Exemplo n.º 1
0
 def __init__(self, petId=0, name='', templateId=0, owner=0, level=1):
     '''初始化宠物的信息'''
     #角色类型
     Character.__init__(self, petId, name)
     self.setCharacterType(self.PETTYPE)
     self.templateId = templateId
     self._owner = owner  #宠物的拥有者的ID
     self.level = PetLevelComponent(self, level=level)
     self.attribute = PetAttributeComponent(self)
     self.templateInfo = {}
     self.chuancheng = False
     self._chuancheng = False
     self.fate = {}  #宠物的命格
     self.position = (300, 400)
     self.skill = []
     #宠物是否跟随
     self.flowFlag = False
     self.initData()
Exemplo n.º 2
0
 def __init__(self,petId = 0,name = '',templateId = 0,owner = 0,level =1):
     '''初始化宠物的信息'''
     #角色类型
     Character.__init__(self, petId, name)
     self.setCharacterType(self.PETTYPE)
     self.templateId = templateId
     self._owner = owner#宠物的拥有者的ID
     self.level = PetLevelComponent(self,level=level)
     self.attribute = PetAttributeComponent(self)
     self.templateInfo = {}
     self.chuancheng = False
     self._chuancheng = False
     self.fate = {}#宠物的命格
     self.position = (300,400)
     self.skill = []
     #宠物是否跟随
     self.flowFlag = False
     self.initData()
Exemplo n.º 3
0
class Pet(Character):
    '''宠物类'''
    def __init__(self, petId=0, name='', templateId=0, owner=0, level=1):
        '''初始化宠物的信息'''
        #角色类型
        Character.__init__(self, petId, name)
        self.setCharacterType(self.PETTYPE)
        self.templateId = templateId
        self._owner = owner  #宠物的拥有者的ID
        self.level = PetLevelComponent(self, level=level)
        self.attribute = PetAttributeComponent(self)
        self.templateInfo = {}
        self.chuancheng = False
        self._chuancheng = False
        self.fate = {}  #宠物的命格
        self.position = (300, 400)
        self.skill = []
        #宠物是否跟随
        self.flowFlag = False
        self.initData()

    def initData(self):
        '''初始或宠物的'''
        if not self.baseInfo.id:
            self.__initData_0()
        else:
            self.__initData_1()
        self.templateInfo = dbCharacterPet.PET_TEMPLATE.get(self.templateId)
        self.skill = [self.templateInfo.get('skill')] \
         if self.templateInfo.get('skill') else []

    def __initData_0(self):
        '''不存在实例时的初始化方式'''
        templateinfo = dbCharacterPet.PET_TEMPLATE.get(self.templateId)
        if not templateinfo:
            log.err("Pet template %d not exits" % self.templateId)
        self.baseInfo.setName(templateinfo.get('nickname', ''))
        StrGrowth = templateinfo.get('StrGrowth')
        WisGrowth = templateinfo.get('WisGrowth')
        VitGrowth = templateinfo.get('VitGrowth')
        DexGrowth = templateinfo.get('DexGrowth')
        self.attribute.initData(StrGrowth, WisGrowth, VitGrowth, DexGrowth, -1)

    def __initData_1(self):
        '''存在数据库实例时的初始化方式'''
        petInstanceData = dbCharacterPet.getPetInfoById(self.baseInfo.id)
        self.templateId = petInstanceData.get('templateID')
        StrGrowth = petInstanceData.get('StrGrowth')
        WisGrowth = petInstanceData.get('WisGrowth')
        VitGrowth = petInstanceData.get('VitGrowth')
        DexGrowth = petInstanceData.get('DexGrowth')
        self._owner = petInstanceData.get('ownerID')
        hp = petInstanceData.get('hp')
        self.chuancheng = bool(petInstanceData.get('chuancheng'))
        self._chuancheng = bool(petInstanceData.get('_chuancheng'))
        self.flowFlag = bool(petInstanceData.get('showed'))
        self.attribute.initData(StrGrowth, WisGrowth, VitGrowth, DexGrowth, hp)
        self.level.setExp(petInstanceData.get('exp'))
        self.level.setLevel(petInstanceData.get('level'))
        if petInstanceData.get('name'):
            self.baseInfo.setName(petInstanceData.get('name', ''))
        else:
            templateinfo = dbCharacterPet.PET_TEMPLATE.get(self.templateId)
            self.baseInfo.setName(templateinfo.get('nickname', ''))

    def InsertIntoDB(self):
        '''将不存在的实例写入数据库,生成数据库中的实例'''
        characterId = self._owner
        hp = self.attribute.getMaxHp()
        templateinfo = dbCharacterPet.PET_TEMPLATE.get(self.templateId)
        StrGrowth = templateinfo.get('StrGrowth')
        WisGrowth = templateinfo.get('WisGrowth')
        VitGrowth = templateinfo.get('VitGrowth')
        DexGrowth = templateinfo.get('DexGrowth')
        level = self.level.getLevel()
        petId = dbCharacterPet.InsertPetInfoInDB_new(characterId,
                                                     self.templateId, hp,
                                                     StrGrowth, WisGrowth,
                                                     VitGrowth, DexGrowth,
                                                     level)
        if petId:
            self.baseInfo.setId(petId)
            return True
        return False

    def destroyByDB(self):
        '''删除宠物在数据库中的数据'''
        result = dbCharacterPet.DelPetInfo(self.baseInfo.id)
        return result

    def updateFate(self, position, fateId):
        '''设置宠物的命格'''
        self.fate[position] = fateId

    def getFlowFlag(self):
        '''获取跟随状态'''
        return self.flowFlag

    def updateFlowFlag(self, flowFlag):
        '''更新跟随状态'''
        self.flowFlag = flowFlag
        dbCharacterPet.updatePetInfo(self.baseInfo.id, {'showed': flowFlag})

    def updateName(self, petName):
        '''更新宠物名称'''
        prop = {'name': petName}
        result = dbCharacterPet.updatePetInfo(self.baseInfo.id, prop)
        if result:
            self.baseInfo.setName(petName)
            return 1
        return 0

    def updateChuanCheng(self):
        '''更新该宠物已经传承
        '''
        self.chuancheng = True
        prop = {'chuancheng': 1}
        dbCharacterPet.updatePetInfo(self.baseInfo.id, prop)

    def update_ChuanCheng(self):
        '''更新该宠物已经被传承
        '''
        self._chuancheng = True
        prop = {'_chuancheng': 1}
        dbCharacterPet.updatePetInfo(self.baseInfo.id, prop)

    def Training(self, trainingLevel):
        '''培养
        @param trainingLevel: int 培养的级别
        '''
        data = self.attribute.PetTrain(trainingLevel)
        return data

    def Tihuan(self):
        '''宠物属性替换
        '''
        result = self.attribute.Tihuan()
        return result

    def updatePosition(self, position, index, force=0):
        '''更新宠物的坐标'''
        positionRange = {
            1: (range(80, 100), range(-100, -80)),
            2: (range(80, 100), range(80, 100)),
            3: (range(-100, -80), range(-100, -80)),
            4: (range(-100, -80), range(80, 100)),
            5: (range(-20, 20), range(80, 100)),
            6: (range(-20, 20), range(-100, -80)),
            7: (range(-100, -80), range(-20, 20)),
            8: (range(80, 100), range(-20, 20)),
        }

        _positionRange = {
            1: (range(-100, -80), range(-80, -40)),
            2: (range(-100, -80), range(40, 80)),
            3: (range(-160, -120), range(-80, -40)),
            4: (range(-160, -120), range(40, 80)),
            5: (range(-20, 20), range(40, 80)),
            6: (range(-20, 20), range(-80, -40)),
            7: (range(80, 100), range(-80, -40)),
            8: (range(-100, 80), range(-80, -40))
        }
        #        if force:
        #        prange = positionRange.get(index)
        #        else:
        #            prange = _positionRange.get(index)
        offsertX = random.choice(range(-100, 100))
        offsertY = random.choice(range(-100, 100))  #random.randint(-40,40)
        self.position = (position[0] + offsertX, position[1] + offsertY)

    def getPosition(self):
        '''获取宠物的位置'''
        return self.position

    def resurPet(self):
        '''复活宠物'''
        self.attribute.updateHp(self.attribute.getMaxHp())
        return {'result': True, 'message': Lg().g(507)}

    def restorationHp(self, Surplus):
        '''宠物回血'''
        cons = self.attribute.getMaxHp() - self.attribute.hp  #消耗
        if cons < 0:
            return Surplus
        su = Surplus - cons
        if su > 0:
            self.attribute.addHp(su)
            return su
        else:
            self.attribute.addHp(Surplus)
            return 0

    def formatPetInfo(self):
        '''格式化宠物信息'''
        templateinfo = dbCharacterPet.PET_TEMPLATE.get(self.templateId)
        attrinfo = self.attribute.getAtrribute()
        info = attrinfo
        if self.skill:
            skillInfo = dbSkill.ALL_SKILL_INFO.get(self.skill[0], {})
        else:
            skillInfo = {}
        info['id'] = self.baseInfo.getId()  #宠物的实例ID
        info['name'] = self.baseInfo.getName()  #宠物的名称
        info['desc'] = templateinfo.get('descript', '')  #描述
        info['flowFlag'] = self.flowFlag  #释放更随
        info['inMatrixFlag'] = False  #是否在阵法中
        info['texing'] = PETTYPEDICT.get(templateinfo.get('attrType'),
                                         Lg().g(272))  #特性
        info['icon'] = templateinfo.get('icon', 0)  #图标
        info['type'] = templateinfo.get('type', 0)  #图标路径
        info['resPetId'] = templateinfo.get('resourceid', 0)  #资源
        info['quality'] = self.attribute.getPetQuality()  #品质
        info['skillname'] = skillInfo.get('skillName', Lg().g(508))  #技能
        info['level'] = self.level.getLevel()  #等级
        info['exp'] = self.level.getExp()  #经验
        info['maxExp'] = self.level.getMaxExp()  #升级经验
        info['manualHp'] = 0  #最大血量加成
        info['manualPhyAttack'] = 0  #物攻加成
        info['manualMagicAttack'] = 0  #魔攻加成
        info['manualPhyDefense'] = 0  #物防加成
        info['manualMagicDefense'] = 0  #魔防加成
        info['manualHitRate'] = 0  #命中
        info['manualDodgeRate'] = 0  #闪避加成
        info['manualSpeed'] = 0  #攻速加成
        info['manualCritRate'] = 0  #暴击加成
        info['manualBlock'] = 0  #格挡加成
        return info

    def SerializationPetInfo(self, bearer):
        '''序列化宠物信息'''
        info = self.formatPetInfo()
        bearer.petId = info['id']
        bearer.resPetId = info['resPetId']
        bearer.petName = info['name']
        bearer.petLevel = info['level']
        bearer.inMatrixFlag = info['inMatrixFlag']
        bearer.petDes = info['desc']
        bearer.baseHp = info['hp']
        bearer.manualHp = info['manualHp']
        bearer.basePhyAttack = info['PhyAtt']
        bearer.manualPhyAttack = info['manualPhyAttack']
        bearer.baseMagicAttack = info['MigAtt']
        bearer.manualMagicAttack = info['manualMagicAttack']
        bearer.basePhyDefense = info['PhyDef']
        bearer.manualPhyDefense = info['manualPhyDefense']
        bearer.baseMagicDefense = info['MigDef']
        bearer.manualMagicDefense = info['manualMagicDefense']
        bearer.baseHitRate = info['HitRate']
        bearer.manualHitRate = info['manualHitRate']
        bearer.baseDodgeRate = info['Dodge']
        bearer.manualDodgeRate = info['manualDodgeRate']
        bearer.petName = info['name']
        bearer.baseSpeed = info['Speed']
        bearer.manualSpeed = info['manualSpeed']
        bearer.baseCritRate = info['CriRate']
        bearer.manualCritRate = info['manualCritRate']
        bearer.baseBlock = info['Block']
        bearer.manualBlock = info['manualBlock']
        bearer.icon = info['icon']
        bearer.type = info['type']
        bearer.petSkillInfo = info['skillname']
        bearer.flowFlag = info['flowFlag']
        bearer.liliang = info['Str']
        bearer.zhili = info['Wis']
        bearer.naili = info['Vit']
        bearer.minjie = info['Dex']
        bearer.maxHp = info['MaxHp']
        bearer.curExp = info['exp']
        bearer.maxExp = info['maxExp']
        bearer.curQuality = info['quality']
        bearer.texing = info['texing']
        return bearer

    def getFightData(self):
        '''获取怪物战斗数据'''
        info = self.formatPetInfo()
        templateinfo = dbCharacterPet.PET_TEMPLATE.get(self.templateId)
        fightdata = {}
        fightdata['chaId'] = self.baseInfo.id  #角色的ID
        fightdata['chaName'] = self.baseInfo.getName()  #角色的昵称
        fightdata['chaLevel'] = self.level.getLevel()  #角色的等级
        fightdata['characterType'] = self.getCharacterType(
        )  #角色的类型  1:玩家角色 2:怪物 3:宠物
        fightdata['figureType'] = info['resPetId']
        fightdata['chaBattleId'] = 0  #角色在战场中的id
        fightdata['difficulty'] = 0  #怪物难度
        fightdata['chaProfessionType'] = info['resPetId']  #角色的角色形象ID
        fightdata['chaIcon'] = info['icon']
        fightdata['chatype'] = info['type']
        fightdata[
            'chaDirection'] = 1  #(角色在战斗中的归属阵营)1--(主动方)玩家朝向右,朝向右。2(被动方)--玩家朝向左
        fightdata['chaCurrentHp'] = info['hp']  #角色当前血量
        fightdata['chaCurrentPower'] = info['power']  #角色的当前能量
        fightdata['chaTotalHp'] = info['MaxHp']  #角色的最大血量s
        fightdata['chaTotalPower'] = Character.MAXPOWER  #角色的最大能量
        fightdata['chaPos'] = (0, 0)  #角色的坐标
        fightdata['physicalAttack'] = info['PhyAtt'] + info[
            'manualPhyAttack']  #角色的物理攻击
        fightdata['magicAttack'] = info['MigAtt'] + info[
            'manualMagicAttack']  #角色的魔法攻击
        fightdata['physicalDefense'] = info['PhyDef'] + info[
            'manualPhyDefense']  #角色的物理防御
        fightdata['magicDefense'] = info['MigDef'] + info[
            'manualMagicDefense']  #角色的魔法防御
        fightdata['speed'] = info['Speed'] + info['manualSpeed']  #角色的攻速
        fightdata['hitRate'] = info['HitRate'] + info['manualHitRate']  #角色的命中
        fightdata['critRate'] = info['CriRate'] + info[
            'manualCritRate']  #角色的当前暴击率
        fightdata['block'] = info['Block'] + info['manualBlock']
        fightdata['dodgeRate'] = info['Dodge'] + info[
            'manualDodgeRate']  #角色的闪避几率
        fightdata['ActiveSkillList'] = self.skill  #self.skill#角色的主动攻击技能
        fightdata['ordSkill'] = templateinfo.get('ordSkill')  #角色的普通攻击技能
        fightdata['canDoMagicSkill'] = 1  #可否释放魔法技能
        fightdata['canDoPhysicalSkill'] = 1  #可否释放物理技能
        fightdata['canDoOrdSkill'] = 1  #可否进行普通攻击
        fightdata['canBeTreat'] = 1  #可否被治疗
        fightdata['canBeAttacked'] = 1  #可否被攻击
        fightdata['canDied'] = 1  #是否可死亡
        fightdata['skillIDByAttack'] = 0  #被攻击的技能的ID 普通攻击为 0
        fightdata['expbound'] = 0  #经验奖励
        return fightdata
Exemplo n.º 4
0
class Pet(Character):
    '''宠物类'''
    
    def __init__(self,petId = 0,name = '',templateId = 0,owner = 0,level =1):
        '''初始化宠物的信息'''
        #角色类型
        Character.__init__(self, petId, name)
        self.setCharacterType(self.PETTYPE)
        self.templateId = templateId
        self._owner = owner#宠物的拥有者的ID
        self.level = PetLevelComponent(self,level=level)
        self.attribute = PetAttributeComponent(self)
        self.templateInfo = {}
        self.chuancheng = False
        self._chuancheng = False
        self.fate = {}#宠物的命格
        self.position = (300,400)
        self.skill = []
        #宠物是否跟随
        self.flowFlag = False
        self.initData()
        
    def initData(self):
        '''初始或宠物的'''
        if not self.baseInfo.id:
            self.__initData_0()
        else:
            self.__initData_1()
        self.templateInfo = dbCharacterPet.PET_TEMPLATE.get(self.templateId)
        self.skill = [self.templateInfo.get('skill')] \
         if self.templateInfo.get('skill') else []
            
    def __initData_0(self):
        '''不存在实例时的初始化方式'''
        templateinfo = dbCharacterPet.PET_TEMPLATE.get(self.templateId)
        if not templateinfo:
            log.err("Pet template %d not exits"%self.templateId)
        self.baseInfo.setName(templateinfo.get('nickname',''))
        StrGrowth = templateinfo.get('StrGrowth')
        WisGrowth = templateinfo.get('WisGrowth')
        VitGrowth = templateinfo.get('VitGrowth')
        DexGrowth = templateinfo.get('DexGrowth')
        self.attribute.initData(StrGrowth, WisGrowth, VitGrowth, DexGrowth, -1)
        
    def __initData_1(self):
        '''存在数据库实例时的初始化方式'''
        petInstanceData = dbCharacterPet.getPetInfoById(self.baseInfo.id)
        self.templateId = petInstanceData.get('templateID')
        StrGrowth = petInstanceData.get('StrGrowth')
        WisGrowth = petInstanceData.get('WisGrowth')
        VitGrowth = petInstanceData.get('VitGrowth')
        DexGrowth = petInstanceData.get('DexGrowth')
        self._owner = petInstanceData.get('ownerID')
        hp = petInstanceData.get('hp')
        self.chuancheng = bool(petInstanceData.get('chuancheng'))
        self._chuancheng = bool(petInstanceData.get('_chuancheng'))
        self.flowFlag = bool(petInstanceData.get('showed'))
        self.attribute.initData(StrGrowth, WisGrowth, VitGrowth, DexGrowth, hp)
        self.level.setExp(petInstanceData.get('exp'))
        self.level.setLevel(petInstanceData.get('level'))
        if petInstanceData.get('name'):
            self.baseInfo.setName(petInstanceData.get('name',''))
        else:
            templateinfo = dbCharacterPet.PET_TEMPLATE.get(self.templateId)
            self.baseInfo.setName(templateinfo.get('nickname',''))
        
        
    def InsertIntoDB(self):
        '''将不存在的实例写入数据库,生成数据库中的实例'''
        characterId = self._owner
        hp = self.attribute.getMaxHp()
        templateinfo = dbCharacterPet.PET_TEMPLATE.get(self.templateId)
        StrGrowth = templateinfo.get('StrGrowth')
        WisGrowth = templateinfo.get('WisGrowth')
        VitGrowth = templateinfo.get('VitGrowth')
        DexGrowth = templateinfo.get('DexGrowth')
        level = self.level.getLevel()
        petId = dbCharacterPet.InsertPetInfoInDB_new(characterId, self.templateId,
                                            hp,StrGrowth,WisGrowth,
                                            VitGrowth,DexGrowth,level)
        if petId:
            self.baseInfo.setId(petId)
            return True
        return False
    
    def destroyByDB(self):
        '''删除宠物在数据库中的数据'''
        result = dbCharacterPet.DelPetInfo(self.baseInfo.id)
        return result
    
    def updateFate(self,position,fateId):
        '''设置宠物的命格'''
        self.fate[position] = fateId
    
    def getFlowFlag(self):
        '''获取跟随状态'''
        return self.flowFlag
    
    def updateFlowFlag(self,flowFlag):
        '''更新跟随状态'''
        self.flowFlag = flowFlag
        dbCharacterPet.updatePetInfo(self.baseInfo.id, {'showed':flowFlag})
        
    def updateName(self,petName):
        '''更新宠物名称'''
        prop = {'name':petName}
        result = dbCharacterPet.updatePetInfo(self.baseInfo.id, prop)
        if result:
            self.baseInfo.setName(petName)
            return 1
        return 0
    
    def updateChuanCheng(self):
        '''更新该宠物已经传承
        '''
        self.chuancheng = True
        prop = {'chuancheng':1}
        dbCharacterPet.updatePetInfo(self.baseInfo.id, prop)
        
    def update_ChuanCheng(self):
        '''更新该宠物已经被传承
        '''
        self._chuancheng = True
        prop = {'_chuancheng':1}
        dbCharacterPet.updatePetInfo(self.baseInfo.id, prop)
    
    def Training(self,trainingLevel):
        '''培养
        @param trainingLevel: int 培养的级别
        '''
        data = self.attribute.PetTrain(trainingLevel)
        return data
    
    def Tihuan(self):
        '''宠物属性替换
        '''
        result = self.attribute.Tihuan()
        return result
        
    def updatePosition(self,position,index,force = 0):
        '''更新宠物的坐标'''
        positionRange = {1:(range(80,100),range(-100,-80)),
                         2:(range(80,100),range(80,100)),
                         3:(range(-100,-80),range(-100,-80)),
                         4:(range(-100,-80),range(80,100)),
                         5:(range(-20,20),range(80,100)),
                         6:(range(-20,20),range(-100,-80)),
                         7:(range(-100,-80),range(-20,20)),
                         8:(range(80,100),range(-20,20)),
                         }
                         
        _positionRange = {1:(range(-100,-80),range(-80,-40)),
                         2:(range(-100,-80),range(40,80)),
                         3:(range(-160,-120),range(-80,-40)),
                         4:(range(-160,-120),range(40,80)),
                         5:(range(-20,20),range(40,80)),
                         6:(range(-20,20),range(-80,-40)),
                         7:(range(80,100),range(-80,-40)),
                         8:(range(-100,80),range(-80,-40))
                         }
#        if force:
#        prange = positionRange.get(index)
#        else:
#            prange = _positionRange.get(index)
        offsertX = random.choice(range(-100,100))
        offsertY = random.choice(range(-100,100))#random.randint(-40,40)
        self.position = (position[0]+offsertX,position[1]+offsertY)
        
    def getPosition(self):
        '''获取宠物的位置'''
        return self.position
        
    def resurPet(self):
        '''复活宠物'''
        self.attribute.updateHp(self.attribute.getMaxHp())
        return {'result':True,'message':Lg().g(507)}
    
    def restorationHp(self,Surplus):
        '''宠物回血'''
        cons = self.attribute.getMaxHp()-self.attribute.hp#消耗
        if cons< 0:
            return Surplus
        su = Surplus -cons
        if su>0:
            self.attribute.addHp(su)
            return su
        else:
            self.attribute.addHp(Surplus)
            return 0
        
    def formatPetInfo(self):
        '''格式化宠物信息'''
        templateinfo = dbCharacterPet.PET_TEMPLATE.get(self.templateId)
        attrinfo = self.attribute.getAtrribute()
        info = attrinfo
        if self.skill:
            skillInfo = dbSkill.ALL_SKILL_INFO.get(self.skill[0],{})
        else:
            skillInfo = {}
        info['id'] = self.baseInfo.getId()#宠物的实例ID
        info['name'] = self.baseInfo.getName()#宠物的名称
        info['desc'] = templateinfo.get('descript','')#描述
        info['flowFlag'] = self.flowFlag#释放更随
        info['inMatrixFlag'] = False#是否在阵法中
        info['texing'] = PETTYPEDICT.get(templateinfo.get('attrType'),Lg().g(272))#特性
        info['icon'] = templateinfo.get('icon',0)#图标
        info['type'] = templateinfo.get('type',0)#图标路径
        info['resPetId'] = templateinfo.get('resourceid',0)#资源
        info['quality'] = self.attribute.getPetQuality()#品质
        info['skillname'] = skillInfo.get('skillName',Lg().g(508))#技能
        info['level'] = self.level.getLevel()#等级
        info['exp'] = self.level.getExp()#经验
        info['maxExp'] = self.level.getMaxExp()#升级经验
        info['manualHp'] = 0#最大血量加成
        info['manualPhyAttack'] = 0#物攻加成
        info['manualMagicAttack'] = 0#魔攻加成
        info['manualPhyDefense'] = 0#物防加成
        info['manualMagicDefense'] = 0#魔防加成
        info['manualHitRate'] = 0#命中
        info['manualDodgeRate'] = 0#闪避加成
        info['manualSpeed'] = 0#攻速加成
        info['manualCritRate'] = 0#暴击加成
        info['manualBlock'] = 0#格挡加成
        return info
    
    def SerializationPetInfo(self,bearer):
        '''序列化宠物信息'''
        info = self.formatPetInfo()
        bearer.petId = info['id']
        bearer.resPetId = info['resPetId']
        bearer.petName = info['name']
        bearer.petLevel = info['level']
        bearer.inMatrixFlag = info['inMatrixFlag']
        bearer.petDes = info['desc']
        bearer.baseHp = info['hp']
        bearer.manualHp = info['manualHp']
        bearer.basePhyAttack = info['PhyAtt']
        bearer.manualPhyAttack = info['manualPhyAttack']
        bearer.baseMagicAttack = info['MigAtt']
        bearer.manualMagicAttack = info['manualMagicAttack']
        bearer.basePhyDefense = info['PhyDef']
        bearer.manualPhyDefense = info['manualPhyDefense']
        bearer.baseMagicDefense = info['MigDef']
        bearer.manualMagicDefense = info['manualMagicDefense']
        bearer.baseHitRate = info['HitRate']
        bearer.manualHitRate = info['manualHitRate']
        bearer.baseDodgeRate = info['Dodge']
        bearer.manualDodgeRate = info['manualDodgeRate']
        bearer.petName = info['name']
        bearer.baseSpeed = info['Speed']
        bearer.manualSpeed = info['manualSpeed']
        bearer.baseCritRate = info['CriRate']
        bearer.manualCritRate = info['manualCritRate']
        bearer.baseBlock = info['Block']
        bearer.manualBlock = info['manualBlock']
        bearer.icon = info['icon']
        bearer.type = info['type']
        bearer.petSkillInfo = info['skillname']
        bearer.flowFlag = info['flowFlag']
        bearer.liliang = info['Str']
        bearer.zhili = info['Wis']
        bearer.naili = info['Vit']
        bearer.minjie = info['Dex']
        bearer.maxHp = info['MaxHp']
        bearer.curExp = info['exp']
        bearer.maxExp = info['maxExp']
        bearer.curQuality = info['quality']
        bearer.texing = info['texing']
        return bearer
        
    def getFightData(self):
        '''获取怪物战斗数据'''
        info = self.formatPetInfo()
        templateinfo = dbCharacterPet.PET_TEMPLATE.get(self.templateId)
        fightdata = {}
        fightdata['chaId'] = self.baseInfo.id           #角色的ID
        fightdata['chaName'] = self.baseInfo.getName()  #角色的昵称
        fightdata['chaLevel'] = self.level.getLevel()#角色的等级
        fightdata['characterType'] = self.getCharacterType()#角色的类型  1:玩家角色 2:怪物 3:宠物
        fightdata['figureType'] = info['resPetId']
        fightdata['chaBattleId'] = 0                        #角色在战场中的id
        fightdata['difficulty'] = 0#怪物难度
        fightdata['chaProfessionType'] = info['resPetId']#角色的角色形象ID
        fightdata['chaIcon'] = info['icon']
        fightdata['chatype'] = info['type']
        fightdata['chaDirection'] = 1#(角色在战斗中的归属阵营)1--(主动方)玩家朝向右,朝向右。2(被动方)--玩家朝向左
        fightdata['chaCurrentHp'] = info['hp']#角色当前血量
        fightdata['chaCurrentPower'] = info['power']#角色的当前能量
        fightdata['chaTotalHp'] = info['MaxHp']#角色的最大血量s
        fightdata['chaTotalPower'] = Character.MAXPOWER#角色的最大能量
        fightdata['chaPos'] = (0,0)#角色的坐标
        fightdata['physicalAttack'] = info['PhyAtt']+info['manualPhyAttack']#角色的物理攻击
        fightdata['magicAttack'] = info['MigAtt']+info['manualMagicAttack']#角色的魔法攻击
        fightdata['physicalDefense'] = info['PhyDef']+info['manualPhyDefense']#角色的物理防御
        fightdata['magicDefense'] = info['MigDef']+info['manualMagicDefense']#角色的魔法防御
        fightdata['speed'] = info['Speed']+info['manualSpeed']#角色的攻速
        fightdata['hitRate'] = info['HitRate']+info['manualHitRate']#角色的命中
        fightdata['critRate'] = info['CriRate']+info['manualCritRate']#角色的当前暴击率
        fightdata['block'] = info['Block']+info['manualBlock']
        fightdata['dodgeRate'] = info['Dodge']+info['manualDodgeRate']#角色的闪避几率
        fightdata['ActiveSkillList'] = self.skill#self.skill#角色的主动攻击技能
        fightdata['ordSkill'] = templateinfo.get('ordSkill')#角色的普通攻击技能
        fightdata['canDoMagicSkill'] = 1#可否释放魔法技能
        fightdata['canDoPhysicalSkill'] = 1#可否释放物理技能
        fightdata['canDoOrdSkill'] = 1#可否进行普通攻击
        fightdata['canBeTreat'] = 1#可否被治疗
        fightdata['canBeAttacked'] = 1#可否被攻击
        fightdata['canDied'] = 1#是否可死亡
        fightdata['skillIDByAttack'] = 0#被攻击的技能的ID 普通攻击为 0
        fightdata['expbound'] = 0#经验奖励
        return fightdata