Exemplo n.º 1
0
def trigger_event(p):
    if p.trigger_packs_flag:
        return 0
    prob = 0
    triggers = get_config(TriggerAfterFbConfig)
    for tg in triggers:
        if p.trigger_event_sp >= tg.sp:
            prob = tg.trigger_event_prob
        else:
            break
    if not guess(prob):
        return 0
    configs = {
        k: v
        for k, v in get_config(TriggerEventConfig).items()
        if p.level >= v.open_level
    }
    if not configs:
        return 0
    logger.debug("trigger_event_sp: %r", p.trigger_event_sp)
    logger.debug("trigger event prob: %r", prob)
    ID = weighted_random2([[k, v.prob] for k, v in configs.items()])
    config = configs[ID]
    logger.debug("%r", config)
    if config.event_type == EventType.Fb:
        logger.debug("EventType.Fb")
        if p.is_pets_full():
            logger.debug("pet full")
            return 0
    elif config.event_type == EventType.Chest:
        logger.debug("EventType.Chest")
    elif config.event_type == EventType.Chests:
        logger.debug("EventType.Chests")
        p.trigger_chests.clear()
    elif config.event_type == EventType.Store:
        logger.debug("EventType.Store")
    elif config.event_type == EventType.Task:
        logger.debug("EventType.Task")
        taskID = config.event_param
        if taskID in p.trigger_tasks:
            tasks = {}
            for k, v in configs.items():
                if v.event_type == EventType.Task:
                    tasks[k, v.event_param] = v.prob
            while tasks:
                ID, taskID = weighted_random2(tasks.items())
                if taskID not in p.trigger_tasks:
                    break
                del tasks[ID, taskID]
        if taskID in p.trigger_tasks:  # 已经存在的任务,那么就不触发了
            return 0
        p.trigger_tasks.add(taskID)
    p.trigger_event_sp = 0
    p.trigger_event = ID
    p.save()
    p.sync()
    return config.event_type
Exemplo n.º 2
0
def enchant_equip(p, equipID, locks=None, ex=False):
    if not locks:
        locks = []
    equip = p.equips[equipID]
    info = get_config(NewEquipConfig).get(equip.prototypeID)
    if not info:
        return
    advance_config = get_config(EquipAdvanceConfig).get(equip.step)
    if not advance_config:
        return
    configs = get_config(EnchantByQualityConfig)
    group = configs.get(advance_config.color)
    if not group:
        return
    if ex:
        prob = "gold_prob"
    else:
        prob = "prob"
    for index in range(equip.slugs):
        if index in locks:
            try:
                attr = equip.enchants[index]
            except IndexError:
                attr = info.enchID
        else:
            attr = weighted_random2([[i.ID, getattr(i, prob)] for i in group])
        try:
            equip.enchants[index] = attr
        except IndexError:
            equip.enchants.append(attr)
    update_ranking_equip(p, equip)
    from task.manager import on_enhant_equip
    on_enhant_equip(p)
    equip.save()
    equip.sync()
Exemplo n.º 3
0
 def ambition_up(self, msgtype, body):
     p = self.player
     req = poem_pb.AmbitionUpRequest()
     req.ParseFromString(body)
     if not req.type:
         configs = get_config(AmbitionConfig)
         level = p.level
         ambition = str(p.ambition) or ''
         attr = "ambition"
     else:
         configs = get_config(VipAmbitionConfig)
         level = p.vip
         ambition = str(p.vip_ambition) or ''
         attr = "vip_ambition"
     index = req.index or 0
     config = configs.get(index + 1)
     if not config:
         return fail_msg(msgtype, reason="没有下一个了")
     if level < config.level:
         return fail_msg(msgtype, reason="等级不足")
     random_configs = get_config(RandomAmbitionConfig)
     if req.use_gold:
         c = weighted_random2([[
             i.step, i.golden_pro] for i in random_configs.values()])
         cost = {"gold": get_cons_value("AmbitionGoldUpCost")}
     else:
         c = weighted_random2([[
             i.step, i.pro] for i in random_configs.values()])
         cost = {"soul": get_cons_value("AmbitionUpCost")}
     if c not in random_configs:
         return fail_msg(msgtype, msgTips.FAIL_MSG_INVALID_REQUEST)
     try:
         ll = list(ambition)
         ll[index] = str(c)
         ambition = ''.join(ll)
     except IndexError:
         return fail_msg(msgtype, msgTips.FAIL_MSG_INVALID_REQUEST)
     apply_reward(p, {}, cost, type=RewardType.AmbitionUp)
     setattr(p, attr, ambition)
     if c >= 5:
         p.ambition_count += 1
     from task.manager import on_ambition
     on_ambition(p)
     p.save()
     p.sync()
     return success_msg(msgtype, "")
Exemplo n.º 4
0
def loot_refresh_targets(player):
    targets = []
    configs = get_config(LootConfig)
    best = max([cs.type for cs in configs])
    has_best = False
    length = len(configs)
    for i in range(length):
        if has_best:  # 最高品质只出一个
            c = weighted_random2([(c, c.prob) for c in configs
                                  if c.type != best])
        else:
            c = weighted_random2([(c, c.prob) for c in configs])
            if c.type == best:
                player.loot_reset_crit_count = 0
                has_best = True
        targets.append({"type": c.type, "count": random.randint(c.min, c.max)})
    # 最高品质必须在最中间
    mid = length / 2
    for index, target in enumerate(targets):
        if target["type"] == best:
            if index != mid:  # 不在中间则交换位置
                targets[index], targets[mid] = targets[mid], targets[index]
            break
    if player.loot_reset_crit_count and player.loot_reset_crit_count % 5 == 0:
        # 刷新设保底,每刷5次必定出一个最高品质,刷到最高品质重新计算
        if targets[mid]["type"] != best:
            cc = configs[-1]
            targets[mid] = {
                "type": cc.type,
                "count": random.randint(cc.min, cc.max)
            }
            player.loot_reset_crit_count = 0
    lv = player.level
    kmap = {1: 0.7, 2: 0.8, 3: 0.9}
    base = 4 * lv * (62 + 0.0045 * lv * lv + 0.18 * lv)
    for target in targets:
        curr = kmap[target['type']] * base
        pmin = curr * 0.92 - 88
        pmax = curr * 1.08 + 88
        power = random.randint(int(pmin), int(pmax))
        target['power'] = power
    player.loot_targets_cache = targets
    player.loot_reset_crit_count += 1
    player.save()
    player.sync()
    return targets
Exemplo n.º 5
0
def trigger_friendfb(p):
    if p.trigger_packs_flag:
        return None
    now = datetime.now()
    ts = time.mktime(now.timetuple())
    if not p.friendfb_remain_count:
        return None
    lconfig = get_config(LevelupConfig).get(p.level)
    if not lconfig or not lconfig.friendfb:
        return None
    if now.hour > 23 or now.hour < 9:
        return None
    last = p.friendfb_last_trigger_time
    # 同一时间只存在一个秘境副本
    if last and ts < last + FRIENDFB_INTERVAL:
        return None
    if not p.friendfb_triggered_count:
        prob = 1
    else:
        prob = 0
        triggers = get_config(TriggerAfterFbConfig)
        for tg in triggers:
            if p.friend_total_sp >= tg.sp:
                prob = tg.friendfb_prob
            else:
                break
    if not guess(prob):
        return None
    configs = get_config(FriendfbConfig)
    samples = []
    ffs_by_level = None
    ffs_by_levels = get_config(FriendfbByLevelConfig)
    for k in sorted(ffs_by_levels):
        if p.level >= k:
            ffs_by_level = ffs_by_levels[k]
    if not ffs_by_level:
        ffs_by_level = ffs_by_levels[min(ffs_by_levels)]
    for ff in ffs_by_level:
        if p.friendfb_last_trigger_fbID and \
                p.friendfb_last_trigger_fbID == ff.fbID:
            continue
        ff = configs[ff.fbID]
        samples.append([ff.fbID, ff.prob])
    assert samples, "impossible"
    fbID = weighted_random2(samples)
    info = get_config(FriendfbConfig)[fbID]
    friendfb = create_friendfb(p, info.fbID)
    p.friendfb_list.add(friendfb['friendfbID'])
    p.friend_total_sp = 0
    p.friendfb_last_trigger_time = ts
    p.friendfb_last_trigger_fbID = fbID
    p.friendfb_triggered_count += 1
    p.save()
    p.sync()
    return friendfb
Exemplo n.º 6
0
def visit(p, count):
    gain = {}
    cost = {}
    configs = get_config(VisitConfig)
    incr_groups = get_config(VisitIncrByGroupConfig)
    choices = []
    campaign = g_campaignManager.visit_campaign
    campaign_opened = campaign.is_open()
    luck = {}
    for i in range(count):
        weighted_samples = []
        rewards = None
        for k, config in configs.items():
            if config.flag and campaign_opened:
                current = campaign.get_current()
                incr_configs = incr_groups.get(current.reward_group)
                VISIT_COUNT = incr_visit_flag()
                for incr_config in incr_configs:
                    if VISIT_COUNT % incr_config.count == 0:
                        choice = incr_config
                        reward = open_reward(RewardType.Visit, choice.drop)
                        rewards = reward.apply_after()
                        combine_reward(rewards, {}, data=luck)
                        break
                if rewards:
                    break
            else:
                weighted_samples.append([config, config.prob])
        if not rewards:
            choice = weighted_random2(weighted_samples)
            rewards = choice.rewards
            choices.append(choice.id)
        gain_pious = {"pious": 1}
        gain = combine_reward(rewards, gain_pious, data=gain)
    if p.visit_free_rest_count < count:
        count = count - p.visit_free_rest_count
        if p.dream:
            cost["dream"] = min(p.dream, count)
            count -= cost["dream"]
        if count:
            cost["gold"] = p.visit_cost * count
    return gain, cost, choices, luck
Exemplo n.º 7
0
def refresh_faction_task(p):
    configs = get_config(FactionTaskConfig)
    infos = get_config(TaskConfig)
    samples = []
    for taskID, c in configs.items():
        task = infos.get(taskID)
        if not task:
            continue
        if p.level < task.openlevel:
            continue
        if task.openfb:
            for f in task.openfb:
                if f not in p.fbscores:
                    continue
        samples.append([taskID, c.prob])
    # samples = [[k, v.prob] for k, v in configs.items()]
    taskID = weighted_random2(samples)
    p.faction_taskID = taskID
    p.save()
    p.sync()
Exemplo n.º 8
0
Arquivo: tap.py Projeto: kimch2/x8623
def next_monster(p):
    rest_prob = 100
    monsters = get_config(TapMonsterConfig)
    rushers = []
    for k, v in monsters.items():
        if v.prob:
            rushers.append([k, v.prob])
            rest_prob -= v.prob
    rushers.append([None, rest_prob])
    rusher = weighted_random2(rushers)
    if rusher:
        # 乱入
        p.tap_monster = rusher
    else:
        loops = get_config(TapLoopConfig)
        # 取当前循环到的关卡
        loop = loops[p.tap_loop_count % len(loops) + 1]
        p.tap_monster = weighted_random3(loop.monsters, loop.probs)
        p.tap_loop_count += 1
    p.tap_hurts_index = 0
    monster = monsters[p.tap_monster]
    p.tap_hurts = get_hurts(monster)
    return monster
Exemplo n.º 9
0
def fbHandler(reward, player, fbID, isfirst, rsp):
    from config.configs import FbInfoConfig
    from config.configs import SceneInfoConfig
    from config.configs import RandomMonsterConfig
    from config.configs import PetConfig
    from config.configs import FbDropConfig
    from scene.manager import get_monster_groups
    from scene.constants import FbType
    from campaign.manager import g_campaignManager
    monsters = get_monster_groups(fbID)
    sumsoul = 0
    summoney = 0
    petinfos = get_config(PetConfig)
    randomms = get_config(RandomMonsterConfig)
    config = get_config(FbInfoConfig)[fbID]
    scene = get_config(SceneInfoConfig)[config.sceneID]
    rewards = {}
    drop_fields = ('itemfirst_id', 'itemdrops_id', 'exp_reward',
                   'monster_drop', 'gold_reward')
    for i in drop_fields:
        rewards[i] = getattr(config, i)
    # 怪物掉落
    droped_pets_count = 0  # 已经掉落葫芦数
    layer_count = len(monsters.items())

    mulriple = 1  # 倍数
    if g_campaignManager.fb_drop_campaign.is_open():
        cfg = g_campaignManager.fb_drop_campaign.get_current()
        kind = (scene.type, scene.subtype)
        flag = g_campaignManager.fb_drop_campaign.kind.get(kind, None)
        if flag and flag & cfg.group > 0:
            mulriple = cfg.reward_group

    for layer, group in monsters.items():
        monster_count = len(group)
        for monsterindex, (monsterlevel, monsterID) in group.items():
            if monsterID < 0:  # 负数代表需要随机
                sample = randomms[monsterID]
                monsterID = weighted_random3(
                    sample.monsters + [None],
                    sample.weights + [BASENUMBER - sum(sample.weights)])
                if not monsterID:  # 可能不出现
                    continue
                rsp.replaces.append(monsterID)
            monster = petinfos[monsterID]
            drop = rsp.drops.add(index=monsterindex, layer=layer)
            # 必掉
            # 金币 = sqrt(level)*coinUp/4+50
            # 水晶 = sqrt(level)*expUp/7+30
            money = monster.coinUp
            soul = monster.expUp
            # money = int(
            #     math.sqrt(monsterlevel) * monster.coinUp / float(4) + 50)
            # soul = int(
            #     math.sqrt(monsterlevel) * monster.expUp / float(7) + 30)
            drop.must.add(type=RewardItemType.Money, count=money)
            drop.must.add(type=RewardItemType.Soul, count=soul)
            summoney += money
            sumsoul += soul

            # boss
            if layer == layer_count and monsterindex == monster_count:
                alter_flag = False
                if isfirst:
                    droppack = 0
                else:
                    droppack = config.boss_drop
            else:
                if monster.dtype == 0:
                    # 从关卡配置中读取怪物掉落
                    droppack = rewards['monster_drop']
                else:
                    # 从怪物表本身读取怪物掉落
                    droppack = monster.droppack
                alter_flag = True
            # 可能掉
            # print monster.name
            # print 'dtype', monster.dtype
            # print 'droppack', droppack
            if droppack:
                pets = zip(
                    filter(lambda s: s,
                           [monster.drop1, monster.drop2, monster.drop3]),
                    [monster.num1, monster.num2, monster.num3])
                if alter_flag:
                    if pets:
                        petID = weighted_random2(pets)
                    else:
                        petID = None
                    matID = monster.drop_piece
                else:
                    petID = None
                    matID = None
                if droped_pets_count >= 4:  # 留一个位置给最后一波
                    if layer == layer_count:
                        skip_pet = (droped_pets_count >= 10)
                    else:
                        skip_pet = True
                else:
                    skip_pet = False  # not petID
                compute(droppack,
                        reward,
                        itemID=petID,
                        matID=matID,
                        skip_pet=skip_pet)
                if reward.computedDropPacks:
                    # 多倍掉落
                    if mulriple > 1:
                        for k, v in reward.computedDropPacks.items():
                            if isinstance(v, int):
                                reward.computedDropPacks[k] = v * mulriple
                                reward.attrReward[k] = v * mulriple
                            elif isinstance(v, (list, tuple)):
                                # computedDropPacks 并不是最终给的,所以要应用到 reward 上
                                reward.computedDropPacks[k] = [[
                                    item, count * mulriple
                                ] for (item, count) in v]
                                items = getattr(reward, k)
                                for (item,
                                     count) in reward.computedDropPacks[k]:
                                    for repl in items:
                                        if repl[0] == item:
                                            repl[1] += (mulriple - 1)
                    drop.maybe = build_reward(reward.computedDropPacks)
                    for m in drop.maybe:
                        if m.type in (RewardItemType.Pet, RewardItemType.Mat,
                                      RewardItemType.Equip):
                            droped_pets_count += 1
                    reward.clean_compute_droppacks()
    if summoney:
        reward.attrReward['money'] = reward.attrReward.setdefault('money',
                                                                  0) + summoney
    # reward.attrReward['exp'] = reward.attrReward.setdefault('exp', 0)
    if sumsoul:
        reward.attrReward['soul'] = reward.attrReward.setdefault('soul',
                                                                 0) + sumsoul
    fb_exp = int(rewards['exp_reward'])
    if fb_exp:
        reward.attrReward['exp'] = reward.attrReward.setdefault('exp',
                                                                0) + fb_exp
        rsp.rewards.add(type=RewardItemType.EXP, count=fb_exp)
    fb_gold = int(rewards['gold_reward'])
    if g_campaignManager.gold_campaign.is_open() and fb_gold:
        reward.attrReward['gold'] = reward.attrReward.setdefault('gold',
                                                                 0) + fb_gold
        rsp.rewards.add(type=RewardItemType.Gold, count=fb_gold)
    campaign_drop = 0
    if config.type == FbType.Normal:
        if g_campaignManager.normal_fb_campaign.is_open():
            current = g_campaignManager.normal_fb_campaign.get_current()
            if current:
                campaign_drop = current.group
    elif config.type == FbType.Advanced:
        current = g_campaignManager.advanced_fb_campaign.get_current()
        if current:
            campaign_drop = current.group
    if campaign_drop:
        compute(campaign_drop, reward)
        for each in build_reward(reward.computedDropPacks, cls=dict):
            rsp.rewards.add(**each)
        reward.clean_compute_droppacks()
    # 关卡奖励
    if isfirst:  # 首通关卡
        reward.clean_compute_droppacks()
        # # 场景首通
        # if all(
        #         map(lambda s: s in player.fbscores or s == fbID, scene.fbs)):
        #     # 是否该场景全通
        #     if scene.drop:
        #         compute(scene.drop, reward)
        #     rsp.first = build_reward(reward.computedDropPacks)
        if rewards['itemfirst_id']:  # 关卡首通
            compute(rewards['itemfirst_id'], reward)
    else:
        if rewards['itemdrops_id']:
            # 多倍掉落
            reward.dropPacks = [[rewards['itemdrops_id'], mulriple]]
    # 假概率掉落
    config = get_config(FbDropConfig).get(fbID)
    if config:
        totalCount = player.fbscores.get(fbID, {}).get("totalCount", 0)
        index = totalCount % len(config.probs)
        prob = config.probs[index]
        if guess(prob):
            # 多倍掉落
            reward.dropPacks.append([config.drop, mulriple])
    return reward
Exemplo n.º 10
0
def step_mazes(p, attr, incr, count):
    mazes = get_config(MazeConfig)
    maze_step_count = p.maze_step_count
    results = []
    while count > 0:
        remain = time.time() + 3600
        data = {}
        config = mazes[maze_step_count % len(mazes)]
        append = False  # 是否加入事件组
        attr["money_rest_pool"] = min(
            attr.get("money_rest_pool", p.money_rest_pool) +
            get_cons_value("MazeMustDropMoney"), p.money_most_pool)
        attr["maze_rest_count"] = attr.get("maze_rest_count",
                                           p.maze_rest_count)
        data["attr"] = attr
        data["incr"] = incr
        if config.type == MazeEventType.DoubleMoney:
            v = int(
                attr.get("money_rest_pool", p.money_rest_pool) * config.argv)
            v = max(min(v, p.money_most_pool), 0)
            attr["money_rest_pool"] = v
        elif config.type == MazeEventType.AddMoney:
            v = int(
                attr.get("money_rest_pool", p.money_rest_pool) + config.argv)
            v = max(min(v, p.money_most_pool), 0)
            attr["money_rest_pool"] = v
        elif config.type == MazeEventType.DoubleCount:
            origin = attr.get("maze_rest_count", p.maze_rest_count)
            v = int(origin * config.argv)
            v = max(v, 0)
            if v > origin:
                attr["maze_rest_count"] = origin
                incr["maze_rest_count"] = incr.get("maze_rest_count",
                                                   0) + v - origin
            else:
                attr["maze_rest_count"] = v
        elif config.type == MazeEventType.AddCount:
            origin = attr.get("maze_rest_count", p.maze_rest_count)
            v = int(origin + config.argv)
            v = max(v, 0)
            if v > origin:
                attr["maze_rest_count"] = origin
                incr["maze_rest_count"] = incr.get("maze_rest_count",
                                                   0) + v - origin
            else:
                attr["maze_rest_count"] = v
        elif config.type == MazeEventType.Drop:
            data.update({"drop": int(config.argv)})
        elif config.type == MazeEventType.Shop:
            if config.argv == MallType.Silver:
                attr["mall_silver_open_remain"] = remain
            elif config.argv == MallType.Golden:
                attr["mall_golden_open_remain"] = remain
            data.update({"argv": int(config.argv)})
            append = True
        elif config.type == MazeEventType.Case:
            weights = []
            for each in get_config(MazeCaseConfig):
                if p.level >= each.level:
                    weights.append([each.drop, each.prob])
                else:
                    break
            drop = weighted_random2(weights)
            data.update({"argv": int(drop)})
            append = True
        elif config.type == MazeEventType.Boss:
            weights = []
            for each in get_config(MazeBossConfig):
                if p.level >= each.level:
                    weights.append([each.boss, each.prob])
                else:
                    break
            boss = weighted_random2(weights)
            data.update({"argv": int(boss)})
            append = True
        elif config.type == MazeEventType.Noop:
            pass
        else:
            break
        result = {
            "type": config.type,
            "time": remain,
            "append": append,
        }
        result.update(**data)
        result.setdefault("argv", config.argv)
        results.append(result)
        attr["maze_rest_count"] = max(attr["maze_rest_count"] - 1, 0)
        maze_step_count += 1
        if "maze_rest_count" in attr and attr["maze_rest_count"] == 0:
            break
        if attr["money_rest_pool"] >= p.money_most_pool:
            break
        count -= 1
    return results
Exemplo n.º 11
0
 def lottery(self, msgtype, body):
     req = poem_pb.LotteryRequest()
     req.ParseFromString(body)
     p = self.player
     from entity.manager import save_guide
     save_guide(p, req.guide_type)  # 保存新手引导进度
     logger.debug("req: {}".format(req))
     LOTTERY_ID2TYPE = {
         LotteryType.Lottery1: ("A", "ball", 1),
         LotteryType.Lottery2: ("B", "ball", 10),
         LotteryType.Lottery3: ("C", "gold", 1),
         LotteryType.Lottery4: ("D", "gold", 10),
     }
     kind_cfg = get_config(LotteryFunctionConfig)[req.type]
     if req.type not in LOTTERY_ID2TYPE:
         return fail_msg(msgtype, reason="类型不对")
     if p.level < kind_cfg.level:
         return fail_msg(msgtype, reason="等级不足")
     kind, cost_type, cost_count = LOTTERY_ID2TYPE[req.type]
     cost = kind_cfg.Price
     if req.type == LotteryType.Lottery2:
         if p.ball < 10:
             cost_count = p.ball
             cost = p.ball
     now = time.time()
     loterry_hero_count = getattr(
         p, "loterry_hero_count_{}".format(kind))
     loterry_hero_gold_first = getattr(
         p, "loterry_hero_gold_first_{}".format(kind))
     loterry_hero_used_free_count = getattr(
         p, "loterry_hero_used_free_count_{}".format(kind)) or 0
     loterry_hero_cd = getattr(
         p, "loterry_hero_cd_{}".format(kind))
     cd = datetime.fromtimestamp(loterry_hero_cd).strftime('%Y-%m-%d %H:%M')
     logger.debug('loterry_hero_cd: {}'.format(cd))
     cd = datetime.fromtimestamp(loterry_hero_cd).strftime('%Y-%m-%d %H:%M')
     logger.debug('loterry_hero_cd: {}'.format(cd))
     key = "NormalGold{}".format(kind)
     if loterry_hero_cd <= now and \
        loterry_hero_used_free_count < kind_cfg.FreeTimes:  # 免费
         if not loterry_hero_count:  # 引导抽
             key = "FirstFree{}".format(kind)
             ID = kind_cfg.rangeset[1]
         elif loterry_hero_count == 1:  # 首抽
             key = "NormalFree{}".format(kind)
             ID = kind_cfg.rangeset[2]
         else:  # 普通
             key = "NormalFree{}".format(kind)
             ID = kind_cfg.rangeset[0]
     else:  # 付费
         if not loterry_hero_count:  # 引导抽
             key = "FirstGold{}".format(kind)
             ID = kind_cfg.rangeset[1]
             if not ID:
                 ID = kind_cfg.rangeset[2]
         elif loterry_hero_count == 1:  # 首抽
             key = "FirstGold{}".format(kind)
             ID = kind_cfg.rangeset[2]
         else:
             key = "NormalGold{}".format(kind)
             ID = kind_cfg.rangeset[0]
     loterry_hero_count += 1
     logger.debug(
         '\nused_free_count_A: {},\
          \nused_free_count_B: {},\
          \nused_free_count_C: {},\
          \nused_free_count_D: {}'.format(
             p.loterry_hero_used_free_count_A,
             p.loterry_hero_used_free_count_B,
             p.loterry_hero_used_free_count_C,
             p.loterry_hero_used_free_count_D))
     logger.debug('loterry_hero_key: {}'.format(key))
     costs = {}
     if "Free" in key:
         cost = 0
         loterry_hero_used_free_count += 1
         loterry_hero_cd = now + kind_cfg.ColdDown
     else:
         costs = {cost_type: cost}
         if p.lottery_campaign_discount < 10:
             gold = costs.get("gold", 0)
             if gold:
                 gold = int(gold * p.lottery_campaign_discount / float(10))
                 costs["gold"] = gold
         try:
             from reward.base import check_cost_attr
             check_cost_attr(p, costs)
         except AttrNotEnoughError:
             return fail_msg(msgtype, reason="材料不足")
         loterry_hero_gold_first = False
     if not ID:
         ID = kind_cfg.rangeset[0]
     attr_drop = get_config(AttributeDroppackConfig)[ID]
     dropID = attr_drop.RewardDroppack
     if cost_type == "gold":
         if cost_count > 1:
             if p.lottery_gold_accumulating10 >= abs(
                     attr_drop.Accumulating):
                 dropID = attr_drop.AccumDroppack
                 if attr_drop.Accumulating > 0:
                     p.lottery_gold_accumulating10 -= attr_drop.Accumulating
         else:
             if p.lottery_gold_accumulating >= abs(
                     attr_drop.Accumulating):
                 dropID = attr_drop.AccumDroppack
                 if attr_drop.Accumulating > 0:
                     p.lottery_gold_accumulating -= attr_drop.Accumulating
     else:
         if cost_count > 1:
             if p.lottery_money_accumulating10 >= abs(
                     attr_drop.Accumulating):
                 dropID = attr_drop.AccumDroppack
                 if attr_drop.Accumulating > 0:
                     p.lottery_money_accumulating10 -= \
                         attr_drop.Accumulating
         else:
             if p.lottery_money_accumulating >= abs(
                     attr_drop.Accumulating):
                 dropID = attr_drop.AccumDroppack
                 if attr_drop.Accumulating > 0:
                     p.lottery_money_accumulating -= attr_drop.Accumulating
     logger.debug("DropID:{}".format(dropID))
     rsp = poem_pb.LotteryResponse()
     reward = open_reward(RewardType.Lottery, rsp, dropID, cost_count)
     from campaign.manager import g_campaignManager
     if g_campaignManager.hot_lottery_campaign.is_open() and\
             req.type == LotteryType.Lottery4:
         campaign_config = g_campaignManager.hot_lottery_campaign.\
             get_current()
         hot_configs = get_config(HotLotteryCampaignConfig).get(
             campaign_config.group, [])
         hot_rewards = weighted_random2([
             [i.rewards, i.prob] for i in hot_configs])
         reward.add(parse_reward(hot_rewards))
         rsp.hot_rewards = hot_rewards
     reward.cost_after(p, **costs)
     extra = {}
     result = reward.apply(p, extra=extra)
     logger.debug("result {}:".format(result))
     # Save
     setattr(
         p, "loterry_hero_count_{}".format(kind),
         loterry_hero_count)
     setattr(
         p, "loterry_hero_gold_first_{}".format(kind),
         loterry_hero_gold_first)
     setattr(
         p, "loterry_hero_used_free_count_{}".format(kind),
         loterry_hero_used_free_count)
     setattr(
         p, "loterry_hero_cd_{}".format(kind), loterry_hero_cd)
     is_first_consume = int(not p.consume_count and bool(
         p.lottery_count) and (cost_type == "gold"))
     role_custom.info(player=p, type=role_custom.Consume, arg1=ujson.dumps({
         "type": RewardType.Lottery,
         "kind": req.type,
         "cost": costs,
         "is_first_consume": is_first_consume,
     }))
     p.lottery_count += cost_count
     from task.manager import on_lottery
     on_lottery(p, cost_count, (cost_type == "gold"))
     if kind == "D":
         from task.manager import on_lottery10
         on_lottery10(p)
     ACCUMULATING_DELTA = 1
     if cost_type == "gold":
         if cost_count > 1:
             p.lottery_gold_accumulating10 += \
                 ACCUMULATING_DELTA * kind_cfg.Price
         else:
             p.lottery_gold_accumulating += \
                 ACCUMULATING_DELTA * kind_cfg.Price
         p.consume_count += 1
     else:
         if cost_count > 1:
             p.lottery_money_accumulating10 += \
                 ACCUMULATING_DELTA * kind_cfg.Price
         else:
             p.lottery_money_accumulating += \
                 ACCUMULATING_DELTA * kind_cfg.Price
     if "FirstFree" not in key:
         save_guide(p, "FAKE_GOLDEN_LOTTERY")
     from task.manager import on_collect_pet1
     from task.manager import on_collect_pet2
     pets = extra.get("pets", [])
     on_collect_pet1(p, *pets)
     on_collect_pet2(p, *pets)
     p.save()
     p.sync()
     from chat.manager import on_news_pet_quality_lottery
     from chat.manager import on_news_pet_special_lottery
     from chat.manager import on_news_equip_quality_lottery
     on_news_pet_quality_lottery(p, rsp.rewards)
     on_news_pet_special_lottery(p, rsp.rewards)
     on_news_equip_quality_lottery(p, rsp.rewards)
     return success_msg(msgtype, rsp)
Exemplo n.º 12
0
 def fusion(self, msgtype, body):
     req = poem_pb.FusionRequest()
     req.ParseFromString(body)
     p = self.player
     from entity.manager import save_guide
     save_guide(p, req.guide_type)  # 保存新手引导进度
     configs = get_config(PetConfig)
     cls = None  # 品级
     maxLevel = 1
     maxStep = 0
     maxSkill1 = 1
     maxSkill2 = 1
     maxSkill3 = 1
     maxSkill4 = 1
     maxSkill5 = 1
     error = fail_msg(msgtype, msgTips.FAIL_MSG_INVALID_REQUEST)
     pets = []
     bestEquips = {}
     equipsNeedDelete = []
     if len(req.pets) != 6:
         return error
     star = 0
     for t in req.pets:
         pet = p.pets.get(t)
         if not pet:
             return error
         if in_lineup(p, t):
             if not in_lineup(p, t, type=LineupType.ATK):
                 return error
         pets.append(pet)
         config = configs.get(pet.prototypeID)
         if not config:
             return error
         if cls and config.cls != cls:  # 校验全部品级相同
             return error
         cls = config.cls  # 上一个品级
         if cls >= 6:
             return error
         for i in pet.equipeds.values():
             equip = p.equips.get(i)
             if not equip:
                 continue
             if equip.type in (EquipType.FaBao, EquipType.ZuoQi):
                 equipsNeedDelete.append(equip)
             else:
                 best = bestEquips.get(equip.type)
                 if not best or equip.step > best.step:  # 比之前的装备好
                     bestEquips[equip.type] = equip
                     if best:
                         equipsNeedDelete.append(best)
                 else:
                     equipsNeedDelete.append(equip)
         maxLevel = max(maxLevel, pet.level)  # 继承最大等级
         maxStep = max(maxStep, config.herostep)  # 继承最大阶级
         maxSkill1 = max(maxSkill1, pet.skill1)
         maxSkill2 = max(maxSkill2, pet.skill2)
         maxSkill3 = max(maxSkill3, pet.skill3)
         maxSkill4 = max(maxSkill4, pet.skill4)
         maxSkill5 = max(maxSkill5, pet.skill5)
         star += pet.star / float(config.need_patch)
     pool = get_config(FusionPoolConfig).get(cls + 1, [])
     if not pool:
         return error
     t = weighted_random2([[c.prototypeID, c.prob] for c in pool])
     config = configs.get(t)
     if not config:
         return error
     same = config.same
     #  继承阶级
     config = None
     for t in get_config(PetBySameConfig).get(same):
         pp = configs.get(t.prototypeID)
         if not pp:
             return error
         if pp.herostep == maxStep:
             config = pp
             break
     if not config:
         return error
     fusion_cost = get_config(FusionCostConfig).get(cls)
     if not fusion_cost:
         return error
     cost = parse_reward([{
         "type": fusion_cost.type,
         "count": fusion_cost.cost
     }])
     gain = {'petList': [[config.prototypeID, 1]]}
     extra = {}
     try:
         apply_reward(p, gain, cost, type=RewardType.Fusion, extra=extra)
     except AttrNotEnoughError:
         return error
     except MatNotEnoughError:
         return error
     pet = extra.get("pets")[0]
     # 继承等级
     for _, equip in bestEquips.items():
         from equip.manager import install_equip
         install_equip(p,
                       pet.entityID,
                       equip.entityID,
                       force=True,
                       sync=False)
     pet.level = maxLevel
     # 继承星级
     star = int(star / float(6) * config.need_patch)
     pet.add_star = star - pet.base_star
     # 继承技能
     pet.skill1 = maxSkill1
     pet.skill2 = maxSkill2
     pet.skill3 = maxSkill3
     pet.skill4 = maxSkill4
     pet.skill5 = maxSkill5
     l = list(p.lineups.get(LineupType.ATK, [0, 0, 0, 0]))
     # 攻击阵型可以被炼化
     flag = False
     for each in pets:
         if in_lineup(p, each.entityID, type=LineupType.ATK):
             flag = True
             l[l.index(each.entityID)] = 0
     if flag:
         save_lineup(p, l, LineupType.ATK)
     p.del_pets(*pets)
     p.del_equips(*equipsNeedDelete)
     from task.manager import on_collect_pet2
     on_collect_pet2(p, pet)
     from task.manager import on_pet_fusion_count
     on_pet_fusion_count(p, pet)
     pet.save()
     pet.sync()
     rsp = poem_pb.FustionResponse()
     rsp.pet_entity_id = pet.entityID
     # p.update_power()
     p.save()
     p.sync()
     return success_msg(msgtype, rsp)