Esempio n. 1
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    def _calc_upgrade_star(self, data, req, timer):
        """重现客户端升星计算逻辑,和请求进行比较
        """
        res = hero_pb2.UpdateHeroRes()
        res.status = 0

        hero_id = HeroInfo.generate_id(data.id, req.hero.basic_id)
        hero = data.hero_list.get(hero_id)
        item_id = ItemInfo.generate_id(data.id, req.item[0].basic_id)
        item = data.item_list.get(item_id)

        if hero is None or item is None:
            raise Exception("Hero or item not exist")

        #消耗精魄
        soul_num = 0
        open_flags = account_business.get_flags()
        if "HeroUpStarUseSoul" in open_flags:
            soul_num = data_loader.HeroStarLevelBasicInfo_dict[
                req.hero.star_level].soul

        #使用灵魂石
        consume_num = data_loader.HeroStarLevelBasicInfo_dict[
            req.hero.star_level].perceptivity
        ret = hero_business.star_upgrade(data, hero, item, consume_num,
                                         soul_num, timer.now)
        if ret != hero_pb2.HERO_OK:
            res.ret = ret
            return self._upgrade_star_succeed(data, req, res, timer)

        #和请求进行比较
        if req.hero.star_level != hero.star:
            raise Exception("Unexpect hero star[expect star=%d]" % hero.star)

        #验证
        compare.check_hero(data, req.hero, with_star=True)
        compare.check_item(data, req.item[0])

        resource = data.resource.get()
        resource.update_current_resource(timer.now)

        res.ret = hero_pb2.HERO_OK
        pack.pack_resource_info(resource, res.resource)

        try:
            if hero.is_need_broadcast_star_level():
                self._add_upgrade_star_level_broadcast(data.user.get(), hero)
        except:
            logger.warning("Send upgrade star level broadcast failed")

        defer = DataBase().commit(data)
        defer.addCallback(self._upgrade_star_succeed, req, res, timer)
        return defer
Esempio n. 2
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    def _calc_query_anneal(self, data, req, timer):
        #涉及到跨天的数据统计,所以此处要更新所有跨天数据
        if not account_business.update_across_day_info(data, timer.now):
            raise Exception("Update across day info failed")

        anneal = data.anneal.get()
        anneal.update_current_attack_num(timer.now)
        if 'is_open_new_anneal' in account_business.get_flags():
            anneal.try_forward_floor()
        if timer.now < anneal.next_refresh_time:
            #刷新攻击次数
            anneal_business.refresh_attack_num(anneal, timer.now)

        return DataBase().commit(data)
Esempio n. 3
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    def _pack_finish_appoint_response(self, matcher, data, node_list, items,
                                      heroes, mails, req, timer):
        """构造返回
        args:
            items : list((num, basic_id)元组)
            heroes: list((basic_id, level, exp, battle_node_basic_id )元组)
        Returns:
            res[protobuf]: 向客户端的返回的响应
        """
        resource = data.resource.get(True)
        user = data.user.get(True)

        conscript_list = data.conscript_list.get_all(True)

        res = appoint_pb2.FinishAppointRes()
        res.status = 0
        res.ret = appoint_pb2.FinishAppointRes.OK

        pack.pack_resource_info(resource, res.resource)
        pack.pack_monarch_info(user, res.monarch)
        for conscript in conscript_list:
            pack.pack_conscript_info(conscript, res.conscripts.add(),
                                     timer.now)
        for node in node_list:
            pack.pack_node_info(data, node, res.nodes.add(), timer.now)

        for item in items:
            pack.pack_item_info(item, res.items.add())

        for hero in heroes:
            hero_message = res.heros.add()
            hero_message.basic_id = hero[0]
            hero_message.level = hero[1]
            hero_message.exp = hero[2]
            hero_message.battle_node_id = hero[3]

        for mail in mails:
            pack.pack_mail_info(mail, res.mails.add(), timer.now)

        if 'is_battle_cost_energy' in account_business.get_flags():
            energy = data.energy.get()
            energy.update_current_energy(timer.now)
            pack.pack_energy_info(energy, res.energy, timer.now)

        map_business.check_map_data(data)

        defer = DataBase().commit(data)
        defer.addCallback(self._finish_appoint_succeed, req, res, timer)
        return defer
Esempio n. 4
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    def _calc_reborn(self, data, req, timer):
        res = hero_pb2.RebornHeroRes()
        res.status = 0

        if req.type == hero_pb2.RebornHeroReq.PERFECT:
            ret = hero_business.is_able_to_perfect_reborn_hero(data, timer.now)
            if ret != True:
                res.return_ret = ret
                return self._reborn_succeed(data, req, res, timer)
            is_perfect = True
        else:
            is_perfect = False

        open_flags = account_business.get_flags()
        if "HeroUpStarUseSoul" in open_flags:
            #分解
            if not hero_business.resolve_hero(data, req.hero.basic_id,
                                              is_perfect, timer.now):
                res.return_ret = hero_pb2.RebornHeroRes.REBORN_ERROR
                return self._reborn_succeed(data, req, res, timer)
        else:
            if not hero_business.reborn_hero(data, req.hero.basic_id,
                                             is_perfect, timer.now):
                res.return_ret = hero_pb2.RebornHeroRes.REBORN_ERROR
                return self._reborn_succeed(data, req, res, timer)
        '''
        if not compare.check_hero_r(data, req.hero, True, True, True, 0, -1, True, True, True):
            res.return_ret = hero_pb2.RebornHeroRes.REBORN_ERROR
            return self._reborn_succeed(data, req, res, timer)
        '''

        #for item in req.items:
        #    if not compare.check_item_r(data, item):
        #        res.return_ret = hero_pb2.RebornHeroRes.REBORN_ERROR
        #        return self._reborn_succeed(data, req, res, timer)

        resource = data.resource.get()
        resource.update_current_resource(timer.now)

        res.return_ret = hero_pb2.RebornHeroRes.REBORN_SUCCESS
        pack.pack_resource_info(resource, res.resource)
        defer = DataBase().commit(data)
        defer.addCallback(self._reborn_succeed, req, res, timer)
        return defer
Esempio n. 5
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    def _calc_start_sweep(self, data, req, timer):
        """
        """
        #参战team/英雄
        teams = []
        heroes = []
        for team in req.teams:
            team_id = TeamInfo.generate_id(data.id, team.index)
            team = data.team_list.get(team_id)
            if team is None:
                continue

            teams.append(team)

            for hero_id in team.get_heroes():
                if hero_id != 0:
                    hero = data.hero_list.get(hero_id)
                    heroes.append(hero)

        if len(teams) == 0:
            raise Exception("Sweep teams is NULL")

        if 'is_open_new_anneal' in account_business.get_flags():
            mode = req.anneal_type
        else:
            mode = AnnealInfo.NORMAL_MODE

        total_time = req.total_time if req.HasField('total_time') else None
        attack_num = req.attack_num if req.HasField('attack_num') else None

        anneal = data.anneal.get()
        if not anneal_business.start_sweep(data, anneal, req.direction,
                                           req.floor, total_time, attack_num,
                                           teams, heroes, timer.now, mode):
            raise Exception("Start anneal sweep failed")

        defer = DataBase().commit(data)
        defer.addCallback(self._start_sweep_succeed, anneal, req, timer)
        return defer
Esempio n. 6
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def is_hero_star_ok(data, hero, index):
    """英雄的星级是否满足条件"""
    hero_star_unlock_1 = int(float(data_loader.OtherBasicInfo_dict['hero_star_unlock_1'].value)) - 1
    hero_star_unlock_2 = int(float(data_loader.OtherBasicInfo_dict['hero_star_unlock_2'].value)) - 1
    hero_star_unlock_3 = int(float(data_loader.OtherBasicInfo_dict['hero_star_unlock_3'].value)) - 1
    hero_star_unlock_4 = int(float(data_loader.OtherBasicInfo_dict['hero_star_unlock_4'].value)) - 1
    hero_star_unlock_5 = int(float(data_loader.OtherBasicInfo_dict['hero_star_unlock_5'].value)) - 1
    hero_star_unlock_6 = int(float(data_loader.OtherBasicInfo_dict['hero_star_unlock_6'].value)) - 1

    flags = account_business.get_flags()
    if 'star_level_disassemble' in flags:
        if hero.star < 20:
            return 0 <= index <= hero_star_unlock_1
        elif hero.star < 30:
            return 0 <= index <= hero_star_unlock_2
        elif hero.star < 40:
            return 0 <= index <= hero_star_unlock_3
        elif hero.star < 50:
            return 0 <= index <= hero_star_unlock_4
        elif hero.star < 60:
            return 0 <= index <= hero_star_unlock_5
        elif hero.star == 60:
            return 0 <= index <= hero_star_unlock_6
    else:
        if hero.star == 1:
            return 0 <= index <= hero_star_unlock_1
        elif hero.star == 2:
            return 0 <= index <= hero_star_unlock_2
        elif hero.star == 3:
            return 0 <= index <= hero_star_unlock_3
        elif hero.star == 4:
            return 0 <= index <= hero_star_unlock_4
        elif hero.star == 5:
            return 0 <= index <= hero_star_unlock_5
        
    return False
Esempio n. 7
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    def _pack_user_info(self,
                        data,
                        basic_data,
                        req,
                        timer,
                        first_init,
                        arena_matcher=None,
                        melee_matcher=None):
        """打包所有用户数据
        Args:
            data[UserData]: 用户数据
            req[protobuf]: 请求
        Returns:
            res[protobuf]
        """
        res = init_pb2.InitRes()
        res.status = 0
        res.first_init = first_init
        info = res.info

        user = data.user.get(True)
        pay = data.pay.get(True)
        pack.pack_monarch_info(user, info.monarch)
        union = data.union.get(True)
        resource = data.resource.get(True)
        if union.is_belong_to_union():
            info.monarch.union_id = union.union_id
            info.union_battle_stage = UnionBattleStagePatcher().patch(
                union.union_id)

        pack.pack_resource_info(data.resource.get(True), info.resource)
        for item in data.item_list.get_all(True):
            pack.pack_item_info(item, info.items.add())
        for hero in data.hero_list.get_all(True):
            pack.pack_hero_info(hero, info.heroes.add(), timer.now)
        for team in data.team_list.get_all(True):
            pack.pack_team_info(team, info.teams.add())

        pack.pack_map_info(data, data.map.get(True), info.map, timer.now)

        for city in data.city_list.get_all(True):
            pack.pack_city_info(city, info.cities.add())
        for building in data.building_list.get_all(True):
            pack.pack_building_info(building, info.buildings.add(), timer.now)
        for technology in data.technology_list.get_all(True):
            pack.pack_technology_info(technology, info.techs.add(), timer.now)
        for conscript in data.conscript_list.get_all(True):
            pack.pack_conscript_info(conscript, info.conscripts.add(),
                                     timer.now)
        assert len(data.defense_list) == 1

        pack.pack_money_draw_info(data.draw.get(True), info.money_draw,
                                  timer.now)
        pack.pack_gold_draw_info(data.draw.get(True), info.gold_draw,
                                 timer.now)

        for mission in data.mission_list:
            pack.pack_mission_info(mission.get(True), info.missions.add())

        #邮件看产生时间顺序给出
        # data.mail.sort(cmp = None, key=lambda x:x.time, reverse = False)
        for mail in data.mail_list.get_all(True):
            pack.pack_mail_info(mail, info.mails.add(), timer.now)

        pack.pack_sign_info(data.sign.get(True), info.sign_in)

        #演武场
        arena = data.arena.get(True)
        arena_ranking = 0
        if arena_matcher is not None:
            arena_ranking = arena_matcher.rank
        pack.pack_arena_info(user, arena, info.arena, timer.now, arena_ranking)
        #if user.allow_pvp_arena and arena.is_arena_active(timer.now):
        #    #胜场奖励
        #    if arena.is_able_to_get_win_num_reward():
        #        pack.pack_arena_reward_info(arena, info.arena.win_num_reward)
        #    #对手信息
        #    if arena.rivals_user_id != '':
        #        rivals_id = arena.generate_arena_rivals_id()
        #        for rival_id in rivals_id:
        #            rival = data.rival_list.get(rival_id, True)
        #            pack.pack_arena_player(rival, info.arena.rivals.add())
        #        #系统选定的对战对手
        #        choose_rival_id = arena.get_choose_rival_id()
        #        choose_rival = data.rival_list.get(choose_rival_id, True)
        #        info.arena.choosed_user_id = choose_rival.rival_id

        #    #对战记录
        #    record_list = data.arena_record_list.get_all(True)
        #    for record in record_list:
        #        pack.pack_arena_record(record, info.arena.records.add())

        flags = account_business.get_flags()
        if 'is_open_melee' in flags:
            #乱斗场
            melee = data.melee.get(True)
            melee_ranking = 0
            if melee_matcher is not None:
                melee_ranking = melee_matcher.rank
            pack.pack_melee_info(user, melee, info.melee_arena, timer.now,
                                 melee_ranking)
            #if melee.is_able_to_unlock(user) and melee.is_arena_active(timer.now):
            #    #胜场奖励
            #    if melee.is_able_to_get_win_num_reward():
            #        pack.pack_arena_reward_info(melee, info.melee_arena.win_num_reward)
            #    #对手信息
            #    if melee.rivals_user_id != '':
            #        rivals_id = melee.generate_arena_rivals_id()
            #        for rival_id in rivals_id:
            #            rival = data.rival_list.get(rival_id, True)
            #            pack.pack_melee_player(rival, info.melee_arena.rivals.add())

            #    #对战记录
            #    record_list = data.melee_record_list.get_all(True)
            #    for record in record_list:
            #        pack.pack_arena_record(record, info.melee_arena.records.add())
            ##乱斗场阵容
            #(heroes_list, positions_list) = melee.get_heroes_position()
            #if len(heroes_list) > 0:
            #    info.melee_team.index = 0
            #for hero_basic_id in heroes_list:
            #    (info.melee_team.heroes.add()).basic_id = hero_basic_id
            #for position in positions_list:
            #    info.melee_team.hero_positions.append(position)

        #政令
        energy = data.energy.get(True)
        pack.pack_energy_info(energy, info.energy_info, timer.now)

        #祈福
        pray = data.pray.get(True)
        pack.pack_pray_info(pray, info.pray, timer.now)

        #红包
        chest = data.chest.get(True)
        pack.pack_chest_info(chest, info.chest, timer.now)

        #试炼场
        anneal = data.anneal.get(True)
        pack.pack_anneal_info(data, anneal, info.anneal, timer.now)

        #打包新手引导进度信息
        pack.pack_guide_info(data.user.get(True), info.guide)

        #将星盘
        herostar_list = data.herostar_list.get_all(True)
        for herostar in herostar_list:
            info.hero_star.append(herostar.star_id)

        #世界boss
        #pack.pack_worldboss_info(data.worldboss.get(True), user, info.world_boss, timer.now)

        #功能开关
        #flags = account_business.get_flags()
        pack.pack_flag_info(flags, info.flags)

        #扩展副本
        dungeons = data.expand_dungeon_list.get_all()
        for dungeon in dungeons:
            dungeon.daily_update(timer.now)
            pack.pack_expand_dungeon_info(dungeon,
                                          user,
                                          info.expand_dungeons.add(),
                                          0,
                                          timer.now,
                                          brief=True)

        #主界面的按钮提示
        pack.pack_button_tips(basic_data, data, info, timer.now)

        #lua
        #pack.pack_luas(info.luas)

        logger.notice(
            "Submit Role[user_id=%d][level=%d][name=%s][vip=%d][status=LOGIN][create_time=%d][last_login_time=%d][money=%d][food=%d][gold=%d][pay_count=%d][pay_amount=%.2f]"
            % (user.id, user.level, user.name, user.vip_level,
               user.create_time, user.last_login_time, resource.money,
               resource.food, resource.gold, pay.pay_count, pay.pay_amount))

        #log = log_formater.output_gold(data, 0, log_formater.INIT_RESOURCE_GOLD,
        #       "Gain gold from init resource", before_gold = data.resource.get(True).gold)
        #logger.notice(log)

        return self._init_succeed(data, req, res, timer)
Esempio n. 8
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File: pack.py Progetto: hw233/test-2
def pack_worldboss_info(worldboss, user, message, now):
    """打包世界boss信息
    """
    open_flags = account_business.get_flags()
    if "is_server_open_worldboss" not in open_flags:
        message.status = WorldBossInfo.DISABLE
        return True

    if not worldboss.is_unlock():
        message.status = WorldBossInfo.LOCKED
        message.limit_level = int(float(data_loader.OtherBasicInfo_dict["unlock_worldboss_level"].value))
        return

    message.kill_user_name = base64.b64decode(worldboss.kill_user_name)
    message.kill_user_id = worldboss.kill_user_id

    if not worldboss.is_arised():
        message.status = WorldBossInfo.INACTIVE
        message.end_time = 3600  #当前没有boss,一小时后再访问,以免当天更新了boss
        return
    else:
        if now < worldboss.start_time:
            message.status = WorldBossInfo.BEFORE_BATTLE
            message.end_time = worldboss.start_time - now + (user.id % 220)
        elif now > worldboss.end_time:
            message.status = WorldBossInfo.AFTER_BATTLE
            message.end_time = utils.get_start_second(now) + 86400 - now#第二天的开始时间即为当天的结束时间
        else:
            message.status = WorldBossInfo.IN_BATTLE
            message.end_time = worldboss.end_time - now + (user.id % 220)
        
        message.total_soldier_num = worldboss.total_soldier_num
        message.current_soldier_num = worldboss.current_soldier_num
        message.description = base64.b64decode(worldboss.description)

        #若未开启,不需要传其他内容
        if message.status == WorldBossInfo.BEFORE_BATTLE:
            return

        with_detail = True
        if message.status == WorldBossInfo.AFTER_BATTLE:
            with_detail = False

        #if worldboss.is_killed():
        #    return 

        #阵容
        teams = worldboss_business.generate_array_detail(worldboss, user)
        for i in range(3):
            team = message.first_teams.add()
            team.index = i 
            team = message.second_teams.add()
            team.index = i
            team = message.third_teams.add()
            team.index = i

        for i in range(len(teams[0])):
            team = message.first_teams[i/3]
            pack_hero_info(teams[0][i], team.heroes.add(), now, False, with_detail)
        for i in range(len(teams[1])):
            team = message.second_teams[i/3]
            pack_hero_info(teams[1][i], team.heroes.add(), now, False, with_detail)
        for i in range(len(teams[2])):
            team = message.third_teams[i/3]
            pack_hero_info(teams[2][i], team.heroes.add(), now, False, with_detail)

        #阵容是否可被攻击
        for can_attack in worldboss.get_can_attack_arrays_index():
            message.can_attack_teams_index.append(can_attack)

        #阵容的战功系数
        for ratio in worldboss.get_arrays_merit_ratio():
            message.teams_coefficient.append(ratio)
Esempio n. 9
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def win_battle(data, node, enemy_soldier_info, own_soldier_info,
        change_nodes, now, new_arena_records = [], 
        is_legendcity = False, is_unionboss = False, is_plunder = False):
    """战斗胜利
    1 获得战利品
    2 获得经验:用户经验,英雄经验
    3 返还存活士兵
    4 更新统计信息
    5 结算节点影响
    Args:
        change_nodes[list(NodeInfo) out]: 发生变化的节点列表
    """
    if node == None:
        #通过邮件复仇、试炼场,不存在node
        node_id = NodeInfo.generate_id(data.id, 0)     #0表示主城
    else:
        node_id = node.id

    battle = data.battle_list.get(node_id)
    if battle is None:
        logger.warning("Battle is not exist[battle node id=%d]" % node_id)
        return False

    node = data.node_list.get(node_id)
    rival = data.rival_list.get(battle.rival_id)

    force = False
    #如果dependence节点所在key node已不可见,强制结束战斗
    if node is not None and node.is_dependency():
        parent_basic_id = MapGraph().get_parent(node.basic_id)
        parent_id = NodeInfo.generate_id(data.id, parent_basic_id)
        parent = data.node_list.get(parent_id, True)
        if not parent.is_visible() or not parent.is_own_side():
            force = True
    if not battle.is_able_to_finish(now, force):
        logger.warning("Not able to finish battle[battle node id=%d][battle rival id=%d]" %
                (battle.node_id, battle.rival_id))
        return False

    #获得战利品
    resource = data.resource.get()
    resource.update_current_resource(now)
    resource.gain_money(battle.reward_money)
    resource.gain_food(battle.reward_food)
    if not item_business.gain_item(data, battle.get_reward_items(), "win battle", log_formater.WIN_BATTLE):
        return False

    if not rival.is_melee_player():
        #返还己方存活士兵
        if not _reclaim_soldier(data, battle, now, own_soldier_info):
            return False

    #用户获得经验,扣除政令
    if 'is_battle_cost_energy' in account_business.get_flags():
        energy = data.energy.get()
        energy.update_current_energy(now)
        if not energy.cost_energy(battle.reward_user_exp, None, now):
            return False

        if not user_business.level_upgrade(data, battle.reward_user_exp, now, "exp win battle", log_formater.EXP_WIN_BATTLE):
            return False

    #参战英雄获得经验
    heroes_id = battle.get_battle_hero()
    exp = int(battle.reward_hero_exp / len(heroes_id)) if len(heroes_id) > 0 else 0
    for hero_id in heroes_id:
        hero = data.hero_list.get(hero_id)
        if not hero_business.level_upgrade(data, hero, exp, now):
            return False

    #更新统计信息
    if not _update_statistics(data, battle, True, rival, node,
            enemy_soldier_info, own_soldier_info):
        return False

    #如果是复仇成功,更新邮件
    mail_id = battle.mail_id
    if mail_id != 0:
        mail = data.mail_list.get(mail_id)
        if not mail_business.use_mail_to_revenge_succeed(data, mail, now):
            return False
        rival.clear()

    #如果是演武场的对手
    if rival.is_arena_player():
        arena = data.arena.get()
        record = arena_business.calc_arena_battle_finish(data, arena, True, rival)
        new_arena_records.append(record)
        rival.clear()

    #如果是乱斗场的对手
    if rival.is_melee_player():
        melee = data.melee.get()
        record = melee_business.calc_melee_battle_finish(data, melee, True, rival)
        new_arena_records.append(record)
        rival.clear()

    #如果是试炼场
    if rival.is_anneal_rival():
        rival.clear()

    #如果是世界boss
    if rival.is_worldboss_rival():
        rival.clear()

    if (not is_legendcity and not is_unionboss and not is_plunder and
            node.event_type not in (
                NodeInfo.EVENT_TYPE_EXPAND_DUNGEON,
                NodeInfo.EVENT_TYPE_ARENA,
                NodeInfo.EVENT_TYPE_WORLDBOSS) and
            node.basic_id != 0 and
            not _update_node_of_win_battle(data, node, now, change_nodes)):
        logger.warning("Update node of win battle failed")
        return False

    #取消战斗状态
    if node is not None:
        node.clear_in_battle()

    return battle.finish()