Exemplo n.º 1
0
def pve_start(red_units, blue_groups, red_skill, red_skill_level, blue_skill, blue_skill_level, f_unit, seed1, seed2, step_infos, level):
    red = []
    blue = []
    for unit in red_units.values():
        red.append(construct_battle_unit(unit))
    for units in blue_groups:
        temp = []
        for unit in units.values():
            temp.append(construct_battle_unit(unit))
        blue.append(lua.table(group=lua.table_from(temp)))

    temp = {}
    for step in step_infos:
        temp[step.step_id] = step.step_type
    print("pve_start steps %s" % temp)
    steps = lua.table_from(temp)

    fight_data = lua.table(
        red = lua.table_from(red),
        blue = lua.table_from(blue),
        hero_unpar = red_skill,
        hero_unpar_level = red_skill_level,
        monster_unpar = blue_skill,
        #blue_skill_level = blue_skill_level,
        friend = construct_battle_unit(f_unit),
        fight_result = False,
        seed1 = seed1,
        seed2 = seed2
    )
    fight_type = const.BATTLE_PVE
    res = pve_func(fight_data, fight_type, steps, level)
    if int(res) == 1:
        return True
    return False
Exemplo n.º 2
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def guild_pvp_start(red_groups, blue_groups, seed1, seed2):
    red = []
    blue = []
    for units in red_groups:
        temp = []
        for unit in units.values():
            temp.append(construct_battle_unit(unit))
        red.append(lua.table(group=lua.table_from(temp)))
    for units in blue_groups:
        temp = []
        for unit in units.values():
            temp.append(construct_battle_unit(unit))
        blue.append(lua.table(group=lua.table_from(temp)))

    fight_data = lua.table(
        red=lua.table_from(red),
        blue=lua.table_from(blue),
        seed1=seed1,
        seed2=seed2,
    )
    fight_type = const.BATTLE_GUILD_ESCORT
    res = pvp_func(fight_data, fight_type, 0)

    if int(res[0]) == 1:
        return True
    return False
Exemplo n.º 3
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def guild_pvp_start(red_groups, blue_groups, seed1, seed2):
    red = []
    blue = []
    for units in red_groups:
        temp = []
        for unit in units.values():
            temp.append(construct_battle_unit(unit))
        red.append(lua.table(group=lua.table_from(temp)))
    for units in blue_groups:
        temp = []
        for unit in units.values():
            temp.append(construct_battle_unit(unit))
        blue.append(lua.table(group=lua.table_from(temp)))

    fight_data = lua.table(
        red = lua.table_from(red),
        blue = lua.table_from(blue),
        seed1 = seed1,
        seed2 = seed2,
    )
    fight_type = const.BATTLE_GUILD_ESCORT
    res = pvp_func(fight_data, fight_type, 0)

    if int(res[0]) == 1:
        return True
    return False
Exemplo n.º 4
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def construct_battle_unit(unit):
    """
    python to table
    """
    # 构造战斗单元
    if not unit:
        return None
    return lua.table(
        no=unit.unit_no,
        quality=unit.quality,
        hp=unit.hp,
        hp_max=unit.hp_max,
        atk=unit.atk,
        physical_def=unit.physical_def,
        magic_def=unit.magic_def,
        hit=unit.hit,
        dodge=unit.dodge,
        cri=unit.cri,
        cri_coeff=unit.cri_coeff,
        cri_ded_coeff=unit.cri_ded_coeff,
        block=unit.block,
        ductility=unit.ductility,
        level=unit.level,
        break_level=unit.break_level,
        is_boss=unit.is_boss,
        #break_skills = unit.break_skills,
        position=unit.position,
        is_break=unit.is_break,
        is_awake=unit.is_awake,
        origin_no=unit.origin_no)
Exemplo n.º 5
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def mine_start(red_units, blue_units, red_unpar_data, blue_unpar_data, seed1,
               seed2, step_infos, level):
    red = []
    blue = []
    for unit in red_units.values():
        red.append(construct_battle_unit(unit))
    for unit in blue_units.values():
        blue.append(construct_battle_unit(unit))
    temp = {}
    for step in step_infos:
        temp[step.step_id] = step.step_type
    print("pve_start steps %s" % temp)
    steps = lua.table_from(temp)

    fight_data = lua.table(
        red=lua.table_from(red),
        blue=lua.table_from(blue),
        unpar_type_id=red_unpar_data.get("unpar_type", 0),
        unpar_other_id=red_unpar_data.get("unpar_other_id", 0),
        unpar_level=red_unpar_data.get("unpar_level", 1),
        unpar_job=red_unpar_data.get("unpar_job", 1),
        blue_skill=blue_unpar_data.get("blue_skill", 0),
        blue_skill_level=blue_unpar_data.get("blue_skill_level", 0),
        seed1=seed1,
        seed2=seed2)
    fight_type = const.BATTLE_MINE_PVE
    #res = pvp_func(fight_data, fight_type)
    #print("pvp_start=====:", res)
    res = pve_func(fight_data, fight_type, steps, level)
    print("pve_func result", res[0], res[1], res[2], res[3], res[4])
    if int(res[0]) == 1:
        return True, res[1], res[2], res[3], res[4]
    return False, res[1], res[2], res[3], res[4]
Exemplo n.º 6
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def world_boss_start(red_units, blue_units, red_unpar_data, blue_unpar_data,
                     debuff_skill_no, damage_rate, seed1, seed2, level):
    red = []
    blue = []
    for unit in red_units.values():
        red.append(construct_battle_unit(unit))
    for unit in blue_units.values():
        blue.append(construct_battle_unit(unit))

    fight_data = lua.table(
        red=lua.table_from(red),
        blue=lua.table_from(blue),
        unpar_type_id=red_unpar_data.get("unpar_type", 0),
        unpar_other_id=red_unpar_data.get("unpar_other_id", 0),
        unpar_level=red_unpar_data.get("unpar_level", 1),
        unpar_job=red_unpar_data.get("unpar_job", 1),
        blue_skill=blue_unpar_data.get("blue_skill", 0),
        blue_skill_level=blue_unpar_data.get("blue_skill_level", 0),
        seed1=seed1,
        seed2=seed2,
        debuff_skill_no=debuff_skill_no,
        damage_rate=damage_rate)
    fight_type = const.BATTLE_PVB
    res = pvp_func(fight_data, fight_type, level)
    print("world_boss_start=====:", res, level)
    if int(res[0]) == 1:
        return {"result": True, "hp_left": res[1]}
    return {"result": False, "hp_left": res[1]}
Exemplo n.º 7
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def mine_start(red_units, blue_units, red_skill, red_skill_level, blue_skill, blue_skill_level, seed1, seed2, step_infos, level):
    red = []
    blue = []
    for unit in red_units.values():
        red.append(construct_battle_unit(unit))
    for unit in blue_units.values():
        blue.append(construct_battle_unit(unit))
    temp = {}
    for step in step_infos:
        temp[step.step_id] = step.step_type
    print("pve_start steps %s" % temp)
    steps = lua.table_from(temp)

    fight_data = lua.table(
        red = lua.table_from(red),
        blue = lua.table_from(blue),
        red_best_skill_id = red_skill,
        red_best_skill_level = red_skill_level,
        blue_best_skill_id = blue_skill,
        blue_best_skill_level = blue_skill_level,
        seed1 = seed1,
        seed2 = seed2
    )
    fight_type = const.BATTLE_MINE_PVE
    res = pvp_func(fight_data, fight_type)
    print("pvp_start=====:", res)
    res = pve_func(fight_data, fight_type, steps, level)
    if int(res) == 1:
        return True
    return False
Exemplo n.º 8
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def hjqy_start(red_units,  blue_units, red_skill, red_skill_level, blue_skill, blue_skill_level, attack_type, seed1, seed2, level):
    red = []
    blue = []
    for unit in red_units.values():
        red.append(construct_battle_unit(unit))
    for unit in blue_units.values():
        blue.append(construct_battle_unit(unit))

    fight_data = lua.table(
        red = lua.table_from(red),
        blue = lua.table_from(blue),
        red_skill = red_skill,
        red_skill_level = red_skill_level,
        blue_skill = blue_skill,
        blue_skill_level = blue_skill_level,
        seed1 = seed1,
        seed2 = seed2,
        attack_type = attack_type
    )
    fight_type = const.BATTLE_HJQY
    res = pvp_func(fight_data, fight_type, level)
    print("hjqy_start=====:", res, level, blue_units.keys())
    for k, v in blue_units.items():
        if k not in res[2]:
            del blue_units[k]
        else:
            blue_units[k].hp = res[2][k].hp

    if int(res[0]) == 1:
        return True
    return False
Exemplo n.º 9
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def pvp_start(red_units, blue_units, red_unpar_data, blue_unpar_data, seed1,
              seed2, level):
    red = []
    blue = []
    for unit in red_units.values():
        red.append(construct_battle_unit(unit))
    for unit in blue_units.values():
        blue.append(construct_battle_unit(unit))

    fight_data = lua.table(
        red=lua.table_from(red),
        blue=lua.table_from(blue),
        unpar_type_id=red_unpar_data.get("unpar_type", 0),
        unpar_other_id=red_unpar_data.get("unpar_other_id", 0),
        unpar_level=red_unpar_data.get("unpar_level", 1),
        unpar_job=red_unpar_data.get("unpar_job", 1),
        blue_skill=blue_unpar_data.get("blue_skill", 0),
        blue_skill_level=blue_unpar_data.get("blue_skill_level", 0),
        fight_result=False,
        seed1=seed1,
        seed2=seed2)
    fight_type = const.BATTLE_PVP
    res = pvp_func(fight_data, fight_type, level)
    print("pvp_start=====:", res)
    if int(res[0]) == 1:
        return True
    return False
Exemplo n.º 10
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def guild_boss_start(red_units, blue_units, red_unpar_data, blue_unpar_data,
                     seed1, seed2):
    red = []
    blue = []
    for unit in red_units.values():
        red.append(construct_battle_unit(unit))
    for unit in blue_units.values():
        blue.append(construct_battle_unit(unit))

    fight_data = lua.table(
        red=lua.table_from(red),
        blue=lua.table_from(blue),
        unpar_type_id=red_unpar_data.get("unpar_type", 0),
        unpar_other_id=red_unpar_data.get("unpar_other_id", 0),
        unpar_level=red_unpar_data.get("unpar_level", 1),
        unpar_job=red_unpar_data.get("unpar_job", 1),
        blue_skill=blue_unpar_data.get("blue_skill", 0),
        blue_skill_level=blue_unpar_data.get("blue_skill_level", 0),
        fight_result=False,
        seed1=seed1,
        seed2=seed2)
    fight_type = const.BATTLE_GUILD_BOSS
    res = pvp_func(fight_data, fight_type, 0)
    print("guild_boss_start=====:", res, blue_units.keys())
    for k, v in blue_units.items():
        if k not in res[2]:
            del blue_units[k]
        else:
            blue_units[k].hp = res[2][k].hp

    if int(res[0]) == 1:
        return True
    return False
Exemplo n.º 11
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def guild_boss_start(red_units, blue_units, red_unpar_data, blue_unpar_data, seed1, seed2):
    red = []
    blue = []
    for unit in red_units.values():
        red.append(construct_battle_unit(unit))
    for unit in blue_units.values():
        blue.append(construct_battle_unit(unit))

    fight_data = lua.table(
        red = lua.table_from(red),
        blue = lua.table_from(blue),
        unpar_type_id = red_unpar_data.get("unpar_type", 0),
        unpar_other_id = red_unpar_data.get("unpar_other_id", 0),
        unpar_level = red_unpar_data.get("unpar_level", 1),
        unpar_job = red_unpar_data.get("unpar_job", 1),
        blue_skill = blue_unpar_data.get("blue_skill", 0),
        blue_skill_level = blue_unpar_data.get("blue_skill_level", 0),
        fight_result = False,
        seed1 = seed1,
        seed2 = seed2
    )
    fight_type = const.BATTLE_GUILD_BOSS
    res = pvp_func(fight_data, fight_type, 0)
    print("guild_boss_start=====:", res, blue_units.keys())
    for k, v in blue_units.items():
        if k not in res[2]:
            del blue_units[k]
        else:
            blue_units[k].hp = res[2][k].hp

    if int(res[0]) == 1:
        return True
    return False
Exemplo n.º 12
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def construct_battle_unit(unit):
    """
    python to table
    """
    # 构造战斗单元
    if not unit:
        return None
    return lua.table(
        no = unit.unit_no,
        quality = unit.quality,

        hp = unit.hp,
        hp_max = unit.hp_max,
        atk = unit.atk,
        physical_def = unit.physical_def,
        magic_def = unit.magic_def,
        hit = unit.hit,
        dodge = unit.dodge,
        cri = unit.cri,
        cri_coeff = unit.cri_coeff,
        cri_ded_coeff = unit.cri_ded_coeff,
        block = unit.block,
        ductility = unit.ductility,

        level = unit.level,
        break_level = unit.break_level,

        is_boss = unit.is_boss,
        #break_skills = unit.break_skills,
        position = unit.position,

        is_break = unit.is_break,
        is_awake = unit.is_awake,
        origin_no = unit.origin_no
    )
Exemplo n.º 13
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def pvp_start(red_units, blue_units, red_skill, red_skill_level, blue_skill, blue_skill_level, seed1, seed2, level):
    red = []
    blue = []
    for unit in red_units.values():
        red.append(construct_battle_unit(unit))
    for unit in blue_units.values():
        blue.append(construct_battle_unit(unit))

    fight_data = lua.table(
        red = lua.table_from(red),
        blue = lua.table_from(blue),
        red_skill = red_skill,
        red_skill_level = red_skill_level,
        blue_skill = blue_skill,
        blue_skill_level = blue_skill_level,
        fight_result = False,
        seed1 = seed1,
        seed2 = seed2
    )
    fight_type = const.BATTLE_PVP
    res = pvp_func(fight_data, fight_type, level)
    print("pvp_start=====:", res)
    if int(res[0]) == 1:
        return True
    return False
Exemplo n.º 14
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def mine_start(red_units, blue_units, red_unpar_data, blue_unpar_data, seed1, seed2, step_infos, level):
    red = []
    blue = []
    for unit in red_units.values():
        red.append(construct_battle_unit(unit))
    for unit in blue_units.values():
        blue.append(construct_battle_unit(unit))
    temp = {}
    for step in step_infos:
        temp[step.step_id] = step.step_type
    print("pve_start steps %s" % temp)
    steps = lua.table_from(temp)

    fight_data = lua.table(
        red = lua.table_from(red),
        blue = lua.table_from(blue),
        unpar_type_id = red_unpar_data.get("unpar_type", 0),
        unpar_other_id = red_unpar_data.get("unpar_other_id", 0),
        unpar_level = red_unpar_data.get("unpar_level", 1),
        unpar_job = red_unpar_data.get("unpar_job", 1),
        blue_skill = blue_unpar_data.get("blue_skill", 0),
        blue_skill_level = blue_unpar_data.get("blue_skill_level", 0),
        seed1 = seed1,
        seed2 = seed2
    )
    fight_type = const.BATTLE_MINE_PVE
    #res = pvp_func(fight_data, fight_type)
    #print("pvp_start=====:", res)
    res = pve_func(fight_data, fight_type, steps, level)
    print("pve_func result", res[0], res[1], res[2], res[3], res[4])
    if int(res[0]) == 1:
        return True, res[1], res[2], res[3], res[4]
    return False, res[1], res[2], res[3], res[4]
Exemplo n.º 15
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def mine_pvp_start(red_units, blue_units, red_unpar_data, blue_unpar_data, seed1, seed2, level):
    red = []
    blue = []
    for unit in red_units.values():
        red.append(construct_battle_unit(unit))
    for unit in blue_units.values():
        blue.append(construct_battle_unit(unit))

    fight_data = lua.table(
        red = lua.table_from(red),
        blue = lua.table_from(blue),
        unpar_type_id = red_unpar_data.get("unpar_type", 0),
        unpar_other_id = red_unpar_data.get("unpar_other_id", 0),
        unpar_level = red_unpar_data.get("unpar_level", 1),
        unpar_job = red_unpar_data.get("unpar_job", 1),
        blue_skill = blue_unpar_data.get("blue_skill", 0),
        blue_skill_level = blue_unpar_data.get("blue_skill_level", 0),
        seed1 = seed1,
        seed2 = seed2
    )
    fight_type = const.BATTLE_MINE_PVP
    res = pvp_func(fight_data, fight_type, level)
    print("pvp_start=====:", res)
    if int(res[0]) == 1:
        return True
    return False
Exemplo n.º 16
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def world_boss_start(red_units,  blue_units, red_unpar_data, blue_unpar_data, debuff_skill_no, damage_rate, seed1, seed2, level):
    red = []
    blue = []
    for unit in red_units.values():
        red.append(construct_battle_unit(unit))
    for unit in blue_units.values():
        blue.append(construct_battle_unit(unit))

    fight_data = lua.table(
        red = lua.table_from(red),
        blue = lua.table_from(blue),
        unpar_type_id = red_unpar_data.get("unpar_type", 0),
        unpar_other_id = red_unpar_data.get("unpar_other_id", 0),
        unpar_level = red_unpar_data.get("unpar_level", 1),
        unpar_job = red_unpar_data.get("unpar_job", 1),
        blue_skill = blue_unpar_data.get("blue_skill", 0),
        blue_skill_level = blue_unpar_data.get("blue_skill_level", 0),
        seed1 = seed1,
        seed2 = seed2,
        debuff_skill_no = debuff_skill_no,
        damage_rate= damage_rate
    )
    fight_type = const.BATTLE_PVB
    res = pvp_func(fight_data, fight_type, level)
    print("world_boss_start=====:", res, level)
    if int(res[0]) == 1:
        return {"result":True, "hp_left":res[1]}
    return {"result":False, "hp_left":res[1]}
Exemplo n.º 17
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def pve_start(red_units, blue_groups, red_unpar_data, blue_unpar_data, f_unit, seed1, seed2, step_infos, level):
    red = []
    blue = []
    for unit in red_units.values():
        red.append(construct_battle_unit(unit))
    for units in blue_groups:
        temp = []
        for unit in units.values():
            temp.append(construct_battle_unit(unit))
        blue.append(lua.table(group=lua.table_from(temp)))

    temp = {}
    for step in step_infos:
        temp[step.step_id] = step.step_type
    print("pve_start steps %s" % temp)
    steps = lua.table_from(temp)

    fight_data = lua.table(
        red = lua.table_from(red),
        blue = lua.table_from(blue),
        unpar_type_id = red_unpar_data.get("unpar_type", 0),
        unpar_other_id = red_unpar_data.get("unpar_other_id", 0),
        unpar_level = red_unpar_data.get("unpar_level", 1),
        unpar_job = red_unpar_data.get("unpar_job", 1),
        monster_unpar = blue_unpar_data.get("blue_skill", 0),
        blue_skill_level = blue_unpar_data.get("blue_skill_level", 0),
        friend = construct_battle_unit(f_unit),
        fight_result = False,
        seed1 = seed1,
        seed2 = seed2
    )
    fight_type = const.BATTLE_PVE
    res = pve_func(fight_data, fight_type, steps, level)
    print("pve_func result", res[0], res[1], res[2], res[3], res[4])

    round_to_kill_num = {}
    for k in range(1, len(res[4])+1):
        round_to_kill_num[k] = res[4][k]
        print("round, kill units num", k, res[4][k])


    if int(res[0]) == 1:
        return True, res[1], res[2], res[3], round_to_kill_num
    return False, res[1], res[2], res[3], round_to_kill_num
Exemplo n.º 18
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def pve_start(red_units, blue_groups, red_unpar_data, blue_unpar_data, f_unit,
              seed1, seed2, step_infos, level):
    red = []
    blue = []
    for unit in red_units.values():
        red.append(construct_battle_unit(unit))
    for units in blue_groups:
        temp = []
        for unit in units.values():
            temp.append(construct_battle_unit(unit))
        blue.append(lua.table(group=lua.table_from(temp)))

    temp = {}
    for step in step_infos:
        temp[step.step_id] = step.step_type
    print("pve_start steps %s" % temp)
    steps = lua.table_from(temp)

    fight_data = lua.table(
        red=lua.table_from(red),
        blue=lua.table_from(blue),
        unpar_type_id=red_unpar_data.get("unpar_type", 0),
        unpar_other_id=red_unpar_data.get("unpar_other_id", 0),
        unpar_level=red_unpar_data.get("unpar_level", 1),
        unpar_job=red_unpar_data.get("unpar_job", 1),
        monster_unpar=blue_unpar_data.get("blue_skill", 0),
        blue_skill_level=blue_unpar_data.get("blue_skill_level", 0),
        friend=construct_battle_unit(f_unit),
        fight_result=False,
        seed1=seed1,
        seed2=seed2)
    fight_type = const.BATTLE_PVE
    res = pve_func(fight_data, fight_type, steps, level)
    print("pve_func result", res[0], res[1], res[2], res[3], res[4])

    round_to_kill_num = {}
    for k in range(1, len(res[4]) + 1):
        round_to_kill_num[k] = res[4][k]
        print("round, kill units num", k, res[4][k])

    if int(res[0]) == 1:
        return True, res[1], res[2], res[3], round_to_kill_num
    return False, res[1], res[2], res[3], round_to_kill_num