Example #1
0
def playing_soul_on_event_playing_actor_enter(message_type, channel, channel_type, serialize):
  # 事件消息
  message = ccevent.playing.ttypes.EventPlayingActorEnter()
  TSerialization.deserialize(message, serialize)

  # 关注玩家杀死NPC事件、请求完成副本事件
  proxy.Communicator.follow(ccevent.ttypes.EventType.EVENT_ACTOR_KILL_NPC,\
      message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR,\
      "playing_soul_on_event_actor_kill_npc")

  playing = soul_types.PlayingManager.get(message.playing_)
  if playing == None:
    return None

  actor = playing.get_actor(message.actor_)
  if actor == None:
    actor = soul_types.Actor(message.actor_)
    playing.add_actor(actor)

  # 副本管理器中建立一个玩家ID和副本ID的映射关系
  soul_types.PlayingManager.add_actor(message.actor_, message.playing_)

  now = time.time()

  # 请求初始化玩家
  request = ccrequest.playing.ttypes.RequestPlayingInitializeActor()
  request.actor_ = message.actor_
  request.spend_time_ = now - playing.get_start_time()
  request.datas_ = []
  request.scores_ = []
  # 发送请求
  proxy.Request.request(ccrequest.ttypes.RequestType.REQUEST_PLAYING_INITIALIZE_ACTOR,\
      request)

  proxy.Logging.debug("[soul] actor(%d) enter into playing" % message.actor_)
Example #2
0
def playing_idol_on_event_playing_actor_enter(message_type, channel,
                                              channel_type, serialize):
    # 获取事件交互代理
    communicator_proxy = variable_table.get_variable(
        ccvariable.ttypes.Variable.COMMUNICATOR_PROXY)

    # 获取请求代理
    request_proxy = variable_table.get_variable(
        ccvariable.ttypes.Variable.REQUEST_PROXY)

    # 事件消息
    message = ccevent.playing.ttypes.EventPlayingActorEnter()
    # 反序列化
    TSerialization.deserialize(message, serialize)

    # 关注玩家杀死NPC事件、角色被杀死事件
    communicator_proxy.follow(ccevent.ttypes.EventType.EVENT_ACTOR_KILL_NPC, \
        message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR, \
        "playing_idol_on_event_actor_kill_npc")
    communicator_proxy.follow(ccevent.ttypes.EventType.EVENT_ROLE_KILLED, \
        message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR, \
        "playing_idol_on_event_actor_killed")
    communicator_proxy.follow(ccevent.ttypes.EventType.EVENT_PLAYING_ACTOR_REQUEST_COMPLETE,\
        message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR,\
        "playing_idol_on_event_playing_actor_request_complete")

    # 获取副本对象
    playing = idol_types.PlayingManager.get(message.playing_)
    if playing == None:
        log.log_error("idol副本 获取 playing(%d) 失败" % message.playing_)
        return None

    now = time.time()

    # 获取玩家对象
    actor = playing.get_actor(message.actor_)
    if actor == None:
        # 玩家不存在时,创建并加入副本管理器中
        actor = idol_types.Actor(message.actor_, now)
        playing.add_actor(actor)

    # 副本管理器中加入一个玩家ID到副本ID的对应关系
    idol_types.PlayingManager.add_actor(message.actor_, message.playing_)

    # 请求初始化玩家
    request = ccrequest.playing.ttypes.RequestPlayingInitializeActor()
    request.actor_ = message.actor_
    request.spend_time_ = now - actor.get_start_time()
    request.scores_ = []
    request.datas_ = []

    # 序列化消息
    request_data = TSerialization.serialize(request)

    # 发送请求
    request_proxy.request(ccrequest.ttypes.RequestType.REQUEST_PLAYING_INITIALIZE_ACTOR, \
        request_data, len(request_data))

    log.log_debug("玩家(%d) 进入 idol副本(id=%d,template=%d)" % \
        (message.actor_, message.playing_, message.template_))
Example #3
0
def playing_idol_on_event_playing_actor_enter(message_type, channel, channel_type, serialize):
  # 获取事件交互代理
  communicator_proxy = variable_table.get_variable(ccvariable.ttypes.Variable.COMMUNICATOR_PROXY)

  # 获取请求代理
  request_proxy = variable_table.get_variable(ccvariable.ttypes.Variable.REQUEST_PROXY)

  # 事件消息
  message = ccevent.playing.ttypes.EventPlayingActorEnter()
  # 反序列化
  TSerialization.deserialize(message, serialize)

  # 关注玩家杀死NPC事件、角色被杀死事件
  communicator_proxy.follow(ccevent.ttypes.EventType.EVENT_ACTOR_KILL_NPC, \
      message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR, \
      "playing_idol_on_event_actor_kill_npc")
  communicator_proxy.follow(ccevent.ttypes.EventType.EVENT_ROLE_KILLED, \
      message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR, \
      "playing_idol_on_event_actor_killed")
  communicator_proxy.follow(ccevent.ttypes.EventType.EVENT_PLAYING_ACTOR_REQUEST_COMPLETE,\
      message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR,\
      "playing_idol_on_event_playing_actor_request_complete")

  # 获取副本对象
  playing = idol_types.PlayingManager.get(message.playing_)
  if playing == None:
    log.log_error("idol副本 获取 playing(%d) 失败" % message.playing_)
    return None

  now = time.time()

  # 获取玩家对象
  actor = playing.get_actor(message.actor_)
  if actor == None:
    # 玩家不存在时,创建并加入副本管理器中
    actor = idol_types.Actor(message.actor_, now)
    playing.add_actor(actor)

  # 副本管理器中加入一个玩家ID到副本ID的对应关系
  idol_types.PlayingManager.add_actor(message.actor_, message.playing_)

  # 请求初始化玩家
  request = ccrequest.playing.ttypes.RequestPlayingInitializeActor()
  request.actor_ = message.actor_
  request.spend_time_ = now - actor.get_start_time()
  request.scores_ = []
  request.datas_ = []

  # 序列化消息
  request_data = TSerialization.serialize(request)

  # 发送请求
  request_proxy.request(ccrequest.ttypes.RequestType.REQUEST_PLAYING_INITIALIZE_ACTOR, \
      request_data, len(request_data))

  log.log_debug("玩家(%d) 进入 idol副本(id=%d,template=%d)" % \
      (message.actor_, message.playing_, message.template_))
def playing_slaughter_house_on_event_playing_actor_enter(
        message_type, channel, channel_type, serialize):
    message = ccevent.playing.ttypes.EventPlayingActorEnter()
    TSerialization.deserialize(message, serialize)

    proxy.Communicator.follow(ccevent.ttypes.EventType.EVENT_ROLE_KILLED,\
        message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR,\
        "playing_slaughter_house_on_event_actor_killed")
    proxy.Communicator.follow(ccevent.ttypes.EventType.EVENT_ACTOR_KILL_NPC,\
        message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR,\
        "playing_slaughter_house_on_event_actor_kill_npc")

    ccactor = proxy.EntityManager.get_actor(message.actor_)
    if ccactor == None:
        return None

    playing = slaughter_house_types.PlayingManager.get(message.playing_)
    if playing == None:
        proxy.Logging.error("[slaughter_house] slaughter_house_types.PlayingManager.get(%d) failed."\
            % message.playing_)
        return None

    actor = playing.get_actor(message.actor_)
    if actor == None:
        actor = slaughter_house_types.Actor(message.actor_, ccactor.get_name())
        playing.add_actor(actor)
        playing.ranking_.add_score(message.actor_, 0)
        sync_ranking_actor(message.playing_, message.actor_)

    actor.leaving_ = False

    slaughter_house_types.PlayingManager.add_actor(message.actor_,
                                                   message.playing_)

    now = time.time()

    # 请求初始化玩家
    request = ccrequest.playing.ttypes.RequestPlayingInitializeActor()
    request.actor_ = message.actor_
    request.spend_time_ = now - playing.get_start_time()
    request.datas_ = []
    request.scores_ = []
    request.scores_.append(
        ccentity.playing.ttypes.PlayingScoreField(
            ccentity.playing.ttypes.PlayingScoreType.STAGE, 0, playing.group_))
    proxy.Request.request(
        ccrequest.ttypes.RequestType.REQUEST_PLAYING_INITIALIZE_ACTOR, request)

    proxy.Logging.debug("[slaughter_house] actor(%d) enter into playing" %
                        message.actor_)
def playing_slaughter_house_on_event_playing_actor_enter(message_type, channel, channel_type, serialize):
  message = ccevent.playing.ttypes.EventPlayingActorEnter()
  TSerialization.deserialize(message, serialize)

  proxy.Communicator.follow(ccevent.ttypes.EventType.EVENT_ROLE_KILLED,\
      message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR,\
      "playing_slaughter_house_on_event_actor_killed")
  proxy.Communicator.follow(ccevent.ttypes.EventType.EVENT_ACTOR_KILL_NPC,\
      message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR,\
      "playing_slaughter_house_on_event_actor_kill_npc")

  ccactor = proxy.EntityManager.get_actor(message.actor_)
  if ccactor == None:
    return None

  playing = slaughter_house_types.PlayingManager.get(message.playing_)
  if playing == None:
    proxy.Logging.error("[slaughter_house] slaughter_house_types.PlayingManager.get(%d) failed."\
        % message.playing_)
    return None

  actor = playing.get_actor(message.actor_)
  if actor == None:
    actor = slaughter_house_types.Actor(message.actor_, ccactor.get_name())
    playing.add_actor(actor)
    playing.ranking_.add_score(message.actor_, 0)
    sync_ranking_actor(message.playing_, message.actor_)

  actor.leaving_ = False;

  slaughter_house_types.PlayingManager.add_actor(message.actor_, message.playing_)

  now = time.time()

  # 请求初始化玩家
  request = ccrequest.playing.ttypes.RequestPlayingInitializeActor()
  request.actor_ = message.actor_
  request.spend_time_ = now - playing.get_start_time()
  request.datas_ = []
  request.scores_ = []
  request.scores_.append(ccentity.playing.ttypes.PlayingScoreField(
        ccentity.playing.ttypes.PlayingScoreType.STAGE, 0, playing.group_))
  proxy.Request.request(ccrequest.ttypes.RequestType.REQUEST_PLAYING_INITIALIZE_ACTOR,
    request)

  proxy.Logging.debug("[slaughter_house] actor(%d) enter into playing" % message.actor_)
Example #6
0
def playing_soul_on_event_playing_actor_enter(message_type, channel,
                                              channel_type, serialize):
    # 事件消息
    message = ccevent.playing.ttypes.EventPlayingActorEnter()
    TSerialization.deserialize(message, serialize)

    # 关注玩家杀死NPC事件、请求完成副本事件
    proxy.Communicator.follow(ccevent.ttypes.EventType.EVENT_ACTOR_KILL_NPC,\
        message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR,\
        "playing_soul_on_event_actor_kill_npc")

    playing = soul_types.PlayingManager.get(message.playing_)
    if playing == None:
        return None

    actor = playing.get_actor(message.actor_)
    if actor == None:
        actor = soul_types.Actor(message.actor_)
        playing.add_actor(actor)

    # 副本管理器中建立一个玩家ID和副本ID的映射关系
    soul_types.PlayingManager.add_actor(message.actor_, message.playing_)

    now = time.time()

    # 请求初始化玩家
    request = ccrequest.playing.ttypes.RequestPlayingInitializeActor()
    request.actor_ = message.actor_
    request.spend_time_ = now - playing.get_start_time()
    request.datas_ = []
    request.scores_ = []
    # 发送请求
    proxy.Request.request(ccrequest.ttypes.RequestType.REQUEST_PLAYING_INITIALIZE_ACTOR,\
        request)

    proxy.Logging.debug("[soul] actor(%d) enter into playing" % message.actor_)
Example #7
0
def playing_team_on_event_playing_actor_enter(message_type, channel, channel_type, serialize):
  # 事件消息
  message = ccevent.playing.ttypes.EventPlayingActorEnter()
  TSerialization.deserialize(message, serialize)

  proxy.Communicator.follow(ccevent.ttypes.EventType.EVENT_ACTOR_KILL_NPC,\
      message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR,\
      "playing_team_on_event_actor_kill_npc")
  proxy.Communicator.follow(ccevent.ttypes.EventType.EVENT_SKILL_ATTACK_HIT,\
      message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR,\
      "playing_team_on_event_skill_attack_hit")

  ccactor = proxy.EntityManager.get_actor(message.actor_)
  if ccactor == None:
    return None

  playing = team_types.PlayingManager.get(message.playing_)
  if playing == None:
    return None

  ranking = playing.get_ranking()
  if ranking == None:
    proxy.Logging.error("[team] playing.get_ranking() failed.")
    return None;

  actor = playing.get_actor(message.actor_)
  if actor == None:
    actor = team_types.Actor(message.actor_, ccactor.get_name())
    playing.add_actor(actor)
    ranking.add_damage(message.actor_, 0)
    playing_team_sync_ranking_actor(message.playing_, message.actor_)
    # 消耗玩家副本次数
    request = ccrequest.playing.ttypes.RequestPlayingActorIncreaseComplete()
    request.playing_template_ = playing.get_template()
    request.actor_ = message.actor_
    # 发送请求
    proxy.Request.request(ccrequest.ttypes.RequestType.REQUEST_PLAYING_ACTOR_INCREASE_COMPLETE,\
        request)

  actor.set_leave(False)

  # 副本管理器中建立一个玩家ID和副本ID的映射关系
  team_types.PlayingManager.add_actor(message.actor_, message.playing_)

  now = time.time()

  # 请求初始化玩家
  request = ccrequest.playing.ttypes.RequestPlayingInitializeActor()
  request.actor_ = message.actor_
  request.spend_time_ = now - playing.get_start_time()
  request.datas_ = []
  request.scores_ = []
  # 循环获取玩家杀死的每个NPC
  for (k,v) in playing.get_kill_npcs().items():
    score_field = ccentity.playing.ttypes.PlayingScoreField()
    score_field.type_ = ccentity.playing.ttypes.PlayingScoreType.KILL_NPC
    score_field.key_ = k;
    score_field.value_ = v;
    request.scores_.append(score_field);
  # 发送请求
  proxy.Request.request(ccrequest.ttypes.RequestType.REQUEST_PLAYING_INITIALIZE_ACTOR,\
      request)

  proxy.Logging.debug("[team] actor(%d) enter into playing" % message.actor_)
Example #8
0
def playing_plot_on_event_playing_actor_enter(message_type, channel,
                                              channel_type, serialize):
    # 获取事件交互代理
    communicator_proxy = variable_table.get_variable(
        ccvariable.ttypes.Variable.COMMUNICATOR_PROXY)

    # 获取请求代理
    request_proxy = variable_table.get_variable(
        ccvariable.ttypes.Variable.REQUEST_PROXY)

    # 事件消息
    message = ccevent.playing.ttypes.EventPlayingActorEnter()
    # 反序列化
    TSerialization.deserialize(message, serialize)

    # 关注玩家杀死NPC事件、请求完成副本事件、角色被杀死事件
    communicator_proxy.follow(ccevent.ttypes.EventType.EVENT_ACTOR_KILL_NPC, \
        message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR, \
        "playing_plot_on_event_actor_kill_npc")
    communicator_proxy.follow(ccevent.ttypes.EventType.EVENT_PLAYING_ACTOR_REQUEST_COMPLETE,\
        message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR,\
        "playing_plot_on_event_playing_actor_request_complete")
    communicator_proxy.follow(ccevent.ttypes.EventType.EVENT_ROLE_KILLED, \
        message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR, \
        "playing_plot_on_event_actor_killed")
    # 副本1需要关注玩家血量改变的事件
    if message.template_ == 1:
        proxy.Communicator.follow(ccevent.ttypes.EventType.EVENT_ROLE_CHANGE_HP, \
            message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR, \
            "playing_plot_on_event_role_change_hp")

    # 获取副本对象
    playing = plot_types.PlayingManager.get(message.playing_)
    if playing == None:
        proxy.Logging.error("plot_types.PlayingManager.get(%d) failed." %
                            message.playing_)
        return None

    now = time.time()

    # 获取玩家对象
    actor = playing.get_actor(message.actor_)
    if actor == None:
        # 玩家不存在时,创建并加入副本中
        actor = plot_types.Actor(message.actor_, now)
        playing.add_actor(actor)
        # 消耗玩家副本次数
        request = ccrequest.playing.ttypes.RequestPlayingIncreaseComplete()
        # request.actor_ = message.actor_
        # request.playing_template_ = message.template_
        request.playing_ = message.playing_
        # 序列化
        request_data = TSerialization.serialize(request)
        # 发送请求
        request_proxy.request(ccrequest.ttypes.RequestType.REQUEST_PLAYING_INCREASE_COMPLETE, \
            request_data, len(request_data))

    # 副本管理器中加入一个玩家ID到副本ID的对应关系
    plot_types.PlayingManager.add_actor(message.actor_, message.playing_)

    # 请求初始化玩家
    request = ccrequest.playing.ttypes.RequestPlayingInitializeActor()
    request.actor_ = message.actor_
    request.spend_time_ = now - actor.get_start_time()
    request.scores_ = []
    request.datas_ = []
    # 循环获取玩家杀死的每个NPC
    for (k, v) in actor.get_kill_npcs().items():
        score_field = ccentity.playing.ttypes.PlayingScoreField()
        score_field.type_ = ccentity.playing.ttypes.PlayingScoreType.KILL_NPC
        score_field.key_ = k
        score_field.value_ = v
        request.scores_.append(score_field)

    # 序列化消息
    request_data = TSerialization.serialize(request)

    # 发送请求
    request_proxy.request(ccrequest.ttypes.RequestType.REQUEST_PLAYING_INITIALIZE_ACTOR, \
        request_data, len(request_data))

    log.log_debug("玩家(%d)进入副本(id=%d,template=%d)" % \
        (message.actor_, message.playing_, message.template_))
Example #9
0
def playing_plot_on_event_playing_actor_enter(message_type, channel, channel_type, serialize):
  # 获取事件交互代理
  communicator_proxy = variable_table.get_variable(ccvariable.ttypes.Variable.COMMUNICATOR_PROXY)

  # 获取请求代理
  request_proxy = variable_table.get_variable(ccvariable.ttypes.Variable.REQUEST_PROXY)

  # 事件消息
  message = ccevent.playing.ttypes.EventPlayingActorEnter()
  # 反序列化
  TSerialization.deserialize(message, serialize)

  # 关注玩家杀死NPC事件、请求完成副本事件、角色被杀死事件
  communicator_proxy.follow(ccevent.ttypes.EventType.EVENT_ACTOR_KILL_NPC, \
      message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR, \
      "playing_plot_on_event_actor_kill_npc")
  communicator_proxy.follow(ccevent.ttypes.EventType.EVENT_PLAYING_ACTOR_REQUEST_COMPLETE,\
      message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR,\
      "playing_plot_on_event_playing_actor_request_complete")
  communicator_proxy.follow(ccevent.ttypes.EventType.EVENT_ROLE_KILLED, \
      message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR, \
      "playing_plot_on_event_actor_killed")
  # 副本1需要关注玩家血量改变的事件
  if message.template_ == 1:
    proxy.Communicator.follow(ccevent.ttypes.EventType.EVENT_ROLE_CHANGE_HP, \
        message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR, \
        "playing_plot_on_event_role_change_hp");

  # 获取副本对象
  playing = plot_types.PlayingManager.get(message.playing_)
  if playing == None:
    proxy.Logging.error("plot_types.PlayingManager.get(%d) failed." % message.playing_)
    return None

  now = time.time()

  # 获取玩家对象
  actor = playing.get_actor(message.actor_)
  if actor == None:
    # 玩家不存在时,创建并加入副本中
    actor = plot_types.Actor(message.actor_, now)
    playing.add_actor(actor)
    # 消耗玩家副本次数
    request = ccrequest.playing.ttypes.RequestPlayingIncreaseComplete()
    # request.actor_ = message.actor_
    # request.playing_template_ = message.template_
    request.playing_ = message.playing_
    # 序列化
    request_data = TSerialization.serialize(request)
    # 发送请求
    request_proxy.request(ccrequest.ttypes.RequestType.REQUEST_PLAYING_INCREASE_COMPLETE, \
        request_data, len(request_data))

  # 副本管理器中加入一个玩家ID到副本ID的对应关系
  plot_types.PlayingManager.add_actor(message.actor_, message.playing_)

  # 请求初始化玩家
  request = ccrequest.playing.ttypes.RequestPlayingInitializeActor()
  request.actor_ = message.actor_
  request.spend_time_ = now - actor.get_start_time()
  request.scores_ = []
  request.datas_ = []
  # 循环获取玩家杀死的每个NPC
  for (k,v) in actor.get_kill_npcs().items():
    score_field = ccentity.playing.ttypes.PlayingScoreField()
    score_field.type_ = ccentity.playing.ttypes.PlayingScoreType.KILL_NPC
    score_field.key_ = k;
    score_field.value_ = v;
    request.scores_.append(score_field);

  # 序列化消息
  request_data = TSerialization.serialize(request)

  # 发送请求
  request_proxy.request(ccrequest.ttypes.RequestType.REQUEST_PLAYING_INITIALIZE_ACTOR, \
      request_data, len(request_data))

  log.log_debug("玩家(%d)进入副本(id=%d,template=%d)" % \
      (message.actor_, message.playing_, message.template_))