def get(self): Utils.reset(self) # reset/clean standard variables # validate and assign parameters passwd = Utils.required(self, 'passwd') version = config.data_version['building'] if self.request.get('version'): version = self.request.get('version') lang = config.server["defaultLanguage"] if self.request.get('lang'): lang = self.request.get('lang') uuid = Utils.required(self, 'uuid') guid = self.request.get('guid') inid = Utils.required(self, 'inid') amount = Utils.required(self, 'amount') # check password if self.error == '' and passwd != config.testing['passwd']: self.error = 'passwd is incorrect.' Utils.LogRequest(self) start_time = time.time() # start count # logic variables player = None buildings = None mybuilding = None res_produced = 0 # if error, skip this if self.error == '': player = Player.getplayer(self, uuid) """ if self.error == '' and player is not None and guid != '': if guid != player.state_obj['guid']: player = None self.error = config.error_message['dup_login'] """ if self.error == '' and player is not None: buildings = Data.getbuildings(self, lang, version) if self.error == '' and buildings is not None: mybuilding = Building.getmybuilding(self, uuid, inid) if self.error == '' and mybuilding is not None: _upd = False if mybuilding.status == Building.BuildingStatus.PENDING: if mybuilding.timestamp + ( buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['build_time'] * 60) <= start_time: mybuilding.timestamp = int(start_time) mybuilding.status = Building.BuildingStatus.DELIVERED _upd = True elif mybuilding.status == Building.BuildingStatus.DELIVERED: mybuilding.status = Building.BuildingStatus.OWNED _upd = True if mybuilding.status == Building.BuildingStatus.DELIVERED or mybuilding.status == Building.BuildingStatus.OWNED: time_delta = (start_time - mybuilding.timestamp) / 60 if time_delta > buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['resource_interval'] > 0: #mybuilding.status = Building.BuildingStatus.PRODUCED_PARTIAL #_upd = True res_produced = int( time_delta / buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['resource_interval']) * buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['resource_produced'] if res_produced >= buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['resource_capacity']: res_produced = buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['resource_capacity'] ##mybuilding.status = Building.BuildingStatus.PRODUCED #_upd = True elif mybuilding.status == Building.BuildingStatus.PRODUCED_PARTIAL or mybuilding.status == Building.BuildingStatus.PRODUCED: if mybuilding.amount is None: mybuilding.amount = 0; res_produced = mybuilding.amount mybuilding.amount = 0 mybuilding.status = Building.BuildingStatus.OWNED _upd = True if res_produced > 0: if res_produced > amount: res_produced = amount try: # eg player['cash'] += 1 resource_type = buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['resource'] _upd = True new_amount = int(res_produced) + int(mybuilding.amount) logging.debug('resource to collect = ' + str(res_produced) + " " + str(resource_type) + " = " + str(new_amount)) logging.debug('building contains = ' + str(res_produced)) player.state_obj[ buildings.as_obj[mybuilding.itid][mybuilding.level - 1]['resource']] += new_amount # update timestamp for player player.state_obj['updated'] = start_time if Player.setplayer(self, player): #mybuilding.status = Building.BuildingStatus.OWNED mybuilding.timestamp = int(start_time) _upd = True except KeyError: self.error = 'resource=' + buildings.as_obj[mybuilding.itid][mybuilding.level - 1][ 'resource'] + ' doesn\'t exist in player properties!' if _upd is True: Building.setmybuilding(self, mybuilding) if self.error == '': self.respn = '{"state":' + player.state + ', "building":[' self.respn = Building.compose_mybuilding(self.respn, mybuilding) self.respn = self.respn.rstrip(',') + ']' self.respn += '}' # calculate time taken and return the result time_taken = time.time() - start_time self.response.headers['Content-Type'] = 'text/html' self.response.write(Utils.RESTreturn(self, time_taken))
def get(self): Utils.reset(self) # reset/clean standard variables # validate and assign parameters passwd = Utils.required(self, 'passwd') version = config.data_version['building'] if self.request.get('version'): version = self.request.get('version') lang = config.server["defaultLanguage"] if self.request.get('lang'): lang = self.request.get('lang') uuid = Utils.required(self, 'uuid') guid = self.request.get('guid') inid = Utils.required(self, 'inid') # check password if self.error == '' and passwd != config.testing['passwd']: self.error = 'passwd is incorrect.' start_time = time.time() # start count # logical variables player = None buildings = None building = None mybuilding = None # if error, skip this if self.error == '': player = Player.getplayer(self, uuid) if self.error == '' and player is not None and guid != '': if guid != player.state_obj['guid']: player = None self.error = config.error_message['dup_login'] if self.error == '' and player is not None: buildings = Data.getbuildings(self, lang, float(version)) if self.error == '' and buildings is not None: mybuilding = Building.getmybuilding(self, uuid, inid) if self.error == '' and mybuilding is not None: if mybuilding.status != Building.BuildingStatus.PENDING: try: if len(buildings.as_obj[mybuilding.itid]) > mybuilding.level: building = buildings.as_obj[mybuilding.itid][mybuilding.level] else: self.error = 'Level '+str(mybuilding.level+1)+' of building='+mybuilding.itid+' does not exist!' except KeyError: self.error = 'Building='+mybuilding.itid+' does not exist!' else: self.respn = '{"warning":"Building='+inid+' still under construction, cannot upgrade at the moment!"}' if self.error == '' and self.respn == '' and building is not None: self.respn = str(building['cost']) if player.state_obj['cash'] >= building['cost']: player.state_obj['cash'] -= building['cost'] # update timestamp for player player.state_obj['updated'] = start_time if Player.setplayer(self, player): mybuilding.itid = building['id'] mybuilding.status = Building.BuildingStatus.PENDING mybuilding.level = building['level'] mybuilding.timestamp = int(start_time) Building.setmybuilding(self, mybuilding) self.respn = '{"state":'+player.state+',' self.respn += '"building":[' self.respn = Building.compose_mybuilding(self.respn, mybuilding) self.respn = self.respn.rstrip(',') + ']' self.respn += '}' else: self.respn = '{"warning":"not enough cash!"}' # calculate time taken and return the result time_taken = time.time() - start_time self.response.headers['Content-Type'] = 'text/html' self.response.write(Utils.RESTreturn(self, time_taken))
def get(self): # reset/clean standard variables Utils.reset(self) # validate and assign parameters passwd = Utils.required(self, 'passwd') version = config.data_version['building'] if self.request.get('version'): version = self.request.get('version') lang = config.server["defaultLanguage"] if self.request.get('lang'): lang = self.request.get('lang') uuid = Utils.required(self, 'uuid') guid = self.request.get('guid') inid = Utils.required(self, 'inid') # start count start_time = time.time() # set default parameters player = None buildings = None mybuilding = None economy = None # if error, skip this if self.error == '': player = Player.getplayer(self, uuid) if self.error == '' and player is not None and guid != '': if guid != player.state_obj['guid']: player = None self.error = config.error_message['dup_login'] # if error or player is not, then skip to the end if self.error == '' and player is not None: buildings = Data.getbuildings(self, lang, version) if self.error == '' and buildings is not None: mybuilding = Building.getmybuilding(self, uuid, inid) # if any error or mybuilding is none, then skip to the end if self.error == '' and mybuilding is not None: if mybuilding.status != Building.BuildingStatus.PENDING: self.respn = '{"warning":"building=' + inid + ' has been finished."}' else: economy = Data.getDataAsObj(self, 'economy', config.data_version['economy']) if self.error == '' and self.respn == '' and economy is not None: _upd = False time_left = buildings.as_obj[mybuilding.itid][ mybuilding.level - 1]['build_time'] - int( (start_time - mybuilding.timestamp) / 60) if mybuilding.status == Building.BuildingStatus.PENDING: if time_left > 0: sele = economy.obj[0] for list in economy.obj: if time_left >= list['time_in_minutes']: sele = list else: break if player.state_obj['gold'] >= sele['gold_value']: player.state_obj['gold'] -= sele['gold_value'] mybuilding.status = Building.BuildingStatus.DELIVERED _upd = True player.state_obj['updated'] = start_time Player.setplayer(self, player) else: self.respn = '{"warning":"not enough gold!"}' else: mybuilding.status = Building.BuildingStatus.DELIVERED _upd = True if _upd is True: Building.setmybuilding(self, mybuilding) if self.error == '' and self.respn == '': self.respn = '{"state":' + player.state + ', "buildings":[' self.respn = Building.compose_mybuilding( self.respn, mybuilding) self.respn = self.respn.rstrip(',') + ']' self.respn += '}' # calculate time taken and return the result time_taken = time.time() - start_time self.response.headers['Content-Type'] = 'text/html' self.response.write(Utils.RESTreturn(self, time_taken))