本文整理汇总了Python中core.formation.Formation.in_formation_staffs方法的典型用法代码示例。如果您正苦于以下问题:Python Formation.in_formation_staffs方法的具体用法?Python Formation.in_formation_staffs怎么用?Python Formation.in_formation_staffs使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类core.formation.Formation
的用法示例。
在下文中一共展示了Formation.in_formation_staffs方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: load_staffs
# 需要导入模块: from core.formation import Formation [as 别名]
# 或者: from core.formation.Formation import in_formation_staffs [as 别名]
def load_staffs(self):
from core.staff import StaffManger
from core.formation import Formation
self.formation_staffs = []
sm = StaffManger(self.server_id, self.char_id)
fm = Formation(self.server_id, self.char_id)
for k in fm.in_formation_staffs():
self.formation_staffs.append(sm.get_staff_object(k))
示例2: after_change
# 需要导入模块: from core.formation import Formation [as 别名]
# 或者: from core.formation.Formation import in_formation_staffs [as 别名]
def after_change(self, uid):
from core.formation import Formation
from core.plunder import Plunder
from core.championship import Championship
self.load_units()
unit = self.get_unit_object(uid)
all_units = self.get_units_data()
all_units_object = [self.get_unit_object(k) for k, _ in all_units.iteritems()]
changed_units = {}
for u in all_units_object:
if u.config.race == unit.config.race:
changed_units[u.id] = u
self.send_notify_with_unit_objs(changed_units.values())
fm = Formation(self.server_id, self.char_id)
_changed = False
for k, v in fm.in_formation_staffs().iteritems():
if v['unit_id'] in changed_units:
_changed = True
break
if _changed:
club = Club(self.server_id, self.char_id, load_staffs=False)
club.force_load_staffs(send_notify=True)
_p = Plunder(self.server_id, self.char_id)
if _p.find_way_id_by_unit_id(uid):
_p.send_formation_notify()
_c = Championship(self.server_id, self.char_id)
if _c.find_way_id_by_unit_id(uid):
_c.send_formation_notify()
示例3: _single_response
# 需要导入模块: from core.formation import Formation [as 别名]
# 或者: from core.formation.Formation import in_formation_staffs [as 别名]
def _single_response(_char):
context['show'] = True
context['char_id'] = _char.id
context['char_name'] = _char.name
context['server_id'] = _char.server_id
_club = Club(_char.server_id, _char.id)
_bag = Bag(_char.server_id, _char.id)
_vip = VIP(_char.server_id, _char.id)
_sm = StaffManger(_char.server_id, _char.id)
_fm = Formation(_char.server_id, _char.id)
_te = Territory(_char.server_id, _char.id)
_union = Union(_char.server_id, _char.id)
context['last_login'] = arrow.get(_club.last_login).to(settings.TIME_ZONE).format("YYYY-MM-DD HH:mm:ss")
context['club_level'] = _club.level
context['vip_level'] = _vip.doc['vip']
context['vip_exp'] = _vip.doc['exp']
context['power'] = _club.power
context['diamond'] = _club.diamond
context['gold'] = _club.gold
context['crystal'] = _club.crystal
context['gas'] = _club.gas
context['item_30007'] = _bag.get_amount_by_item_id(30007)
context['item_30008'] = _bag.get_amount_by_item_id(30008)
context['item_30009'] = _bag.get_amount_by_item_id(30009)
context['item_30015'] = _te.get_work_card_amount()
_res = MongoResource.db(_char.server_id).find_one({'_id': _char.id})
if not _res:
_res = {'resource': {}}
context['item_30022'] = _res['resource'].get('30022', 0)
context['item_30023'] = _res['resource'].get('30023', 0)
context['item_30019'] = _res['resource'].get('30019', 0)
_union_id = _union.get_joined_union_id()
if not _union_id:
context['union'] = {}
else:
context['union'] = {
'id': _union_id,
'name': _union.union_doc['name'],
'joined_at': arrow.get(_union.member_doc['joined_at']).to(settings.TIME_ZONE).format(
"YYYY-MM-DD HH:mm:ss"),
'contribution': _union.member_doc['contribution']
}
in_formation_staffs = _fm.in_formation_staffs()
staffs_data = []
equip_data = []
for k, v in in_formation_staffs.iteritems():
staff_obj = _sm.get_staff_object(k)
staff_name = ConfigItemNew.get(staff_obj.oid).name
staffs_data.append({
'id': staff_obj.id,
'oid': staff_obj.oid,
'name': staff_name,
'level': staff_obj.level,
'step': staff_obj.step,
'star': staff_obj.star,
'power': staff_obj.power,
'unit_id': v['unit_id'],
'position': v['position'],
})
for bag_slot_id in [staff_obj.equip_special, staff_obj.equip_decoration, staff_obj.equip_keyboard,
staff_obj.equip_monitor, staff_obj.equip_mouse]:
if not bag_slot_id:
continue
equip = _bag.get_slot(bag_slot_id)
equip_data.append({
'oid': equip['item_id'],
'level': equip['level'],
'name': ConfigItemNew.get(equip['item_id']).name,
'staff_name': staff_name
})
context['staffs'] = staffs_data
context['equips'] = equip_data
return render_to_response(
'dianjing_statistics_char.html',
context=context
)
示例4: equipment_level_up
# 需要导入模块: from core.formation import Formation [as 别名]
# 或者: from core.formation.Formation import in_formation_staffs [as 别名]
def equipment_level_up(self, slot_id, times=1):
from core.staff import StaffManger
from core.formation import Formation
from core.plunder import Plunder
this_slot = self.doc['slots'][slot_id]
item_id = this_slot['item_id']
if get_item_type(item_id) != TYPE_EQUIPMENT:
raise GameException(ConfigErrorMessage.get_error_id("INVALID_OPERATE"))
equip = Equipment.load_from_slot_data(this_slot)
level = equip.level
if equip.is_special:
if level >= ConfigEquipmentSpecialLevel.MAX_LEVEL:
raise GameException(ConfigErrorMessage.get_error_id("EQUIPMENT_SELF_REACH_MAX_LEVEL"))
station_level_limit = Plunder(self.server_id, self.char_id).get_station_level() * 2
if level >= station_level_limit:
raise GameException(ConfigErrorMessage.get_error_id("EQUIPMENT_SPECIAL_REACH_MAX_LEVEL"))
max_level = min(ConfigEquipmentSpecialLevel.MAX_LEVEL, station_level_limit)
else:
config = ConfigEquipmentNew.get(item_id)
if level >= config.max_level:
raise GameException(ConfigErrorMessage.get_error_id("EQUIPMENT_SELF_REACH_MAX_LEVEL"))
club_level_limit = get_club_property(self.server_id, self.char_id, 'level') * 2
if level >= club_level_limit:
raise GameException(ConfigErrorMessage.get_error_id("EQUIPMENT_REACH_MAX_LEVEL"))
max_level = min(config.max_level, club_level_limit)
can_add_level = max_level - level
if times > can_add_level:
times = can_add_level
def do_level_up(_add):
_item_needs = equip.get_level_up_needs_items(_add)
resource_classified = ResourceClassification.classify(_item_needs)
resource_classified.check_exist(self.server_id, self.char_id)
resource_classified.remove(self.server_id, self.char_id,
message="Bag.equipment_level_up:{0}".format(item_id))
old_level = level
error_code = 0
for i in range(times, 0, -1):
try:
do_level_up(i)
except GameException as e:
error_code = e.error_id
else:
level += i
break
if level > old_level:
self.doc['slots'][slot_id]['level'] = level
MongoBag.db(self.server_id).update_one(
{'_id': self.char_id},
{'$set': {
'slots.{0}.level'.format(slot_id): level
}}
)
ValueLogEquipmentLevelUpTimes(self.server_id, self.char_id).record(value=level - old_level)
self.send_notify(slot_ids=[slot_id])
sm = StaffManger(self.server_id, self.char_id)
staff_id = sm.find_staff_id_with_equip(slot_id)
if staff_id:
s_obj = sm.get_staff_object(staff_id)
s_obj.calculate()
s_obj.make_cache()
sm.send_notify(ids=[staff_id])
fm = Formation(self.server_id, self.char_id)
if staff_id in fm.in_formation_staffs():
Club(self.server_id, self.char_id).send_notify()
task_condition_trig_signal.send(
sender=None,
server_id=self.server_id,
char_id=self.char_id,
condition_name='core.formation.Formation'
)
return error_code, level != old_level, Equipment.load_from_slot_data(self.doc['slots'][slot_id])
示例5: force_load_staffs
# 需要导入模块: from core.formation import Formation [as 别名]
# 或者: from core.formation.Formation import in_formation_staffs [as 别名]
def force_load_staffs(self, send_notify=False):
from core.staff import StaffManger, Staff
from core.formation import Formation
from core.unit import UnitManager
from core.talent import TalentManager
from core.collection import Collection
from core.party import Party
from core.inspire import Inspire
from core.union import Union
from core.bag import Bag
self.formation_staffs = []
sm = StaffManger(self.server_id, self.char_id)
fm = Formation(self.server_id, self.char_id)
um = UnitManager(self.server_id, self.char_id)
ins = Inspire(self.server_id, self.char_id)
staffs = sm.get_staffs_data()
in_formation_staffs = fm.in_formation_staffs()
staff_objs = {}
""":type: dict[str, core.staff.Staff]"""
for k, v in staffs.items():
staff_objs[k] = Staff(self.server_id, self.char_id, k, v)
for k, v in staff_objs.iteritems():
if k in in_formation_staffs:
self.formation_staffs.append(v)
v.policy = in_formation_staffs[k]['policy']
v.formation_position = in_formation_staffs[k]['position']
unit_id = in_formation_staffs[k]['unit_id']
if unit_id:
v.set_unit(um.get_unit_object(unit_id))
working_staff_oids = fm.working_staff_oids()
for k in in_formation_staffs:
staff_objs[k].check_qianban(working_staff_oids)
staff_objs[k].add_self_talent_effect(self)
talent_effects_1 = TalentManager(self.server_id, self.char_id).get_talent_effects()
talent_effects_2 = Collection(self.server_id, self.char_id).get_talent_effects()
talent_effects_3 = fm.get_talent_effects()
talent_effects_4 = Party(self.server_id, self.char_id).get_talent_effects()
talent_effects_5 = Union(self.server_id, self.char_id).get_union_skill_talent_effects()
self.add_talent_effects(talent_effects_1)
self.add_talent_effects(talent_effects_2)
self.add_talent_effects(talent_effects_3)
self.add_talent_effects(talent_effects_4)
self.add_talent_effects(talent_effects_5)
config_inspire_level_addition, config_inspire_step_addition = ins.get_addition_config()
bag = Bag(self.server_id, self.char_id)
for _, v in staff_objs.iteritems():
v.config_inspire_level_addition = config_inspire_level_addition
v.config_inspire_step_addition = config_inspire_step_addition
v.calculate(bag=bag, um=um)
v.make_cache()
if send_notify:
self.send_notify()
in_formation_staff_ids = fm.in_formation_staffs().keys()
sm.send_notify(ids=in_formation_staff_ids)