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")
Exemplo n.º 2
0
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")
Exemplo n.º 3
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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.")
Exemplo n.º 4
0
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_))