Exemplo n.º 1
0
    def max_plunder_times(self):
        char = Char(self.char_id)
        times = VIP_FUNCTION[char.mc.vip].plunder

        ae = ActivityEntry(self.char_id, 40007)
        if not ae or not ae.is_ok():
            return times

        if times > 10:
            return times

        return 10
Exemplo n.º 2
0
    def max_plunder_times(self):
        char = Char(self.char_id)
        times = VIP_FUNCTION[char.mc.vip].plunder

        ae = ActivityEntry(self.char_id, 40007)
        if not ae or not ae.is_ok():
            return times

        if times > 10:
            return times

        return 10
Exemplo n.º 3
0
    def send_prisoners_notify(self):
        ae = ActivityEntry(self.char_id, 40008)
        if ae and ae.is_ok():
            _add_prob = 80
        else:
            _add_prob = 0

        msg = protomsg.PrisonerListNotify()
        for k, v in self.p.prisoners.iteritems():
            p = msg.prisoner.add()
            self._fill_up_prisoner_msg(p, int(k), v.oid, v.prob + _add_prob, v.active)

        publish_to_char(self.char_id, pack_msg(msg))
Exemplo n.º 4
0
        def _get():
            got = False
            prob = self.p.prisoners[str_id].prob + treasures_prob

            ae = ActivityEntry(self.char_id, 40008)
            if ae and ae.is_ok():
                prob += 80

            ae = ActivityEntry(self.char_id, 50005)
            if ae and ae.is_valid():
                _vip = ae.get_current_value(self.char_id)
                if _vip == 4:
                    prob += 30
                elif _vip == 5:
                    prob += 50
                elif _vip == 6:
                    prob += 60
                elif _vip >= 7:
                    prob += 100

            if prob >= random.randint(1, 100):
                # got it
                save_hero(self.char_id, self.p.prisoners[str_id].oid)
                got = True

                self.p.prisoners.pop(str_id)

                msg = protomsg.RemovePrisonerNotify()
                msg.ids.append(_id)
                publish_to_char(self.char_id, pack_msg(msg))
            else:
                self.p.prisoners[str_id].active = False

                msg = protomsg.UpdatePrisonerNotify()
                p = msg.prisoner.add()
                p_obj = self.p.prisoners[str_id]
                self._fill_up_prisoner_msg(p, _id, p_obj.oid, p_obj.prob, p_obj.active)

                publish_to_char(self.char_id, pack_msg(msg))

            self.p.save()
            return got