示例#1
0
def setlevel(session, args):
    from model import PlayerModel
    session.player.level = int(args[1])
    session.player.onLevelUp()
    session.player.updateLevelProp()
    # 发送属性数据
    PlayerModel.sendPropUpdateMsg(session.player)
示例#2
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    def __init__(self,
                 position=(0, 0, 0),
                 rotation=(-20, 0),
                 flying=False,
                 game_mode=G.GAME_MODE,
                 username="",
                 local_player=True):
        super(Player, self).__init__(position,
                                     rotation,
                                     health=7,
                                     max_health=10,
                                     attack_power=2.0 / 3,
                                     attack_range=4)
        self.inventory = Inventory(27)
        self.quick_slots = Inventory(9)
        self.armor = Inventory(4)
        self.flying = flying
        self.game_mode = game_mode
        self.strafe = [0, 0]
        self.dy = 0
        self.current_density = 1  # Current density of the block we're colliding with
        self._position = position
        self.last_sector = None
        self.last_damage_block = 0, 100, 0  # dummy temp value
        self.username = username
        self.local_player = local_player

        # for debug
        initial_items = [cake_block, torch_block, bed_item]
        for item in initial_items:
            self.inventory.add_item(item.id, item.max_stack_size)

        if not local_player:
            self.model = PlayerModel(position)
            self.momentum = (0, 0, 0)
示例#3
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def setlevel(session, args):
    from model import PlayerModel
    n = session.player.angerMax
    if len(args) >= 2:
        n = int(args[1])
    session.player.addAnger(n)
    session.player.updateLevelProp()
    # 发送属性数据
    PlayerModel.sendPropUpdateMsg(session.player)
示例#4
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    def __init__(self, position=(0,0,0), rotation=(-20, 0), flying=False,
                 game_mode=G.GAME_MODE, username="", local_player=True):
        super(Player, self).__init__(position, rotation, health=7,
                                     max_health=10, attack_power=2.0 / 3,
                                     attack_range=4)
        self.inventory = Inventory(27)
        self.quick_slots = Inventory(9)
        self.armor = Inventory(4)
        self.flying = flying
        self.game_mode = game_mode
        self.strafe = [0, 0]
        self.dy = 0
        self.current_density = 1 # Current density of the block we're colliding with
        self._position = position
        self.last_sector = None
        self.last_damage_block = 0, 100, 0 # dummy temp value
        self.username = username
        self.local_player = local_player

        # for debug
        initial_items = [cake_block, torch_block, bed_item]
        for item in initial_items:
            self.inventory.add_item(item.id, item.max_stack_size)

        if not local_player:
            self.model = PlayerModel(position)
            self.momentum = (0,0,0)
示例#5
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    def exe(self, owner, skill, objDest, param):
        #TODO
        from model import PlayerModel
        newX = owner.x + 2
        newY = owner.y + 2
        if not owner.mapObj.canMove(newX, newY):
            newX = owner.x
            newY = owner.y
        player = PlayerModel.Player()
        player.forkFrom(owner, self.paramPropRate)
        player.arenaCtrl.destPlayerRef = weakref.ref(objDest)
        player.session = owner.session
        owner.mapObj.playerEnterMap(player, newX, newY)
        from model import ArenaModel
        player.fsm.changeState(ffext.singleton(ArenaModel.ArenaStateAttack))
        beginTm = ffext.getTime()

        def cb():
            if ffext.getTime() - beginTm >= 20 or player.isDeath():
                player.mapObj.playerLeaveMap(player)
                player.session = None
            else:
                try:
                    player.fsm.update(player, ffext.getTimeMs())
                except:
                    pass
                ffext.timer(1000, cb)

        ffext.timer(1000, cb)
        return
示例#6
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def processCreateRoleReq(session, msg):
    print('CreateRoleReq', msg)
    if msg.gender != Base.Gender.MALE and msg.gender != Base.Gender.FEMAIL:
        msg.gender = Base.Gender.MALE
    roleTmp = PlayerModel.Role()
    roleTmp.uid = idtool.allocUid()
    if session.isWebDebug:
        msg.name = msg.name.encode('utf-8')
    roleTmp.name = msg.name
    roleTmp.job = msg.job
    roleTmp.gender = msg.gender
    if roleTmp.gender != Base.Gender.MALE and roleTmp.gender != Base.Gender.FEMAIL:
        roleTmp.gender = Base.Gender.MALE

    if roleTmp.job < Base.Job.ZHANSHI or roleTmp.job > Base.Job.YOUXIA:
        roleTmp.job = Base.Job.ZHANSHI

    def callback(db):
        retMsg = MsgDef.CreateRoleRet()
        if db.isOk():
            retMsg.flag = True
            retMsg.uid = roleTmp.uid
            session.user.addRole(roleTmp)
        else:
            retMsg.flag = False
            retMsg.errMsg = '角色名已经存在'
        session.sendMsg(MsgDef.ServerCmd.CREATE_ROLE_RET, retMsg)
        MailModel.createMailRecrodAtFirstTime(roleTmp.uid)
        # 新增每日活动记录
        DbService.getPlayerService().createDailyLoginAct(
            session.user.accountid)
        if retMsg.flag == True:
            # 创角(old)-记录log
            LogModel.logLoginData(session.user.accountid, roleTmp.uid,
                                  roleTmp.name,
                                  LogModel.LoginOpType.CREATE_PLAYER, 0)

    mapName = 10001
    x = 27
    y = 188
    mapObj = MapMgr.getMapMgr().allocMap(mapName)
    if mapObj.cfg.reviveMap != None:
        mapName = mapObj.cfg.reviveMap.mapname
        x = mapObj.cfg.reviveMap.x
        y = mapObj.cfg.reviveMap.y

    DbService.getPlayerService().createRole(session.user, roleTmp, mapName, x,
                                            y, callback)
    return
示例#7
0
        def cb(dbSet):
            db = dbSet['player']
            dbitem = dbSet['item']
            dbPet = dbSet['pet']
            session = ffext.SessionNone()
            player = PlayerModel.Player(db.result[0])
            session.setPlayer(player)
            player.session = session
            if dbitem.isOk():
                player.itemCtrl.fromData(dbitem.result)
            player.petCtrl.fromData(dbPet.result)
            player.direction = Base.Direction.RIGHT
            player.arenaCtrl.destPlayerRef = weakref.ref(playerSrc)
            #状态机
            player.fsm = MonsterAI.FSM(player)

            def goTo():
                mapObj.copyMapHandler.autoPlayerRef = weakref.ref(player)
                mapObj.playerEnterMap(player, 69, 72)
                player.fsm.changeState(ffext.singleton(ArenaStateAttack))

            ffext.timer(1000, goTo)
            return
示例#8
0
class Player(Entity):
    local_player = True

    def __init__(self, position=(0,0,0), rotation=(-20, 0), flying=False,
                 game_mode=G.GAME_MODE, username="", local_player=True):
        super(Player, self).__init__(position, rotation, health=7,
                                     max_health=10, attack_power=2.0 / 3,
                                     attack_range=4)
        self.inventory = Inventory(27)
        self.quick_slots = Inventory(9)
        self.armor = Inventory(4)
        self.flying = flying
        self.game_mode = game_mode
        self.strafe = [0, 0]
        self.dy = 0
        self.current_density = 1 # Current density of the block we're colliding with
        self._position = position
        self.last_sector = None
        self.last_damage_block = 0, 100, 0 # dummy temp value
        self.username = username
        self.local_player = local_player

        # for debug
        initial_items = [cake_block, torch_block, bed_item]
        for item in initial_items:
            self.inventory.add_item(item.id, item.max_stack_size)

        if not local_player:
            self.model = PlayerModel(position)
            self.momentum = (0,0,0)

    def add_item(self, item_id, quantity=1):
        if self.quick_slots.add_item(item_id, quantity=quantity):
            return True
        elif self.inventory.add_item(item_id, quantity=quantity):
            return True
        return False

    def change_health(self, change):
        self.health += change
        if self.health > self.max_health:
            self.health = self.max_health
    @property
    def position(self):
        return self._position

    @position.setter
    def position(self, value):
        self._position = value
        if not self.local_player: self.model.update_position(value)

    def on_deactivate(self):
        self.strafe = [0, 0]

    def on_key_release(self, symbol, modifiers):
        if symbol == G.MOVE_FORWARD_KEY:
            self.strafe[0] += 1
        elif symbol == G.MOVE_BACKWARD_KEY:
            self.strafe[0] -= 1
        elif symbol == G.MOVE_LEFT_KEY:
            self.strafe[1] += 1
        elif symbol == G.MOVE_RIGHT_KEY:
            self.strafe[1] -= 1
        elif (symbol == G.JUMP_KEY
              or symbol == G.CROUCH_KEY) and self.flying:
            self.dy = 0

    def on_key_press(self, symbol, modifiers):
        if symbol == G.MOVE_FORWARD_KEY:
            self.strafe[0] -= 1
        elif symbol == G.MOVE_BACKWARD_KEY:
            self.strafe[0] += 1
        elif symbol == G.MOVE_LEFT_KEY:
            self.strafe[1] -= 1
        elif symbol == G.MOVE_RIGHT_KEY:
            self.strafe[1] += 1
        elif symbol == G.JUMP_KEY:
            if self.flying:
                self.dy = 0.045  # jump speed
            elif self.dy == 0:
                self.dy = 0.016  # jump speed
                G.CLIENT.send_jump()
        elif symbol == G.CROUCH_KEY:
            if self.flying:
                self.dy = -0.045  # inversed jump speed
        elif symbol == G.FLY_KEY and self.game_mode == G.CREATIVE_MODE:
            self.dy = 0
            self.flying = not self.flying

    def get_motion_vector(self, multiplier=1):
        if any(self.strafe):
            x, y = self.rotation
            y_r = radians(y)
            x_r = radians(x)
            strafe = atan2(*self.strafe)
            if self.flying:
                m = cos(y_r)
                dy = sin(y_r)
                if self.strafe[1]:
                    dy = 0.0
                    m = 1
                if self.strafe[0] > 0:
                    dy *= -1
                x_r += strafe
                dx = cos(x_r) * m
                dz = sin(x_r) * m
            else:
                dy = 0.0
                x_r += strafe
                dx = cos(x_r)
                dz = sin(x_r)
        else:
            dy = 0.0
            dx = 0.0
            dz = 0.0
        return dx*multiplier, dy*multiplier, dz*multiplier

    def get_sight_vector(self):
        x, y = self.rotation
        y_r = radians(y)
        x_r = radians(x)
        m = cos(y_r)
        dy = sin(y_r)
        x_r -= G.HALF_PI
        dx = cos(x_r) * m
        dz = sin(x_r) * m
        return dx, dy, dz

    # get sight direction
    # retval[0]: E/S/W/N
    # retval[1]: angle between sight vector and east direction
    def get_sight_direction(self):
        dx, dy, dz = self.get_sight_vector()
        dz = -dz

        angle = 0
        if dz == 0:
            if dx > 0:
                angle = 0
            elif dx < 0:
                angle = pi
        elif dz > 0:
            angle = acos(dx / sqrt(dx * dx + dz * dz))
        else:
            angle = -acos(dx / sqrt(dx * dx + dz * dz))

        if angle < 0: angle += 2 * pi

        angle *= 180 / pi

        if 0 < angle <= 45 or 315 < angle <= 360:
            direction = G.EAST
        elif 45 < angle <= 135:
            direction = G.NORTH
        elif 135 < angle <= 225:
            direction = G.WEST
        elif 225 < angle <= 315:
            direction = G.SOUTH

        return (dx, dy, dz), direction, angle

    def update(self, dt, parent):
        # walking
        if self.local_player:
            speed = 15 if self.flying else 5*self.current_density
            dx, dy, dz = self.get_motion_vector(multiplier=(dt * speed))
        else:
            dx, dy, dz = self.momentum
            dx, dy, dz = dx*dt, dy*dt, dz*dt

        # gravity
        if not self.flying:
            self.dy -= dt * 0.022  # g force, should be = jump_speed * 0.5 / max_jump_height
        self.dy = max(self.dy, -0.5)  # terminal velocity
        dy += self.dy

        # collisions
        x, y, z = self.position
        self.position = self.collide(parent, (x + dx, y + dy, z + dz), 2)

    def collide(self, parent, position, height):
        pad = 0.25
        p = list(position)
        np = normalize(position)
        self.current_density = 1 # Reset it, incase we don't hit any water
        for face in FACES:  # check all surrounding blocks
            for i in xrange(3):  # check each dimension independently
                if not face[i]:
                    continue
                d = (p[i] - np[i]) * face[i]
                if d < pad:
                    continue
                for dy in xrange(height):  # check each height
                    op = list(np)
                    op[1] -= dy
                    op[i] += face[i]
                    op = tuple(op)
                    # If there is no block or if the block is not a cube,
                    # we can walk there.
                    if op not in parent.world \
                            or parent.world[op].vertex_mode != G.VERTEX_CUBE:
                        continue
                    # if density <= 1 then we can walk through it. (water)
                    if parent.world[op].density < 1:
                        self.current_density = parent.world[op].density
                        continue
                    # if height <= 1 then we can walk on top of it. (carpet, half-blocks, etc...)
                    if parent.world[op].height < 0.5:
                        #current_height = parent.world[op].height
                        #x, y, z = self.position
                        #new_pos = (x, y + current_height, z)
                        #self.position = new_pos
                        continue

                    if parent.world[op].player_damage > 0:
                        if self.last_damage_block != np:
                            # this keeps a player from taking the same damage over and over...
                            self.change_health( - parent.world[op].player_damage)
                            parent.item_list.update_health()
                            self.last_damage_block = np
                            continue
                        else:
                            #do nothing
                            continue


                    p[i] -= (d - pad) * face[i]
                    if face == (0, -1, 0) or face == (0, 1, 0):
                        # jump damage
                        if self.game_mode == G.SURVIVAL_MODE:
                            damage = self.dy * -1000.0
                            damage = 3.0 * damage / 22.0
                            damage -= 2.0
                            if damage >= 0.0:
                                health_change = 0
                                if damage <= 0.839:
                                    health_change = 0
                                elif damage <= 1.146:
                                    health_change = -1
                                elif damage <= 1.44:
                                    health_change = -2
                                elif damage <= 2.26:
                                    health_change = -2
                                else:
                                    health_change = -3
                                if health_change != 0:
                                    self.change_health(health_change)
                                    parent.item_list.update_health()
                        self.dy = 0
                    break
        return tuple(p)
示例#9
0
class Player(Entity):
    local_player = True

    def __init__(self,
                 position=(0, 0, 0),
                 rotation=(-20, 0),
                 flying=False,
                 game_mode=G.GAME_MODE,
                 username="",
                 local_player=True):
        super(Player, self).__init__(position,
                                     rotation,
                                     health=7,
                                     max_health=10,
                                     attack_power=2.0 / 3,
                                     attack_range=4)
        self.inventory = Inventory(27)
        self.quick_slots = Inventory(9)
        self.armor = Inventory(4)
        self.flying = flying
        self.game_mode = game_mode
        self.strafe = [0, 0]
        self.dy = 0
        self.current_density = 1  # Current density of the block we're colliding with
        self._position = position
        self.last_sector = None
        self.last_damage_block = 0, 100, 0  # dummy temp value
        self.username = username
        self.local_player = local_player

        # for debug
        initial_items = [cake_block, torch_block, bed_item]
        for item in initial_items:
            self.inventory.add_item(item.id, item.max_stack_size)

        if not local_player:
            self.model = PlayerModel(position)
            self.momentum = (0, 0, 0)

    def add_item(self, item_id, quantity=1):
        if self.quick_slots.add_item(item_id, quantity=quantity):
            return True
        elif self.inventory.add_item(item_id, quantity=quantity):
            return True
        return False

    def change_health(self, change):
        self.health += change
        if self.health > self.max_health:
            self.health = self.max_health

    @property
    def position(self):
        return self._position

    @position.setter
    def position(self, value):
        self._position = value
        if not self.local_player: self.model.update_position(value)

    def on_deactivate(self):
        self.strafe = [0, 0]

    def on_key_release(self, symbol, modifiers):
        if symbol == G.MOVE_FORWARD_KEY:
            self.strafe[0] += 1
        elif symbol == G.MOVE_BACKWARD_KEY:
            self.strafe[0] -= 1
        elif symbol == G.MOVE_LEFT_KEY:
            self.strafe[1] += 1
        elif symbol == G.MOVE_RIGHT_KEY:
            self.strafe[1] -= 1
        elif (symbol == G.JUMP_KEY or symbol == G.CROUCH_KEY) and self.flying:
            self.dy = 0

    def on_key_press(self, symbol, modifiers):
        if symbol == G.MOVE_FORWARD_KEY:
            self.strafe[0] -= 1
        elif symbol == G.MOVE_BACKWARD_KEY:
            self.strafe[0] += 1
        elif symbol == G.MOVE_LEFT_KEY:
            self.strafe[1] -= 1
        elif symbol == G.MOVE_RIGHT_KEY:
            self.strafe[1] += 1
        elif symbol == G.JUMP_KEY:
            if self.flying:
                self.dy = 0.045  # jump speed
            elif self.dy == 0:
                self.dy = 0.016  # jump speed
                G.CLIENT.send_jump()
        elif symbol == G.CROUCH_KEY:
            if self.flying:
                self.dy = -0.045  # inversed jump speed
        elif symbol == G.FLY_KEY and self.game_mode == G.CREATIVE_MODE:
            self.dy = 0
            self.flying = not self.flying

    def get_motion_vector(self, multiplier=1):
        if any(self.strafe):
            x, y = self.rotation
            y_r = radians(y)
            x_r = radians(x)
            strafe = atan2(*self.strafe)
            if self.flying:
                m = cos(y_r)
                dy = sin(y_r)
                if self.strafe[1]:
                    dy = 0.0
                    m = 1
                if self.strafe[0] > 0:
                    dy *= -1
                x_r += strafe
                dx = cos(x_r) * m
                dz = sin(x_r) * m
            else:
                dy = 0.0
                x_r += strafe
                dx = cos(x_r)
                dz = sin(x_r)
        else:
            dy = 0.0
            dx = 0.0
            dz = 0.0
        return dx * multiplier, dy * multiplier, dz * multiplier  # Replace index 1 with dy*multiplier

    def get_sight_vector(self):
        x, y = self.rotation
        y_r = radians(y)
        x_r = radians(x)
        m = cos(y_r)
        dy = sin(y_r)
        x_r -= G.HALF_PI
        dx = cos(x_r) * m
        dz = sin(x_r) * m
        return dx, dy, dz

    # get sight direction
    # retval[0]: E/S/W/N
    # retval[1]: angle between sight vector and east direction
    def get_sight_direction(self):
        dx, dy, dz = self.get_sight_vector()
        dz = -dz

        angle = 0
        if dz == 0:
            if dx > 0:
                angle = 0
            elif dx < 0:
                angle = pi
        elif dz > 0:
            angle = acos(dx / sqrt(dx * dx + dz * dz))
        else:
            angle = -acos(dx / sqrt(dx * dx + dz * dz))

        if angle < 0: angle += 2 * pi

        angle *= 180 / pi

        if 0 < angle <= 45 or 315 < angle <= 360:
            direction = G.EAST
        elif 45 < angle <= 135:
            direction = G.NORTH
        elif 135 < angle <= 225:
            direction = G.WEST
        elif 225 < angle <= 315:
            direction = G.SOUTH

        return (dx, dy, dz), direction, angle

    def update(self, dt, parent):
        # walking
        if self.local_player:
            speed = 15 if self.flying else 5 * self.current_density
            dx, dy, dz = self.get_motion_vector(multiplier=(dt * speed))
        else:
            dx, dy, dz = self.momentum
            dx, dy, dz = dx * dt, dy * dt, dz * dt

        # gravity
        if not self.flying:
            self.dy -= dt * 0.022  # g force, should be = jump_speed * 0.5 / max_jump_height
        self.dy = max(self.dy, -0.5)  # terminal velocity
        dy += self.dy

        # collisions
        x, y, z = self.position
        self.position = self.collide(parent, (x + dx, y + dy, z + dz), 2)

    def collide(self, parent, position, height):
        pad = 0.25
        p = list(position)
        np = normalize(position)
        self.current_density = 1  # Reset it, incase we don't hit any water
        for face in FACES:  # check all surrounding blocks
            for i in range(3):  # check each dimension independently
                if not face[i]:
                    continue
                d = (p[i] - np[i]) * face[i]
                if d < pad:
                    continue
                for dy in range(height):  # check each height
                    op = list(np)
                    op[1] -= dy
                    op[i] += face[i]
                    op = tuple(op)
                    # If there is no block or if the block is not a cube,
                    # we can walk there.
                    if op not in parent.world \
                            or parent.world[op].vertex_mode != G.VERTEX_CUBE:
                        continue
                    # if density <= 1 then we can walk through it. (water)
                    if parent.world[op].density < 1:
                        self.current_density = parent.world[op].density
                        continue
                    # if height <= 1 then we can walk on top of it. (carpet, half-blocks, etc...)
                    if parent.world[op].height < 0.5:
                        #current_height = parent.world[op].height
                        #x, y, z = self.position
                        #new_pos = (x, y + current_height, z)
                        #self.position = new_pos
                        continue

                    if parent.world[op].player_damage > 0:
                        if self.last_damage_block != np:
                            # this keeps a player from taking the same damage over and over...
                            self.change_health(-parent.world[op].player_damage)
                            parent.item_list.update_health()
                            self.last_damage_block = np
                            continue
                        else:
                            #do nothing
                            continue

                    p[i] -= (d - pad) * face[i]
                    if face == (0, -1, 0) or face == (0, 1, 0):
                        # jump damage
                        if self.game_mode == G.SURVIVAL_MODE:
                            damage = self.dy * -1000.0
                            damage = 3.0 * damage / 22.0
                            damage -= 2.0
                            if damage >= 0.0:
                                health_change = 0
                                if damage <= 0.839:
                                    health_change = 0
                                elif damage <= 1.146:
                                    health_change = -1
                                elif damage <= 1.44:
                                    health_change = -2
                                elif damage <= 2.26:
                                    health_change = -2
                                else:
                                    health_change = -3
                                if health_change != 0:
                                    self.change_health(health_change)
                                    parent.item_list.update_health()
                        self.dy = 0
                    break
        return tuple(p)
示例#10
0
    def callback(db):
        session.user = PlayerModel.User()
        session.user.username = msg.username
        reconnectUid = msg.reconnectUid
        retRole = []
        if db.result:
            accountId = long(db.result[0][0])

            def funcToClose(sessOther):
                if sessOther.user.accountid == accountId:
                    ffext.warn('check relogin accountId=%d, name=%s' %
                               (accountId, sessOther.user.username))
                    #if reconnectUid:
                    #    session.sendMsg(MsgDef.ServerCmd.ERROR_MSG, buildErrMsg(MsgDef.ClientCmd.LOGIN, Base.lang('账号在其他地方登录')))
                    #else:
                    #    sessOther.close()
                    # 登出-记录log
                    LogModel.logLoginData(accountId, 0, '',
                                          LogModel.LoginOpType.LOGOUT,
                                          LogModel.LoginReason.KICKOUT)
                    sessOther.sendMsg(MsgDef.ServerCmd.RELOGIN,
                                      MsgDef.ReLoginRet())

                    def cbClose():
                        sessOther.close()

                    ffext.timer(500, cbClose)
                    return True

            ffext.getSessionMgr().foreach_until(funcToClose)
            session.user.accountid = accountId
        else:
            session.user.accountid = idtool.allocUid()

            def cbNewUser(retNew):
                accountId = long(retNew.result[0][0])
                session.user.accountid = accountId
                ffext.dump('cbNewUser', retNew, accountId)
                # 登录(new)-记录log
                LogModel.logLoginData(accountId, 0, '',
                                      LogModel.LoginOpType.LOGIN_ACCOUNT,
                                      LogModel.LoginReason.NEW_LOGIN)
                return

            DbService.getPlayerService().createUser(msg.username, cbNewUser)
        ffext.dump('load player', db.result)
        for row in db.result:
            roleTmp = PlayerModel.Role(row)
            session.user.addRole(roleTmp)
            tmpRoleMsg = MsgDef.RoleInfo(roleTmp.uid, roleTmp.name,
                                         roleTmp.job, roleTmp.gender,
                                         roleTmp.level, roleTmp.exp)
            retRole.append(tmpRoleMsg)
        #print(session.user.accountid, session.user.username)
        ffext.checkWebDebug(session, msg, MsgDef)
        retMsg = MsgDef.UserInfoRet(ffext.getTime(), retRole)
        if reconnectUid:  #重连
            processSelectRoleReq(session, MsgDef.SelectRoleReq(reconnectUid),
                                 msg.x, msg.y)
        else:
            session.sendMsg(MsgDef.ServerCmd.USER_INFO, retMsg)
        # 登录(old)-记录log-(TODO:ip,geo信息获取接口暂缺)
        LogModel.logLoginData(session.user.accountid, 0, '',
                              LogModel.LoginOpType.LOGIN_ACCOUNT,
                              LogModel.LoginReason.OLD_LOGIN)
示例#11
0
    def callback(dbSet):
        #异步载入数据库,需要验证session是否仍然有效,有可能下线了
        db = dbSet['player']
        if session.isValid() == False or session.player:
            return False

        if len(db.result) == 0:
            ffext.dump('no this role')
            return False
        else:
            player = PlayerModel.Player(db.result[0])
            #ffext.dump(dbSet)
            session.setPlayer(player)
            if x != 0 and y != 0:
                player.x = x
                player.y = y

            #载入数据
            ffext.dump('load player =%s' % (session.player.name))
            session.verify_id(session.player.uid)
            dbTask = dbSet['task']
            dbitem = dbSet['item']
            dbFriend = dbSet['friend']
            dbEnemy = dbSet['enemy']
            dbGuild = dbSet['guild']
            dbPet = dbSet['pet']
            dbMail = dbSet['mail']
            dbLoginAct = dbSet['login_activity']
            if dbTask.isOk():
                player.taskCtrl.fromData(dbTask.result)
            if dbitem.isOk():
                player.itemCtrl.fromData(dbitem.result)
                #TaskHandler.processQueryTask(session)
            #初始化好友信息、仇人信息,屏蔽信息
            if dbFriend.isOk():
                player.friendCtrl.fromDataFriend(dbFriend.result)
            if dbEnemy.isOk():
                player.friendCtrl.fromDataEnemy(dbEnemy.result)
            #初始化行会信息
            if dbGuild.isOk():
                player.guildCtrl.fromData(dbGuild.result)
            player.petCtrl.fromData(dbPet.result)
            if dbMail.isOk():
                player.mailCtrl.fromData(dbMail.result)
            if dbLoginAct.isOk():
                player.loginActCtrl.fromData(dbLoginAct.result)
        # 发送属性数据
        PlayerModel.sendPropUpdateMsg(player)
        #发消息通知,通知上线
        tmpReq = MsgDef.EnterMapReq(player.mapname, player.x, player.y)
        processEnterMapReq(session, tmpReq, True)
        #发送技能数据
        SkillHandler.processQuerySkill(session)
        #发送包裹数据
        ItemHandler.processQueryPkg(session)
        #发送装备数据
        ItemHandler.processQueryEquip(session)
        #发送任务数据
        TaskHandler.processQueryTask(session)
        #发送好友数据
        FriendHandler.processListFriend(
            session,
            MsgDef.FriendListMsgReq(MsgDef.FriendListClientCmd.GET_FRIENDLIST))
        #发送行会数据
        GuildHandler.processGuildInfo(session)
        #发送结义数据
        TeamHandler.processBrotherOps(
            session,
            MsgDef.BrotherOpsReq(MsgDef.BrotherClientCmd.GET_BROTHERLIST))
        #发送安全码
        processMoneyBankOps(session)
        processQueryPet(session)
        from handler import MarryHandler
        MarryHandler.processMarryOPS(
            session,
            MsgDef.MarriageOpsReq(MsgDef.MarriageClientCmd.MARRY_QUERY_STATUS))
        SkillHandler.processAttackModeReq(session)  #发送攻击模式
        from handler import MailHandler
        MailHandler.processMarryOPS(session, MsgDef.MailOpsReq(0))
        #msg = MsgDef.UpdateSkillPosReq({320:1})
        #SkillHandler.processUpdateSkillPosReq(session, msg)
        #结义数据
        # if player.brotherCtrl:
        #     BrotherModel.handleQueryBrother(player)

        player.checkTimeAfterInit()
        # 登录(old)-记录log
        LogModel.logLoginData(accountid, player.uid, player.name,
                              LogModel.LoginOpType.LOGIN_PLAYER,
                              LogModel.LoginReason.OLD_LOGIN)
        return
示例#12
0
def processRandNameReq(session, msg):
    print('processRandNameReq', msg)
    name = PlayerModel.getPlayerMgr().randName(msg.gender)
    session.sendMsg(MsgDef.ServerCmd.RAND_NAME, MsgDef.RandNameRet(name))
 def __init__(self, loc, position=(0, 0, 0), rotation=(-20, 0)):
     super(Mob, self).__init__(position, rotation)
     self.model = PlayerModel(position, True, loc=loc)
     self.momentum = (0, 0, 0)
class Mob(Entity):
    local_player = True

    def __init__(self, loc, position=(0, 0, 0), rotation=(-20, 0)):
        super(Mob, self).__init__(position, rotation)
        self.model = PlayerModel(position, True, loc=loc)
        self.momentum = (0, 0, 0)

    def get_motion_vector(self, multiplier=1):
        if any(self.strafe):
            x, y = self.rotation
            x_r = radians(x)
            strafe = atan2(*self.strafe)
            dy = 0.0
            x_r += strafe
            dx = cos(x_r)
            dz = sin(x_r)
        else:
            dy = 0.0
            dx = 0.0
            dz = 0.0
        return dx * multiplier, dy * multiplier, dz * multiplier

    def change_health(self, change):
        self.health += change
        if self.health > self.max_health:
            self.health = self.max_health

    @property
    def position(self):
        return self._position

    @position.setter
    def position(self, value):
        self._position = value
        self.model.update_position(value)

    def on_deactivate(self):
        self.strafe = [0, 0]

    def get_sight_vector(self):
        x, y = self.rotation
        y_r = radians(y)
        x_r = radians(x)
        m = cos(y_r)
        dy = sin(y_r)
        x_r -= G.HALF_PI
        dx = cos(x_r) * m
        dz = sin(x_r) * m
        return dx, dy, dz

    # get sight direction
    # retval[0]: E/S/W/N
    # retval[1]: angle between sight vector and east direction
    def get_sight_direction(self):
        dx, dy, dz = self.get_sight_vector()
        dz = -dz

        angle = 0
        if dz == 0:
            if dx > 0:
                angle = 0
            elif dx < 0:
                angle = pi
        elif dz > 0:
            angle = acos(dx / sqrt(dx * dx + dz * dz))
        else:
            angle = -acos(dx / sqrt(dx * dx + dz * dz))

        if angle < 0: angle += 2 * pi

        angle *= 180 / pi

        if 0 < angle <= 45 or 315 < angle <= 360:
            direction = G.EAST
        elif 45 < angle <= 135:
            direction = G.NORTH
        elif 135 < angle <= 225:
            direction = G.WEST
        elif 225 < angle <= 315:
            direction = G.SOUTH
        else:
            raise RotationError()
        return (dx, dy, dz), direction, angle

    def update(self, dt, parent):
        # walking
        speed = 5 * self.current_density
        dx, dy, dz = self.get_motion_vector(multiplier=(dt * speed))

        # gravity
        self.dy -= dt * 0.022  # g force, should be = jump_speed * 0.5 / max_jump_height
        self.dy = max(self.dy, -0.5)  # terminal velocity
        dy += self.dy

        # collisions
        x, y, z = self.position
        self.position = self.collide(parent, (x + dx, y + dy, z + dz), 2)

    def collide(self, parent, position, height):
        pad = 0.25
        p = list(position)
        np = normalize(position)
        self.current_density = 1  # Reset it, incase we don't hit any water
        for face in FACES:  # check all surrounding blocks
            for i in range(3):  # check each dimension independently
                if not face[i]:
                    continue
                d = (p[i] - np[i]) * face[i]
                if d < pad:
                    continue
                for dy in range(height):  # check each height
                    op = list(np)
                    op[1] -= dy
                    op[i] += face[i]
                    op = tuple(op)
                    # If there is no block or if the block is not a cube,
                    # we can walk there.
                    if op not in parent.world \
                            or parent.world[op].vertex_mode != G.VERTEX_CUBE:
                        continue
                    # if density <= 1 then we can walk through it. (water)
                    if parent.world[op].density < 1:
                        self.current_density = parent.world[op].density
                        continue
                    # if height <= 1 then we can walk on top of it. (carpet, half-blocks, etc...)
                    if parent.world[op].height < 0.5:
                        # current_height = parent.world[op].height
                        # x, y, z = self.position
                        # new_pos = (x, y + current_height, z)
                        # self.position = new_pos
                        continue

                    if parent.world[op].player_damage > 0:
                        if self.last_damage_block != np:
                            # this keeps a player from taking the same damage over and over...
                            self.change_health(-parent.world[op].player_damage)
                            parent.item_list.update_health()
                            self.last_damage_block = np
                            continue
                        else:
                            # do nothing
                            continue

                    p[i] -= (d - pad) * face[i]
                    if face == (0, -1, 0) or face == (0, 1, 0):
                        # jump damage
                        damage = self.dy * -1000.0
                        damage = 3.0 * damage / 22.0
                        damage -= 2.0
                        if damage >= 0.0:
                            health_change = 0
                            if damage <= 0.839:
                                health_change = 0
                            elif damage <= 1.146:
                                health_change = -1
                            elif damage <= 1.44:
                                health_change = -2
                            elif damage <= 2.26:
                                health_change = -2
                            else:
                                health_change = -3
                            if health_change != 0:
                                self.change_health(health_change)
                                parent.item_list.update_health()
                        self.dy = 0
                    break
        return tuple(p)