Esempio n. 1
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    def _calc_wear(self, data, req, timer):
        herostar = herostar_business.get_herostar_by_id(data, req.hero_star)
        if herostar is None:
            raise Exception("No Such HeroStar")
        if HeroStarInfo.get_herostar_level(herostar.star_id) <= 0:
            raise Exception("Can't wear herostar which level is 0")
        hero = hero_business.get_hero_by_id(data, req.hero.basic_id)
        if hero is None:
            raise Exception("No Such Hero")

        if req.hero_star in hero.get_herostars_set():
            raise Exception("HeroStar Already weared.")

        index = [item_id
                 for item_id in req.hero.hero_star].index(req.hero_star)

        if not herostar_business.is_hero_star_ok(data, hero, index):
            raise Exception("Hero Star too low")

        if hero.get_herostars()[index] != 0:
            raise Exception("Weared a herostar in this pos")

        herostar_business.wear_herostar(data, hero, req.hero_star, index,
                                        timer)
        if not herostar_business.validate_hero_herostar(data, hero, req.hero):
            raise Exception("Bad herostar")

        return DataBase().commit(data)
Esempio n. 2
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    def _finish_visit_succeed(self, data, req, timer):
        res = event_pb2.FinishEventVisitRes()
        res.status = 0
        if req.HasField("hero"):
            hero = hero_business.get_hero_by_id(data, req.hero.basic_id, True)
            pack.pack_hero_info(hero, res.hero, timer.now)
        pack.pack_resource_info(data.resource.get(True), res.resource)

        response = res.SerializeToString()
        log = log_formater.output(data, "Finish visit succeed", req, res,
                                  timer.count_ms())
        logger.notice(log)
        return response
Esempio n. 3
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    def _calc_unload(self, data, req, timer):
        herostar = herostar_business.get_herostar_by_id(data, req.hero_star)
        if herostar is None:
            raise Exception("No Such HeroStar")
        hero = hero_business.get_hero_by_id(data, req.hero.basic_id)
        if hero is None:
            raise Exception("No Such Hero")
        if req.hero_star not in hero.get_herostars_set():
            raise Exception("No Such herostar in this hero")

        herostar_business.unload_herostar(data, hero, req.hero_star, timer)
        if not herostar_business.validate_hero_herostar(data, hero, req.hero):
            raise Exception("Bad herostar")

        return DataBase().commit(data)
Esempio n. 4
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    def _calc_refine_upgrade(self, data, req, timer):
        res = hero_pb2.RefineHeroRes()
        res.status = 0

        hero = hero_business.get_hero_by_id(data, req.hero.basic_id)
        if hero is None:
            raise Exception(
                "Hero not non-existent[user_id=%d][req_basic_id=%d]" %
                (data.id, req.hero.basic_id))

        ret = hero_business.hero_refine_upgrade(data, hero, timer.now)
        if ret == res.Refine_CANNT_UPGRADE:
            return self._pack_refine_cannt_upgrade(data, req, hero, timer)

        return self._pack_refine_upgrade_succeed(data, req, hero, timer)
Esempio n. 5
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    def _calc_refine(self, data, req, timer):
        res = hero_pb2.RefineHeroRes()
        res.status = 0

        hero = hero_business.get_hero_by_id(data, req.hero.basic_id)
        if hero is None:
            raise Exception(
                "Hero not non-existent[user_id=%d][req_basic_id=%d]" %
                (data.id, req.hero.basic_id))

        ret = hero_business.hero_refine(data, hero)
        if ret == res.Refine_NEED_ITEM:
            return self._pack_refine_need_item(data, req, hero, timer)

        return self._pack_refine_succeed(data, req, hero, timer)
Esempio n. 6
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    def _calc_awaken(self, data, req, timer):
        res = hero_pb2.AwakeningHeroRes()
        res.status = 0

        temple = None
        for building in data.building_list.get_all(True):
            if building.is_temple():
                temple = building
                break

        if temple is None or temple.level < int(
                float(
                    data_loader.
                    OtherBasicInfo_dict['unlock_hero_awakening_level'].value)):
            res.return_ret = hero_pb2.AwakeningHeroRes.ERROR_BUILDING
            return self._awaken_succeed(data, req, res, timer)

        hero = hero_business.get_hero_by_id(data, req.hero.basic_id)
        if hero is None:
            res.return_ret = hero_pb2.AwakeningHeroRes.ERROR_HERO
            return self._awaken_succeed(data, req, res, timer)

        ret = hero_business.awaken_hero(data, hero, timer.now)
        if ret != hero_pb2.AwakeningHeroRes.SUCCESS:
            res.return_ret = ret
            return self._awaken_succeed(data, req, res, timer)

        try:
            compare.check_hero(data, req.hero, with_awaken=True)
            for item_info in req.items:
                compare.check_item(data, item_info)
        except:
            res.return_ret = hero_pb2.AwakeningHeroRes.INVALID
            return self._awaken_succeed(data, req, res, timer)

        res.return_ret = hero_pb2.AwakeningHeroRes.SUCCESS
        defer = DataBase().commit(data)
        defer.addCallback(self._awaken_succeed, req, res, timer)
        return defer
Esempio n. 7
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    def _calc_finish(self, data, req, timer):
        union = data.union.get(True)
        if not union.is_belong_to_target_union(req.union_id):
            #玩家不属于联盟
            res = union_battle_pb2.FinishUnionBattleRes()
            res.status = 0
            res.ret = union_pb2.UNION_NOT_MATCHED

            defer = DataBase().commit(data)
            defer.addCallback(self._finish_succeed, req, res, timer)
            return defer

        skip = False
        if req.HasField("is_skip") and req.is_skip == True:
            #跳过战斗
            skip = True

        union = data.union.get()
        node_id = NodeInfo.generate_id(
            data.id, union.get_battle_mapping_node_basic_id())
        battle = data.battle_list.get(node_id)
        rival = data.rival_list.get(battle.rival_id, True)
        teams = []
        for team_index in battle.get_battle_team():
            team_id = TeamInfo.generate_id(data.id, team_index)
            teams.append(data.team_list.get(team_id))

        heroes = []
        for hero_id in battle.get_battle_hero():
            hero = hero_business.get_hero_by_id(data, hero_id)
            heroes.append(hero)

        #存活兵力信息
        if skip:
            (win, own_soldier_info, enemy_soldier_info) = \
                appoint_business.calc_battle_result(data, battle, rival, teams, heroes)
        else:
            own_soldier_info = []
            for result in req.battle.attack_heroes:
                hero_basic_id = result.hero.basic_id
                hero_id = HeroInfo.generate_id(data.id, hero_basic_id)
                hero = data.hero_list.get(hero_id, True)
                own_soldier_info.append(
                    (hero.soldier_basic_id, hero.soldier_level,
                     result.soldier_survival))
            enemy_soldier_info = []
            for result in req.battle.defence_heroes:
                enemy_soldier_info.append(
                    (result.hero.soldier_basic_id, result.hero.soldier_level,
                     result.soldier_survival))

            if req.battle.result == req.battle.WIN:
                win = True
            else:
                win = False

        #检查是否可以结束战斗
        if not union_battle_business.is_able_to_finish_battle(data, timer.now):
            raise Exception("Not able to finish battle")

        #结束战斗,向防守方联盟发送结束请求
        user = data.user.get(True)
        union_req = internal_union_pb2.InternalFinishUnionBattleReq()
        union_req.is_attack_side = False
        union_req.node_index = req.node_index
        union_req.node_level = req.node_level
        union_req.is_attacker_win = win
        union_req.attacker_user_id = data.id
        union_req.attacker_user_level = user.level
        union_req.defender_user_id = req.rival_user_id
        union_req.attacker_kills = union_battle_business.calc_kills(
            enemy_soldier_info)
        union_req.defender_kills = union_battle_business.calc_kills(
            own_soldier_info)

        defer = GlobalObject().remote['gunion'].callRemote(
            "finish_battle", req.rival_union_id, union_req.SerializeToString())
        defer.addCallback(self._calc_rival_finish_result, union_req, win,
                          own_soldier_info, enemy_soldier_info, data, skip,
                          heroes, req, timer)
        return defer
Esempio n. 8
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    def _calc_finish_battle(self, data, req, timer):
        #兵力信息
        res = union_boss_pb2.FinishUnionBossBattleRes()
        res.status = 0

        own_soldier_info = []
        for result in req.battle.attack_heroes:
            hero_basic_id = result.hero.basic_id
            hero = hero_business.get_hero_by_id(data, hero_basic_id)
            own_soldier_info.append((
                hero.soldier_basic_id,
                hero.soldier_level,
                result.soldier_survival))
        enemy_soldier_info = []
        if req.battle.HasField("relive_times"):
            for i in range(req.battle.relive_times):
                for result in req.battle.defence_heroes:
                    #攻打世界boss时有重生逻辑,实际杀敌会更多
                    enemy_soldier_info.append((
                        result.hero.soldier_basic_id,
                        result.hero.soldier_level,
                        0))
                        
        for result in req.battle.defence_heroes:
            enemy_soldier_info.append((
                result.hero.soldier_basic_id,
                result.hero.soldier_level,
                result.soldier_survival))

        #计算杀敌数
        kill_soldier_num = battle_business._calc_number_of_death(enemy_soldier_info)

        node_id = NodeInfo.generate_id(data.id, UserUnionInfo.get_union_boss_node_basic_id())
        node = data.node_list.get(node_id)
        rival = data.rival_list.get(node_id)
        boss = union_boss_business.get_boss_by_id(data, rival.rival_id)
        
        change_nodes = []
        new_items = []
        new_mails = []
        new_arena_records = []
        if req.battle.result == req.battle.WIN:
            win = True
            if not battle_business.win_battle(
                data, node, enemy_soldier_info, own_soldier_info,
                change_nodes, timer.now, new_arena_records, is_unionboss=True):
                raise Exception("win union boss battle failed")
        else:
            win = False
            if not battle_business.lose_battle(
                data, node, timer.now, enemy_soldier_info, own_soldier_info,
                change_nodes, new_items, new_mails, new_arena_records):
                raise Exception("loss union boss battle failed")

        union_boss_business.finish_battle(data, boss, win, kill_soldier_num)

        if req.battle.result == req.battle.WIN:
            if not compare.check_user_r(data, req.monarch, with_level=True):
                res.battle_ret = union_pb2.BATTLE_MONARCH_ERROR
                return self._finish_battle_succeed(data, req, res, timer)

            for info in req.battle.attack_heroes:
                if not compare.check_hero_r(data, info.hero, with_level=True):
                    res.battle_ret = union_pb2.BATTLE_HERO_ERROR
                    return self._finish_battle_succeed(data, req, res, timer)
            
            for item_info in req.items:
                compare.check_item(data, item_info)

        #请求gunion模块
        user = data.user.get(True)
        union_req = internal_union_pb2.InternalSyncBossReq()
        union_req.user_id = data.id
        union_req.user_name = user.name
        union_req.boss_id = boss.boss_id
        union_req.kill_addition = kill_soldier_num

        defer = GlobalObject().remote['gunion'].callRemote(
            "sync_unionboss", req.union_id, union_req.SerializeToString())
        defer.addCallback(self._calc_finish_battle_result, data, req,
                own_soldier_info, enemy_soldier_info, kill_soldier_num, boss, timer)
        return defer