Пример #1
0
 def from_resource_to_reward(self, resource):
     """
         将resource 封装成 reward
     """
     from rewards.models import CommonReward
     rewards = []
     try:
         rewardGold = CommonReward(type=50000, count=resource["gold"], level=0)
         rewardWood = CommonReward(type=60000, count=resource["wood"], level=0)
         rewards.append(rewardGold)
         rewards.append(rewardWood)
     except:
         return rewards
     return rewards
Пример #2
0
def instanceBoxOpen(request, response):
    '''
    打开章节宝箱
    '''
    rewards = []
    player = request.player
    instance_id = getattr(request.logic_request, "instanceId", 0)
    chestLevel = getattr(request.logic_request, "level", 0)
    category = getattr(request.logic_request, "category", 0)

    if category == 2:
        isElite = True
        star_data = Static.ELITE_STAR_CHEST_OPEN_COUNTS
    else:
        isElite = False
        star_data = Static.STAR_CHEST_OPEN_COUNTS

    playerinstance_star = get_all_player_star_by_instance_id(player, instance_id, isElite)
    if playerinstance_star < star_data[chestLevel]:
        AlertHandler(player, response, AlertID.ALERT_INSTANCE_CHEST_CAN_NOT_OPEN, u"instanceBoxOpen:instatnce(%s) playerinstance_star(%s) chestlevel(%s)" % (instance_id, playerinstance_star, star_data[chestLevel]))
        return response

    if not player.chestWithDrawn(instance_id, chestLevel, isElite):
        AlertHandler(player, response, AlertID.ALERT_INSTANCE_CHEST_ALREADY_OPEN, u"instanceBoxOpen:instatnce(%s) chest is opened" % (instance_id))
        return response

    rewards = get_chest_rewards(player, instance_id, chestLevel, isElite)
    for reward in rewards:
        rewardTemp = CommonReward(reward["type"], reward["count"], 0)
        reward_send(player, rewardTemp, info=u"打开章节宝箱:%s" % instance_id)

    response.common_response.player.set("starBox", {"history" : player.starChest})
    response.common_response.player.set("eliteStarBox", {"history" : player.eliteStarChest})
    response.logic_response.set("rewards", rewards)
    return response
Пример #3
0
def offlineRewardGet(request, response):
    player = request.player

    if not player.offlinebonus:
        return response

    rewards = player.offlinebonus

    view_rewards = []
    info = u"离线奖励"
    for reward in rewards:
        tmp_reward = CommonReward(reward["type"], reward["count"], 0)
        reward_send(player, tmp_reward, info=info)
        view_rewards.append(tmp_reward.to_dict())
    player.offlinebonus = []
    player.set_update("offlinebonus")
    response.logic_response.set("rewards", view_rewards)
    response.common_response.player.set("offlinebonus", player.offlinebonus)
    return response
Пример #4
0
    def fight(self, star, isWin):
        """
        战斗结算
        """
        # 普通副本
        data = {"star": 0}
        rewards = []
        hero_levelup_ids = []

        if isWin:

            data["star"] = star
            # 这都是继承自父类的方法

            golds = int(self.instancelevel.golds[0])
            woods = int(self.instancelevel.woods[0])
            hero_exp = int(self.instancelevel.heroExp[0])
            exp = self.instancelevel.playerExp

            # 随机的奖励在这里操作
            # 这个rewards 是具体要发到玩家身上的奖励
            rewards = self.make_rewards()

            if golds:
                rewards.append({"type": Static.GOLD_ID, "count": golds})
            if exp:
                rewards.append({"type": Static.XP_ID, "count": exp})
            if woods:
                rewards.append({"type": Static.WOOD_ID, "count": woods})

            # 根据上面的数据直接拿到奖励,然后发放
            for rewardDict in rewards:
                rewardTemp = CommonReward(rewardDict["type"],
                                          rewardDict["count"], 0)
                reward_send(self.player,
                            rewardTemp,
                            info=u"副本结算:%s" % self.level_id)

            for i in range(0, len(self.player.heroLayout)):
                playerhero = self.player.heroes.get(self.player.heroLayout[i])
                if playerhero.add_xp(hero_exp, self.player):
                    hero_levelup_ids.append(playerhero.id)
                self.player.update_hero(playerhero, True)

            self.add_count()
            self.success(star)

        data["rewards"] = rewards
        data["heroLevelUp"] = hero_levelup_ids
        return data
Пример #5
0
def get_commonreward(rewardIdStr):
    pattern = re.compile(r"t(\d+)v?(\d*)c?(\d*)")
    match = pattern.match(rewardIdStr)
    category = 0
    level = 0
    count = 0
    if match:
        category, level, count = match.groups()
        category = int(category) if category else 0
        level = int(level) if level else 0
        count = int(count) if count else 1

    reward = CommonReward(category, count, level)

    return reward
Пример #6
0
    def fight(self, star, isWin):
        """
        战斗结算
        """
        # 精英副本

        data = {}
        rewards = []
        hero_levelup_ids = []
        data["star"] = 0

        if isWin:

            self.add_count()
            self.success(star)

            golds = self.eliteInstancelevel.eliteGold
            woods = self.eliteInstancelevel.elitewoods[0]
            hero_exp = self.eliteInstancelevel.eliteHeroExp
            exp = self.eliteInstancelevel.elitePlayerExp

            rewards = self.make_rewards()

            if golds:
                rewards.append({"type": Static.GOLD_ID, "count": golds})
            if woods:
                rewards.append({"type": Static.WOOD_ID, "count": woods})
            if exp:
                rewards.append({"type": Static.XP_ID, "count": exp})

            for rewardDict in rewards:
                rewardTemp = CommonReward(rewardDict["type"],
                                          rewardDict["count"], 0)
                reward_send(self.player,
                            rewardTemp,
                            info=u"精英副本结算:%s" % self.level_id)

            for i in range(0, len(self.player.heroLayout)):
                playerhero = self.player.heroes.get(self.player.heroLayout[i])
                if playerhero.add_xp(hero_exp, self.player):
                    hero_levelup_ids.append(playerhero.id)
                self.player.update_hero(playerhero, True)

        data["rewards"] = rewards
        data["heroLevelUp"] = hero_levelup_ids
        return data
Пример #7
0
def guild_siegebattle_reward(playerId, rewards):
    """
    公会团战个人奖励
    """
    from module.player.api import get_player
    player = get_player(playerId)
    config = get_guildsiegeconfiginfo_by_playerid(playerId)
    if not player or not config:
        return []

    #个人战斗力
    power = config.allPower
    #总战斗力
    powerRank = get_guildsiege_allpower(player.guildId)
    personal_reward = []
    for reward in rewards:
        count = round( power/float(powerRank),2) * reward.count
        _reward = CommonReward(reward.type, count, reward.level)
        personal_reward.append(_reward)

    return personal_reward
Пример #8
0
def mailRewardsGet(request, response):
    """
    邮件领取奖励
    """
    player = request.player
    mail_id = getattr(request.logic_request, "mailId", 0)
    status = 2  #0领取成功 1已经领取过,不能重复领取 2无法领取

    mail = get_mail(mail_id)
    if mail and mail.is_system:
        if not mail.is_accept:
            #    status = 1
            #else:
            for reward in mail.attachments:
                tmp_reward = CommonReward(reward["type"], reward["count"], 0)
                reward_send(player, tmp_reward, info=mail.title)
            status = 0

    player.delete_mail(mail.pk)
    mail.delete()
    response.logic_response.set("status", status)
    return response
Пример #9
0
def raceInstanceStart(request, response):
    """
    活动副本结算
    """
    player = request.player
    raidinstance_id = getattr(request.logic_request, "raidId", 0)
    level_id = getattr(request.logic_request, "instanceId", 0)
    waveCount = getattr(request.logic_request, "waveCount", 0)
    star = getattr(request.logic_request, "star", 0)
    isWin = getattr(request.logic_request, "isWin", False)
    heroLayoutData = getattr(request.logic_request, "heroLayoutData", [])
    percentage = getattr(request.logic_request, "percentage", 0.0)
    summary = getattr(request.logic_request, "summary", {})

    if percentage > 1:
        percentage = 0

    # 活动副本章节
    raidinstance = get_raidinstance(raidinstance_id)

    if not raidinstance:
        raise ErrorException(player, u"raceInstanceStart:raid instance id error (%s)" % raidinstance_id)
    if level_id not in raidinstance.raidLevel_ids:
        raise ErrorException(player, u"raceInstanceStart:raid instance level id error (%s)" % level_id)

    raidlevel = get_raidlevel(level_id)
    if raidlevel.minUserLevel > player.level:
        AlertHandler(player, response, AlertID.ALERT_LEVEL_SHORTAGE, u"raceInstanceStart:instance(%s) openlevel(%s) playerlevel(%s)" % (level_id, raidlevel.minUserLevel, player.level))
        return response

    #次数check
    _, playerraidinstance = player.raidinstances.get_or_create(raidinstance_id)
    vip = get_vip(player.vip_level)
    # 爬塔没有次数限制
    if playerraidinstance.succeedCount >= vip.titanCount and not raidinstance.category == 6:
        AlertHandler(player, response, AlertID.ALERT_INSTANCE_FIGHT_COUNT_EXCEED_MAX, u"raceInstanceStart:instance(%s) level_id(%s) fight number(%s) exceed maxCount(%s)" % (raidinstance.id, level_id, playerraidinstance.succeedCount, vip.titanCount))
        return response
    player.update_hero_layout(heroLayoutData)


    data = playerraidinstance.fight(raidlevel, isWin, percentage)
    player.update_raidinstance(playerraidinstance, True)
    if isWin:
        # raidinstance.powerCost 消耗的体力 现改为消耗耐力
        player.sub_stamina(raidinstance.powerCost)

        #if raidinstance.category == 6:
        #    if level_id > player.lastRaidId:
        #        # 记录最新的塔id
        #        player.lastRaidId = level_id
        #        player.set_update("lastRaidId")

        #    # 记录当前的波数
        #    player.dailyWaveCount = waveCount
        #    player.set_update("dailyWaveCount")
        #    # 副本完成状态

        #    # 记录当前一共有的星星的数
        #    player.towerStar += star
        #    player.set_update("towerStar")
        #    # 顺序记录副本的通关星星状态
        #    # todo 这里没想好怎么做。暂时先屏蔽了
        #    # player.towerSweep.append(level_id)
        #    # player.towerSweep.append(star)

        #    player.set_update("towerSweep")
        #    # -1 继续进副本战斗 0去开箱领奖 1-5领了几层箱子
        #    if waveCount % 3 == 0:
        #        # 记录当前一层完成状态更改
        #        player.towerStatus = 0
        #        player.set_update("towerStatus")
        #        player.choiceBuffs()
        #        response.logic_response.set("buffs", player.buyBuffsList)

        #    player.seven_days_task_going(Static.SEVEN_TASK_CATEGORY_RACE_INSTANCE, number=player.dailyWaveCount, is_incr=False, with_top=True, is_series=True)

        #else:
        player.dailytask_going(Static.DAILYTASK_CATEGORY_RACE_INSTANCE, number=1, is_incr=True, is_series=True)

    #if raidinstance.category == 6:
    #    player.dailytask_going(Static.DAILYTASK_CATEGORY_EXPEDITION_SUCCESS, number=1, is_incr=True, is_series=True)



    rewards = data["rewards"]
    heroLevelUp  = []
    heroLevelUp = data["heroLevelUp"]
    number = data["number"]
    for rewardDict in rewards:
        rewardTemp = CommonReward(rewardDict["type"], rewardDict["count"], 0)
        rewardDict["count"] *= number
        reward_send(player, rewardTemp, info=u"活动副本结算:%s:%s" % (raidinstance_id,level_id), number=number)

    response.logic_response.set("rewards", rewards)
    response.logic_response.set("heroLeveleUp",heroLevelUp)
    response.logic_response.set("summary",summary)
    #response.common_response.player.set("towerStar", player.towerStar)
    #response.common_response.player.set("towerStatus", player.towerStatus)
    #response.common_response.player.set("buyBuffsList", player.buyBuffsList)
    response.common_response.player.set("soldiers", player.armies.to_dict())
    response.common_response.player.set("populationCost", player.populationCost)
    response.common_response.player.set("raidInstance", {"instances":get_player_open_raidinstance(player)})

    return response
Пример #10
0
def instanceSweep(request, response):
    '''
    扫荡
    '''
    level_id = getattr(request.logic_request, "instanceId", 0)
    count = getattr(request.logic_request, "count", 0)
    category = getattr(request.logic_request, "category", 0)


    player = request.player
    if category == 2:
        isElite = True
        instancelevel = get_eliteinstancelevel(level_id)
        playerinstancelevel = player.eliteinstancelevels.get(level_id)
    else:
        isElite = False
        instancelevel = get_instancelevel(level_id)
        playerinstancelevel = player.instancelevels.get(level_id)

    #副本没有开启
    if not playerinstancelevel:
        AlertHandler(player, response, AlertID.ALERT_INSTANCE_NOT_OPEN, u"instanceSweep:instance(%s) is not open" % level_id)
        return response

    if not playerinstancelevel.can_sweep():
        AlertHandler(player, response, AlertID.ALERT_INSTANCE_CAN_NOT_SWEEP, u"instanceSweep:instance(%s) can not sweep" % level_id)
        return response

    # todo 10级以前不可以扫荡

    if player.level < Static.SWEEP_OPEN_LEVEL:
        return response

    #扫荡卷判断
    #Static.ITEM_TYPE_SWEEP  扫荡卷id
    item_sweep = player.items.get(Static.ITEM_SWEEP_ID)
    if item_sweep and item_sweep.count > 0:
        use_diamond = False
    else:
        use_diamond = True

    if player.vip_level < Static.SWEEP_VIP_LEVEL and use_diamond:
        AlertHandler(player, response, AlertID.ALERT_INSTANCE_SWEEP_VIP_ERROR, u"instanceSweep:vip(%s)  error" % player.vip_level)
        return response

    #次数判断
    if isElite:
        maxCount = instancelevel.eliteMaxPlayCount
        powerCost = instancelevel.elitePowerCost
    else:
        maxCount = instancelevel.maxPlayCount
        powerCost = instancelevel.powerCost

    if count > maxCount - playerinstancelevel.succeedCount:
        count = maxCount - playerinstancelevel.succeedCount

    if count == 0:
        AlertHandler(player, response, AlertID.ALERT_INSTANCE_FIGHT_COUNT_EXCEED_MAX, u"instanceSweep:instance(%s) fight number(%s) exceed maxCount(%s)" % (level_id, count, maxCount))
        return response

    #体力判断
    if count > player.power/powerCost:
        count = player.power/powerCost

    if count == 0:
        AlertHandler(player, response, AlertID.ALERT_POWER_NOT_ENOUGH, u"instanceSweep:instance(%s) power is not enough" % level_id)
        return response

    if not use_diamond and not item_sweep.can_sub(count):
        AlertHandler(player, response, AlertID.ALERT_INSTANCE_ITEM_SWEEP_NOT_ENOUGH, u"instanceSweep:item sweep number (%s) not enough" % (item_sweep.count))
        return response

    if use_diamond:
        if player.yuanbo < Static.SWEEP_INSTANCE_COST*count:
            AlertHandler(player, response, AlertID.ALERT_DIAMOND_NOT_ENOUGH, u"instanceSweep:playerDiamond(%s) costDiamond(%s)" % (player.yuanbo, Static.SWEEP_INSTANCE_COST*count))
            return response
        player.sub_yuanbo(Static.SWEEP_INSTANCE_COST*count, info=u"扫荡")
    else:
        item_sweep.sub(count , info=u"扫荡:%s:%s" % (level_id, isElite))


    rewards_list = playerinstancelevel.sweep(count)
    for rewards in rewards_list:
        for rewardDict in rewards:
            rewardTemp = CommonReward(rewardDict["type"], rewardDict["count"], 0)
            reward_send(player, rewardTemp, info=u"副本扫荡结算:%s" % level_id)


    if not isElite:
        player.sub_power(instancelevel.powerCost * count)
        player.task_going(Static.TASK_CATEGORY_INSTANCE, number=count, c1=instancelevel.id, is_incr=False, is_series=False)

    else:
        player.sub_power(instancelevel.elitePowerCost * count)
        player.task_going(Static.TASK_CATEGORY_ELIT_INSTANCE, number=count, c1=instancelevel.pk, is_incr=False, is_series=False)
        player.dailytask_going(Static.DAILYTASK_CATEGORY_ELIT_INSTANCE, number=count, is_incr=True, is_series=True)

    player.dailytask_going(Static.DAILYTASK_CATEGORY_INSTANCE, number=count, is_incr=True, is_series=True)


    if isElite:
        player.update_eliteinstancelevel(playerinstancelevel, True)
    else:
        player.update_instancelevel(playerinstancelevel, True)
    response.logic_response.set("rewards", rewards_list)
    return response