Example #1
0
 def __init__(self, player, fireRange, idleRange, leaveRange):
     self.player = player
     self.userId = player.userId
     self.player.table.clip_add(player.userId, player.seatId)
     ftlog.debug("__init__", player.userId, player.chip, player.clip)
     self.fireInterval = config.getGunLevelConf(self.nowGunLevel, self.player.table.gameMode).get("interval", 0.3)
     self.updateTimer = None
     self.updateTimer = FTLoopTimer(5, -1, self._update)
     self.updateTimer.start()
     self.fireTimer = None
     self.fireTargetPos = [0, 0]
     self.bulletId = 0
     # 空闲次数
     self.idleCount = 0
     # 开火次数
     self.fireCount = 0
     # 等待离开
     self.waitLeaveCount = 0
     # 表情
     self.exp = ["1", "2", "3", "4", "5", "6", "7", "8", "9"]
     self.fireRange = fireRange
     self.idleRange = idleRange
     self.leaveRange = leaveRange
     self.updateCount = 0
     self.needClear = False
     # 全是机器人的计数
     self.allRobotCount = 0
Example #2
0
def getUpgradeItemsConf(userId, gunLevel, mode=CLASSIC_MODE):
    """
    获取升级材料配置
    """
    upgradeItems = config.getGunLevelConf(gunLevel,
                                          mode).get("upgradeItems", {})
    return upgradeItems
Example #3
0
 def matchEnterRoom(cls, roomId, uLevel, gunLevel, userChip, gameMode):
     """是否满足推荐房间准入条件"""
     roomConf = gdata.roomIdDefineMap()[roomId].configure
     minLevel = roomConf.get("minLevel", 1)
     gunLevelVal = config.getGunLevelConf(gunLevel,
                                          gameMode).get("levelValue", 1)
     minGunLevelVal = roomConf.get("minGunLevelVal", 0)
     minCoin = roomConf.get("minCoin", 0)
     typeName = roomConf.get("typeName")
     roomType = config.CLASSIC_MODE_ROOM_TYPE
     if gameMode == config.MULTIPLE_MODE:
         roomType = config.MULTIPLE_MODE_ROOM_TYPE
     if typeName in roomType:
         if uLevel >= minLevel and gunLevelVal >= minGunLevelVal and userChip >= minCoin:
             return True
     return False
Example #4
0
def sendGunInfoMsg(userId, mode):
    """
    发送普通炮信息
    """
    gunLevelKey = GameData.gunLevel if mode == CLASSIC_MODE else GameData.gunLevel_m
    gunLevel = gamedata.getGameAttrInt(userId, FISH_GAMEID, gunLevelKey)
    nextGunLevel = config.getNextGunLevel(gunLevel, mode)
    if nextGunLevel == -1:
        return
    nextGunLevelConf = config.getGunLevelConf(nextGunLevel, mode)
    mo = MsgPack()
    mo.setCmd("gun_info")
    mo.setResult("gameId", FISH_GAMEID)
    mo.setResult("userId", userId)
    mo.setResult("gunLevel", gunLevel)  # 当前火炮等级
    mo.setResult("nextGunLevel", nextGunLevelConf["gunLevel"])  # 下一个等级
    if "levelRewards" in nextGunLevelConf and nextGunLevelConf[
            "levelRewards"] > 0:
        mo.setResult("levelUpRewards",
                     nextGunLevelConf["levelRewards"])  # 金币数量
    mo.setResult("successRate", nextGunLevelConf["successRate"])
    mo.setResult("gameMode", mode)
    upgradeItemsConf = getUpgradeItemsConf(userId, nextGunLevel, mode=mode)
    if upgradeItemsConf:
        upgradeItems = {}
        for kindId, count in upgradeItemsConf.iteritems():
            if int(kindId) == config.PURPLE_CRYSTAL_KINDID:
                upgradeItems[kindId] = [
                    util.balanceItem(userId, kindId) + util.balanceItem(
                        userId, config.BIND_PURPLE_CRYSTAL_KINDID), count
                ]
            elif int(kindId) == config.YELLOW_CRYSTAL_KINDID:
                upgradeItems[kindId] = [
                    util.balanceItem(userId, kindId) + util.balanceItem(
                        userId, config.BIND_YELLOW_CRYSTAL_KINDID), count
                ]
            else:
                upgradeItems[kindId] = [
                    util.balanceItem(userId, kindId), count
                ]
        mo.setResult("upgradeItems", upgradeItems)
    if nextGunLevelConf.get("protectItems"):
        protectItems = {}
        for kindId, count in nextGunLevelConf.get("protectItems").iteritems():
            protectItems[kindId] = [util.balanceItem(userId, kindId), count]
        mo.setResult("protectItems", protectItems)
    router.sendToUser(mo, userId)
 def gunChange(self, gLv):
     """
     切换火炮等级
     """
     reason = 0
     if gLv > self.gunLevel or not config.getGunLevelConf(
             gLv, self.table.gameMode):
         reason = 1
     else:
         if gLv < self.table.runConfig.minGunLevel:
             return
         elif gLv > self.tableMaxGunLevel():
             return
         elif self.getUsingSkillInfo():
             # 技能处于使用中时,升级炮台,炮台等级需等技能状态结束后才会切换更新
             self.nowGunLevel = gLv
             return
     gunMultiple = config.getGunConf(self.gunId, self.clientId, self.gunLv,
                                     self.table.gameMode).get(
                                         "multiple", 1)
     retMsg = MsgPack()
     retMsg.setCmd("gchg")
     retMsg.setResult("gameId", config.FISH_GAMEID)
     retMsg.setResult("gLv", gLv)
     retMsg.setResult("userId", self.userId)
     retMsg.setResult("seatId", self.seatId)
     retMsg.setResult("gunMultiple", gunMultiple)
     retMsg.setResult("gameMode", self.table.gameMode)
     retMsg.setResult("reason", reason)
     retMsg.setResult("tableMaxGunLevel", self.tableMaxGunLevel())
     GameMsg.sendMsg(retMsg, self.userId)
     if reason == 0:
         self.nowGunLevel = gLv
         result = retMsg.getKey("result")
         del result["reason"]
         GameMsg.sendMsg(retMsg, self.table.getBroadcastUids(self.userId))
         from newfish.game import TGFish
         event = ChangeGunLevelEvent(self.userId, config.FISH_GAMEID,
                                     self.table.bigRoomId, self.nowGunLevel)
         TGFish.getEventBus().publishEvent(event)
         self.syncSkillSlots()
Example #6
0
def doBuyLevelGift(userId, clientId, buyType, productId, itemId=0):
    """
    购买升级礼包
    """
    levelGift = config.getLevelGiftConf()
    giftId = 0
    for val in levelGift.values():
        if val.get("productId") == productId:
            giftId = val["giftId"]
            break
    if giftId == 0:
        return
    levelGiftConf = levelGift.get(str(giftId), {})
    commonRewards = []
    if _isBought(userId, giftId):
        code = 1
    elif buyType == config.BT_DIAMOND:
        price = levelGiftConf.get("discountPrice", 0)
        price, isSucc = store.getUseRebateItemPrice(userId, itemId, price, buyType, productId, clientId)
        code = 0
        if price > 0:
            consumeCount = 0
            if isSucc:                                                      # 用优惠券
                store.autoConvertVoucherToDiamond(userId, price)
                consumeCount, final = userchip.incrDiamond(userId, FISH_GAMEID, -abs(price), 0,
                    "BI_NFISH_BUY_LEVEL_GIFT_CONSUME", int(config.DIAMOND_KINDID), util.getClientId(userId), param01=productId)
            if not isSucc or abs(consumeCount) != price:
                code = 2
                _sendBuyLevelGiftRet(userId, clientId, productId, code, commonRewards)
                return
        else:
            code = 4
    else:
        code = 3
    if code == 0:
        # 记录存档
        boughtGift = gamedata.getGameAttrJson(userId, FISH_GAMEID, GameData.buyLevelGift, [])
        boughtGift.append(int(giftId))
        gamedata.setGameAttr(userId, FISH_GAMEID, GameData.buyLevelGift, json.dumps(boughtGift))
        # 升级炮倍率
        gunLv = util.getGunLevelVal(userId, config.MULTIPLE_MODE)
        if gunLv < levelGiftConf["levelUp"]:
            gunLevel = gunLv
            for level in config.getGunLevelKeysConf(config.MULTIPLE_MODE):
                value = config.getGunLevelConf(level, config.MULTIPLE_MODE)
                if value["levelValue"] == levelGiftConf["levelUp"]:
                    gunLevel = level
                    break
            gamedata.setGameAttr(userId, FISH_GAMEID, GameData.gunLevel_m, gunLevel)
            from newfish.game import TGFish
            from newfish.entity.event import GunLevelUpEvent
            event = GunLevelUpEvent(userId, FISH_GAMEID, gamedata.getGameAttr(userId, FISH_GAMEID, GameData.level), gunLevel, config.MULTIPLE_MODE)
            TGFish.getEventBus().publishEvent(event)
            bireport.reportGameEvent("BI_NFISH_GE_LEVEL_UP", userId, FISH_GAMEID, 0, 0, 0, config.MULTIPLE_MODE, 0, 0, [gunLevel], util.getClientId(userId))
        # 发奖励
        rewards = levelGiftConf.get("rewards", [])
        # 资产/道具
        code = util.addRewards(userId, rewards, "BI_NFISH_BUY_ITEM_GAIN", int(giftId), param01=int(giftId))
        commonRewards.extend(rewards)
    _sendBuyLevelGiftRet(userId, clientId, productId, code, commonRewards)
    util.addProductBuyEvent(userId, productId, clientId)
Example #7
0
def upgradeGun(userId, protect, mode, byGift=False, upToLevel=0):
    """
    升级普通炮
    """
    def consume(items, level):
        """消耗升级所需道具"""
        _consumeList = []
        for kindId, count in items.iteritems():
            if int(kindId) == config.PURPLE_CRYSTAL_KINDID:
                _consumeList.extend(
                    consumeBindOrNotBindItem(userId,
                                             config.BIND_PURPLE_CRYSTAL_KINDID,
                                             config.PURPLE_CRYSTAL_KINDID,
                                             count))
            elif int(kindId) == config.YELLOW_CRYSTAL_KINDID:
                _consumeList.extend(
                    consumeBindOrNotBindItem(userId,
                                             config.BIND_YELLOW_CRYSTAL_KINDID,
                                             config.YELLOW_CRYSTAL_KINDID,
                                             count))
            else:
                _consume = {"name": int(kindId), "count": count}
                _consumeList.append(_consume)
        util.consumeItems(userId, _consumeList, "ITEM_USE", level)

    gunLevelKey = GameData.gunLevel if mode == CLASSIC_MODE else GameData.gunLevel_m
    gunLevel, level = gamedata.getGameAttrs(userId, FISH_GAMEID,
                                            [gunLevelKey, GameData.level])
    if not gunLevel or gunLevel >= config.getMaxGunLevel(mode):
        return False
    nextGunLevel = config.getNextGunLevel(gunLevel, mode)
    if nextGunLevel == -1:
        ftlog.error("gunLevel error! userId =", userId, "gunLevel =", gunLevel,
                    "mode =", mode)
        return False
    nextGunLevelConf = config.getGunLevelConf(nextGunLevel, mode)
    upgradeItemsConf = getUpgradeItemsConf(userId, nextGunLevel, mode=mode)
    returnRewards = None
    levelUpRewards = None
    if not byGift:
        if isEnough(userId, upgradeItemsConf):  # 判断升级所需物品是否足够
            if nextGunLevelConf["successRate"] >= 10000:  # 是否100%成功
                consume(upgradeItemsConf, level)  # 消耗升级所需物品
                code = 0  # 升级成功
            else:
                if protect:  # 是否使用五彩水晶
                    if isEnough(
                            userId,
                            nextGunLevelConf["protectItems"]):  # 判断五彩水晶是否足够
                        consume(upgradeItemsConf, level)  # 消耗升级所需物品
                        consume(nextGunLevelConf["protectItems"],
                                level)  # 消耗五彩水晶
                        code = 0
                    else:
                        code = 99  # 五彩水晶物品不足
                else:
                    consume(upgradeItemsConf, level)  # 消耗升级所需物品
                    randInt = random.randint(1, 10000)
                    if randInt <= nextGunLevelConf["successRate"]:
                        code = 0
                    else:
                        randInt = random.randint(1, 10000)
                        for item in nextGunLevelConf["returnItems"]:
                            if item["probb"][0] <= randInt <= item["probb"][1]:
                                returnRewards = [{
                                    "name": item["kindId"],
                                    "count": item["count"]
                                }]
                                break
                        code = 1  # 升级失败,返还道具
        else:
            code = 99  # 升级所需物品不足
    else:
        if upToLevel > gunLevel:
            code = 0
        else:
            code = 1
    if code == 0:
        # level += 1
        # gunLevel += 1
        # gamedata.setGameAttrs(userId, FISH_GAMEID, [GameData.level, GameData.gunLevel], [level, gunLevel])
        # gunLevel += 1
        if "levelRewards" in nextGunLevelConf and nextGunLevelConf[
                "levelRewards"] > 0:
            levelUpRewards = [{
                "name": config.CHIP_KINDID,
                "count": nextGunLevelConf["levelRewards"]
            }]
        gunLevel = nextGunLevel if not byGift else upToLevel
        gamedata.setGameAttr(userId, FISH_GAMEID, gunLevelKey, gunLevel)
        from newfish.game import TGFish
        from newfish.entity.event import GunLevelUpEvent
        event = GunLevelUpEvent(userId, FISH_GAMEID, level, gunLevel, mode)
        TGFish.getEventBus().publishEvent(event)
        bireport.reportGameEvent("BI_NFISH_GE_LEVEL_UP", userId, FISH_GAMEID,
                                 0, 0, int(level), mode, 0, 0,
                                 [byGift, upToLevel, gunLevel],
                                 util.getClientId(userId))

    mo = MsgPack()
    mo.setCmd("gun_up")  # 升级普通炮
    mo.setResult("gameId", FISH_GAMEID)
    mo.setResult("userId", userId)
    mo.setResult("level", level)
    mo.setResult("gunLevel", gunLevel)
    mo.setResult("gameMode", mode)
    mo.setResult("code", code)
    if returnRewards:
        util.addRewards(userId, returnRewards, "ASSEMBLE_ITEM", level)
        mo.setResult("returnRewards", returnRewards)
    if levelUpRewards:
        util.addRewards(userId, levelUpRewards, "ASSEMBLE_ITEM", level)
        mo.setResult("levelUpRewards", levelUpRewards)
    router.sendToUser(mo, userId)
    sendGunInfoMsg(userId, mode)  # 发送普通炮信息
    return code == 0
Example #8
0
    def canQuickEnterRoom(cls, userId, gameId, roomId, kindId):
        """
        判断能否进入房间
        """
        try:
            if util.isFinishAllNewbieTask(userId):
                newbieRoomId = config.getCommonValueByKey("newbieRoomId")
                if gdata.getBigRoomId(roomId) == gdata.getBigRoomId(
                        newbieRoomId):
                    return cls.ENTER_ROOM_REASON_INNER_ERROR
            else:
                newbieRoomId = config.getCommonValueByKey("newbieRoomId")
                if gdata.getBigRoomId(roomId) != gdata.getBigRoomId(
                        newbieRoomId):
                    return cls.ENTER_ROOM_REASON_INNER_ERROR
            gameMode = util.getRoomGameMode(roomId)
            isOldPlayerV2 = util.isOldPlayerV2(userId)
            if gameMode == config.CLASSIC_MODE and not isOldPlayerV2:
                return cls.ENTER_ROOM_REASON_INNER_ERROR
            uLevel = util.getUserLevel(userId)
            gunLevel = util.getGunLevel(userId, gameMode)
            if not uLevel or not gunLevel:
                return cls.ENTER_ROOM_REASON_INNER_ERROR
            gunLevelVal = config.getGunLevelConf(gunLevel, gameMode).get(
                "levelValue", 1)
            userChip = userchip.getUserChipAll(userId)
            vipLevel = hallvip.userVipSystem.getUserVip(userId).vipLevel.level
            if ftlog.is_debug():
                ftlog.debug("canQuickEnterRoom->",
                            gdata.roomIdDefineMap()[roomId].configure)
            roomConf = gdata.roomIdDefineMap()[roomId].configure
            fee = roomConf.get("fee_%s" % kindId, {}) or roomConf.get(
                "fee", {})
            minLevel = roomConf.get("minLevel", 1)
            minGunLevelVal = roomConf.get("minGunLevelVal", 1)
            minCoin = roomConf.get("minCoin", 1)
            minVip = roomConf.get("minVip", 0)
            timeLimit = roomConf.get("timeLimit", [])
            bulletLimit = roomConf.get("bulletLimit", {})
            protectionLimit = roomConf.get("protectionLimit", {})
            if fee:
                surplusCount = util.balanceItem(userId, fee["kindId"])
                if surplusCount < fee["count"]:
                    return cls.ENTER_ROOM_REASON_LESS_FEES
            if bulletLimit and not kindId:
                isCan = False
                for kindId in bulletLimit:
                    surplusCount = util.balanceItem(userId, kindId)
                    if surplusCount >= bulletLimit[kindId]:
                        isCan = True
                        break
                if not isCan:
                    return cls.ENTER_ROOM_REASON_LESS_BULLET
            if timeLimit:
                isCan = False
                currentTime = int(time.time())
                for timeRange in timeLimit:
                    startTime = util.getTodayTimestampFromStr(timeRange[0])
                    endTime = util.getTodayTimestampFromStr(timeRange[1])
                    if startTime <= currentTime <= endTime:
                        isCan = True
                        break
                if not isCan:
                    return cls.ENTER_ROOM_REASON_TIME_LIMIT
            if uLevel < minLevel and not kindId:
                if roomConf.get("typeName") == config.FISH_ROBBERY:
                    if vipLevel >= minVip:
                        return cls.ENTER_ROOM_REASON_OK
                return cls.ENTER_ROOM_REASON_LESS_LEVEL
            if gunLevelVal < minGunLevelVal:
                return cls.ENTER_ROOM_REASON_LESS_LEVEL
            if userChip < minCoin:
                return cls.ENTER_ROOM_REASON_LESS_COIN
            if protectionLimit:
                dailyProfitCoin, monthlyProfitCoin = 0, 0
                if roomConf.get("typeName") == config.FISH_ROBBERY:
                    dailyProfitCoin, monthlyProfitCoin = util.getRobberyProfitCoin(
                        userId)
                elif roomConf.get("typeName") == config.FISH_POSEIDON:
                    dailyProfitCoin, monthlyProfitCoin = util.getPoseidonProfitCoin(
                        userId)
                if (dailyProfitCoin <= protectionLimit["dailyLoss"] or
                        monthlyProfitCoin <= protectionLimit["monthlyLoss"]):
                    return cls.ENTER_ROOM_REASON_EXCESSIVE_LOSS
            # 检测大奖赛开放时间
            if roomConf.get("typeName") in [config.FISH_GRAND_PRIX]:
                state = cls.grandPrixEnterRoom(userId)
                if state != cls.ENTER_ROOM_REASON_OK:
                    return state
            return cls.ENTER_ROOM_REASON_OK

        except Exception as e:
            ftlog.error("canQuickEnterRoom error", userId, e)
            return cls.ENTER_ROOM_REASON_INNER_ERROR