本文整理汇总了Python中cuwo.entity.ItemData类的典型用法代码示例。如果您正苦于以下问题:Python ItemData类的具体用法?Python ItemData怎么用?Python ItemData使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了ItemData类的11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: PickupAction
class PickupAction(Loader):
def read(self, reader):
self.entity_id = reader.read_uint64()
self.item = ItemData()
self.item.read(reader)
def write(self, writer):
writer.write_uint64(self.entity_id)
self.item.write(writer)
示例2: PickupAction
class PickupAction(Loader):
def read(self, reader):
self.entity_id = reader.read_uint64() # player who picked up
self.item_data = ItemData()
self.item_data.read(reader)
def write(self, writer):
writer.write_uint64(self.entity_id)
self.item_data.write(writer)
示例3: read
def read(self, reader):
self.item_data = ItemData()
self.item_data.read(reader)
self.pos = reader.read_qvec3()
self.rotation = reader.read_float() # angle something
self.scale = reader.read_float()
self.something3 = reader.read_uint8()
reader.skip(3)
self.drop_time = reader.read_uint32() # drop time
self.something5 = reader.read_uint32() # 320
self.something6 = reader.read_int32() # 324
示例4: read
def read(self, reader):
self.item_data = ItemData()
self.item_data.read(reader)
self.chunk_x = reader.read_int32()
self.chunk_y = reader.read_int32()
# index of item in ChunkItems
self.item_index = reader.read_int32()
self.something4 = reader.read_uint32()
self.interact_type = reader.read_uint8()
self.something6 = reader.read_uint8()
self.something7 = reader.read_uint16()
示例5: read
def read(self, reader):
self.equipment = ItemData()
self.equipment.read(reader)
self.chunk_x = reader.read_int32()
self.chunk_y = reader.read_int32()
self.something3 = reader.read_int32()
#
self.something4 = reader.read_uint32()
self.interact_type = reader.read_uint8()
self.something6 = reader.read_uint8()
self.something7 = reader.read_uint16()
示例6: InteractPacket
class InteractPacket(Packet):
def read(self, reader):
self.item_data = ItemData()
self.item_data.read(reader)
self.chunk_x = reader.read_int32()
self.chunk_y = reader.read_int32()
# index of item in ChunkItems
self.item_index = reader.read_int32()
self.something4 = reader.read_uint32()
self.interact_type = reader.read_uint8()
self.something6 = reader.read_uint8()
self.something7 = reader.read_uint16()
def write(self, writer):
self.item_data.write(writer)
writer.write_int32(self.chunk_x)
writer.write_int32(self.chunk_y)
writer.write_int32(self.item_index)
writer.write_uint32(self.something4)
writer.write_uint8(self.interact_type)
writer.write_uint8(self.something6)
writer.write_uint16(self.something7)
示例7: ChunkItemData
class ChunkItemData(Loader):
def read(self, reader):
self.item_data = ItemData()
self.item_data.read(reader)
self.pos = reader.read_qvec3()
self.rotation = reader.read_float() # angle something
self.scale = reader.read_float()
self.something3 = reader.read_uint8()
reader.skip(3)
self.drop_time = reader.read_uint32() # drop time
self.something5 = reader.read_uint32() # 320
self.something6 = reader.read_int32() # 324
def write(self, writer):
self.item_data.write(writer)
writer.write_qvec3(self.pos)
writer.write_float(self.rotation)
writer.write_float(self.scale)
writer.write_uint8(self.something3)
writer.pad(3)
writer.write_uint32(self.drop_time)
writer.write_uint32(self.something5)
writer.write_int32(self.something6)
示例8: InteractPacket
class InteractPacket(Packet):
def read(self, reader):
self.equipment = ItemData()
self.equipment.read(reader)
self.chunk_x = reader.read_int32()
self.chunk_y = reader.read_int32()
self.something3 = reader.read_int32()
#
self.something4 = reader.read_uint32()
self.interact_type = reader.read_uint8()
self.something6 = reader.read_uint8()
self.something7 = reader.read_uint16()
# print vars(self)
def write(self, writer):
self.equipment.write(writer)
writer.write_int32(self.chunk_x)
writer.write_int32(self.chunk_y)
writer.write_int32(self.something3)
writer.write_uint32(self.something4)
writer.write_uint8(self.interact_type)
writer.write_uint8(self.something6)
writer.write_uint16(self.something7)
示例9: EntitySubAction
class EntitySubAction(Loader):
def read(self, reader):
self.item_data = ItemData()
self.item_data.read(reader)
self.vec = reader.read_qvec3()
self.something = reader.read_float() # angle something
self.something2 = reader.read_float()
self.something3 = reader.read_uint8()
reader.skip(3)
self.something4 = reader.read_uint32() # 316
self.something5 = reader.read_uint32() # 320
self.something6 = reader.read_int32() # 324
# print vars(self)
def write(self, writer):
self.item_data.write(writer)
writer.write_qvec3(self.vec)
writer.write_float(self.something)
writer.write_float(self.something2)
writer.write_uint8(self.something3)
writer.pad(3)
writer.write_uint32(self.something4)
writer.write_uint32(self.something5)
writer.write_int32(self.something6)
示例10: create_item_data
def create_item_data():
item_data = ItemData()
item_data.type = 0
item_data.sub_type = 0
item_data.modifier = 0
item_data.minus_modifier = 0
item_data.rarity = 0
item_data.material = 0
item_data.flags = 0
item_data.level = 0
item_data.items = []
for _ in range(32):
new_item = ItemUpgrade()
new_item.x = 0
new_item.y = 0
new_item.z = 0
new_item.material = 0
new_item.level = 0
item_data.items.append(new_item)
item_data.upgrade_count = 0
return item_data
示例11: __get_loot_item
def __get_loot_item(self, player):
"""Gets a loot item for a specified player.
Keyword arguments:
player -- The player to get a loot item for.
Return value:
An ItemData instance describing the item.
"""
l = self.__loot
item = ItemData()
item.minus_modifier = 0
item.flags = 0
item.items = []
for _ in range(32):
item.items.append(ItemUpgrade())
item.upgrade_count = 0
if l >= LOOT_COMMON and l <= LOOT_LEGENDARY:
item.type = random.randint(ITEM_TYPE_WEAPON,
ITEM_TYPE_RING)
item.sub_type = self.__get_sub_type(item.type, player)
item.modifier = random.randint(1, 10)
item.rarity = l
item.material = self.__get_material(item.type,
item.sub_type, player)
item.level = player.entity.level
elif l >= LOOT_SPIRIT_FIRE and l <= LOOT_SPIRIT_WIND:
item.type = ITEM_TYPE_SPIRIT
item.sub_type = ITEM_SUB_TYPE_SPIRIT
item.modifier = 0
item.rarity = ITEM_RARITY_RARE
# 128: Fire, 129: Unholy, 130: Ice, 131: Wind
item.material = 123 + l
item.level = player.entity.level
else: # Mana Cube
item.type = 25
item.sub_type = 0
item.modifier = 0
item.rarity = 0
item.material = 0
item.level = 0
return item