Exemple #1
0
def query_1243(data, player):
    """ 查看矿点详细信息 """
    request = mine_pb2.positionRequest()
    request.ParseFromString(data)
    response = mine_pb2.mineDetail()
    response.position = request.position
    detail_info = player.mine.detail_info(request.position)

    # print detail_info
    last_increase = detail_info.get('increase', 0)
    stype = detail_info['type']
    mine_item = game_configs.mine_config[detail_info['mine_id']]
    limit = mine_item.outputLimited
    normal = detail_info['normal']
    lucky = detail_info['lucky']
    guard_time = detail_info.get('guard_time', 0)
    stage_id = detail_info.get('stage_id', 0)
    seek_help = detail_info.get('seek_help', 0)

    response.res.result = True
    mstatus = player.mine.mine_info(request.position)
    one_mine_info(player, mstatus, response.mine)
    response.limit = limit
    for sid, num in normal.items():
        one_type = response.normal.add()
        one_type.stone_id = int(sid)
        one_type.stone_num = num

    for sid, num in lucky.items():
        one_type = response.lucky.add()
        one_type.stone_id = int(sid)
        one_type.stone_num = num

    response.increase = int(last_increase)
    if stype == 2:
        response.stage_id = int(stage_id)
        response.seek_help = seek_help
        line_up_info(player, response.lineup)
    if stype == 1:
        response.accelerate_times = detail_info.get('accelerate_times', 0)
        _uid = detail_info['uid']
        char_obj = tb_character_info.getObj(_uid)
        if char_obj.exists():
            lineup = char_obj.hget('copy_slots')
            response.lineup.ParseFromString(lineup)

    mid = player.mine.mid(request.position)
    mine_item = game_configs.mine_config.get(mid)

    response.genUnit = mine_item.timeGroup1 / mine_item.outputGroup1
    response.rate = mine_item.increase
    response.incrcost = mine_item.increasePrice
    response.guard_time = int(guard_time)

    player.mine.save_data()
    print response, '=========================aaa'
    return response.SerializePartialToString()
    def save_data(self, prop_names=[]):
        props = {
            'line_up_slots': dict([(slot_no, slot.dumps()) for
                                   slot_no, slot in
                                   self._line_up_slots.items()]),
            'sub_slots': dict([(slot_no, sub_slot.dumps()) for
                               slot_no, sub_slot in self._sub_slots.items()]),
            'line_up_order': self._line_up_order,

            'unpar_level': self._unpar_level,
            'unpar_type': self._unpar_type,
            'unpar_other_id': self._unpar_other_id,
            'ever_have_heros': self._ever_have_heros,
            'unpar_names': self._unpar_names,

            'friend_fight_times': self._friend_fight_times,
            'hight_power': self._hight_power,
            'caption_pos': self._caption_pos,
        }
        if not prop_names or 'line_up_slots' in prop_names or 'sub_slots' in prop_names:
            power = self.combat_power
            props['attackPoint'] = power
            hook_task(self.owner, CONDITIONId.FIGHT_POWER, power)
        if ('copy_units' in prop_names) or (not prop_names):
            props['copy_units'] = self.owner.fight_cache_component.red_unit
            props['copy_slots'] = line_up_info(self.owner).SerializeToString()

        line_up_obj = tb_character_info.getObj(self.character_id)
        line_up_obj.hmset(props)
    def new_data(self):
        __line_up_slots = dict([(slot_no,
                                LineUpSlotComponent(self, slot_no).dumps())
                                for slot_no in self._line_up_slots.keys()])
        __sub_slots = dict([(slot_no,
                            LineUpSlotComponent(self, slot_no).dumps()) for
                            slot_no in self._sub_slots.keys()])
        data = dict(line_up_slots=__line_up_slots,
                    sub_slots=__sub_slots,
                    line_up_order=self._line_up_order,

                    unpar_level=self._unpar_level,
                    unpar_type=self._unpar_type,
                    unpar_other_id=self._unpar_other_id,
                    ever_have_heros=self._ever_have_heros,

                    friend_fight_times=self._friend_fight_times,
                    best_skill=0,
                    attackPoint=0,
                    hight_power=0,
                    caption_pos=0,
                    copy_units=self.owner.fight_cache_component.red_unit,
                    copy_slots=line_up_info(self.owner).SerializeToString()
                    )
        return data
Exemple #4
0
def refresh_rank_data(player, rank_id, skill, skill_level):
    red_units = cPickle.dumps(player.fight_cache_component.red_unit)
    slots = cPickle.dumps(line_up_info(player))
    hero_nos = player.line_up_component.hero_nos
    best_skill = player.line_up_component.get_skill_id_by_unpar(skill)
    rank_data = dict(hero_ids=cPickle.dumps(hero_nos),
                     level=player.level.level,
                     nickname=player.base_info.base_name,
                     best_skill=best_skill,
                     unpar_skill=skill,
                     unpar_skill_level=skill_level,
                     ap=player.line_up_component.combat_power,
                     character_id=player.base_info.id,
                     units=red_units,
                     slots=slots)

    prere = dict(id=rank_id)
    result = util.UpdateWithDict(PVP_TABLE_NAME, rank_data, prere)
    if not result:
        raise Exception('update pvp fail!! id:%s' % rank_id)
 def new_data(self):
     __line_up_slots = dict([(slot_no,
                             LineUpSlotComponent(self, slot_no).dumps())
                             for slot_no in self._line_up_slots.keys()])
     __sub_slots = dict([(slot_no,
                         LineUpSlotComponent(self, slot_no).dumps()) for
                         slot_no in self._sub_slots.keys()])
     data = dict(line_up_slots=__line_up_slots,
                 sub_slots=__sub_slots,
                 line_up_order=self._line_up_order,
                 unpars=self._unpars,
                 current_unpar=self._current_unpar,
                 friend_fight_times=self._friend_fight_times,
                 best_skill=0,
                 attackPoint=0,
                 hight_power=0,
                 copy_units=self.owner.fight_cache_component.red_unit,
                 copy_slots=line_up_info(self.owner).SerializeToString()
                 )
     return data
Exemple #6
0
 def new_data(self):
     __line_up_slots = dict([(slot_no, LineUpSlotComponent(self,
                                                           slot_no).dumps())
                             for slot_no in self._line_up_slots.keys()])
     __sub_slots = dict([(slot_no, LineUpSlotComponent(self,
                                                       slot_no).dumps())
                         for slot_no in self._sub_slots.keys()])
     data = dict(line_up_slots=__line_up_slots,
                 sub_slots=__sub_slots,
                 line_up_order=self._line_up_order,
                 unpar_level=self._unpar_level,
                 unpar_type=self._unpar_type,
                 unpar_other_id=self._unpar_other_id,
                 ever_have_heros=self._ever_have_heros,
                 friend_fight_times=self._friend_fight_times,
                 best_skill=0,
                 attackPoint=0,
                 hight_power=0,
                 caption_pos=0,
                 copy_units=self.owner.fight_cache_component.red_unit,
                 copy_slots=line_up_info(self.owner).SerializeToString())
     return data
    def save_data(self, prop_names=[]):
        power = self.combat_power
        hook_task(self.owner, CONDITIONId.FIGHT_POWER, power)
        props = {
            'line_up_slots': dict([(slot_no, slot.dumps()) for
                                   slot_no, slot in
                                   self._line_up_slots.items()]),
            'sub_slots': dict([(slot_no, sub_slot.dumps()) for
                               slot_no, sub_slot in self._sub_slots.items()]),
            'line_up_order': self._line_up_order,
            'unpars': self._unpars,
            'current_unpar': self._current_unpar,
            'friend_fight_times': self._friend_fight_times,
            'attackPoint': power,
            'hight_power': self._hight_power,
            'best_skill': self.get_skill_id_by_unpar(self._current_unpar),
        }
        if ('copy_units' in prop_names) or (not prop_names):
            props['copy_units'] = self.owner.fight_cache_component.red_unit
            props['copy_slots'] = line_up_info(self.owner).SerializeToString()

        line_up_obj = tb_character_info.getObj(self.character_id)
        line_up_obj.hmset(props)
Exemple #8
0
    def save_data(self, prop_names=[]):
        props = {
            'line_up_slots':
            dict([(slot_no, slot.dumps())
                  for slot_no, slot in self._line_up_slots.items()]),
            'sub_slots':
            dict([(slot_no, sub_slot.dumps())
                  for slot_no, sub_slot in self._sub_slots.items()]),
            'line_up_order':
            self._line_up_order,
            'unpar_level':
            self._unpar_level,
            'unpar_type':
            self._unpar_type,
            'unpar_other_id':
            self._unpar_other_id,
            'ever_have_heros':
            self._ever_have_heros,
            'unpar_names':
            self._unpar_names,
            'friend_fight_times':
            self._friend_fight_times,
            'hight_power':
            self._hight_power,
            'caption_pos':
            self._caption_pos,
        }
        if not prop_names or 'line_up_slots' in prop_names or 'sub_slots' in prop_names:
            power = self.combat_power
            props['attackPoint'] = power
            hook_task(self.owner, CONDITIONId.FIGHT_POWER, power)
        if ('copy_units' in prop_names) or (not prop_names):
            props['copy_units'] = self.owner.fight_cache_component.red_unit
            props['copy_slots'] = line_up_info(self.owner).SerializeToString()

        line_up_obj = tb_character_info.getObj(self.character_id)
        line_up_obj.hmset(props)
            hero1.level = 1
            hero1.break_level = 1
            hero1.exp = 0

    pvp_ranks = {}
    for rank in range(1, rank_length + 1):
        for k, v in game_configs.robot_born_config.items():
            rank_period = v.get('period')
            if rank in range(rank_period[0] - 1, rank_period[1] + 1):
                level_period = v.get('level')
                level = random.randint(level_period[0], level_period[1])
                hero_ids = init_line_up(player, v, level)
                red_units = player.fight_cache_component.red_unit
                print red_units
                red_units = cPickle.dumps(red_units)
                slots = cPickle.dumps(line_up_info(player))

                rank_item = dict(nickname=nickname_set.pop(),
                                 character_id=1,
                                 level=level,
                                 id=rank,
                                 best_skill=0,
                                 unpar_skill=0,
                                 unpar_skill_level=0,
                                 hero_ids=cPickle.dumps(hero_ids),
                                 ap=player.line_up_component.combat_power,
                                 units=red_units,
                                 slots=slots)
                pvp_ranks[rank] = rank_item

    for _ in pvp_ranks.values():
            if v.get('group') != 1:
                continue
            rank_period = v.get('period')
            if rank in range(rank_period[0] - 1, rank_period[1] + 1):
                level_period = v.get('level')
                level = random.randint(level_period[0], level_period[1])
                hero_ids = init_line_up(player, v, level)
                # set player level to hero level
                for t_hero in player.hero_component.get_heros():
                    if t_hero.hero_no in hero_ids:
                        t_hero.level = level
                hero_levels = player.line_up_component.hero_levels
                red_units = player.fight_cache_component.red_unit
                print red_units
                red_units = red_units
                slots = line_up_info(player).SerializeToString()
                ap = int(player.line_up_component.combat_power)

                rank_item = dict(nickname=nickname_set.pop(),
                                 character_id=rank, level=level, id=rank,
                                 hero_ids=hero_ids,
                                 hero_levels=hero_levels,
                                 attackPoint=ap,
                                 best_skill=0,
                                 unpar_skill=0,
                                 unpar_skill_level=0,
                                 copy_units=red_units,
                                 copy_slots=slots)
                print("hero_levels========", hero_levels)
                pvp_rank[rank] = rank_item
                break
            if v.get('group') != 1:
                continue
            rank_period = v.get('period')
            if rank in range(rank_period[0] - 1, rank_period[1] + 1):
                level_period = v.get('level')
                level = random.randint(level_period[0], level_period[1])
                hero_ids = init_line_up(player, v, level)
                # set player level to hero level
                for t_hero in player.hero_component.get_heros():
                    if t_hero.hero_no in hero_ids:
                        t_hero.level = level
                hero_levels = player.line_up_component.hero_levels
                red_units = player.fight_cache_component.red_unit
                # print red_units
                red_units = red_units
                slots = line_up_info(player).SerializeToString()
                ap = int(player.line_up_component.combat_power)

                rank_item = dict(nickname=nickname_set.pop(),
                                 character_id=rank,
                                 level=level,
                                 id=rank,
                                 hero_ids=hero_ids,
                                 hero_levels=hero_levels,
                                 attackPoint=ap,
                                 best_skill=0,
                                 unpar_skill=0,
                                 unpar_skill_level=0,
                                 copy_units=red_units,
                                 copy_slots=slots)
                print("hero_levels========", hero_levels)
Exemple #12
0
def pvb_fight_start_1705(pro_data, player):
    """开始战斗
    """
    logger.debug("fight start..")
    request = world_boss_pb2.PvbStartRequest()
    request.ParseFromString(pro_data)
    print request, "request"

    best_skill_id = request.unparalleled  # 无双编号
    line_up = request.lineup
    boss_id = request.boss_id
    boss = player.world_boss.get_boss(boss_id)
    base_config = boss.get_base_config()
    debuff_skill_no = boss.debuff_skill_no

    response = PvbFightResponse()
    res = response.res
    print("world_boss_line_up:", line_up)

    open_stage_id = game_configs.base_config.get('worldbossOpenStage')
    if player.stage_component.get_stage(open_stage_id).state != 1:
        response.res.result = False
        response.res.result_no = 837
        return response.SerializeToString()

    if player.base_info.is_firstday_from_register(const.OPEN_FEATURE_WORLD_BOSS):
        response.res.result = False
        response.res.result_no = 150901
        return response.SerializeToString()

    stage_id = boss.stage_id
    logger.debug("stage_id,%s" % stage_id)
    WORLD_BOSS = 6
    stage_info = pve_process(stage_id, WORLD_BOSS, line_up, 0, player, best_skill_id)
    result = stage_info.get('result')

    res.result = result
    if stage_info.get('result_no'):
        res.result_no = stage_info.get('result_no')

    if not result:
        logger.info('进入关卡返回数据:%s', response)
        return response.SerializePartialToString(), stage_id

    red_units = stage_info.get('red_units')
    blue_units = stage_info.get('blue_units')

    blue_units = blue_units[0]
    blue_units[5].hp = remote_gate['world'].get_hp_left_remote(boss_id)
    logger.debug("blue_units===========%s" % blue_units[5].hp)
    logger.debug("--" * 40)

    if blue_units[5].hp <= 0:
        logger.debug("world boss already dead!")
        response.res.result = False
        response.res.result_no = 1705
        return response.SerializePartialToString()

    # 根据鼓舞次数,增加伤害百分比
    damage_rate = boss.encourage_coin_num * base_config.get("coin_inspire_atk", 0) + \
               boss.encourage_gold_num * base_config.get("gold_inspire_atk", 0)


    # mock fight.
    player_info = {}
    player_info["player_id"] = player.base_info.id
    player_info["now_head"] = player.base_info.heads.now_head
    player_info["nickname"] = player.base_info.base_name
    player_info["level"] = player.base_info.level
    player_info["line_up_info"] = line_up_info(player).SerializePartialToString()

    str_red_units = cPickle.dumps(red_units)
    str_blue_units = cPickle.dumps(blue_units)
    logger.debug("--" * 40)
    print red_units
    print blue_units
    red_best_skill_no, red_best_skill_level = player.line_up_component.get_skill_info_by_unpar(best_skill_id)
    seed1, seed2 = get_seeds()
    #def pvb_fight_remote(str_red_units, red_best_skill, red_best_skill_level, str_blue_units, player_info, boss_id, seed1, seed2):
    result, demage_hp = remote_gate['world'].pvb_fight_remote(str_red_units,
                                                   best_skill_id, red_best_skill_level, str_blue_units, player_info, boss_id, damage_rate, debuff_skill_no, seed1, seed2)

    if result == -1:
        logger.debug("world boss already gone!")
        response.res.result = False
        response.res.result_no = 1706
        return response.SerializePartialToString()

    response.fight_result = result

    # 玩家信息更新
    boss.fight_times += 1
    boss.demages.append(demage_hp)
    boss.last_fight_time = get_current_timestamp()
    player.world_boss.save_data()

    logger.debug("fight end..")

    pvp_assemble_units(red_units, blue_units, response)
    response.red_best_skill= best_skill_id
    response.red_best_skill_level = red_best_skill_level
    response.debuff_skill_no = debuff_skill_no
    response.seed1 = seed1
    response.seed2 = seed2
    response.damage_rate = damage_rate
    if boss_id == 'world_boss':
        hook_task(player, CONDITIONId.PVBOSS_TIMES, 1)

    return response.SerializePartialToString()
            hero1.level = 1
            hero1.break_level = 1
            hero1.exp = 0

    pvp_ranks = {}
    for rank in range(1, rank_length+1):
        for k, v in game_configs.robot_born_config.items():
            rank_period = v.get('period')
            if rank in range(rank_period[0] - 1, rank_period[1] + 1):
                level_period = v.get('level')
                level = random.randint(level_period[0], level_period[1])
                hero_ids = init_line_up(player, v, level)
                red_units = player.fight_cache_component.red_unit
                print red_units
                red_units = cPickle.dumps(red_units)
                slots = cPickle.dumps(line_up_info(player))

                rank_item = dict(nickname=nickname_set.pop(),
                                 character_id=1,
                                 level=level,
                                 id=rank,
                                 best_skill=0,
                                 unpar_skill=0,
                                 unpar_skill_level=0,
                                 hero_ids=cPickle.dumps(hero_ids),
                                 ap=player.line_up_component.combat_power,
                                 units=red_units,
                                 slots=slots)
                pvp_ranks[rank] = rank_item

    for _ in pvp_ranks.values():
Exemple #14
0
def pvb_fight_start_1705(pro_data, player):
    """开始战斗
    """
    logger.debug("fight start..")
    request = stage_request_pb2.StageStartRequest()
    request.ParseFromString(pro_data)

    stage_id = request.stage_id  # 关卡编号
    unparalleled = request.unparalleled  # 无双编号

    logger.debug("unparalleled,%s" % unparalleled)

    line_up = {}  # {hero_id:pos}
    for line in request.lineup:
        if not line.hero_id:
            continue
        line_up[line.hero_id] = line.pos

    stage_info = fight_start(stage_id, line_up, unparalleled, 0, player)
    result = stage_info.get('result')

    response = PvbFightResponse()

    res = response.res
    res.result = result
    if stage_info.get('result_no'):
        res.result_no = stage_info.get('result_no')

    if not result:
        logger.info('进入关卡返回数据:%s', response)
        return response.SerializePartialToString(), stage_id

    red_units = stage_info.get('red_units')
    blue_units = stage_info.get('blue_units')

    logger.debug("--" * 40)

    # 根据鼓舞次数,增加ATK百分比
    atk_rate = player.world_boss.encourage_coin_num * base_config.get("worldbossInspireAtk", 0) + \
               player.world_boss.encourage_gold_num * base_config.get("worldbossInspireAtkMoney", 0)

    for slot_no, red_unit in red_units.items():
        red_unit.atk *= (1 + atk_rate)

    print red_units
    print blue_units
    for slot_no, red_unit in red_units.items():
        red_add = response.red.add()
        assemble(red_add, red_unit)

    blue_units = blue_units[0]
    for no, blue_unit in blue_units.items():
        blue_add = response.blue.add()
        assemble(blue_add, blue_unit)

    response.red_best_skill = unparalleled
    if unparalleled in player.line_up_component.unpars:
        response.red_best_skill_level = player.line_up_component.unpars[
            unparalleled]

    # mock fight.
    player_info = {}
    player_info["player_id"] = player.base_info.id
    player_info["nickname"] = player.base_info.base_name
    player_info["level"] = player.level.level
    player_info["line_up_info"] = line_up_info(
        player).SerializePartialToString()

    str_red_units = cPickle.dumps(red_units)
    str_blue_units = cPickle.dumps(blue_units)
    logger.debug("--" * 40)
    print red_units
    print blue_units
    result = remote_gate['world'].pvb_fight_remote(str_red_units, unparalleled,
                                                   str_blue_units, player_info)
    response.fight_result = result

    # 玩家信息更新
    player.world_boss.fight_times += 1
    player.world_boss.last_fight_time = get_current_timestamp()
    player.world_boss.save_data()

    print response
    logger.debug("fight end..")

    return response.SerializePartialToString()
Exemple #15
0
def pvb_fight_start_1705(pro_data, player):
    """开始战斗
    """
    logger.debug("fight start..")
    request = world_boss_pb2.PvbStartRequest()
    request.ParseFromString(pro_data)

    best_skill_id = request.unparalleled  # 无双编号
    line_up = request.lineup
    boss_id = request.boss_id
    boss = player.world_boss.get_boss(boss_id)
    base_config = boss.get_base_config()
    debuff_skill_no = boss.debuff_skill_no

    response = PvbFightResponse()
    res = response.res

    if player.base_info.is_firstday_from_register(
            const.OPEN_FEATURE_WORLD_BOSS):
        response.res.result = False
        response.res.result_no = 150901
        return response.SerializeToString()

    stage_id = boss.stage_id
    logger.debug("stage_id,%s" % stage_id)
    WORLD_BOSS = 7
    stage_info = pve_process(stage_id, WORLD_BOSS, line_up, 0, player)
    result = stage_info.get('result')

    res.result = result
    if stage_info.get('result_no'):
        res.result_no = stage_info.get('result_no')

    if not result:
        logger.info('进入关卡返回数据:%s', response)
        return response.SerializePartialToString(), stage_id

    red_units = stage_info.get('red_units')
    blue_units = stage_info.get('blue_units')

    blue_units = blue_units[0]
    blue_units[5].hp = remote_gate['world'].get_hp_left_remote(boss_id)
    logger.debug("blue_units===========%s" % blue_units[5].hp)
    logger.debug("--" * 40)

    if blue_units[5].hp <= 0:
        logger.debug("world boss already dead!")
        response.res.result = False
        response.res.result_no = 1705
        return response.SerializePartialToString()

    # 根据鼓舞次数,增加伤害百分比
    damage_rate = boss.encourage_coin_num * base_config.get("coin_inspire_atk", 0) + \
               boss.encourage_gold_num * base_config.get("gold_inspire_atk", 0)

    # mock fight.
    player_info = {}
    player_info["player_id"] = player.base_info.id
    player_info["vip_level"] = player.base_info.vip_level
    player_info["now_head"] = player.base_info.heads.now_head
    player_info["nickname"] = player.base_info.base_name
    player_info["level"] = player.base_info.level
    player_info["line_up_info"] = line_up_info(
        player).SerializePartialToString()

    str_red_units = cPickle.dumps(red_units)
    str_blue_units = cPickle.dumps(blue_units)
    logger.debug("--" * 40)
    print red_units
    print blue_units
    #red_best_skill_no, red_best_skill_level = player.line_up_component.get_skill_info_by_unpar(best_skill_id)

    seed1, seed2 = get_seeds()
    #def pvb_fight_remote(str_red_units, red_best_skill, red_best_skill_level, str_blue_units, player_info, boss_id, seed1, seed2):
    red_unpar_data = player.line_up_component.get_red_unpar_data()
    result, demage_hp = remote_gate['world'].pvb_fight_remote(
        str_red_units, red_unpar_data, str_blue_units, player_info, boss_id,
        damage_rate, debuff_skill_no, seed1, seed2)

    if result == -1:
        logger.debug("world boss already gone!")
        response.res.result = False
        response.res.result_no = 1706
        return response.SerializePartialToString()

    response.fight_result = result

    # 玩家信息更新
    boss.fight_times += 1
    boss.demages.append(demage_hp)
    boss.last_fight_time = get_current_timestamp()
    player.world_boss.save_data()

    logger.debug("fight end..")

    pvp_assemble_units(red_units, blue_units, response)
    response.red_best_skill = best_skill_id
    response.red_best_skill_level = 0
    response.debuff_skill_no = debuff_skill_no
    response.seed1 = seed1
    response.seed2 = seed2
    response.damage_rate = damage_rate
    if boss_id == 'world_boss':
        hook_task(player, CONDITIONId.PVBOSS_TIMES, 1)

    return response.SerializePartialToString()