def summon_next_group(playing_id): playing = slaughter_house_types.PlayingManager.get(playing_id) if playing == None: proxy.Logging.error( "[slaughter_house] PlayingManager.get(%d) failed." % playing_id) return None playing.boss_time_ = False facade_request.clear_scene_npcs(playing.get_scene(), 0, True) playing_config = slaughter_house_types.Config.get(playing.get_template()) if playing_config == None: proxy.Logging.error("[slaughter_house] slaughter_house_types.Config.get(%d) failed."\ % playing.get_template()) return None playing.group_ += 1 # 同步阶段给所有玩家 request = ccrequest.playing.ttypes.RequestPlayingSynchronizeScore() request.score_ = ccentity.playing.ttypes.PlayingScoreField( ccentity.playing.ttypes.PlayingScoreType.STAGE, 0, playing.group_) for actor_id in playing.get_actors(): request.actor_ = actor_id proxy.Request.request( ccrequest.ttypes.RequestType.REQUEST_PLAYING_SYNCHRONIZE_SCORE, request) proxy.Timer.remove(playing_id, "playing_slaughter_house_on_timer_boss") if playing.group_ == 8: # 最终BOSS rand_int = random.randint(0, len(playing_config.pos_) - 1) pos = playing_config.pos_[rand_int] facade_request.summon_npc(playing.get_scene(), playing_config.last_boss_id_,\ playing_config.boss_pos_[0], playing_config.boss_pos_[1]) elif playing.group_ > 8: end_playing(playing_id) return None else: monster_group = playing_config.monster_groups_[playing.group_ - 1] if monster_group == None: proxy.Logging.error("[slaughter_house] playing_config.monster_groups_[%d] is none."\ % (playing.group_ - 1)) return None # 招出各种普通怪 for pos in playing_config.pos_: facade_request.summon_npcs(playing.get_scene(), monster_group.monster1_id_,\ monster_group.monster1_num_, pos[0], pos[1], 10, 10) facade_request.summon_npcs(playing.get_scene(), monster_group.monster2_id_,\ monster_group.monster2_num_, pos[0], pos[1], 10, 10) proxy.Timer.add(playing_id, boss_interval_sec * 1000, 1, "playing_slaughter_house_on_timer_boss")
def summon_next_group(playing_id): playing = slaughter_house_types.PlayingManager.get(playing_id) if playing == None: proxy.Logging.error("[slaughter_house] PlayingManager.get(%d) failed." % playing_id) return None playing.boss_time_ = False facade_request.clear_scene_npcs(playing.get_scene(), 0, True) playing_config = slaughter_house_types.Config.get(playing.get_template()) if playing_config == None: proxy.Logging.error("[slaughter_house] slaughter_house_types.Config.get(%d) failed."\ % playing.get_template()) return None playing.group_ += 1 # 同步阶段给所有玩家 request = ccrequest.playing.ttypes.RequestPlayingSynchronizeScore() request.score_ = ccentity.playing.ttypes.PlayingScoreField( ccentity.playing.ttypes.PlayingScoreType.STAGE, 0, playing.group_) for actor_id in playing.get_actors(): request.actor_ = actor_id proxy.Request.request(ccrequest.ttypes.RequestType.REQUEST_PLAYING_SYNCHRONIZE_SCORE, request) proxy.Timer.remove(playing_id, "playing_slaughter_house_on_timer_boss") if playing.group_ == 8: # 最终BOSS rand_int = random.randint(0, len(playing_config.pos_) - 1) pos = playing_config.pos_[rand_int] facade_request.summon_npc(playing.get_scene(), playing_config.last_boss_id_,\ playing_config.boss_pos_[0], playing_config.boss_pos_[1]) elif playing.group_ > 8: end_playing(playing_id) return None else: monster_group = playing_config.monster_groups_[playing.group_ - 1] if monster_group == None: proxy.Logging.error("[slaughter_house] playing_config.monster_groups_[%d] is none."\ % (playing.group_ - 1)) return None # 招出各种普通怪 for pos in playing_config.pos_: facade_request.summon_npcs(playing.get_scene(), monster_group.monster1_id_,\ monster_group.monster1_num_, pos[0], pos[1], 10, 10) facade_request.summon_npcs(playing.get_scene(), monster_group.monster2_id_,\ monster_group.monster2_num_, pos[0], pos[1], 10, 10) proxy.Timer.add(playing_id, boss_interval_sec * 1000, 1, "playing_slaughter_house_on_timer_boss")
def playing_team_sync_ranking(id): # 获取副本对象 playing = team_types.PlayingManager.get(id) if playing == None: proxy.Logging.error("[team] PlayingManager.get(%d) failed." % id) return None actors = playing.get_actors() if actors == None: proxy.Logging.error("[team] playing.get_actors() failed.") return None ranking = playing.get_ranking() if ranking == None: proxy.Logging.error("[team] playing.get_ranking() failed.") request = ccrequest.playing.ttypes.RequestPlayingSynchronizeRanking() request.actors_ = [] request.ranking_ = [] """ for (k,v) in actors.items(): request.actors_.append(k) """ for actor_rank in ranking.get_ranking(): actor = playing.get_actor(actor_rank.get_id()) if actor != None: field = ccentity.playing.ttypes.PlayingRankingField() field.name_ = actor.get_name() field.value_ = actor_rank.get_damage() request.ranking_.append(field) if actor.get_leave() == False: request.actors_.append(actor_rank.get_id()) proxy.Request.request(ccrequest.ttypes.RequestType.REQUEST_PLAYING_SYNCHRONIZE_RANKING, request) proxy.Logging.debug("[team] playing_team_on_timer_sync_ranking expired.")
def playing_team_on_event_actor_kill_npc(message_type, channel, channel_type, serialize): # 事件消息 message = ccevent.actor.ttypes.EventActorKillNpc() TSerialization.deserialize(message, serialize) # 获取玩家所在副本ID playing_id = team_types.PlayingManager.get_actor_playing(message.actor_) if playing_id == None or playing_id == 0: proxy.Logging.error("[team] PlayingManager.get_actor_playing(%d) failed" % message.actor_) return None playing = team_types.PlayingManager.get(playing_id) if playing == None: proxy.Logging.error("[team] PlayingManager.get(%d) failed" % playing_id) return None playing_config = team_types.Config.get(playing.get_template()) if playing_config == None: proxy.Logging.error("[team] team_types.Config.get(%d) failed." % playing.get_template()) return None playing_cell = playing_types.Config.get(playing.get_template()) if playing_cell == None: proxy.Logging.debug("[team] playing_types.Config.get(%d) failed." % playing.get_template()) return None actor = playing.get_actor(message.actor_) if actor == None: proxy.Logging.error("[team] playing.get_actor(%d) failed" % message.actor_) return None playing.inc_kill_npc(message.npc_template_) actors = playing.get_actors() if actors == None: proxy.Logging.error("[team] playing.get_actors() failed") return None if playing_config.summon_next_npc(playing.get_scene(), playing.get_next_pos()) == False: playing_team_sync_ranking(playing_id) request = ccrequest.playing.ttypes.RequestPlayingComplete() request.playing_ = playing_id result = ccentity.playing.ttypes.PlayingResultField() result.values_ = [] result.award_count_ = 1 result.paid_award_count_ = 0; result.awarded_ = False # result.value1: 花费时间 request.result_ = result request.awards_ = [] for award in playing_cell.awards_: request.awards_.append(award) proxy.Request.request(ccrequest.ttypes.RequestType.REQUEST_PLAYING_COMPLETE,\ request) # 设置副本已完成 playing.set_complete() # 取消定时器 proxy.Timer.remove(playing_id, "playing_team_on_timer_playing") proxy.Timer.remove(playing_id, "playing_team_on_timer_sync_ranking") # 同步一次排行 proxy.Logging.debug("[team] complete playing") # 同步得分 for (k,v) in actors.items(): request = ccrequest.playing.ttypes.RequestPlayingSynchronizeScore() request.actor_ = k # 分数对象(得分类型=杀死NPC, key=NPC模板ID, value=当前杀死的个数) score_field = ccentity.playing.ttypes.PlayingScoreField(ccentity.playing.ttypes.PlayingScoreType.KILL_NPC,\ message.npc_template_, playing.get_kill_npc(message.npc_template_)) request.score_ = score_field # 发送请求 proxy.Request.request(ccrequest.ttypes.RequestType.REQUEST_PLAYING_SYNCHRONIZE_SCORE,\ request) if playing.get_complete() == True: award_actor = playing.get_actor(k) if award_actor == None: proxy.Logging.debug("[team] playing.get_actor(%d) failed." % k) return None # 不在副本内不给奖励 if award_actor.get_leave() == False: # 直接给奖励 request_award = ccrequest.playing.ttypes.RequestPlayingAwardActor() request_award.actor_ = k request_award.playing_template_ = playing.get_template() request_award.awards_ = [] for award in playing_cell.awards_: request_award.awards_.append(award) proxy.Request.request(ccrequest.ttypes.RequestType.REQUEST_PLAYING_AWARD_ACTOR, request_award) proxy.Logging.debug("[team] add_award award") playing.next_pos() proxy.Logging.debug("[team] actor(%d) kill npc(%d)" % (message.actor_, message.npc_template_))