本文整理匯總了Python中core.formation.Formation.in_formation_staffs方法的典型用法代碼示例。如果您正苦於以下問題:Python Formation.in_formation_staffs方法的具體用法?Python Formation.in_formation_staffs怎麽用?Python Formation.in_formation_staffs使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類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個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Python代碼示例。
示例1: load_staffs
# 需要導入模塊: from core.formation import Formation [as 別名]
# 或者: from core.formation.Formation import in_formation_staffs [as 別名]
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
# 需要導入模塊: from core.formation import Formation [as 別名]
# 或者: from core.formation.Formation import in_formation_staffs [as 別名]
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
# 需要導入模塊: from core.formation import Formation [as 別名]
# 或者: from core.formation.Formation import in_formation_staffs [as 別名]
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
# 需要導入模塊: from core.formation import Formation [as 別名]
# 或者: from core.formation.Formation import in_formation_staffs [as 別名]
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
# 需要導入模塊: from core.formation import Formation [as 別名]
# 或者: from core.formation.Formation import in_formation_staffs [as 別名]
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)