def playing_slime_on_event_playing_actor_enter(message_type, channel, channel_type, serialize): # 事件消息 message = ccevent.playing.ttypes.EventPlayingActorEnter() # 反序列化 TSerialization.deserialize(message, serialize) # 关注玩家杀死NPC事件、请求完成副本事件 proxy.Communicator.follow(ccevent.ttypes.EventType.EVENT_ACTOR_KILL_NPC,\ message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR,\ "playing_slime_on_event_actor_kill_npc") proxy.Communicator.follow(ccevent.ttypes.EventType.EVENT_PLAYING_ACTOR_REQUEST_COMPLETE,\ message.actor_, ccevent.ttypes.ChannelType.CHANNEL_ACTOR,\ "playing_slime_on_event_playing_actor_request_complete") playing = slime_types.PlayingManager.get(message.playing_) if playing == None: return None now = time.time() actor = playing.get_actor() if actor == 0: playing.set_start_time(now) playing.set_actor(message.actor_) # 消耗玩家副本次数 request = ccrequest.playing.ttypes.RequestPlayingIncreaseComplete() # request.actor_ = message.actor_ # request.playing_template_ = message.template_ request.playing_ = message.playing_ # 发送请求 proxy.Request.request(ccrequest.ttypes.RequestType.REQUEST_PLAYING_INCREASE_COMPLETE,\ request) proxy.Timer.add(message.playing_, slime_types.Config.get_slime_time() * 1000, 1, "playing_slime_on_timer_slime") # 副本管理器中建立一个玩家ID和副本ID的映射关系 slime_types.PlayingManager.add_actor(message.actor_, message.playing_) # 请求初始化玩家 request = ccrequest.playing.ttypes.RequestPlayingInitializeActor() request.actor_ = message.actor_ request.spend_time_ = now - playing.get_start_time() # datas = [剩余体力, 阶段, 当前阶段剩余时间] request.datas_ = [] request.datas_.append(slime_types.Config.get_max_power() - playing.get_spend_power()) if playing.get_section_boss() == True: request.datas_.append(2) request.datas_.append(now - playing.get_boss_summon_time()) else: request.datas_.append(1) # 第一阶段剩下的时间 elapse_time = now - playing.get_start_time() if elapse_time <= slime_types.Config.get_slime_time(): request.datas_.append(slime_types.Config.get_slime_time() - elapse_time) else: request.datas_.append(0) request.scores_ = [] request.scores_.append(ccentity.playing.ttypes.PlayingScoreField(\ ccentity.playing.ttypes.PlayingScoreType.KILL_NPC, 0, playing.get_score())) request.scores_.append(ccentity.playing.ttypes.PlayingScoreField(\ ccentity.playing.ttypes.PlayingScoreType.POWER, 0,\ slime_types.Config.get_max_power() - playing.get_spend_power())) proxy.Request.request(ccrequest.ttypes.RequestType.REQUEST_PLAYING_INITIALIZE_ACTOR,\ request) # 转为临时技能形态 facade_request.change_skill_form(ccentity.entity.ttypes.EntityType.TYPE_ACTOR,\ message.actor_, ccentity.skill.ttypes.SkillFormType.TEMP) # 增加临时技能 facade_request.add_temp_skill(ccentity.entity.ttypes.EntityType.TYPE_ACTOR,\ message.actor_, 100, 1) facade_request.add_temp_skill(ccentity.entity.ttypes.EntityType.TYPE_ACTOR,\ message.actor_, 200, 1) facade_request.add_temp_skill(ccentity.entity.ttypes.EntityType.TYPE_ACTOR,\ message.actor_, 300, 1) proxy.Logging.debug("[slime] actor(%d) enter into playing" % message.actor_)
def playing_slime_on_event_actor_kill_npc(message_type, channel, channel_type, serialize): # 事件消息 message = ccevent.actor.ttypes.EventActorKillNpc() # 反序列化 TSerialization.deserialize(message, serialize) # 获取玩家所在副本ID playing_id = slime_types.PlayingManager.get_actor_playing(message.actor_) if playing_id == None or playing_id == 0: proxy.Logging.error("[slime] PlayingManager.get_actor_playing(%d) failed" % message.actor_) return None # 获取副本对象 playing = slime_types.PlayingManager.get(playing_id) if playing == None: proxy.Logging.error("[slime] PlayingManager.get(%d) failed" % playing_id) return None if message.npc_template_ != slime_types.Config.get_boss(): # 获取副本棋盘 chessboard = playing.get_chessboard() if chessboard == None: proxy.Logging.error("[slime] playing.get_chessboard() failed") return None # 获取当前NPC的坐标 x, y = chessboard.get_pos(message.npc_) if x < 0 or y < 0: proxy.Logging.error("[slime] chessboard.get_pos(%d) failed" % message.npc_) return None # 删除当前NPC if chessboard.erase_by_pos(x, y) == False: proxy.Logging.error("[slime] chessboard.erase_by_pos(%d, %d) failed" % (x, y)) return None score = chessboard.erase_associated_by_pos(message.npc_template_, x, y) + 1 # 增加分数 playing.add_score(score) # 通知客户端得分 request = ccrequest.playing.ttypes.RequestPlayingSynchronizeScore() request.actor_ = message.actor_ request.score_ = ccentity.playing.ttypes.PlayingScoreField(ccentity.playing.ttypes.PlayingScoreType.KILL_NPC,\ 0, playing.get_score()) proxy.Request.request(ccrequest.ttypes.RequestType.REQUEST_PLAYING_SYNCHRONIZE_SCORE, request) # 增加消耗的体力值 playing.add_spend_power(1); # 同步体力值 request = ccrequest.playing.ttypes.RequestPlayingSynchronizeScore() request.actor_ = message.actor_ request.score_ = ccentity.playing.ttypes.PlayingScoreField(ccentity.playing.ttypes.PlayingScoreType.POWER,\ 0, slime_types.Config.get_max_power() - playing.get_spend_power()) proxy.Request.request(ccrequest.ttypes.RequestType.REQUEST_PLAYING_SYNCHRONIZE_SCORE, request) # 计算经验 exp = 0 if score >= slime_types.Config.get_multi_kill_num(): exp = score * slime_types.Config.get_multi_kill_exp() else: exp = score * slime_types.Config.get_kill_exp() playing.add_exp(exp) # 获取玩家对象 actor = proxy.EntityManager.get_actor(message.actor_) if actor == None: proxy.Logging.error("[slime] get actor(%d) failed" % message.actor_) return None # 增加资源 actor.add_resource(ccentity.resource.ttypes.ResourceID.EXP, exp) # 通知客户端经验增加 request.actor_ = message.actor_ request.score_ = ccentity.playing.ttypes.PlayingScoreField(ccentity.playing.ttypes.PlayingScoreType.EXP,\ 0, playing.get_exp()) proxy.Request.request(ccrequest.ttypes.RequestType.REQUEST_PLAYING_SYNCHRONIZE_SCORE, request) if playing.get_spend_power() == slime_types.Config.get_max_power(): # 删除所有水晶NPC chessboard.erase_all() x, y = slime_types.Config.get_boss_position() facade_request.summon_npc(playing.get_scene(), slime_types.Config.get_boss(), x, y) proxy.Timer.add(playing_id, slime_types.Config.get_boss_time() * 1000, 1, "playing_slime_on_timer_boss") # 设置为Boss阶段 playing.set_section_boss() playing.set_boss_summon_time(time.time()) else: # 刷新当前NPC # refresh_by_pos(x, y) chessboard.refresh_all() else: playing.set_kill_boss() # 通知客户端得分 request = ccrequest.playing.ttypes.RequestPlayingSynchronizeScore() request.actor_ = message.actor_ request.score_ = ccentity.playing.ttypes.PlayingScoreField(ccentity.playing.ttypes.PlayingScoreType.KILL_NPC,\ message.npc_template_, 1) proxy.Request.request(ccrequest.ttypes.RequestType.REQUEST_PLAYING_SYNCHRONIZE_SCORE, request) proxy.Timer.remove(playing_id, "playing_slime_on_timer_boss") proxy.Logging.debug("[slime] actor kill boss") proxy.Logging.debug("[slime] actor(%d) kill npc, score=%d" % (message.actor_, playing.get_score()))
def playing_slime_on_event_actor_kill_npc(message_type, channel, channel_type, serialize): # 事件消息 message = ccevent.actor.ttypes.EventActorKillNpc() # 反序列化 TSerialization.deserialize(message, serialize) # 获取玩家所在副本ID playing_id = slime_types.PlayingManager.get_actor_playing(message.actor_) if playing_id == None or playing_id == 0: proxy.Logging.error( "[slime] PlayingManager.get_actor_playing(%d) failed" % message.actor_) return None # 获取副本对象 playing = slime_types.PlayingManager.get(playing_id) if playing == None: proxy.Logging.error("[slime] PlayingManager.get(%d) failed" % playing_id) return None if message.npc_template_ != slime_types.Config.get_boss(): # 获取副本棋盘 chessboard = playing.get_chessboard() if chessboard == None: proxy.Logging.error("[slime] playing.get_chessboard() failed") return None # 获取当前NPC的坐标 x, y = chessboard.get_pos(message.npc_) if x < 0 or y < 0: proxy.Logging.error("[slime] chessboard.get_pos(%d) failed" % message.npc_) return None # 删除当前NPC if chessboard.erase_by_pos(x, y) == False: proxy.Logging.error( "[slime] chessboard.erase_by_pos(%d, %d) failed" % (x, y)) return None score = chessboard.erase_associated_by_pos(message.npc_template_, x, y) + 1 # 增加分数 playing.add_score(score) # 通知客户端得分 request = ccrequest.playing.ttypes.RequestPlayingSynchronizeScore() request.actor_ = message.actor_ request.score_ = ccentity.playing.ttypes.PlayingScoreField(ccentity.playing.ttypes.PlayingScoreType.KILL_NPC,\ 0, playing.get_score()) proxy.Request.request( ccrequest.ttypes.RequestType.REQUEST_PLAYING_SYNCHRONIZE_SCORE, request) # 增加消耗的体力值 playing.add_spend_power(1) # 同步体力值 request = ccrequest.playing.ttypes.RequestPlayingSynchronizeScore() request.actor_ = message.actor_ request.score_ = ccentity.playing.ttypes.PlayingScoreField(ccentity.playing.ttypes.PlayingScoreType.POWER,\ 0, slime_types.Config.get_max_power() - playing.get_spend_power()) proxy.Request.request( ccrequest.ttypes.RequestType.REQUEST_PLAYING_SYNCHRONIZE_SCORE, request) # 计算经验 exp = 0 if score >= slime_types.Config.get_multi_kill_num(): exp = score * slime_types.Config.get_multi_kill_exp() else: exp = score * slime_types.Config.get_kill_exp() playing.add_exp(exp) # 获取玩家对象 actor = proxy.EntityManager.get_actor(message.actor_) if actor == None: proxy.Logging.error("[slime] get actor(%d) failed" % message.actor_) return None # 增加资源 actor.add_resource(ccentity.resource.ttypes.ResourceID.EXP, exp) # 通知客户端经验增加 request.actor_ = message.actor_ request.score_ = ccentity.playing.ttypes.PlayingScoreField(ccentity.playing.ttypes.PlayingScoreType.EXP,\ 0, playing.get_exp()) proxy.Request.request( ccrequest.ttypes.RequestType.REQUEST_PLAYING_SYNCHRONIZE_SCORE, request) if playing.get_spend_power() == slime_types.Config.get_max_power(): # 删除所有水晶NPC chessboard.erase_all() x, y = slime_types.Config.get_boss_position() facade_request.summon_npc(playing.get_scene(), slime_types.Config.get_boss(), x, y) proxy.Timer.add(playing_id, slime_types.Config.get_boss_time() * 1000, 1, "playing_slime_on_timer_boss") # 设置为Boss阶段 playing.set_section_boss() playing.set_boss_summon_time(time.time()) else: # 刷新当前NPC # refresh_by_pos(x, y) chessboard.refresh_all() else: playing.set_kill_boss() # 通知客户端得分 request = ccrequest.playing.ttypes.RequestPlayingSynchronizeScore() request.actor_ = message.actor_ request.score_ = ccentity.playing.ttypes.PlayingScoreField(ccentity.playing.ttypes.PlayingScoreType.KILL_NPC,\ message.npc_template_, 1) proxy.Request.request( ccrequest.ttypes.RequestType.REQUEST_PLAYING_SYNCHRONIZE_SCORE, request) proxy.Timer.remove(playing_id, "playing_slime_on_timer_boss") proxy.Logging.debug("[slime] actor kill boss") proxy.Logging.debug("[slime] actor(%d) kill npc, score=%d" % (message.actor_, playing.get_score()))