Esempio n. 1
0
class Avatar(KBEngine.Proxy, GameObject, Teleport):
    """
	角色实体
	"""
    def __init__(self):
        KBEngine.Proxy.__init__(self)
        GameObject.__init__(self)
        Teleport.__init__(self)

        self.accountEntity = None
        self.cellData["dbid"] = self.databaseID
        self.nameB = self.cellData["name"]
        self.spaceUTypeB = self.cellData["spaceUType"]
        self.inventory = InventoryMgr(self)

    def onEntitiesEnabled(self):
        """
		KBEngine method.
		该entity被正式激活为可使用, 此时entity已经建立了client对应实体, 可以在此创建它的
		cell部分。
		"""
        INFO_MSG("Avatar[%i-%s] entities enable. spaceUTypeB=%s, mailbox:%s" %
                 (self.id, self.nameB, self.spaceUTypeB, self.client))
        Teleport.onEntitiesEnabled(self)

    def onGetCell(self):
        """
		KBEngine method.
		entity的cell部分实体被创建成功
		"""
        DEBUG_MSG('Avatar::onGetCell: %s' % self.cell)

    def createCell(self, space):
        """
		defined method.
		创建cell实体
		"""
        self.createCellEntity(space)

    def destroySelf(self):
        """
		"""
        if self.client is not None:
            return

        if self.cell is not None:
            # 销毁cell实体
            self.destroyCellEntity()
            return

        # 如果帐号ENTITY存在 则也通知销毁它
        if self.accountEntity != None:
            if time.time() - self.accountEntity.relogin > 1:
                self.accountEntity.activeAvatar = None
                self.accountEntity.destroy()
                self.accountEntity = None
            else:
                DEBUG_MSG("Avatar[%i].destroySelf: relogin =%i" %
                          (self.id, time.time() - self.accountEntity.relogin))

        # 销毁base
        self.destroy()

    def onClientDeath(self):
        """
		KBEngine method.
		entity丢失了客户端实体
		"""
        DEBUG_MSG("Avatar[%i].onClientDeath:" % self.id)
        self.destroySelf()

    def sendChatMessage(self, msg):
        DEBUG_MSG("Avatar[%i].sendChatMessage:" % self.id)
        for player in KBEngine.entities.values():
            if player.__class__.__name__ == "Avatar":
                player.client.ReceiveChatMessage(msg)

    def reqItemList(self):
        if self.client:
            self.client.onReqItemList(self.itemList, self.equipItemList)

    def pickUpResponse(self, success, droppedItemID, itemID, itemCount):
        if success:
            itemUUIdList = self.inventory.addItem(itemID, itemCount)
            for uuid in itemUUIdList:
                self.client.pickUp_re(self.itemList[uuid])

    def dropRequest(self, itemUUId):
        itemCount = self.itemList[itemUUId][2]
        itemId = self.inventory.removeItem(itemUUId, itemCount)
        self.cell.dropNotify(itemId, itemUUId, itemCount)

    def swapItemRequest(self, srcIndex, dstIndex):
        self.inventory.swapItem(srcIndex, dstIndex)

    def equipItemRequest(self, itemIndex, equipIndex):
        if self.inventory.equipItem(itemIndex, equipIndex) == -1:
            self.client.errorInfo(4)
        else:
            #传回去装备和物品信息
            itemUUId = self.inventory.getItemUidByIndex(itemIndex)
            equipUUId = self.inventory.getEquipUidByIndex(equipIndex)
            itemInfo = TItemInfo()
            itemInfo.extend([0, 0, 0, itemIndex])
            equipItemInfo = TItemInfo()
            equipItemInfo.extend([0, 0, 0, equipIndex])
            if itemUUId != 0:
                itemInfo = self.itemList[itemUUId]
            if equipUUId != 0:
                equipItemInfo = self.equipItemList[equipUUId]
            self.client.equipItemRequest_re(itemInfo, equipItemInfo)
            #--------------------
            avatarCell = self.cell
            avatarCell.resetPropertys()
            for key, info in self.equipItemList.items():
                items.getItem(info[1]).use(self)

            if equipIndex == 0:
                uid = self.inventory.getEquipUidByIndex(equipIndex)
                if uid == 0:
                    avatarCell.equipNotify(-1)
                else:
                    avatarCell.equipNotify(self.equipItemList[uid][1])

    def updatePropertys(self):
        avatarCell = self.cell
        avatarCell.resetPropertys()
        for key, info in self.equipItemList.items():
            items.getItem(info[1]).use(self)

    def useItemRequest(self, itemIndex):
        itemUUId = self.inventory.getItemUidByIndex(itemIndex)
        item = items.getItem(self.itemList[itemUUId][1])
        item.use(self)
        itemCount = self.itemList[itemUUId][2]
        itemId = self.inventory.removeItem(itemUUId, 1)
        if itemId == -1:  #只是减少物品数量,并没有销毁
            self.client.pickUp_re(self.itemList[itemUUId])
        else:  #销毁物品
            self.client.dropItem_re(itemId, itemUUId)
Esempio n. 2
0
class Avatar(KBEngine.Proxy, GameObject, Teleport):
    """
	角色实体
	"""
    def __init__(self):
        KBEngine.Proxy.__init__(self)
        GameObject.__init__(self)
        Teleport.__init__(self)

        self.accountEntity = None
        self.cellData["dbid"] = self.databaseID
        self.nameB = self.cellData["name"]
        self.spaceUTypeB = self.cellData["spaceUType"]
        #道具系统(背包和装备栏都在里面)
        self.inventory = InventoryMgr(self)

        self._destroyTimer = 0

    def onEntitiesEnabled(self):
        """
		KBEngine method.
		该entity被正式激活为可使用, 此时entity已经建立了client对应实体, 可以在此创建它的
		cell部分。
		"""
        INFO_MSG("Avatar[%i-%s] entities enable. spaceUTypeB=%s, mailbox:%s" %
                 (self.id, self.nameB, self.spaceUTypeB, self.client))
        Teleport.onEntitiesEnabled(self)

    def onGetCell(self):
        """
		KBEngine method.
		entity的cell部分实体被创建成功
		"""
        DEBUG_MSG('Avatar::onGetCell: %s' % self.cell)

    def createCell(self, space):
        """
		defined method.
		创建cell实体
		"""
        self.createCellEntity(space)

    def destroySelf(self):
        """
		"""
        if self.client is not None:
            return

        if self.cell is not None:
            # 销毁cell实体
            self.destroyCellEntity()
            return

        # 如果帐号ENTITY存在 则也通知销毁它
        if self.accountEntity != None:
            if time.time() - self.accountEntity.relogin > 1:
                self.accountEntity.activeAvatar = None
                self.accountEntity.destroy()
                self.accountEntity = None
            else:
                DEBUG_MSG("Avatar[%i].destroySelf: relogin =%i" %
                          (self.id, time.time() - self.accountEntity.relogin))

        # 销毁base
        self.destroy()

    #--------------------------------------------------------------------------------------------
    #                              Callbacks
    #--------------------------------------------------------------------------------------------
    def onTimer(self, tid, userArg):
        """
		KBEngine method.
		引擎回调timer触发
		"""
        #DEBUG_MSG("%s::onTimer: %i, tid:%i, arg:%i" % (self.getScriptName(), self.id, tid, userArg))
        if SCDefine.TIMER_TYPE_DESTROY == userArg:
            self.onDestroyTimer()

        GameObject.onTimer(self, tid, userArg)

    def onClientDeath(self):
        """
		KBEngine method.
		entity丢失了客户端实体
		"""
        DEBUG_MSG("Avatar[%i].onClientDeath:" % self.id)
        # 防止正在请求创建cell的同时客户端断开了, 我们延时一段时间来执行销毁cell直到销毁base
        # 这段时间内客户端短连接登录则会激活entity
        self._destroyTimer = self.addTimer(1, 0, SCDefine.TIMER_TYPE_DESTROY)

    def onClientGetCell(self):
        """
		KBEngine method.
		客户端已经获得了cell部分实体的相关数据
		"""
        INFO_MSG("Avatar[%i].onClientGetCell:%s" % (self.id, self.client))

    def onDestroyTimer(self):
        DEBUG_MSG("Avatar::onDestroyTimer: %i" % (self.id))
        self.destroySelf()

    def sendChatMessage(self, msg):
        DEBUG_MSG("Avatar[%i].sendChatMessage:" % self.id)
        for player in KBEngine.entities.values():
            if player.__class__.__name__ == "Avatar":
                player.client.ReceiveChatMessage(msg)

    def reqItemList(self):
        if self.client:
            self.client.onReqItemList(self.itemList, self.equipItemList)

    #增加资源
    def addResource(self, itemID, itemCount):
        pass

    #减少资源
    def delResource(self, itemID, itemCount):
        pass

    def pickUpResponse(self, success, droppedItemID, itemID, itemCount):
        if success:
            if self.inventory.isResource(itemID):
                self.addResource(itemID, itemCount)
                return
            if self.inventory.isMissionItem(itemID):
                self.addMissionItem(itemID, itemCount)
                return
            itemUUIdList = self.inventory.addItem(itemID, itemCount)
            for uuid in itemUUIdList:
                self.client.pickUp_re(self.itemList[uuid])

    def dropRequest(self, itemUUId):
        itemCount = self.itemList[itemUUId][2]
        itemId = self.inventory.removeItem(itemUUId, itemCount)
        self.cell.dropNotify(itemId, itemUUId, itemCount)

    def swapItemRequest(self, srcIndex, dstIndex):
        self.inventory.swapItem(srcIndex, dstIndex)

    def equipItemRequest(self, itemIndex, equipIndex):
        if self.inventory.equipItem(itemIndex, equipIndex) == -1:
            self.client.errorInfo(4)
        else:
            #传回去装备和物品信息
            itemUUId = self.inventory.getItemUidByIndex(itemIndex)
            equipUUId = self.inventory.getEquipUidByIndex(equipIndex)
            itemInfo = TItemInfo()
            itemInfo.extend([0, 0, 0, itemIndex])
            equipItemInfo = TItemInfo()
            equipItemInfo.extend([0, 0, 0, equipIndex])
            if itemUUId != 0:
                itemInfo = self.itemList[itemUUId]
            if equipUUId != 0:
                equipItemInfo = self.equipItemList[equipUUId]
            self.client.equipItemRequest_re(itemInfo, equipItemInfo)
            #--------------------
            avatarCell = self.cell
            avatarCell.resetPropertys()
            for key, info in self.equipItemList.items():
                items.getItem(info[1]).use(self)

            if equipIndex == 0:
                uid = self.inventory.getEquipUidByIndex(equipIndex)
                if uid == 0:
                    avatarCell.equipNotify(-1)
                else:
                    avatarCell.equipNotify(self.equipItemList[uid][1])

    def updatePropertys(self):
        avatarCell = self.cell
        avatarCell.resetPropertys()
        for key, info in self.equipItemList.items():
            items.getItem(info[1]).use(self)

    def useItemRequest(self, itemIndex):
        itemUUId = self.inventory.getItemUidByIndex(itemIndex)
        item = items.getItem(self.itemList[itemUUId][1])
        item.use(self)
        itemCount = self.itemList[itemUUId][2]
        itemId = self.inventory.removeItem(itemUUId, 1)
        if itemId == -1:  #只是减少物品数量,并没有销毁
            self.client.pickUp_re(self.itemList[itemUUId])
        else:  #销毁物品
            self.client.dropItem_re(itemId, itemUUId)

    #自动整理背包,todo:需要确定规则
    def autoSwapBag(self):
        pass

    #自动整理仓库,todo:需要确定规则
    def autoSwapWarehouse(self):
        pass
Esempio n. 3
0
class Avatar(KBEngine.Proxy,
			GameObject,
			Teleport):
	"""
	角色实体
	"""
	def __init__(self):
		KBEngine.Proxy.__init__(self)
		GameObject.__init__(self)
		Teleport.__init__(self)
		
		self.accountEntity = None
		self.cellData["dbid"] = self.databaseID
		self.nameB = self.cellData["name"]
		self.spaceUTypeB = self.cellData["spaceUType"]
		self.inventory = InventoryMgr(self)

	def onEntitiesEnabled(self):
		"""
		KBEngine method.
		该entity被正式激活为可使用, 此时entity已经建立了client对应实体, 可以在此创建它的
		cell部分。
		"""
		INFO_MSG("Avatar[%i-%s] entities enable. spaceUTypeB=%s, mailbox:%s" % (self.id, self.nameB, self.spaceUTypeB, self.client))
		Teleport.onEntitiesEnabled(self)

	def onGetCell(self):
		"""
		KBEngine method.
		entity的cell部分实体被创建成功
		"""
		DEBUG_MSG('Avatar::onGetCell: %s' % self.cell)

	def createCell(self, space):
		"""
		defined method.
		创建cell实体
		"""
		self.createCellEntity(space)

	def destroySelf(self):
		"""
		"""
		if self.client is not None:
			return
			
		if self.cell is not None:
			# 销毁cell实体
			self.destroyCellEntity()
			return
			
		# 如果帐号ENTITY存在 则也通知销毁它
		if self.accountEntity != None:
			if time.time() - self.accountEntity.relogin > 1:
				self.accountEntity.activeAvatar = None
				self.accountEntity.destroy()
				self.accountEntity = None
			else:
				DEBUG_MSG("Avatar[%i].destroySelf: relogin =%i" % (self.id, time.time() - self.accountEntity.relogin))
				
		# 销毁base
		self.destroy()

	def onClientDeath(self):
		"""
		KBEngine method.
		entity丢失了客户端实体
		"""
		DEBUG_MSG("Avatar[%i].onClientDeath:" % self.id)
		self.destroySelf()

	def sendChatMessage(self, msg):
		DEBUG_MSG("Avatar[%i].sendChatMessage:" % self.id)
		for player in KBEngine.entities.values():
			if player.__class__.__name__ == "Avatar":
				player.client.ReceiveChatMessage(msg)

	def reqItemList(self):
		if self.client:
			self.client.onReqItemList(self.itemList, self.equipItemList)

	def pickUpResponse(self, success, droppedItemID, itemID, itemCount):
		if success:
			itemUUIdList = self.inventory.addItem(itemID,itemCount)
			for uuid in itemUUIdList:
				self.client.pickUp_re(self.itemList[uuid])

	def dropRequest( self, itemUUId ):
		itemCount = self.itemList[itemUUId][2]
		itemId = self.inventory.removeItem( itemUUId, itemCount)
		self.cell.dropNotify( itemId, itemUUId , itemCount)

	def swapItemRequest( self, srcIndex, dstIndex):
		self.inventory.swapItem(srcIndex, dstIndex)

	def equipItemRequest( self, itemIndex, equipIndex):
		if self.inventory.equipItem(itemIndex, equipIndex) == -1:
			self.client.errorInfo(4)
		else:
			#传回去装备和物品信息
			itemUUId = self.inventory.getItemUidByIndex(itemIndex)
			equipUUId = self.inventory.getEquipUidByIndex(equipIndex)
			itemInfo = TItemInfo()
			itemInfo.extend([0, 0, 0, itemIndex])
			equipItemInfo = TItemInfo()
			equipItemInfo.extend([0, 0, 0, equipIndex])
			if itemUUId != 0:
				itemInfo = self.itemList[itemUUId]
			if equipUUId != 0:
				equipItemInfo = self.equipItemList[equipUUId]
			self.client.equipItemRequest_re(itemInfo,equipItemInfo)
			#--------------------
			avatarCell = self.cell
			avatarCell.resetPropertys()
			for key, info in self.equipItemList.items():
				items.getItem(info[1]).use(self)

			if equipIndex == 0:
				uid = self.inventory.getEquipUidByIndex(equipIndex)
				if uid == 0:
					avatarCell.equipNotify(-1)
				else:
					avatarCell.equipNotify(self.equipItemList[uid][1])

	def updatePropertys(self):
		avatarCell = self.cell
		avatarCell.resetPropertys()
		for key, info in self.equipItemList.items():
			items.getItem(info[1]).use(self)
			
				
	def useItemRequest(self, itemIndex):
		itemUUId = self.inventory.getItemUidByIndex(itemIndex)
		item = items.getItem(self.itemList[itemUUId][1])
		item.use(self)
		itemCount = self.itemList[itemUUId][2]
		itemId = self.inventory.removeItem( itemUUId, 1 )
		if itemId == -1:#只是减少物品数量,并没有销毁
			self.client.pickUp_re(self.itemList[itemUUId])
		else:#销毁物品
			self.client.dropItem_re( itemId, itemUUId)