Example #1
0
        def giveItemById(obj, retMsg, itemCfgId, num):
            if itemCfgId == 0:  # 金币
                obj.addGold(num, True)
                return
            item = obj.itemCtrl.addItemByCfgId(itemCfgId, num)
            if item:
                ffext.dump('whenDie itemEnterMap', item.itemCfg.name, num)

                # self.mapObj.itemEnterMap(item, self.x + 1, self.y + 1)
                if item.__class__ == list:
                    for k in item:
                        retItem = MsgDef.Item()
                        ItemHandler.buildItem(retItem, k)
                        retMsg.items.append(retItem)
                else:
                    retItem = MsgDef.Item()
                    ItemHandler.buildItem(retItem, item)
                    retMsg.items.append(retItem)
            return
Example #2
0
 def genmsg():
     onlineSec = player.getGameTime()
     dailyInfo = MsgDef.DailyLoginInfo(
         player.loginActCtrl.seven_login_days,
         player.loginActCtrl.seven_login_mask, onlineSec,
         player.loginActCtrl.online_reward_mask,
         player.loginActCtrl.invite_reward)
     retMsg = MsgDef.DailyLoginOpsRet(opstype, dailyInfo, [], 0)
     if opstype == MsgDef.DailyLoginOpsCmd.DAILY_OP_ALL_INFO:
         #from handler import ItemHandler
         for i in range(0, 32):
             item = MsgDef.Item()
             #ItemHandler.buildItem(retItem, k)
             #item.uid = itemObj.uid
             #itemCfg = itemObj.itemCfg
             item.itemCfgId = getDailyAwardId(i)
             item.name = DAILY_AWARD_CFG[i]
             #item.strengthenLevel = itemObj.strengthenLevel
             item.lefttimes = 1
             #item.propExt = itemObj.propExt
             #item.propStrengthen = itemObj.toStrenthenPropData()
             retMsg.items.append(item)
         for i in range(0, len(LoginRewardModel.ONLINE_AWARD_CFG)):
             item = MsgDef.Item()
             # ItemHandler.buildItem(retItem, k)
             needSec = LoginRewardModel.ONLINE_AWARD_CFG[i][0]
             item.uid = int(needSec / 60)
             # itemCfg = itemObj.itemCfg
             item.itemCfgId = 1020101
             item.name = '血瓶(小)'
             # item.strengthenLevel = itemObj.strengthenLevel
             item.lefttimes = i + 1
             # item.propExt = itemObj.propExt
             # item.propStrengthen = itemObj.toStrenthenPropData()
             retMsg.items.append(item)
     return retMsg
Example #3
0
def processMarriageItem(itemObj, num):
    ret_msg = MsgDef.Item()
    from handler import ItemHandler
    ItemHandler.buildItem(ret_msg, itemObj)
    return ret_msg
Example #4
0
def processArenaReq(session, msg=None):
    player = session.player
    arenaCtrl = player.arenaCtrl
    if msg.opstype == 0 or msg.opstype == 1:  #0表示显示竞技场数据
        retMsg = MsgDef.ArenaOpsRet(
            msg.opstype, arenaCtrl.leftChallengeTimes, arenaCtrl.score,
            ArenaModel.getArenaMgr().getRankByUid(player.uid), [])
        retMsg.listPlayers = ArenaModel.getArenaMgr().allRank
        session.sendMsg(MsgDef.ServerCmd.ARENA_OPS, retMsg)
    elif msg.opstype == 2:  #显示积分兑换
        retMsg = MsgDef.ArenaOpsRet(msg.opstype, arenaCtrl.leftChallengeTimes,
                                    arenaCtrl.score, arenaCtrl.rank, [], [])

        for k, itemCfgPair in ItemModel.getItemMgr().arenaScoreItem.iteritems(
        ):
            item = MsgDef.Item()
            itemCfg = itemCfgPair[0]
            ItemModel.tmpBuildItem(item, itemCfg)
            retMsg.listItems.append(
                MsgDef.ArenaScore2Item(itemCfgPair[1], item))
        session.sendMsg(MsgDef.ServerCmd.ARENA_OPS, retMsg)
        return
    elif msg.opstype == 3:  #积分兑换
        cfgid = msg.idArg
        destCfg = None
        if msg.numArg < 0:
            msg.numArg = 1
        for k, itemCfgPair in ItemModel.getItemMgr().arenaScoreItem.iteritems(
        ):
            itemCfg = itemCfgPair[0]
            if itemCfg.cfgId == cfgid:
                destCfg = itemCfgPair
                break
        if None == destCfg:
            session.sendMsg(MsgDef.ServerCmd.ERROR_MSG,
                            buildErrMsg(MsgDef.ClientCmd.ARENA_OPS, '参数有误'))
            return
        score = destCfg[1] * msg.numArg
        if player.arenaCtrl.score < score:
            session.sendMsg(MsgDef.ServerCmd.ERROR_MSG,
                            buildErrMsg(MsgDef.ClientCmd.ARENA_OPS, '积分不足'))
            return
        needPkgNum = msg.numArg
        if destCfg[0].flagDieJia:
            needPkgNum = 1
        if player.itemCtrl.getFreePkgSize() < needPkgNum:
            session.sendMsg(MsgDef.ServerCmd.ERROR_MSG,
                            buildErrMsg(MsgDef.ClientCmd.ARENA_OPS, '包裹不足'))
            return
        player.AddScoreArena(-1 * score)
        itemObj = player.itemCtrl.addItemByCfgId(cfgid)
        from handler import ItemHandler
        ItemHandler.processQueryPkg(session)
        retMsg = MsgDef.ArenaOpsRet(msg.opstype, arenaCtrl.leftChallengeTimes,
                                    arenaCtrl.score, arenaCtrl.rank, [], [])
        session.sendMsg(MsgDef.ServerCmd.ARENA_OPS, retMsg)

        return
    elif msg.opstype == 4:  #挑战某人
        if player.arenaCtrl.leftChallengeTimes <= 0:
            session.sendMsg(
                MsgDef.ServerCmd.ERROR_MSG,
                buildErrMsg(MsgDef.ClientCmd.ARENA_OPS, '每天最多挑战10次'))
            return
        ArenaModel.getArenaMgr().createArena(session.player, msg.destuid)
    return
Example #5
0
    def handleDrop(self, objAttackKill):
        if objAttackKill.getType() != Base.PLAYER:
            return

        objAttack = objAttackKill

        #击杀血量最多的人,给装备奖励
        maxObj = objAttackKill
        maxHurt = 0
        for uid, data in self.allHurtCount.iteritems():
            player = self.mapObj.getPlayerById(uid)
            if not player:
                continue
            if data.hurt > maxHurt:
                maxObj = player
                maxHurt = data.hurt
        maxTeam = None
        maxTeamHurt = 0
        for uid, data in self.allTeamHurtCount.iteritems():
            from model import TeamModel
            team = TeamModel.getTeamMgr().getTeamById(uid)
            if not team:
                continue
            if data.hurt > maxTeamHurt:
                maxTeam = team
                maxTeamHurt = data.hurt
        #初始化数据,方便复活
        self.allHurtCount = {}
        self.allTeamHurtCount = {}

        objAttack.addExp(self.propCfg.expval, True)
        burstItemList = []
        from handler import ItemHandler

        def burstItemCallBack(itemCfgId, num):
            burstItemList.append((itemCfgId, num))

        def giveItemById(obj, retMsg, itemCfgId, num):
            if itemCfgId == 0:  # 金币
                obj.addGold(num, True)
                return
            item = obj.itemCtrl.addItemByCfgId(itemCfgId, num)
            if item:
                ffext.dump('whenDie itemEnterMap', item.itemCfg.name, num)

                # self.mapObj.itemEnterMap(item, self.x + 1, self.y + 1)
                if item.__class__ == list:
                    for k in item:
                        retItem = MsgDef.Item()
                        ItemHandler.buildItem(retItem, k)
                        retMsg.items.append(retItem)
                else:
                    retItem = MsgDef.Item()
                    ItemHandler.buildItem(retItem, item)
                    retMsg.items.append(retItem)
            return

        def burstItemCallBackName(name, num):
            from model import ItemModel
            itemCfg = ItemModel.getItemMgr().getCfgByName(name)
            if itemCfg:
                burstItemCallBack(itemCfg.cfgId, num)
            else:
                ffext.error('burstItemCallBackName %s %d' % (name, num))
            return

        for k in self.propCfg.allBurstCfg:
            k.genBurst(burstItemCallBackName)

        burstBagCfg = getMonsterMgr().cfgLevel2Drop.get(self.propCfg.level)
        if burstBagCfg:
            ffext.dump('burstBagCfg', burstBagCfg)
            # 1	根据表【怪物掉落包个数】获得该等级怪物的掉落物品的个数
            # 2	每个包掉落概率:根据怪物的等级和类型,获得是否该包是否掉落
            # 3	金币数目:怪物实际掉落金币=怪物等级金币*怪物的金币倍数
            # 4	物品:每一个掉落包从【金币/物品1/物品2/物品3/物品4】中随机一个
            # 5	若随机到【/物品1/物品2/物品3/物品4】,寻找制定的掉落包ID内物品
            monType = self.propCfg.getMonDifficultyType()
            num = burstBagCfg.numList[monType]
            rate = burstBagCfg.rateList[monType]
            dropBagList = burstBagCfg.bagIdList
            for k in range(num):
                rand = random.randint(1, 100)
                ffext.dump('rate trace', rate, rand, len(dropBagList))
                if rate >= rand and len(dropBagList) > 0:  # 爆落
                    destBagId = dropBagList[rand % len(dropBagList)]
                    ffext.dump('rate trace', rate, rand, len(dropBagList),
                               destBagId)
                    if destBagId == 0:  # 金币
                        gold = random.randint(burstBagCfg.goldMin,
                                              burstBagCfg.goldMax)
                        burstItemCallBack(
                            destBagId,
                            gold * self.propCfg.expgoldtimes)  # *怪物的金币倍数
                        continue
                    destBagCfg = getMonsterMgr().bagid2cfg.get(destBagId)
                    if destBagCfg:
                        for itemCfgId in destBagCfg.itemIdList:
                            burstItemCallBack(itemCfgId, 1)
        ffext.dump('handledrop', burstItemList, objAttack.name, maxHurt,
                   maxTeamHurt)
        if maxHurt >= maxTeamHurt:  #个人获得道具
            objAttack = maxObj
            retMsg = MsgDef.MonserBurstItemsRet(self.uid, objAttack.uid, [],
                                                self.propCfg.expval, 0)
            for k in burstItemList:
                giveItemById(objAttack, retMsg, k[0], k[1])
            if len(retMsg.items) > 0:
                ItemHandler.processQueryPkg(objAttack.session)
            objAttack.sendMsg(MsgDef.ServerCmd.MONSTER_BURST_ITEMS, retMsg)
            return
        else:  #团队获得道具
            allPlayers = []
            for k, v in maxTeam.getTeamMember().iteritems():
                p = self.mapObj.getPlayerById(k)
                if p:
                    allPlayers.append(p)
            if not allPlayers:
                return
            objPrize = allPlayers[random.randint(0, len(allPlayers) - 1)]
            retMsg = MsgDef.MonserBurstItemsRet(self.uid, objPrize.uid, [], 0,
                                                0)
            objPrizeRef = weakref.ref(objPrize)

            def tmpPrizeCallBack():
                objPrize = objPrizeRef()
                if not objPrize:
                    return
                for k in burstItemList:
                    giveItemById(objPrize, retMsg, k[0], k[1])
                if len(retMsg.items) > 0:
                    ItemHandler.processQueryPkg(objPrize.session)

            retMsg.teamBurstInfo = []
            callbackArg = {'players': {}, 'prizecallback': tmpPrizeCallBack}
            for arg in allPlayers:
                randNum = 1
                if arg == objPrize:
                    randNum = 6
                else:
                    randNum = random.randint(1, 5)
                retMsg.teamBurstInfo.append(
                    MsgDef.BurstRandInfo(arg.uid, arg.name, randNum))
                callbackArg[arg.uid] = arg.name
            for k in burstItemList:
                ffext.dump('busrt info', k)
                from model import ItemModel
                itemCfg = ItemModel.getItemMgr().getCfgByCfgId(k[0])
                if itemCfg:
                    retItem = MsgDef.Item()
                    ItemModel.tmpBuildItem(retItem, itemCfg)
                    retMsg.items.append(retItem)

            def timercb():
                ffext.dump("timercb teamburst...")
                cb = callbackArg['prizecallback']
                if cb:
                    callbackArg['prizecallback'] = None
                    cb()
                return

            ffext.timer(5 * 1000, timercb)
            ffext.dump('monter burst items', retMsg)
            for objAttack in allPlayers:
                retMsg.callbackId = objPrize.addCallBack(
                    burstCallBack, callbackArg)
                objAttack.sendMsg(MsgDef.ServerCmd.MONSTER_BURST_ITEMS, retMsg)
        return