union_coin', 0)
        union_contribute_points = kwargs.get('union_contribute_points', 0)
        if union_coin or union_contribute_points:
            m = Member(self.char_id)
            m.add_coin(union_coin, send_notify=False)
            m.add_contribute_points(union_contribute_points)

        if data['heros']:
            heros = []
            for _id, _amount in data['heros']:
                heros.extend([_id] * _amount)
            sh_res = save_hero(self.char_id, heros)
        else:
            sh_res = FakeSaveHeroResult

        if data['souls']:
            hs = HeroSoul(self.char_id)
            hs.add_soul(data['souls'])

        item = Item(self.char_id)
        for _id, _level, _amount in data['equipments']:
            for i in range(_amount):
                item.equip_add(_id, _level)

        if data['gems']:
            item.gem_add(data['gems'])

        if data['stuffs']:
            item.stuff_add(data['stuffs'])

        if data['horses']:
            horse = Horse(self.char_id)
            for _id, _amount in data['horses']:
                for i in range(_amount):
                    horse.add(_id)

        # normalize the data
        if data['heros']:
            data['heros'] = sh_res.actual_heros
            souls = dict(data['souls'])

            for _sid, _samount in sh_res.to_souls:
                souls[_sid] = souls.get(_sid, 0) + _samount

            data['souls'] = souls.items()

        data['income'] = 1
        data['func_name'] = self.func_name
        data['des'] = self.des
        resource_logger(self.char_id, data)

        data.pop('income')
        data.pop('func_name')
        data.pop('des')
        return data