def set_staff(self, slot_id, staff_id): from core.inspire import Inspire if str(slot_id) not in self.doc['slots']: raise GameException(ConfigErrorMessage.get_error_id("FORMATION_SLOT_NOT_OPEN")) sm = StaffManger(self.server_id, self.char_id) sm.check_staff(ids=[staff_id]) Inspire(self.server_id, self.char_id).check_staff_in(staff_id) this_staff_obj = sm.get_staff_object(staff_id) in_formation_staffs = self.in_formation_staffs() for k, v in in_formation_staffs.iteritems(): if k == staff_id: raise GameException(ConfigErrorMessage.get_error_id("FORMATION_STAFF_ALREADY_IN")) if v['slot_id'] != slot_id and sm.get_staff_object(k).oid == this_staff_obj.oid: # 其他位置 不能上 oid 一样的人 # 但是这个slot替换就可以 raise GameException(ConfigErrorMessage.get_error_id("FORMATION_STAFF_ALREADY_IN")) old_staff_id = self.doc['slots'][str(slot_id)]['staff_id'] self.doc['slots'][str(slot_id)]['staff_id'] = staff_id self.doc['slots'][str(slot_id)]['unit_id'] = 0 self.doc['slots'][str(slot_id)]['policy'] = 1 updater = { 'slots.{0}.staff_id'.format(slot_id): staff_id, 'slots.{0}.unit_id'.format(slot_id): 0, 'slots.{0}.policy'.format(slot_id): 1 } if slot_id in self.doc['position']: # 换完人,兵种清空了,也就从阵型位置上撤掉了 index = self.doc['position'].index(slot_id) self.doc['position'][index] = 0 updater['position.{0}'.format(index)] = 0 self.MONGO_COLLECTION.db(self.server_id).update_one( {'_id': self.char_id}, {'$set': updater} ) if old_staff_id: self.skill_sequence_try_unset_staff(old_staff_id) return old_staff_id
def make_protobuf(self): msg = MsgPlunderFormation() msg.way = self.way_id msg.power = self.power sm = StaffManger(self.server_id, self.char_id) for k, v in self.doc['slots'].iteritems(): msg_slot = msg.formation.add() msg_slot.slot_id = int(k) if v['staff_id']: msg_slot.status = FORMATION_SLOT_USE msg_slot.staff_id = v['staff_id'] msg_slot.unit_id = v['unit_id'] if v['unit_id']: msg_slot.position = self.doc['position'].index(int(k)) else: msg_slot.position = -1 msg_slot.staff_oid = sm.get_staff_object(v['staff_id']).oid msg_slot.policy = v.get('policy', 1) else: msg_slot.status = FORMATION_SLOT_EMPTY skill_sequence = self.get_skill_sequence() for k, v in skill_sequence.iteritems(): notify_skill_sequence = msg.skill_sequence.add() notify_skill_sequence.id = k notify_skill_sequence.staff_id.extend(v) return msg
def make_protobuf(self): msg = MsgPlunderFormation() msg.way = self.way_id msg.power = self.power sm = StaffManger(self.server_id, self.char_id) for k, v in self.doc['slots'].iteritems(): msg_slot = msg.formation.add() msg_slot.slot_id = int(k) if v['staff_id']: msg_slot.status = FORMATION_SLOT_USE msg_slot.staff_id = v['staff_id'] msg_slot.unit_id = v['unit_id'] if v['unit_id']: msg_slot.position = self.doc['position'].index(int(k)) else: msg_slot.position = -1 msg_slot.staff_oid = sm.get_staff_object(v['staff_id']).oid msg_slot.policy = v.get('policy', 1) else: msg_slot.status = FORMATION_SLOT_EMPTY skill_sequence = self.get_skill_sequence() for k, v in skill_sequence.iteritems(): notify_skill_sequence = msg.skill_sequence.add() notify_skill_sequence.id = k notify_skill_sequence.staff_id.extend(v) return msg
def make_slot_msg(self, slot_ids=None): if not slot_ids: slot_ids = range(1, MAX_SLOT_AMOUNT + 1) sm = StaffManger(self.server_id, self.char_id) msgs = [] for _id in slot_ids: msg_slot = MsgFormationSlot() msg_slot.slot_id = int(_id) try: data = self.doc['slots'][str(_id)] except KeyError: msg_slot.status = FORMATION_SLOT_NOT_OPEN else: if not data['staff_id']: msg_slot.status = FORMATION_SLOT_EMPTY else: msg_slot.status = FORMATION_SLOT_USE msg_slot.staff_id = data['staff_id'] msg_slot.unit_id = data['unit_id'] if data['unit_id']: msg_slot.position = self.doc['position'].index(int(_id)) else: msg_slot.position = -1 msg_slot.staff_oid = sm.get_staff_object(data['staff_id']).oid msg_slot.policy = data.get('policy', 1) msgs.append(msg_slot) return msgs
def _get_value_for_task_condition(self): # 给任务条件用的 # 要求上阵6人,每人都要有 键盘,鼠标,显示器装备 from core.bag import Bag staffs = self.in_formation_staffs().keys() if len(staffs) < 6: return 0, 0 qualities = [] levels = [] sm = StaffManger(self.server_id, self.char_id) bag = Bag(self.server_id, self.char_id) for sid in staffs: obj = sm.get_staff_object(sid) for bag_slot_id in [obj.equip_keyboard, obj.equip_mouse, obj.equip_monitor]: if not bag_slot_id: return 0, 0 item_data = bag.get_slot(bag_slot_id) qualities.append(ConfigItemNew.get(item_data['item_id']).quality) levels.append(item_data['level']) return min(qualities), min(levels)
def load_staffs(self): from core.staff import StaffManger from core.formation import Formation self.formation_staffs = [] sm = StaffManger(self.server_id, self.char_id) fm = Formation(self.server_id, self.char_id) for k in fm.in_formation_staffs(): self.formation_staffs.append(sm.get_staff_object(k))
def is_staff_training_check_by_oid(self, oid): sm = StaffManger(self.server_id, self.char_id) for k, v in self.get_all_building_objects().iteritems(): if not v.open: continue for _, s in v.slots.iteritems(): if not s.open: continue if not s.staff_id: continue if sm.get_staff_object(s.staff_id).oid == oid: return True return False
def is_staff_training_check_by_oid(self, oid): sm = StaffManger(self.server_id, self.char_id) for k, v in self.get_all_building_objects().iteritems(): if not v.open: continue for _, s in v.slots.iteritems(): if not s.open: continue if not s.staff_id: continue if sm.get_staff_object(s.staff_id).oid == oid: return True return False
def training_star(self, building_id, slot_id, staff_id, hour): if hour not in TRAINING_HOURS: raise GameException(ConfigErrorMessage.get_error_id('BAD_MESSAGE')) sm = StaffManger(self.server_id, self.char_id) sm.check_staff([staff_id]) building = self.get_building_object(building_id, slots_ids=[slot_id]) try: slot = building.slots[slot_id] except KeyError: raise GameException(ConfigErrorMessage.get_error_id("INVALID_OPERATE")) if not slot.open: raise GameException(ConfigErrorMessage.get_error_id("TERRITORY_SLOT_LOCK")) if slot.staff_id: raise GameException(ConfigErrorMessage.get_error_id("TERRITORY_SLOT_HAS_STAFF")) if self.is_staff_training_check_by_oid(sm.get_staff_object(staff_id).oid): raise GameException(ConfigErrorMessage.get_error_id("TERRITORY_STAFF_IS_TRAINING")) config_slot = ConfigTerritoryBuilding.get(building_id).slots[slot_id] cost_amount = config_slot.get_cost_amount(building.level, TRAINING_HOURS.index(hour)) new_amount = self.check_work_card(cost_amount) self.doc['work_card'] = new_amount slot.staff_id = staff_id slot.hour = hour start_at = arrow.utcnow().timestamp slot_doc = MongoTerritory.document_slot() slot_doc['staff_id'] = staff_id slot_doc['start_at'] = start_at slot_doc['hour'] = hour building_exp, product_amount = slot.get_building_reward() reward = { 'building_exp': building_exp, 'product_amount': product_amount, 'items': [] } ri = ResultItems() # 固定奖励 report = [ ( 1, [str(building_exp), ConfigItemNew.get(slot.product_id).name, str(product_amount)], 0, ), ] # 选手特产 config_staff_product = ConfigTerritoryStaffProduct.get(sm.get_staff_object(staff_id).oid) if config_staff_product: _id, _amount = config_staff_product.get_product(TRAINING_HOURS.index(hour)) if _amount: report.append(( 2, [ConfigItemNew.get(_id).name, str(_amount)], 0, )) ri.add(_id, _amount) # 概率奖励 end_at = start_at + hour * 3600 extra_at = start_at + 3600 while extra_at < end_at: _id, _amount = ConfigTerritoryBuilding.get(building_id).slots[slot_id].get_extra_product(1) report.append(( 3, [ConfigItemNew.get(_id).name, str(_amount)], extra_at )) ri.add(_id, _amount) extra_at += 3600 reward['items'] = ri.items.items() slot_doc['report'] = report slot_doc['reward'] = reward self.doc['buildings'][str(building_id)]['slots'][str(slot_id)] = slot_doc MongoTerritory.db(self.server_id).update_one( {'_id': self.char_id}, {'$set': { 'work_card': self.doc['work_card'], 'buildings.{0}.slots.{1}'.format(building_id, slot_id): slot_doc }} ) ValueLogTerritoryTrainingTimes(self.server_id, self.char_id).record() self.send_notify(building_id=building_id, slot_id=slot_id)
def _single_response(_char): context['show'] = True context['char_id'] = _char.id context['char_name'] = _char.name context['server_id'] = _char.server_id _club = Club(_char.server_id, _char.id) _bag = Bag(_char.server_id, _char.id) _vip = VIP(_char.server_id, _char.id) _sm = StaffManger(_char.server_id, _char.id) _fm = Formation(_char.server_id, _char.id) _te = Territory(_char.server_id, _char.id) _union = Union(_char.server_id, _char.id) context['last_login'] = arrow.get(_club.last_login).to(settings.TIME_ZONE).format("YYYY-MM-DD HH:mm:ss") context['club_level'] = _club.level context['vip_level'] = _vip.doc['vip'] context['vip_exp'] = _vip.doc['exp'] context['power'] = _club.power context['diamond'] = _club.diamond context['gold'] = _club.gold context['crystal'] = _club.crystal context['gas'] = _club.gas context['item_30007'] = _bag.get_amount_by_item_id(30007) context['item_30008'] = _bag.get_amount_by_item_id(30008) context['item_30009'] = _bag.get_amount_by_item_id(30009) context['item_30015'] = _te.get_work_card_amount() _res = MongoResource.db(_char.server_id).find_one({'_id': _char.id}) if not _res: _res = {'resource': {}} context['item_30022'] = _res['resource'].get('30022', 0) context['item_30023'] = _res['resource'].get('30023', 0) context['item_30019'] = _res['resource'].get('30019', 0) _union_id = _union.get_joined_union_id() if not _union_id: context['union'] = {} else: context['union'] = { 'id': _union_id, 'name': _union.union_doc['name'], 'joined_at': arrow.get(_union.member_doc['joined_at']).to(settings.TIME_ZONE).format( "YYYY-MM-DD HH:mm:ss"), 'contribution': _union.member_doc['contribution'] } in_formation_staffs = _fm.in_formation_staffs() staffs_data = [] equip_data = [] for k, v in in_formation_staffs.iteritems(): staff_obj = _sm.get_staff_object(k) staff_name = ConfigItemNew.get(staff_obj.oid).name staffs_data.append({ 'id': staff_obj.id, 'oid': staff_obj.oid, 'name': staff_name, 'level': staff_obj.level, 'step': staff_obj.step, 'star': staff_obj.star, 'power': staff_obj.power, 'unit_id': v['unit_id'], 'position': v['position'], }) for bag_slot_id in [staff_obj.equip_special, staff_obj.equip_decoration, staff_obj.equip_keyboard, staff_obj.equip_monitor, staff_obj.equip_mouse]: if not bag_slot_id: continue equip = _bag.get_slot(bag_slot_id) equip_data.append({ 'oid': equip['item_id'], 'level': equip['level'], 'name': ConfigItemNew.get(equip['item_id']).name, 'staff_name': staff_name }) context['staffs'] = staffs_data context['equips'] = equip_data return render_to_response( 'dianjing_statistics_char.html', context=context )
def equipment_level_up(self, slot_id, times=1): from core.staff import StaffManger from core.formation import Formation from core.plunder import Plunder this_slot = self.doc['slots'][slot_id] item_id = this_slot['item_id'] if get_item_type(item_id) != TYPE_EQUIPMENT: raise GameException(ConfigErrorMessage.get_error_id("INVALID_OPERATE")) equip = Equipment.load_from_slot_data(this_slot) level = equip.level if equip.is_special: if level >= ConfigEquipmentSpecialLevel.MAX_LEVEL: raise GameException(ConfigErrorMessage.get_error_id("EQUIPMENT_SELF_REACH_MAX_LEVEL")) station_level_limit = Plunder(self.server_id, self.char_id).get_station_level() * 2 if level >= station_level_limit: raise GameException(ConfigErrorMessage.get_error_id("EQUIPMENT_SPECIAL_REACH_MAX_LEVEL")) max_level = min(ConfigEquipmentSpecialLevel.MAX_LEVEL, station_level_limit) else: config = ConfigEquipmentNew.get(item_id) if level >= config.max_level: raise GameException(ConfigErrorMessage.get_error_id("EQUIPMENT_SELF_REACH_MAX_LEVEL")) club_level_limit = get_club_property(self.server_id, self.char_id, 'level') * 2 if level >= club_level_limit: raise GameException(ConfigErrorMessage.get_error_id("EQUIPMENT_REACH_MAX_LEVEL")) max_level = min(config.max_level, club_level_limit) can_add_level = max_level - level if times > can_add_level: times = can_add_level def do_level_up(_add): _item_needs = equip.get_level_up_needs_items(_add) resource_classified = ResourceClassification.classify(_item_needs) resource_classified.check_exist(self.server_id, self.char_id) resource_classified.remove(self.server_id, self.char_id, message="Bag.equipment_level_up:{0}".format(item_id)) old_level = level error_code = 0 for i in range(times, 0, -1): try: do_level_up(i) except GameException as e: error_code = e.error_id else: level += i break if level > old_level: self.doc['slots'][slot_id]['level'] = level MongoBag.db(self.server_id).update_one( {'_id': self.char_id}, {'$set': { 'slots.{0}.level'.format(slot_id): level }} ) ValueLogEquipmentLevelUpTimes(self.server_id, self.char_id).record(value=level - old_level) self.send_notify(slot_ids=[slot_id]) sm = StaffManger(self.server_id, self.char_id) staff_id = sm.find_staff_id_with_equip(slot_id) if staff_id: s_obj = sm.get_staff_object(staff_id) s_obj.calculate() s_obj.make_cache() sm.send_notify(ids=[staff_id]) fm = Formation(self.server_id, self.char_id) if staff_id in fm.in_formation_staffs(): Club(self.server_id, self.char_id).send_notify() task_condition_trig_signal.send( sender=None, server_id=self.server_id, char_id=self.char_id, condition_name='core.formation.Formation' ) return error_code, level != old_level, Equipment.load_from_slot_data(self.doc['slots'][slot_id])
def training_star(self, building_id, slot_id, staff_id, hour): if hour not in TRAINING_HOURS: raise GameException(ConfigErrorMessage.get_error_id('BAD_MESSAGE')) sm = StaffManger(self.server_id, self.char_id) sm.check_staff([staff_id]) building = self.get_building_object(building_id, slots_ids=[slot_id]) try: slot = building.slots[slot_id] except KeyError: raise GameException( ConfigErrorMessage.get_error_id("INVALID_OPERATE")) if not slot.open: raise GameException( ConfigErrorMessage.get_error_id("TERRITORY_SLOT_LOCK")) if slot.staff_id: raise GameException( ConfigErrorMessage.get_error_id("TERRITORY_SLOT_HAS_STAFF")) if self.is_staff_training_check_by_oid( sm.get_staff_object(staff_id).oid): raise GameException( ConfigErrorMessage.get_error_id("TERRITORY_STAFF_IS_TRAINING")) config_slot = ConfigTerritoryBuilding.get(building_id).slots[slot_id] cost_amount = config_slot.get_cost_amount(building.level, TRAINING_HOURS.index(hour)) new_amount = self.check_work_card(cost_amount) self.doc['work_card'] = new_amount slot.staff_id = staff_id slot.hour = hour start_at = arrow.utcnow().timestamp slot_doc = MongoTerritory.document_slot() slot_doc['staff_id'] = staff_id slot_doc['start_at'] = start_at slot_doc['hour'] = hour building_exp, product_amount = slot.get_building_reward() reward = { 'building_exp': building_exp, 'product_amount': product_amount, 'items': [] } ri = ResultItems() # 固定奖励 report = [ ( 1, [ str(building_exp), ConfigItemNew.get(slot.product_id).name, str(product_amount) ], 0, ), ] # 选手特产 config_staff_product = ConfigTerritoryStaffProduct.get( sm.get_staff_object(staff_id).oid) if config_staff_product: _id, _amount = config_staff_product.get_product( TRAINING_HOURS.index(hour)) if _amount: report.append(( 2, [ConfigItemNew.get(_id).name, str(_amount)], 0, )) ri.add(_id, _amount) # 概率奖励 end_at = start_at + hour * 3600 extra_at = start_at + 3600 while extra_at < end_at: _id, _amount = ConfigTerritoryBuilding.get( building_id).slots[slot_id].get_extra_product(1) report.append((3, [ConfigItemNew.get(_id).name, str(_amount)], extra_at)) ri.add(_id, _amount) extra_at += 3600 reward['items'] = ri.items.items() slot_doc['report'] = report slot_doc['reward'] = reward self.doc['buildings'][str(building_id)]['slots'][str( slot_id)] = slot_doc MongoTerritory.db(self.server_id).update_one({'_id': self.char_id}, { '$set': { 'work_card': self.doc['work_card'], 'buildings.{0}.slots.{1}'.format(building_id, slot_id): slot_doc } }) ValueLogTerritoryTrainingTimes(self.server_id, self.char_id).record() self.send_notify(building_id=building_id, slot_id=slot_id)