local ItemData = require("bag.Proto").ItemData local HeroSimple = require("hero.Proto").HeroSimple local RoleBase = require("role.Proto").RoleBase local CombatSkillConf = require("combat.Proto").CombatSkillConf local Attr = require("role.Proto").Attr local BuyItem = require("topup.Proto").BuyItem -- 进入战役界面的查询 CG_BATTLE_QUERY = {} Tongguan = { {"reward",10,ItemData}, -- 道具 {"heroReward",2,HeroSimple}, -- 武将展示 {"status",1,"byte"}, -- 状态 {"levelName",1,"string"}, -- 所需通关 {"index",1,"int"}, -- 奖励索引 {"nowBattle",1,"string"}, -- 当前通关关卡 } -- 通关信息 BattleShark = { {"roleBase", 1, RoleBase}, -- 角色信息 {"type", 1, "byte"}, -- 类型 1 战力 2最快 3 最近 {"param", 1, "int"}, -- 参数 战力 or 通关时间 or 挑战时间 {"videoUuid", 1, "string"}, -- 战斗记录 } -- 世界地图 BattleWorldMap = { {"mapID", 1, "byte"}, -- 地图ID {"mapName", 1, "string"}, -- 地图名称 {"mapBuild", 1, "int"}, -- 地图建筑 {"mapBg", 1, "int"}, -- 地图背景 {"mapPos", 2, "int"}, -- 地图坐标 {"status", 1, "byte"}, -- 地图状态 1 已解锁 2 未解锁 {"story", 1, "string"}, -- 背景故事 {"maxLevel", 1, "byte"}, -- 最大进度 {"curLevel", 1, "byte"}, -- 当前进度 {"chapterReward", 40, ItemData}, -- 大关卡奖励 {"chapterDot", 1, "byte"}, -- 是否可以奖励 {"roleList", 3, RoleBase}, -- 在此关卡的玩家 } -- 关卡信息 BattleNodeInfo = { {"nodeName", 1,"string"}, -- 关卡名 {"battleID", 1,"int"}, -- 关卡ID {"needLv", 1,"int"}, -- 关卡需要等级 {"needZDL", 1,"int"}, -- 关卡需要战斗力 {"hasSuipian", 1,"byte"}, -- 关卡是否有碎片 } BattlePosNet = { {"battleID", 1, "int"}, {"posX", 1, "short"}, -- 坐标x {"posY", 1, "short"}, -- 坐标y {"roleBase", 2, RoleBase}, -- 最快通关玩家信息 数组长度0表示没有 {"nodeName", 1, "string"}, {"isBig", 1, "byte"}, -- 是否大关卡 } BattleExtraDataSSZH = { {"posList", 50, BattlePosNet}, } -- 模型信息 BattleBody = { {"body",1,"int"}, -- 模型 {"atkId",1,CombatSkillConf}, -- 普攻 {"skill",1,CombatSkillConf}, -- 技能 {"pos",1,"byte"}, -- 位置 {"hp",1,"int"}, -- 血量 {"atkType",1,"byte"}, -- 1 近战 2 远程 } -- 战斗记录结构体 CombatVideoStruct = { {"ownBody",6,BattleBody}, -- 己方 {"enemyBody",6,BattleBody}, -- 敌方 } -- 挂机界面查询 GC_BATTLE_QUERY = { {"nowBattleID", 1, "int"}, -- 下一战斗节点id {"nodeName", 1, "string"}, -- 下一战斗节点名 {"nodeID", 1, "int"}, -- 下一战斗节点ID {"needLv", 1, "int"}, -- 下一战斗节点所需玩家等级 {"maxBattleID", 1, "int"}, -- 最大的id {"mapID", 1, "int"}, -- 当前挂机地图ID {"mapName", 1, "string"}, -- 当前挂机地图名字 {"bg", 1, "int"}, -- 当前挂机地图背景图 {"sceneID", 1, "int"}, -- 战斗场景 {"time", 1, "int"}, -- 已挂机时间 {"maxTime", 1, "int"}, -- 最大可挂机时间 {"canBattle", 1, "byte"}, -- 能否战斗 {"canMopup", 1, "byte"}, -- 能否免费扫荡 {"xushang", 1, "int"}, -- 悬赏情报数量 {"xushangMax", 1, "int"}, -- 悬赏情报上限 {"xsDot", 1, "byte"}, -- 悬赏红点 {"doubleCnt", 1, "byte"}, {"tongguan", 2, Tongguan}, -- 通关奖励 长度为0不需要展示 {"extraDataSSZH", 1, BattleExtraDataSSZH}, -- 额外数据(闪烁战火) {"videoInfo", 1, CombatVideoStruct}, -- 播放数据 {"battleGameTimes", 1, "byte"}, -- 普通闯关获得的游戏次数 } -- 世界地图 CG_BATTLE_WORLD_MAP_QUERY = { } GC_BATTLE_WORLD_MAP_QUERY = { {"worldMap",100,BattleWorldMap}, -- 世界地图 } -- 当前关卡玩家查询 CG_BATTLE_WORLD_MAP_ROLELIST_QUERY = { {"worldMapId",1,"int"}, -- 世界地图ID } GC_BATTLE_WORLD_MAP_ROLELIST_QUERY = { {"roleList",50,RoleBase}, -- 在次关卡的玩家 } -- 战斗节点查询 CG_BATTLE_NODE_QUERY = { {"mapID",1,"int"}, -- 地图ID } GC_BATTLE_NODE_QUERY = { {"battleID",1,"int"}, -- 自己所在关卡 {"nodeInfo",20,BattleNodeInfo}, -- 节点信息 } -- 收获基础收益 CG_BATTLE_HANG_QUERY = {} GC_BATTLE_HANG_QUERY = { {"time", 1, "int"}, {"maxTime", 1, "int"}, {"items", 50, ItemData}, {"exp", 1, "int"}, --经验 {"jinbi", 1, "int"}, --金币 {"greenExp", 1, "int"}, --绿魂 {"qingbao", 1, "int"}, --情报 {"diamond", 1, "int"}, -- 钻石消耗数量 {"index", 1, "int"}, -- 序号 {"isEnd", 1, "int"}, -- 是否结束 } CG_BATTLE_HANG_GET = { } -- 战役节点详细信息查询 CG_BATTLE_NODE_DETAIL_QUERY = { {"battleID", 1, "int"}, } GC_BATTLE_NODE_DETAIL_QUERY = { {"battleID", 1, "int"}, {"exp", 1, "int"}, --经验 {"jinbi", 1, "int"}, --金币 {"greenExp", 1, "int"}, --绿魂 {"qingbao", 1, "int"}, --情报 {"items", 60, ItemData}, {"nodeName", 1, "string"}, -- 当前关卡,字符串 } -- 战役章节(地图)收益查询 BattleMapDropItemsNet = { {"mapID", 1, "int"}, {"mapName", 1, "string"}, {"isOpen", 1, "byte"}, } CG_BATTLE_MAP_DROPITEMS_LIST = {} GC_BATTLE_MAP_DROPITEMS_LIST = { {"list", 60, BattleMapDropItemsNet}, } CG_BATTLE_MAP_DROPITEMS_DETAIL = { {"mapID", 1, "int"}, } GC_BATTLE_MAP_DROPITEMS_DETAIL = { {"mapID", 1, "int"}, {"items", 60, ItemData}, } -- 挂机收益增加提示 GC_BATTLE_REWARD_UP = { {"itemExp", 1, ItemData}, {"itemJinbi", 1, ItemData}, {"itemGreenExp", 1, ItemData}, {"itemQingbao", 1, ItemData}, {"expOld", 1, "int"}, --经验 {"expNew", 1, "int"}, --经验 {"jinbiOld", 1, "int"}, --金币 {"jinbiNew", 1, "int"}, --金币 {"greenExpOld", 1, "int"}, --绿魂 {"greenExpNew", 1, "int"}, --绿魂 {"qingbaoOld", 1, "int"}, --情报 {"qingbaoNew", 1, "int"}, --情报 } -- 设置战役挂机节点/进入下一章 CG_BATTLE_NODE_SET = { {"battleID", 1, "int"}, } GC_BATTLE_NODE_SET = {} -- 战役界面假打的小人查询 CG_BATTLE_HANG_FIGHT = {} HangFightNet = { {"body", 1, "int"}, {"fireType", 1, "short"}, {"attackEffect",1, "string"}, {"flyEffect", 1, "string"}, {"flyCoords", 1, "string"}, {"hitEffect", 1, "string"}, {"height", 1, "short"}, {"weight", 1, "short"}, {"hitSound", 1, "string"}, } GC_BATTLE_HANG_FIGHT = { {"attackerList", 6, HangFightNet}, {"monsterList", 6, HangFightNet}, } -- 收菜提醒 GC_BATTLE_HANG_TIME_SPILL = { {"time", 1, "int"}, } -- 快速作战 CG_BATTLE_MOPUP_FIGHT = { } GC_BATTLE_MOPUP_FIGHT = { {"exp", 1, "int"}, --经验 {"jinbi", 1, "int"}, --金币 {"greenExp", 1, "int"}, --绿魂 {"qingbao", 1, "int"}, --情报 {"item",40,ItemData}, {"double", 1, "byte"}, } -- 扫荡查询 CG_BATTLE_MOPUP_QUERY = { } GC_BATTLE_MOPUP_QUERY = { {"item", 50, ItemData}, -- 物品 {"leftCnt", 1, "int"}, -- 剩余扫荡次数 {"need", 1, "int"}, -- 扫荡花费钻石 {"vip", 1, "byte"}, -- 是否是vip {"nowCnt", 1, "int"}, -- 当前已扫荡次数 {"exp", 1, "int"}, --经验 {"jinbi", 1, "int"}, --金币 {"greenExp", 1, "int"}, --绿魂 {"qingbao", 1, "int"}, --情报 {"name", 1, "string"}, --情报 } -- 通关奖励领取 CG_BATTLE_TONGGUAN_REWARD_GET = { {"index",1,"int"}, } -- 回到征战界面 GC_BATTLE_GOBACK_MAIN = { {"panelIDs", 5, "short"}, } -- 通关战报查询 CG_BATTLE_SHARK_QUERY = { {"battleID",1,"int"}, -- 关卡 } GC_BATTLE_SHARK_QUERY = { {"battleShark",3,BattleShark}, --战报 } --大关卡通关后领取奖励 CG_BATTLE_CHAPTER_REWARD = { {"mapID", 1, "byte"}, } GC_BATTLE_CHAPTER_REWARD = { -- {"mapID", 1, "byte"}, {"mapIDList", 30, "byte"}, } --客户端查询副本是否开启 CG_ELITE_OPEN = { } --精英副本开启通知 GC_ELITE_OPEN = { {"curCopyType", 1, "int"}, --当前副本类型 {"copyOpenType", 2, "byte"},--副本开启类型 无素1 精英副本 开启:1 未开启:0 元素2 困难副本 开启:1 未开启:0 } --进入精英副本难易度选择 CG_ELITE_SELECT = { --index为1:普通难度 主线章节 --index为2:精英难度 --index为3:困难难度 {"index",1,"int"}, } GC_ELITE_SELECT ={ --status为0:表示选择成功 --status为1:表示玩家等级未达到 --status为2:表示玩家未完成通过主线第80关 {"status",1,"int"}, } -- 通关奖励领取 CG_BATTLE_TONGGUAN_REWARD_GET_COPY = { {"index",1,"int"}, --查询副本类型 } GC_BATTLE_TONGGUAN_REWARD_GET_COPY = { {"status", 1, "int"}, -- 领取状态(0、失败, 1、成功) } --查询所有未领取奖励关卡奖励 CG_BATTLE_QUERY_ALL = { {"index",1,"int"}, --查询副本类型 {"curIndex",1,"int"} --当前请求的记录条数 } --返回所有未领取奖励关卡奖励 GC_BATTLE_QUERY_ALL = { {"index",1,"int"}, --查询副本类型 {"list",15,Tongguan},--查询副本返回数据 {"curIndex",1,"int"},--想请求的记录条数会累加到最大关卡 {"isEnd",1,"byte"},--未领取奖励是否发送结束 } CG_BATTLE_GETGAMEREWARD = { {"indexStr", 1, "string"}, --图案id,格式: 101|102|103 } GC_BATTLE_GETGAMEREWARD = { {"battleGameTimes", 1, "byte"}, -- 普通闯关获得的游戏次数 } -------------------------------肉鸽系统----------------------------------------- AttrInfo ={ {"name", 1, "string"}, --名字 {"id", 1, "int"}, --id {"quality", 1, "byte"}, --品质 {"level", 1, "byte"}, --等级 {"icon", 1, "int"}, --icon {"attr", 1, Attr}, --加成属性 } --查询当前闯关模式是否有没选择的属性 CG_ISNEEDSELECTATTR = {} GC_ISNEEDSELECTATTR = { {"noraml", 1, "byte"}, -- 是否有有未选择的属性加成, 0:没有,1:有 {"elite", 1, "byte"}, -- 是否有有未选择的属性加成, 0:没有,1:有 {"hard", 1, "byte"}, -- 是否有有未选择的属性加成, 0:没有,1:有 } --获取当前闯关模式需要选择的属性加成信息 CG_GETCHOOSEATTR_INFO = {} GC_GETCHOOSEATTR_INFO = { {"attrInfo", 3, AttrInfo}, -- 属性加成信息 {"refreshCost", 1, ItemData}, -- 刷新消耗 } --当前闯关模式的所有加成信息 CG_GETALLATTR_INFO = {} GC_GETALLATTR_INFO = { {"attrInfo", 20, AttrInfo}, -- 属性加成信息 {"refreshCost", 1, ItemData}, -- 刷新消耗 {"isEnd", 1, "byte"}, -- 是否发完标识, 0-没有, 1-发完 } --选择属性 CG_CHOOSE_ATTR = { {"idx", 1, "int"}, --下标 } --刷新属性 CG_REFRESH_ATTR = { {"type", 1, "byte"}, --刷新类型, 1-刷新选择界面的3个属性, 2-刷新已获得属性界面的属性 {"id", 1, "int"}, --id, type为1时随便填, 等于2时为要刷新的属性id } --刷新某个已获得属性时返回 GC_REFRESH_ATTR = { {"oldId", 1, "int"}, -- 原来的属性ID {"newAttrData", 1, AttrInfo}, -- 新属性数据 } ------------------------------------------------------------------------------------------------------ CG_BATTLE_TEAM_COUNT = { } GC_BATTLE_TEAM_COUNT = { {"teamCnt", 1, "byte"}, -- 队伍数量 } --------------------------------------------------------闯关主题-------------------------------------------- BREAKTHROUGHREWARD_INFO = { {"rewardArr", 4, ItemData}, -- 奖励列表 {"rewardStage", 1, "byte"}, -- 奖励状态, 0-不可领取, 1-可领, 2-已领 {"reallyIdx", 1, "short"}, -- 奖励索引 {"condStage", 1, "int"}, -- 领取奖励所需关卡 } ADVANCEDREWARD_INFO = { {"reward", 1, ItemData}, -- 奖励列表 {"rewardStage", 1, "byte"}, -- 奖励状态, 0-不可领取, 1-可领, 2-已领 {"condDays", 1, "int"}, -- 领取奖励所需登录天数 } -- 闯关阵容查询 CG_BREATHROUGHTHEME_LINEUP_QUERY = {} GC_BREATHROUGHTHEME_LINEUP_QUERY = { {"lineup1", 5, HeroSimple}, -- 初级阵容 {"lineup2", 5, HeroSimple}, -- 中级阵容 {"lineup3", 5, HeroSimple}, -- 豪华阵容 } -- 闯关奖励查询 CG_BREATHROUGHTHEME_BREAKTHROUGHREWARD_QUERY = {} GC_BREATHROUGHTHEME_BREAKTHROUGHREWARD_QUERY = { {"list", 5, BREAKTHROUGHREWARD_INFO}, {"isEnd", 1, "byte"}, -- 数据发完标识, 0-没有, 1-已发完 {"buyState", 1, "byte"}, -- 购买状态, 0-未购买, 1-已购买 } -- 进阶奖励查询 CG_BREATHROUGHTHEME_ADVANCEDREWARD_QUERY = {} GC_BREATHROUGHTHEME_ADVANCEDREWARD_QUERY = { {"list", 7, ADVANCEDREWARD_INFO}, {"buyItem", 1, BuyItem}, -- 购买信息 {"buyState", 1, "byte"}, -- 购买状态, 0-未购买, 1-已购买 } -- 领奖 CG_BREATHROUGHTHEME_GET_REWARD = { {"rewardType", 1, "byte"}, -- 奖励类型, 1-闯关奖励, 2-进阶奖励 } -- 红点 GC_BREATHROUGHTHEME_REDDOT = { {"page1RedDotState", 1, "byte"}, -- 闯关奖励标签红点状态, 0-不显示红点, 1-显示红点 {"page2RedDotState", 1, "byte"}, -- 进阶奖励标签红点状态, 0-不显示红点, 1-显示红点 } -- 弹提示 CG_BREATHROUGHTHEME_SHOW_TIPS = {} GC_BREATHROUGHTHEME_SHOW_TIPS = { {"tipState", 1, "byte"}, -- 1-服务器通知客户端弹出提示 }