Beispiel #1
0
def upgrade_artifact(uid, artifact):
    action = ArtifactAction(uid)
    config_model = ConfigModel('artifact')
    artifact_config = config_model.get_config_by_id(artifact)
    if artifact_config is False:
        print('流氓数据 错误的ID')
        return False
    check_data = action.get_model_info_by_id(artifact)
    if check_data is None or check_data is False or len(check_data) == 0:
        print('流氓数据 骗子')
        return False
    next_id = artifact_config.get('next_id')
    if next_id == -1:
        print('流氓数据 满级了')
        return False
    upgrade_item = artifact_config.get('upgrade')
    upgrade_items = eval(upgrade_item)
    item_model = ItemAction(uid)
    all_item_info = item_model.get_model_info()
    for a_id, ct in upgrade_items.iteritems():
        if int(all_item_info.get(a_id, 0)) < ct:
            print('消耗物品不够', a_id)
            return False
    for a_id, ct in upgrade_items.iteritems():
        remove_res = item_model.remove_model(a_id, ct)
        if remove_res is False:
            print(uid, '删除失败', a_id, ct)
    res = action.replace_model(artifact, next_id)
    if res:
        record_logic.add_record(uid, 'artifact', 1)
    return res
Beispiel #2
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def use_box(uid, config_info):
    # 奖励
    awards = get_award(config_info)
    item_model = ItemAction(uid)
    doll_model = HeroAction(uid)
    hatch_action = HatchAction(uid)
    user = UserAction(uid)
    res = dict()
    for a_id, ct in awards.iteritems():
        # 如果是金币添加金币
        if a_id == "gold":
            user.add_gold(ct)
            res[a_id] = ct
        # 如果是钻石添加钻石
        elif a_id == "diamond":
            user.add_diamond(ct)
            res[a_id] = ct
        # 经验
        elif a_id == "exp":
            user.add_gold(ct)
            res[a_id] = ct
        # 如果是道具添加道具
        elif int(a_id) / 10000 == 2:
            if item_model.add_model(a_id, ct):
                res[a_id] = ct
        elif int(a_id) / 10000 == 3:
            hatch_action.add_model(a_id)
        elif int(a_id) / 10000 == 4:
            res['doll'] = doll_model.add_model(a_id)
        else:
            pass
    return res
Beispiel #3
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def guild_attack(uid):
    res = dict()
    r_action = RecordAction(uid)
    r_data = r_action.get_model_info()
    fight_data = r_data.get(r_action.fight_group_str, [])
    if fight_data is None:
        fight_data = []
    if 'VIP' in fight_data:
        res['isCD'] = True
        return res
    user_action = UserAction(uid)
    # 体力的扣除
    cur_vit = user_action.get_vit()
    cost_vit = 1
    if cur_vit < cost_vit:
        return False
    if user_action.reduce_vit(cost_vit) is False:
        return False
    award = dict()
    item_action = ItemAction(uid)
    result = True
    award_item = 20010
    award_item_ct = 1
    if item_action.add_model(award_item, award_item_ct):
        award[award_item] = award_item_ct
    res['award'] = award
    res['result'] = result
    fight_data.append('VIP')
    update_data = {
        r_action.fight_group_str: fight_data,
        r_action.fight_str: r_data.get(r_action.fight_str, 0) + 1
    }
    record_logic.add_fight_record(uid, update_data)
    return res
Beispiel #4
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def get_inventory_info(uid):
    item_action = ItemAction(uid)
    hero_action = HeroAction(uid)
    book_action = HandBookAction(uid)

    return {
        'items': item_action.get_all(),
        'dolls': hero_action.get_model_info(),
        'book': book_action.get_model_info(),
    }
Beispiel #5
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def buy(uid, shop_id):
    print('buy', uid, shop_id)
    user_action = UserAction(uid)
    item_action = ItemAction(uid)
    shop_config_model = ConfigModel('shop')
    shop_info = shop_config_model.get_config_by_id(shop_id)
    item_config_model = ConfigModel('item')
    item_info = item_config_model.get_config_by_id(shop_info.get('item_id'))
    print shop_info
    price = shop_info.get('price', 10000)
    if shop_info.get(
            'method',
            'gold') == 'gold' and price >= user_action.get_value('gold', 0):
        return False
    else:
        user_action.reduce_gold(price)
    if shop_info.get('method') == 'diamond' and price >= user_action.get_value(
            'diamond', 0):
        return False
    else:
        user_action.reduce_diamond(price)
    print(item_info)
    item_action.add_model(item_info.get('config_id'), 1)
    return True
Beispiel #6
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def open_egg(uid, egg_id):
    print('open_egg', egg_id)
    # 奖励
    awards = get_award(egg_id)
    item_action = ItemAction(uid)
    hero_action = HeroAction(uid)
    book_action = HandBookAction(uid)
    user_action = UserAction(uid)
    res = dict()
    for a_id, ct in awards.iteritems():
        # 如果是金币添加金币
        if a_id == "gold":
            user_action.add_gold(ct)
            res[a_id] = ct
        # 如果是钻石添加钻石
        elif a_id == "diamond":
            user_action.add_diamond(ct)
            res[a_id] = ct
        # 经验
        elif a_id == "exp":
            user_action.add_gold(ct)
            res[a_id] = ct
        # 如果是道具添加道具
        elif int(a_id) / 10000 == 2:
            item_action.add_model(a_id, ct)
        elif int(a_id) / 10000 == 4:
            if hero_action.get_doll_exist(a_id) is False:
                res['doll'] = hero_action.add_model(a_id)
                record_logic.add_record(uid, 'get_hero', 1)
            else:
                cur_hero = hero_action.get_doll_info_by_id(a_id)
                hero_config_model = ConfigModel('doll_upgrade')
                cur_lv_config = hero_config_model.get_config_by_id(
                    70000 + cur_hero['lv'])
                max_exp = cur_lv_config['exp']
                max_lv = 5
                add_exp = 1
                # 新的经验值
                exp = cur_hero['exp'] + add_exp
                if exp >= max_exp:
                    if cur_hero['lv'] < max_lv:
                        cur_hero['lv'] += 1
                        cur_hero['exp'] = exp - max_exp
                        hero_action.set_value(a_id, cur_hero)
                        res['hero_lv_up'] = True
                    else:
                        res['hero_lv_up'] = False
                        # 满级了
                        if cur_hero['exp'] < max_exp:
                            cur_hero['exp'] = max_exp
                            hero_action.set_value(a_id, cur_hero)
                        else:
                            # 经验槽也满了已经
                            add_exp = 0
                else:
                    cur_hero['exp'] = exp
                    hero_action.set_value(a_id, cur_hero)
                    res['hero_lv_up'] = False
                # 如果已经有这个英雄了 就发金币吧
                # user_action.add_gold(10)
                # res['gold'] = 10
                cur_hero['add_exp'] = add_exp
                res['doll'] = cur_hero
                res['hero_exist'] = a_id
        else:
            pass
    # 图鉴加经验
    note_model = NoteModel(uid)
    res['book_exp'] = book_action.add_book_exp(note_model.get_cur_machine(), 1)
    unlock_next_book = book_logic.refresh_lock(uid,
                                               note_model.get_cur_machine())
    if unlock_next_book:
        res['egg'] = reset_machine_egg_info(uid, unlock_next_book)
    return res
Beispiel #7
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def add_item(uid, item_id):
    item_model = ItemAction(uid)
    res = item_model.add_model(item_id, 1)
    return res
Beispiel #8
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def reduce_item(uid, item_id):
    item_model = ItemAction(uid)
    return item_model.remove_model(item_id, 1)
Beispiel #9
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def fight_against(uid, opponent):
    if opponent == 'VIP':
        return guild_attack(uid)
    res = dict()
    r_action = RecordAction(uid)
    r_data = r_action.get_model_info()
    fight_data = r_data.get(r_action.fight_group_str, [])
    if fight_data is None:
        fight_data = []
    if opponent in fight_data:
        res['isCD'] = True
        return res
    my_formation = FormationAction(uid)
    my_formation_info = my_formation.get_model_info()
    opponent_formation = FormationAction(opponent)
    opponent_info = opponent_formation.get_model_info()
    my_atk = my_formation_info.get(opponent_formation.fight_atk_str, 0)
    opponent_atk = opponent_info.get(opponent_formation.fight_atk_str, 10000)
    my_art_info = artifact_logic.get_artifact_akt(uid)
    opponent_art_info = artifact_logic.get_artifact_akt(opponent)
    res['my_atk'] = my_atk + my_art_info.get('atk', 0)
    res['opponent_atk'] = opponent_atk + opponent_art_info.get('atk', 0)
    my_fight_heroes = my_formation_info.get(my_formation.fight_formation_str)
    my_fight_heroes_group = [i for i in my_fight_heroes if i != '']

    eat_hero_update = eat_atk(uid, my_fight_heroes_group, res['opponent_atk'])
    if eat_hero_update is False:
        # 我受伤了已经
        res['error'] = True
        res['update'] = my_formation_info
    else:
        user_action = UserAction(uid)
        # 体力的扣除
        cur_vit = user_action.get_vit()
        cost_vit = 1
        if cur_vit < cost_vit:
            return False
        if user_action.reduce_vit(cost_vit) is False:
            return False
        award_success_gold = 10
        award_fail_gold = 2
        award = dict()
        award_success_items = [
            20010, 20011, 20012, 20013, 20014, 20015, 20016, 20017, 20018,
            20019
        ]
        item_action = ItemAction(uid)
        if my_atk > opponent_atk:
            result = True
            opponent_formation.set_injured()
            award_item = random.choice(award_success_items)
            award_item_ct = 1
            if item_action.add_model(award_item, award_item_ct):
                award[award_item] = award_item_ct
            if user_action.add_gold(award_success_gold):
                award['gold'] = award_success_gold
        else:
            result = False
            my_formation.set_injured()
            if user_action.add_gold(award_fail_gold):
                award['gold'] = award_fail_gold
        res['award'] = award
        res['result'] = result
        res['update'] = eat_hero_update
        update_data = {
            r_action.fight_group_str: fight_data,
            r_action.fight_str: r_data.get(r_action.fight_str, 0) + 1
        }
        record_logic.add_fight_record(uid, update_data)
    return res