Exemple #1
0
def generate_array_detail(worldboss, user):
    """生成阵容详情返回
    """
    teams = []
    for array_id in worldboss.get_arrays_id():
        array = data_loader.WorldBossArrayBasicInfo_dict[array_id]
        #buff和tech是针对整个阵容生效的
        buffs_id = array.buffIds
        techs_id = array.techIds

        heroes = []
        for i in range(len(array.heroIds)):
            basic_id = array.heroIds[i]
            star = array.heroStars[i]
            equipments_id = []
            equipments_id.append(array.heroEquipmentIds[i * 3])
            equipments_id.append(array.heroEquipmentIds[i * 3 + 1])
            equipments_id.append(array.heroEquipmentIds[i * 3 + 2])
            evolution_level = array.heroEvolutionLevels[i]
            soldier_basic_id = array.soldierBasicIds[i]
            soldier_level = array.soldierLevels[i]
            soldier = SoldierInfo.create(user.id, soldier_basic_id, soldier_level)

            hero = HeroInfo.create_special(user.id, user.level, basic_id, 
                    user.level, star, soldier, [], techs_id, equipments_id, 
                    buffs_id, False, evolution_level, False)
            heroes.append(hero)

        teams.append(heroes)

    return teams
Exemple #2
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    def _mock_hero(self, basic_id, star, level):
        USER_ID = 0
        USER_LEVEL = int(
            float(data_loader.OtherBasicInfo_dict["MaxMonarchLevel"].value))
        hero_id = HeroInfo.generate_id(USER_ID, basic_id)
        soldier_basic_id = HeroInfo.get_default_soldier_basic_id(basic_id)
        soldier = SoldierInfo.create(USER_ID, soldier_basic_id)

        hero = HeroInfo.create_special(USER_ID,
                                       USER_LEVEL,
                                       basic_id,
                                       level,
                                       star,
                                       soldier, [],
                                       technology_basic_ids=[])
        return hero
Exemple #3
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def _default_generate_array_detail(dungeon, battle_level, user, detail_type):
    """默认生成阵容方法"""
    if battle_level == 0:
        level = dungeon.level(user.level)
    else:
        battle_id = "%d_%d" % (dungeon.basic_id, battle_level)
        level = data_loader.ExpandDungeonBattleBasicInfo_dict[battle_id].enemyLevel

    array_id = "%d_%d" % (dungeon.basic_id, level)
    if detail_type == 'enemy':
        array = data_loader.ExpandDungeonEnemyBasicInfo_dict[array_id]
    else:
        array = data_loader.ExpandDungeonOwnBasicInfo_dict[array_id]

    buffs_id = array.buffIds
    techs_id = array.techIds
    heroes = []
    for i in range(len(array.heroIds)):
        basic_id = array.heroIds[i]
        hero_level = array.heroLevels[i]
        star = array.heroStarLevels[i]
        equipments_id = array.heroEquipmentIds[i*3 : i*3 + 3]
        evolution_level = array.heroEvolutionLevels[i]
        herostars_id = array.heroHeroStars[i*6 : i*6 + 6]
        soldier_basic_id = array.soldierBasicIds[i]
        soldier_level = array.soldierLevels[i]
        soldier = SoldierInfo.create(user.id, soldier_basic_id, soldier_level)

        if basic_id == 0:
            heroes.append(None)
        else:
            hero = HeroInfo.create_special(user.id, user.level, basic_id,
                    hero_level, star, soldier, [], techs_id, equipments_id,
                    buffs_id, False, evolution_level, False, herostars_id)
            heroes.append(hero)

    return heroes
Exemple #4
0
    def _calc_add_hero(self, data, req, timer):
        hero_basic_id = req.hero.basic_id

        soldier_basic_id = HeroInfo.get_default_soldier_basic_id(hero_basic_id)
        soldier_id = SoldierInfo.generate_id(data.id, soldier_basic_id)
        soldier = data.soldier_list.get(soldier_id, True)

        skill_ids = []
        skill_ids.append(req.hero.first_skill_id)
        skill_ids.append(req.hero.second_skill_id)
        skill_ids.append(req.hero.third_skill_id)
        skill_ids.append(req.hero.fourth_skill_id)

        user = data.user.get(True)
        #影响英雄所带兵种战力的科技
        battle_technology_basic_id = technology_module.get_battle_technology_for_soldier(
            data.technology_list.get_all(True), soldier_basic_id)

        equipments_id = []
        if (req.hero.HasField("equipment_weapon_id")
                and req.hero.HasField("equipment_armor_id")
                and req.hero.HasField("equipment_treasure_id")):
            equipments_id.append(req.hero.equipment_weapon_id)
            equipments_id.append(req.hero.equipment_armor_id)
            equipments_id.append(req.hero.equipment_treasure_id)

        stone_weapon = []
        if len(req.hero.stone_weapon) == 4:
            stone_weapon.append(req.hero.stone_weapon[0])
            stone_weapon.append(req.hero.stone_weapon[1])
            stone_weapon.append(req.hero.stone_weapon[2])
            stone_weapon.append(req.hero.stone_weapon[3])
        stone_armor = []
        if len(req.hero.stone_armor) == 4:
            stone_armor.append(req.hero.stone_armor[0])
            stone_armor.append(req.hero.stone_armor[1])
            stone_armor.append(req.hero.stone_armor[2])
            stone_armor.append(req.hero.stone_armor[3])
        stone_treasure = []
        if len(req.hero.stone_treasure) == 4:
            stone_treasure.append(req.hero.stone_treasure[0])
            stone_treasure.append(req.hero.stone_treasure[1])
            stone_treasure.append(req.hero.stone_treasure[2])
            stone_treasure.append(req.hero.stone_treasure[3])

        evolution_level = 1
        if req.hero.HasField("evolution_level"):
            evolution_level = req.hero.evolution_level

        hero = HeroInfo.create_special(user.id,
                                       user.level,
                                       hero_basic_id,
                                       req.hero.level,
                                       req.hero.star_level,
                                       soldier,
                                       skill_ids,
                                       battle_technology_basic_id,
                                       equipments_id, [],
                                       True,
                                       evolution_level,
                                       stones_weapon_id=stone_weapon,
                                       stones_armor_id=stone_armor,
                                       stones_treasure_id=stone_treasure)
        if hero is None:
            raise Exception("Create hero failed")

        data.hero_list.add(hero)
        hero_business.post_gain_hero(data, hero)

        return DataBase().commit(data)