示例#1
0
    def setUp(self):
        # Player.
        self.__player0 = self.create_dummy(DummyType.PLAYER)

        # ボス.
        boss = self.create_dummy(DummyType.BOSS_MASTER)
        # エリア.
        area = self.create_dummy(DummyType.AREA_MASTER, bossid=boss.id)
        # スカウト.
        scout = self.create_dummy(DummyType.SCOUT_MASTER,
                                  area=area,
                                  execution=1)
        self.__scout = scout
        for _ in xrange(5):
            scout = self.create_dummy(DummyType.SCOUT_MASTER,
                                      area=area,
                                      opencondition=scout.id)

        # 経験値情報.
        self.create_dummy(DummyType.PLAYER_LEVEL_EXP_MASTER, 1, exp=0)
        self.create_dummy(DummyType.PLAYER_LEVEL_EXP_MASTER, 2, exp=1)
        self.__player0.level = 1
        self.__player0.exp = 0
        self.__player0.getModel(PlayerExp).save()

        self.__player0.gold = 0
        self.__player0.getModel(PlayerGold).save()

        # 途中まで進んでいるかもしれないので消しておく.
        playdata = ScoutPlayData.getByKey(
            ScoutPlayData.makeID(self.__player0.id, self.__scout.id))
        if playdata:
            playdata.delete()
示例#2
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    def check(self):
        model_mgr = ModelRequestMgr()

        # 進行情報があるかを確認.
        playdata = ScoutPlayData.getByKey(
            ScoutPlayData.makeID(self.__player0.id, self.__scout.id))
        if playdata is None:
            raise AppTestError(u'進行情報が保存されていない')
        elif playdata.progress == 0:
            raise AppTestError(u'進行度が進んでいない')

        # 報酬.
        resultlist = playdata.result.get('result', None)
        if not resultlist:
            raise AppTestError(u'結果が設定されていない')

        for result in resultlist:
            self.__player0.exp += result['exp_add']
            self.__player0.gold += result['gold_add']

        # お金確認.
        playergold = PlayerGold.getByKey(playdata.uid)
        if playergold.gold != self.__player0.gold:
            raise AppTestError(u'お金が正しくない')

        # 経験値.
        playerexp = PlayerExp.getByKey(playdata.uid)
        if playerexp.exp != self.__player0.exp:
            raise AppTestError(u'お金が正しくない')

        # イベント設定されているか.
        eventlist = playdata.result.get('event', None)
        if not eventlist:
            raise AppTestError(u'イベントが設定されていない')

        # ハプニング発生のイベントが設定されているか.
        targetevent = None
        for event in eventlist:
            if event.get_type() == Defines.ScoutEventType.HAPPENING:
                targetevent = event
        if targetevent is None:
            raise AppTestError(u'ハプニング発生イベントが設定されていない')
        elif targetevent.happening != self.__happeningmaster.id:
            raise AppTestError(
                u'ハプニング発生イベントに正しくハプニングが設定されていない.%d vs %d' %
                (targetevent.happening, self.__happeningmaster.id))

        happeningset = BackendApi.get_current_happening(
            model_mgr, self.__player0.id)
        if happeningset is None or happeningset.happening.mid != self.__happeningmaster.id:
            raise AppTestError(u'ハプニングが開始されていない.')

        raidboss = BackendApi.get_raid(
            model_mgr,
            happeningset.id,
            happening_eventvalue=HappeningUtil.make_raideventvalue(
                self.__eventmaster.id))
        record = raidboss.getDamageRecord(self.__player0.id)
        if not record.champagne:
            raise AppTestError(u'シャンパンコールのフラグが立っていない.')
示例#3
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    def check(self):
        self.checkResponseStatus()

        # 進行情報があるかを確認.
        playdata = ScoutPlayData.getByKey(
            ScoutPlayData.makeID(self.__player0.id, self.__scout.id))
        if playdata is None:
            raise AppTestError(u'進行情報が保存されていない')
        elif playdata.progress == 0:
            raise AppTestError(u'進行度が進んでいない')

        # 報酬.
        resultlist = playdata.result.get('result', None)
        if not resultlist:
            raise AppTestError(u'結果が設定されていない')

        for result in resultlist:
            self.__player0.exp += result['exp_add']
            self.__player0.gold += result['gold_add']

        # お金確認.
        playergold = PlayerGold.getByKey(playdata.uid)
        if playergold.gold != self.__player0.gold:
            raise AppTestError(u'お金が正しくない')

        # 経験値.
        playerexp = PlayerExp.getByKey(playdata.uid)
        if playerexp.exp != self.__player0.exp:
            raise AppTestError(u'お金が正しくない')

        # デッキコスト.
        playerdeck = PlayerDeck.getByKey(playdata.uid)
        if playerdeck.deckcapacityscout != (self.__player0.deckcapacityscout +
                                            1):
            raise AppTestError(u'デッキコスト上限が正しくない')

        # イベント設定されているか.
        eventlist = playdata.result.get('event', None)
        if not eventlist:
            raise AppTestError(u'イベントが設定されていない')

        # レベルアップとスカウト完了のイベントが設定されているか.
        levelupevent = None
        completeevent = None
        for event in eventlist:
            if event.get_type() == Defines.ScoutEventType.LEVELUP:
                levelupevent = event
            elif event.get_type() == Defines.ScoutEventType.COMPLETE:
                completeevent = event
        if levelupevent is None:
            raise AppTestError(u'レベルアップイベントが設定されていない')
        elif completeevent is None:
            raise AppTestError(u'スカウト完了イベントが設定されていない')
        elif playerexp.level != levelupevent.level:
            raise AppTestError(u'レベルアップイベントに正しくレベルが設定されていない.%d vs %d' %
                               (playerexp.level, levelupevent.level))
        elif playdata.mid != completeevent.scoutid:
            raise AppTestError(u'完了イベントに正しくスカウトIDが設定されていない.%d vs %d' %
                               (playdata.mid, completeevent.scoutid))
示例#4
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    def setUp(self):
        # Player.
        self.__player0 = self.create_dummy(DummyType.PLAYER)

        # ボス.
        boss = self.create_dummy(DummyType.BOSS_MASTER)
        # エリア.
        area = self.create_dummy(DummyType.AREA_MASTER, bossid=boss.id)

        # レイド.
        raidmaster = self.create_dummy(DummyType.RAID_MASTER)

        # ハプニング.
        happeningmaster = self.create_dummy(DummyType.HAPPENING_MASTER,
                                            raidmaster.id)
        data = ScoutHappeningData.create(happeningmaster.id, 10000)
        happenings = [data.get_dict()]
        self.__happeningmaster = happeningmaster

        # スカウト.
        scout = self.create_dummy(DummyType.SCOUT_MASTER,
                                  area=area,
                                  execution=100,
                                  happenings=happenings)
        self.__scout = scout
        for _ in xrange(5):
            scout = self.create_dummy(DummyType.SCOUT_MASTER,
                                      area=area,
                                      opencondition=scout.id)

        # 経験値情報.
        self.create_dummy(DummyType.PLAYER_LEVEL_EXP_MASTER, 1, exp=0)
        self.create_dummy(DummyType.PLAYER_LEVEL_EXP_MASTER, 2, exp=999)
        self.__player0.level = 1
        self.__player0.exp = 0
        self.__player0.getModel(PlayerExp).save()

        self.__player0.gold = 0
        self.__player0.getModel(PlayerGold).save()

        self.__player0.cardlimititem = 100
        self.__player0.getModel(PlayerDeck).save()

        # 途中まで進んでいるかもしれないので消しておく.
        playdata = ScoutPlayData.getByKey(
            ScoutPlayData.makeID(self.__player0.id, self.__scout.id))
        if playdata:
            playdata.delete()

        # レイドイベントは止める.
        config = BackendApi.get_current_raideventconfig(ModelRequestMgr())
        self.__preconfig_endtime = config.endtime
        now = OSAUtil.get_now()
        BackendApi.update_raideventconfig(config.mid, config.starttime, now)
示例#5
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    def setUp(self):
        # Player.
        self.__player0 = self.create_dummy(DummyType.PLAYER)

        # ボス.
        boss = self.create_dummy(DummyType.BOSS_MASTER)
        # エリア.
        area = self.create_dummy(DummyType.AREA_MASTER, bossid=boss.id)

        # 宝箱(中身はなんでもいい).
        self.__treasuremaster = self.create_dummy(
            DummyType.TREASURE_GOLD_MASTER, Defines.ItemType.GOLD, 0, 100)

        # 出現テーブル.
        self.__treasuretablemaster = self.create_dummy(
            DummyType.TREASURE_TABLE_GOLD_MASTER, [self.__treasuremaster.id])

        # スカウト.
        scout = self.create_dummy(DummyType.SCOUT_MASTER,
                                  area=area,
                                  execution=100,
                                  treasuregold=1)
        self.__scout = scout
        for _ in xrange(5):
            scout = self.create_dummy(DummyType.SCOUT_MASTER,
                                      area=area,
                                      opencondition=scout.id)

        # 経験値情報.
        self.create_dummy(DummyType.PLAYER_LEVEL_EXP_MASTER, 1, exp=0)
        self.create_dummy(DummyType.PLAYER_LEVEL_EXP_MASTER, 2, exp=999)
        self.__player0.level = 1
        self.__player0.exp = 0
        self.__player0.getModel(PlayerExp).save()

        self.__player0.gold = 0
        self.__player0.getModel(PlayerGold).save()

        self.__player0.cardlimititem = 100
        self.__player0.getModel(PlayerDeck).save()

        # 途中まで進んでいるかもしれないので消しておく.
        playdata = ScoutPlayData.getByKey(
            ScoutPlayData.makeID(self.__player0.id, self.__scout.id))
        if playdata:
            playdata.delete()

        # 宝箱獲得数.
        model_mgr = ModelRequestMgr()
        self.__treasure_num = BackendApi.get_treasure_num(
            model_mgr, Defines.TreasureType.GOLD, self.__player0.id)
示例#6
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    def setUp(self):
        # Player.
        self.__player0 = self.create_dummy(DummyType.PLAYER)

        # ボス.
        boss = self.create_dummy(DummyType.BOSS_MASTER)
        # エリア.
        area = self.create_dummy(DummyType.AREA_MASTER, bossid=boss.id)

        # レイド.
        raidmaster = self.create_dummy(DummyType.RAID_MASTER)

        # ハプニング.
        happeningmaster = self.create_dummy(DummyType.HAPPENING_MASTER,
                                            raidmaster.id)
        data = ScoutHappeningData.create(happeningmaster.id, 10000)
        happenings = [data.get_dict()]
        self.__happeningmaster = happeningmaster

        # スカウト.
        scout = self.create_dummy(DummyType.SCOUT_MASTER,
                                  area=area,
                                  execution=100,
                                  happenings=happenings)
        self.__scout = scout
        for _ in xrange(5):
            scout = self.create_dummy(DummyType.SCOUT_MASTER,
                                      area=area,
                                      opencondition=scout.id)

        # 経験値情報.
        self.create_dummy(DummyType.PLAYER_LEVEL_EXP_MASTER, 1, exp=0)
        self.create_dummy(DummyType.PLAYER_LEVEL_EXP_MASTER, 2, exp=999)
        self.__player0.level = 1
        self.__player0.exp = 0
        self.__player0.getModel(PlayerExp).save()

        self.__player0.gold = 0
        self.__player0.getModel(PlayerGold).save()

        self.__player0.cardlimititem = 100
        self.__player0.getModel(PlayerDeck).save()

        # 途中まで進んでいるかもしれないので消しておく.
        playdata = ScoutPlayData.getByKey(
            ScoutPlayData.makeID(self.__player0.id, self.__scout.id))
        if playdata:
            playdata.delete()
示例#7
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    def setUp(self):
        # Player.
        self.__player0 = self.create_dummy(DummyType.PLAYER)

        # ボス.
        boss = self.create_dummy(DummyType.BOSS_MASTER)
        # エリア.
        area = self.create_dummy(DummyType.AREA_MASTER, bossid=boss.id)

        # カード.
        cardmaster = self.create_dummy(DummyType.CARD_MASTER)
        data = ScoutDropItemData.create(
            Defines.ItemType.CARD,
            cardmaster.id,
            filters={'ptype': Defines.CharacterType.TYPE_001},
            rate=10000)
        dropitems = [data.get_dropitem_dict()]
        self.__cardmaster = cardmaster

        # スカウト.
        scout = self.create_dummy(DummyType.SCOUT_MASTER,
                                  area=area,
                                  execution=100,
                                  dropitems=dropitems)
        self.__scout = scout
        for _ in xrange(5):
            scout = self.create_dummy(DummyType.SCOUT_MASTER,
                                      area=area,
                                      opencondition=scout.id)

        # 経験値情報.
        self.create_dummy(DummyType.PLAYER_LEVEL_EXP_MASTER, 1, exp=0)
        self.create_dummy(DummyType.PLAYER_LEVEL_EXP_MASTER, 2, exp=999)
        self.__player0.level = 1
        self.__player0.exp = 0
        self.__player0.getModel(PlayerExp).save()

        self.__player0.gold = 0
        self.__player0.getModel(PlayerGold).save()

        self.__player0.cardlimititem = 100
        self.__player0.getModel(PlayerDeck).save()

        # 途中まで進んでいるかもしれないので消しておく.
        playdata = ScoutPlayData.getByKey(
            ScoutPlayData.makeID(self.__player0.id, self.__scout.id))
        if playdata:
            playdata.delete()
示例#8
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    def check(self):
        self.checkResponseStatus()

        model_mgr = ModelRequestMgr()

        # 進行情報があるかを確認.
        playdata = ScoutPlayData.getByKey(
            ScoutPlayData.makeID(self.__player0.id, self.__scout.id))
        if playdata is None:
            raise AppTestError(u'進行情報が保存されていない')
        elif playdata.progress == 0:
            raise AppTestError(u'進行度が進んでいない')

        # 報酬.
        resultlist = playdata.result.get('result', None)
        if not resultlist:
            raise AppTestError(u'結果が設定されていない')

        for result in resultlist:
            self.__player0.exp += result['exp_add']
            self.__player0.gold += result['gold_add']

        # お金確認.
        playergold = PlayerGold.getByKey(playdata.uid)
        if playergold.gold != self.__player0.gold:
            raise AppTestError(u'お金が正しくない')

        # 経験値.
        playerexp = PlayerExp.getByKey(playdata.uid)
        if playerexp.exp != self.__player0.exp:
            raise AppTestError(u'お金が正しくない')

        # 宝箱獲得のイベントが設定されているか.
        targetevent = BackendApi.find_scout_event(
            playdata, Defines.ScoutEventType.GET_TREASURE)
        if targetevent is None:
            raise AppTestError(u'宝箱獲得イベントが設定されていない')
        elif targetevent.treasuretype != Defines.TreasureType.GOLD:
            raise AppTestError(u'宝箱獲得イベントに正しくカードが設定されていない.%d' %
                               targetevent.treasuretype)

        treasure_num = BackendApi.get_treasure_num(model_mgr,
                                                   Defines.TreasureType.GOLD,
                                                   self.__player0.id)
        if (self.__treasure_num + 1) != treasure_num:
            raise AppTestError(u'宝箱の所持数が想定外.%d vs %d' %
                               ((self.__treasure_num + 1), treasure_num))
示例#9
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    def check(self):
        self.checkResponseStatus()

        # 進行情報があるかを確認.
        playdata = ScoutPlayData.getByKey(
            ScoutPlayData.makeID(self.__player0.id, self.__scout.id))
        if playdata is None:
            raise AppTestError(u'進行情報が保存されていない')
        elif playdata.progress == 0:
            raise AppTestError(u'進行度が進んでいない')

        # 報酬.
        resultlist = playdata.result.get('result', None)
        if not resultlist:
            raise AppTestError(u'結果が設定されていない')

        for result in resultlist:
            self.__player0.exp += result['exp_add']
            self.__player0.gold += result['gold_add']

        # お金確認.
        playergold = PlayerGold.getByKey(playdata.uid)
        if playergold.gold != self.__player0.gold:
            raise AppTestError(u'お金が正しくない')

        # 経験値.
        playerexp = PlayerExp.getByKey(playdata.uid)
        if playerexp.exp != self.__player0.exp:
            raise AppTestError(u'お金が正しくない')

        # イベント設定されているか.
        eventlist = playdata.result.get('event', None)
        if not eventlist:
            raise AppTestError(u'イベントが設定されていない')

        # レベルアップのイベントが設定されているか.
        targetevent = None
        for event in eventlist:
            if event.get_type() == Defines.ScoutEventType.LEVELUP:
                targetevent = event
        if targetevent is None:
            raise AppTestError(u'レベルアップイベントが設定されていない')
        elif playerexp.level != targetevent.level:
            raise AppTestError(u'イベントに正しくレベルが設定されていない.%d vs %d' %
                               (playerexp.level, targetevent.level))
示例#10
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    def setUp(self):
        # Player.
        self.__player0 = self.create_dummy(DummyType.PLAYER)

        # ボス.
        boss = self.create_dummy(DummyType.BOSS_MASTER)
        # エリア.
        area = self.create_dummy(DummyType.AREA_MASTER, bossid=boss.id)

        # スカウト.
        scout = self.create_dummy(DummyType.SCOUT_MASTER,
                                  area=area,
                                  execution=100,
                                  apcost=100)
        self.__scout = scout
        for _ in xrange(5):
            scout = self.create_dummy(DummyType.SCOUT_MASTER,
                                      area=area,
                                      opencondition=scout.id)

        # 経験値情報.
        for i in xrange(Defines.BIGINNER_PLAYERLEVEL):
            self.create_dummy(DummyType.PLAYER_LEVEL_EXP_MASTER,
                              i + 1,
                              exp=i + 1)
        self.create_dummy(DummyType.PLAYER_LEVEL_EXP_MASTER,
                          Defines.BIGINNER_PLAYERLEVEL + 1,
                          exp=999)
        self.__player0.level = Defines.BIGINNER_PLAYERLEVEL
        self.__player0.exp = Defines.BIGINNER_PLAYERLEVEL
        self.__player0.getModel(PlayerExp).save()

        self.__player0.gold = 0
        self.__player0.getModel(PlayerGold).save()

        self.__player0.cardlimititem = 100
        self.__player0.getModel(PlayerDeck).save()

        # 途中まで進んでいるかもしれないので消しておく.
        playdata = ScoutPlayData.getByKey(
            ScoutPlayData.makeID(self.__player0.id, self.__scout.id))
        if playdata:
            playdata.delete()
示例#11
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    def check(self):
        self.checkResponseStatus()

        # 進行情報があるかを確認.
        playdata = ScoutPlayData.getByKey(
            ScoutPlayData.makeID(self.__player0.id, self.__scout.id))
        if playdata is None:
            raise AppTestError(u'進行情報が保存されていない')

        # 報酬.
        resultlist = playdata.result.get('result', None)
        if resultlist is None:
            raise AppTestError(u'結果が設定されていない')

        for result in resultlist:
            self.__player0.exp += result['exp_add']
            self.__player0.gold += result['gold_add']

        # お金確認.
        playergold = PlayerGold.getByKey(playdata.uid)
        if playergold.gold != self.__player0.gold:
            raise AppTestError(u'お金が正しくない')

        # 経験値.
        playerexp = PlayerExp.getByKey(playdata.uid)
        if playerexp.exp != self.__player0.exp:
            raise AppTestError(u'お金が正しくない')

        # イベント設定されているか.
        eventlist = playdata.result.get('event', None)
        if not eventlist:
            raise AppTestError(u'イベントが設定されていない')

        # 体力不足のイベントが設定されているか.
        targetevent = None
        for event in eventlist:
            if event.get_type() == Defines.ScoutEventType.AP_NONE:
                targetevent = event
        if targetevent is None:
            raise AppTestError(u'体力不足イベントが設定されていない')
示例#12
0
    def check(self):
        self.checkResponseStatus()

        # 進行情報があるかを確認.
        playdata = ScoutPlayData.getByKey(
            ScoutPlayData.makeID(self.__player0.id, self.__scout.id))
        if playdata is None:
            raise AppTestError(u'進行情報が保存されていない')
        elif playdata.progress == 0:
            raise AppTestError(u'進行度が進んでいない')

        # 報酬.
        resultlist = playdata.result.get('result', None)
        if not resultlist:
            raise AppTestError(u'結果が設定されていない')

        for result in resultlist:
            self.__player0.exp += result['exp_add']
            self.__player0.gold += result['gold_add']

        # お金確認.
        playergold = PlayerGold.getByKey(playdata.uid)
        if playergold.gold != self.__player0.gold:
            raise AppTestError(u'お金が正しくない')

        # 経験値.
        playerexp = PlayerExp.getByKey(playdata.uid)
        if playerexp.exp != self.__player0.exp:
            raise AppTestError(u'お金が正しくない')

        # カード獲得のイベントが設定されているか.
        targetevent = BackendApi.find_scout_event(
            playdata, Defines.ScoutEventType.GET_CARD)
        if targetevent is None:
            raise AppTestError(u'カード獲得イベントが設定されていない')
        elif targetevent.card != self.__cardmaster.id:
            raise AppTestError(u'カード獲得イベントに正しくカードが設定されていない.%d vs %d' %
                               (targetevent.card, self.__cardmaster.id))
        elif targetevent.is_received:
            raise AppTestError(u'カード受取判定済になってしまっている')
示例#13
0
    def setUp(self):
        # Player.
        self.__player0 = self.create_dummy(DummyType.PLAYER)

        # ボス.
        boss = self.create_dummy(DummyType.BOSS_MASTER)
        # エリア.
        area = self.create_dummy(DummyType.AREA_MASTER, bossid=boss.id)

        # レイド.
        raidmaster = self.create_dummy(DummyType.RAID_MASTER)

        # ハプニング.
        happeningmaster = self.create_dummy(DummyType.HAPPENING_MASTER,
                                            raidmaster.id,
                                            execution=0)
        data = ScoutHappeningData.create(happeningmaster.id, 10000)
        happenings = [data.get_dict()]
        self.__happeningmaster = happeningmaster

        # レイドイベント.
        data = ScoutHappeningData.create(happeningmaster.id, 10000)
        eventmaster = self.create_dummy(DummyType.RAID_EVENT_MASTER,
                                        happenings,
                                        champagne_num_max=10,
                                        champagne_time=300)
        self.__eventmaster = eventmaster

        # シャンパン情報.
        champagnedata = self.create_dummy(DummyType.RAID_EVENT_CHAMPAGNE,
                                          self.__player0.id, eventmaster.id,
                                          eventmaster.champagne_num_max)
        self.__champagnedata = champagnedata

        # スカウト.
        scout = self.create_dummy(DummyType.SCOUT_MASTER,
                                  area=area,
                                  execution=100,
                                  happenings=happenings)
        self.__scout = scout
        for _ in xrange(5):
            scout = self.create_dummy(DummyType.SCOUT_MASTER,
                                      area=area,
                                      opencondition=scout.id)

        # 経験値情報.
        self.create_dummy(DummyType.PLAYER_LEVEL_EXP_MASTER, 1, exp=0)
        self.create_dummy(DummyType.PLAYER_LEVEL_EXP_MASTER, 2, exp=999)
        self.__player0.level = 1
        self.__player0.exp = 0
        self.__player0.getModel(PlayerExp).save()

        self.__player0.gold = 0
        self.__player0.getModel(PlayerGold).save()

        self.__player0.cardlimititem = 100
        self.__player0.getModel(PlayerDeck).save()

        # 途中まで進んでいるかもしれないので消しておく.
        playdata = ScoutPlayData.getByKey(
            ScoutPlayData.makeID(self.__player0.id, self.__scout.id))
        if playdata:
            playdata.delete()

        # イベント発生中設定.
        model_mgr = ModelRequestMgr()
        config = BackendApi.get_current_raideventconfig(model_mgr)
        self.__preconfig_mid = config.mid
        self.__preconfig_starttime = config.starttime
        self.__preconfig_endtime = config.endtime
        self.__preconfig_timebonus = config.timebonus_time
        timebonus_time = []
        now = OSAUtil.get_now()
        BackendApi.update_raideventconfig(self.__eventmaster.id,
                                          now,
                                          now + datetime.timedelta(days=1),
                                          timebonus_time=timebonus_time)
示例#14
0
    def setUp(self):
        # Player.
        self.__player0 = self.create_dummy(DummyType.PLAYER)

        # ボス.
        boss = self.create_dummy(DummyType.BOSS_MASTER)
        # エリア.
        area = self.create_dummy(DummyType.AREA_MASTER, bossid=boss.id)

        # カード.
        cardmaster = self.create_dummy(DummyType.CARD_MASTER)
        data = ScoutDropItemData.create(
            Defines.ItemType.CARD,
            cardmaster.id,
            filters={'ptype': Defines.CharacterType.TYPE_001},
            rate=10000)
        dropitems = [data.get_dropitem_dict()]
        self.__cardmaster = cardmaster

        # スカウト.
        scout = self.create_dummy(DummyType.SCOUT_MASTER,
                                  area=area,
                                  execution=100,
                                  dropitems=dropitems)
        self.__scout = scout
        for _ in xrange(5):
            scout = self.create_dummy(DummyType.SCOUT_MASTER,
                                      area=area,
                                      opencondition=scout.id)

        # 報酬.
        prize = self.create_dummy(DummyType.PRIZE_MASTER, gold=100, gachapt=10)

        # レイドマスター.
        raidmaster = self.create_dummy(DummyType.RAID_MASTER,
                                       hp=1,
                                       prizes=[prize.id],
                                       helpprizes=[prize.id],
                                       cabaretking=100,
                                       demiworld=10)
        self.__raidmaster = raidmaster

        # ハプニング.
        happeningmaster = self.create_dummy(DummyType.HAPPENING_MASTER,
                                            raidmaster.id)
        self.__happeningmaster = happeningmaster

        # レイドイベント.
        data = ScoutHappeningData.create(happeningmaster.id, 10000)
        happenings = [data.get_dict()]
        eventmaster = self.create_dummy(DummyType.RAID_EVENT_MASTER,
                                        happenings,
                                        champagne_num_max=10,
                                        champagne_time=300)
        self.__eventmaster = eventmaster

        # シャンパン情報.
        champagnedata = self.create_dummy(DummyType.RAID_EVENT_CHAMPAGNE,
                                          self.__player0.id, eventmaster.id,
                                          eventmaster.champagne_num_max)
        self.__champagnedata = champagnedata

        # 経験値情報.
        self.create_dummy(DummyType.PLAYER_LEVEL_EXP_MASTER, 1, exp=0)
        self.create_dummy(DummyType.PLAYER_LEVEL_EXP_MASTER, 2, exp=999)
        self.__player0.level = 1
        self.__player0.exp = 0
        self.__player0.getModel(PlayerExp).save()

        self.__player0.gold = 0
        self.__player0.getModel(PlayerGold).save()

        self.__player0.cardlimititem = 100
        self.__player0.getModel(PlayerDeck).save()

        # 途中まで進んでいるかもしれないので消しておく.
        playdata = ScoutPlayData.getByKey(
            ScoutPlayData.makeID(self.__player0.id, self.__scout.id))
        if playdata:
            playdata.delete()

        # イベント発生中設定.
        model_mgr = ModelRequestMgr()
        config = BackendApi.get_current_raideventconfig(model_mgr)
        self.__preconfig_mid = config.mid
        self.__preconfig_starttime = config.starttime
        self.__preconfig_endtime = config.endtime
        self.__preconfig_timebonus = config.timebonus_time
        timebonus_time = []
        now = OSAUtil.get_now()
        BackendApi.update_raideventconfig(self.__eventmaster.id,
                                          now,
                                          now + datetime.timedelta(days=1),
                                          timebonus_time=timebonus_time)
示例#15
0
 def handle(self, *args, **options):
     
     print '================================'
     print 'create_benchmark_csv'
     print '================================'
     
     
     USER_ID_START = OSAUtil.BENCH_USER_ID_START
     USER_NUM = 0
     if args:
         USER_NUM = int(args[0])
     USER_NUM = max(OSAUtil.BENCH_USER_ID_NUM, USER_NUM)
     
     print '================================'
     print 'USER_NUM=%d' % USER_NUM
     
     LEVEL = 1
     GOLD = 100000
     GACHA_PT = 3000
     CARD_NUM = 100
     CARD_LIMIT = CARD_NUM + 50
     FRIEND = 50
     FRIEND_REQUEST = 50
     FRIEND_EMPTY = 50
     FRIENDLIMIT = FRIEND + FRIEND_REQUEST * 2 + FRIEND_EMPTY
     RAID_ENDTIME = DateTimeUtil.strToDateTime("20150101", "%Y%m%d")
     RAIDLOG = 100
     GREETLOG = 100
     PRESENT = int(100 / len(Defines.ItemType.PRESENT_TYPES.keys()))
     PRESENT_LIMITTIME = DateTimeUtil.strToDateTime("20150101", "%Y%m%d")
     ITEM_RNUM = 50
     ITEM_VNUM = 50
     DECK_CAPACITY = 1000000
     CABARET_TREASURE = 100000
     
     TREASURE_NUM = 20
     
     OUTPUT_DIR = os.path.join(settings_sub.TMP_DOC_ROOT, 'dummy')
     csvmgr = ModelCSVManager(OUTPUT_DIR)
     
     model_mgr = ModelRequestMgr()
     
     # 各種マスターデータ.
     levelexpmaster = model_mgr.get_model(PlayerLevelExpMaster, LEVEL)
     item_all = model_mgr.get_mastermodel_all(ItemMaster)
     card_all = [master for master in model_mgr.get_mastermodel_all(CardMaster) if master.ckind == Defines.CardKind.NORMAL and master.hklevel == 1]
     happeningall = model_mgr.get_mastermodel_all(HappeningMaster)
     arealist = model_mgr.get_mastermodel_all(AreaMaster, order_by='id')[:2]
     scoutlist = ScoutMaster.fetchValues(filters={'area__in':[area.id for area in arealist]}, order_by='id')
     treasure_gold_all = model_mgr.get_mastermodel_all(TreasureGoldMaster)
     treasure_silver_all = model_mgr.get_mastermodel_all(TreasureSilverMaster)
     treasure_bronze_all = model_mgr.get_mastermodel_all(TreasureBronzeMaster)
     
     now = OSAUtil.get_now()
     
     print '================================'
     print 'players..'
     
     class ModelList:
         def __init__(self):
             self.modellist_all = []
         
         def add(self, modellist):
             csvmgr.setModelList(modellist)
     
     modellist_all = ModelList()
     
     for i in xrange(USER_NUM):
         modellist = []
         
         uid = i + USER_ID_START
         
         # プレイヤー作成.
         player = self.install(uid)
         
         # タイプ決定とか.
         self.regist(player, levelexpmaster, GOLD, GACHA_PT, FRIENDLIMIT, CARD_LIMIT, DECK_CAPACITY, CABARET_TREASURE)
         
         modellist.append(player.getModel(Player))
         for model_cls in ModelPlayer.Meta.MODELS:
             p = player.getModel(model_cls)
             if p:
                 modellist.append(p)
         
         # スカウト完了.
         for scout in scoutlist:
             playdata = ScoutPlayData.makeInstance(ScoutPlayData.makeID(uid, scout.id))
             playdata.progress = scout.execution
             modellist.append(playdata)
             
             # フレンドの近況.
             logdata = ScoutClearLog.makeData(player.id, scout.id)
             modellist.append(logdata)
         
         for area in arealist:
             model = AreaPlayData.makeInstance(AreaPlayData.makeID(uid, area.id))
             model.clevel = levelexpmaster.level
             modellist.append(model)
             
             # フレンドの近況.
             logdata = BossWinLog.makeData(player.id, area.id)
             modellist.append(logdata)
         
         # カード付与.
         playercard = player.getModel(PlayerCard)
         cardidlist = []
         for _ in xrange(CARD_NUM):
             playercard.card += 1
             cardid = Card.makeID(uid, playercard.card)
             
             cardmaster = random.choice(card_all)
             card = BackendApi.create_card_by_master(cardmaster)
             card.id = cardid
             card.uid = uid
             modellist.append(card)
             
             cardidlist.append(cardid)
         
         # デッキ設定.
         deck = Deck()
         deck.id = uid
         deck.set_from_array(cardidlist[:Defines.DECK_CARD_NUM_MAX])
         modellist.append(deck)
         
         # カード獲得フラグ.
         for cardmaster in card_all:
             cardacquisition = CardAcquisition.makeInstance(CardAcquisition.makeID(uid, cardmaster.id))
             cardacquisition.maxlevel = cardmaster.maxlevel
             modellist.append(cardacquisition)
             
             albumacquisition = AlbumAcquisition.makeInstance(AlbumAcquisition.makeID(uid, cardmaster.album))
             modellist.append(albumacquisition)
         
         # アイテム.
         for itemmaster in item_all:
             item = Item.makeInstance(Item.makeID(uid, itemmaster.id))
             item.rnum = ITEM_RNUM
             item.vnum = ITEM_VNUM
             modellist.append(item)
         
         # レイド履歴.
         states = (Defines.HappeningState.END, Defines.HappeningState.MISS, Defines.HappeningState.CANCEL)
         for lognumber in xrange(RAIDLOG):
             happeningmaster = random.choice(happeningall)
             raidmaster = BackendApi.get_raid_master(model_mgr, happeningmaster.boss)
             self.putRaidLog(modellist, player, happeningmaster, raidmaster, states[lognumber % len(states)])
         
         # レイド.
         happeningmaster = random.choice(happeningall)
         raidmaster = BackendApi.get_raid_master(model_mgr, happeningmaster.boss)
         self.putRaid(modellist, player, happeningmaster, raidmaster, RAID_ENDTIME)
         
         # プレゼント.
         def putPresent(itype, itemid, itemvalue):
             presentlist = BackendApi.create_present(model_mgr, 0, uid, itype, itemid, itemvalue, Defines.TextMasterID.ACCESS_BONUS, PRESENT_LIMITTIME, do_set_save=False)
             modellist.extend(presentlist)
             presentlist = BackendApi.create_present(model_mgr, 0, uid, itype, itemid, itemvalue, Defines.TextMasterID.ACCESS_BONUS, now, do_set_save=False)
             modellist.extend(presentlist)
         
         for _ in xrange(PRESENT):
             putPresent(Defines.ItemType.GOLD, 0, 1000)
             putPresent(Defines.ItemType.GACHA_PT, 0, 10)
             putPresent(Defines.ItemType.ITEM, random.choice(item_all).id, 1)
             putPresent(Defines.ItemType.CARD, random.choice(card_all).id, 1)
             putPresent(Defines.ItemType.RAREOVERTICKET, 0, 1)
             putPresent(Defines.ItemType.TRYLUCKTICKET, 0, 1)
             putPresent(Defines.ItemType.MEMORIESTICKET, 0, 1)
             putPresent(Defines.ItemType.GACHATICKET, 0, 1)
             putPresent(Defines.ItemType.GOLDKEY, 0, 1)
             putPresent(Defines.ItemType.SILVERKEY, 0, 1)
         
         # 宝箱.
         def makeTreasure(masterlist, model_cls, etime):
             master = random.choice(masterlist)
             model = model_cls()
             model.uid = uid
             model.mid = master.id
             model.etime = etime
             modellist.append(model)
         
         for _ in xrange(TREASURE_NUM):
             makeTreasure(treasure_gold_all, TreasureGold, now)
             makeTreasure(treasure_gold_all, TreasureGold, PRESENT_LIMITTIME)
             
             makeTreasure(treasure_silver_all, TreasureSilver, now)
             makeTreasure(treasure_silver_all, TreasureSilver, PRESENT_LIMITTIME)
             
             makeTreasure(treasure_bronze_all, TreasureBronze, now)
             makeTreasure(treasure_bronze_all, TreasureBronze, PRESENT_LIMITTIME)
         
         modellist_all.add(modellist)
         
         print 'complete uid=%d' % uid
     
     print '================================'
     print 'friends..'
     
     # ユーザーがそろっていないと作れないレコード.
     for i in xrange(USER_NUM):
         modellist = []
         
         uid = i + USER_ID_START
         
         # フレンド設定.
         self.putFriends(modellist, uid, USER_ID_START, USER_NUM, FRIEND, FRIEND_REQUEST)
         
         # あいさつ履歴.
         fid = uid
         for _ in xrange(GREETLOG):
             fid = ((fid - USER_ID_START + 1) % USER_NUM) + USER_ID_START
             while fid == uid:
                 fid = ((fid - USER_ID_START + 1) % USER_NUM) + USER_ID_START
             
             model = GreetLog()
             model.fromid = fid
             model.toid = uid
             modellist.append(model)
         
         modellist_all.add(modellist)
         
         print 'complete uid=%d' % uid
     
     csvmgr.output()
     
     print '================================'
     print 'all done..'
示例#16
0
文件: do.py 项目: hitandaway100/caba
    def process(self):
        try:
            # スカウトID.
            args = self.getUrlArgs('/scoutdo/')
            scoutid = int(args.get(0)) or None
            scoutkey = urllib.unquote(args.get(1) or '')
            str_flag_skip = self.request.get(Defines.URLQUERY_SKIP)
            if not str_flag_skip in ('1', '0'):
                str_flag_skip = None
        except:
            raise CabaretError(u'引数が想定外です', CabaretError.Code.ILLEGAL_ARGS)
        
        v_player = self.getViewerPlayer()
        
        # 演出スキップフラグ.
        if str_flag_skip:
            flag_skip = bool(int(str_flag_skip))
            BackendApi.set_scoutskip_flag(v_player.id, flag_skip)
        else:
            flag_skip = BackendApi.get_scoutskip_flag(v_player.id)
        
        model_mgr = self.getModelMgr()
        
        using = settings.DB_DEFAULT
        
        # マスターデータ.
        scoutmaster = None
        if scoutid:
            scoutmasterlist = BackendApi.get_scouts(model_mgr, [scoutid], using)
            scoutmaster = scoutmasterlist[0] if scoutmasterlist else None
        if scoutmaster is None:
            raise CabaretError(u'不正なアクセスです', CabaretError.Code.ILLEGAL_ARGS)
        
        areamaster = BackendApi.get_area(model_mgr, scoutmaster.area, using)
        if areamaster is None:
            self.redirectWithError(CabaretError(u'閲覧できないエリアです', CabaretError.Code.ILLEGAL_ARGS))
            return
        
        # 遊べるかを確認.
        if not BackendApi.check_scout_playable(model_mgr, scoutmaster, v_player, using):
            # クリア条件を満たしていない.
            self.redirectWithError(CabaretError(u'閲覧できないエリアです', CabaretError.Code.ILLEGAL_ARGS))
            return
        
        if not scoutkey:
            scoutkey = BackendApi.get_scoutkey(model_mgr, v_player.id, scoutmaster.id, using)
        
        # SHOWTIME確認.
        raideventmaster = BackendApi.get_current_raideventmaster(model_mgr, using=using)
        if raideventmaster is None or raideventmaster.flag_dedicated_stage:
            champagnecall_start = False
            champagnecall = False
        else:
            champagnecall_start = BackendApi.get_raidevent_is_champagnecall_start(model_mgr, v_player.id, using=using)
            champagnecall = not champagnecall_start and BackendApi.get_raidevent_is_champagnecall(model_mgr, v_player.id, using=using)

        # 実行.
        champagnecall_started = False
        try:
            model_mgr, playdata = db_util.run_in_transaction(self.tr_write, v_player.id, scoutmaster, scoutkey, champagnecall, champagnecall_start)
            model_mgr.write_end()
            champagnecall_started = bool(playdata.result.get('champagne'))
        except CabaretError, err:
            if err.code == CabaretError.Code.ALREADY_RECEIVED:
                model_mgr.delete_models_from_cache(ScoutPlayData, [ScoutPlayData.makeID(v_player.id, scoutmaster.id)])
            else:
                # うまく実行できない.
                if settings_sub.IS_DEV:
                    # マスターデータが正しくないとかあるだろうからそのチェック用.
                    raise
                # ここに来るのは不正アクセス等のユーザという想定.
                self.redirectWithError(CabaretError(u'閲覧できないエリアです', CabaretError.Code.ILLEGAL_ARGS))
                return