local BattleLogic = require("battle.BattleLogic") local BreakThroughTheme = require("battle.BreakThroughTheme") local BattleGift = require("battle.BattleGift") function CG_BATTLE_QUERY(human) --print("[CG_BATTLE_QUERY] 战役主界面查询开始") BattleLogic.query(human) --print("[CG_BATTLE_QUERY] 战役主界面查询结束") end function CG_BATTLE_HANG_GET(human) BattleLogic.hangGet(human) end function CG_BATTLE_HANG_FULL_TIME_QUERY(human) BattleLogic.sendHangFullTime(human) end function CG_BATTLE_NODE_SET(human, msg) BattleLogic.nodeSet(human, msg.battleID) end function CG_BATTLE_NODE_DETAIL_QUERY(human, msg) BattleLogic.nodeDetailQuery(human, msg.battleID) end function CG_BATTLE_HANG_FIGHT(human,msg) BattleLogic.hangFightQuery(human, msg.mapID) end function CG_BATTLE_MOPUP_QUERY(human) BattleLogic.mopupQuery(human) end function CG_BATTLE_MOPUP_FIGHT(human) BattleLogic.mopupFight(human) end function CG_BATTLE_TONGGUAN_REWARD_GET(human,msg) BattleLogic.getTongGuanReward(human,msg.index) end function CG_BATTLE_SHARK_QUERY(human,msg) BattleLogic.battleSharkQuery(human,msg.battleID) end function CG_BATTLE_WORLD_MAP_ROLELIST_QUERY(human,msg) BattleLogic.worldMapRoleListQuery(human,msg.worldMapId) end function CG_BATTLE_HANG_QUERY(human) BattleLogic.onHookQuery(human) end function CG_BATTLE_NODE_QUERY(human,msg) BattleLogic.battleNodeQuery(human,msg.mapID) end function CG_BATTLE_WORLD_MAP_QUERY(human) BattleLogic.battleWorldMapQuery(human) end function CG_BATTLE_MAP_DROPITEMS_LIST(human) BattleLogic.sendMapDroItemsList(human) end function CG_BATTLE_MAP_DROPITEMS_DETAIL(human, msg) BattleLogic.sendMapDroItemsDetail(human, msg.mapID) end function CG_BATTLE_CHAPTER_REWARD(human, msg) BattleLogic.battleChapterReward(human, msg.mapID) end function CG_ELITE_SELECT(human,msg) --print("1:CG_ELITE_SELECT") BattleLogic.CG_ELITE_SELECT(human,msg.index) --print("2:CG_ELITE_SELECT") end function CG_ELITE_OPEN(human) --print("[CG_ELITE_OPEN] 开始查询当前难度") BattleLogic.CG_ELITE_OPEN(human) --print("2:CG_ELITE_OPEN") end function CG_BATTLE_QUERY_ALL(human,msg) -- print("1:CG_BATTLE_QUERY_ALL") BattleLogic.CG_BATTLE_QUERY_ALL(human,msg.index,msg.curIndex) --print("2:CG_BATTLE_QUERY_ALL") end function CG_BATTLE_TONGGUAN_REWARD_GET_COPY(human,msg) BattleLogic.CG_BATTLE_TONGGUAN_REWARD_GET_COPY(human,msg.index) end --获得小游戏奖励 function CG_BATTLE_GETGAMEREWARD(human,msg) BattleLogic.GetGameReward(human,msg.indexStr) end ---------------------------------------------------肉鸽玩法--------------------------------------------------- function CG_ISNEEDSELECTATTR(human,msg) BattleLogic.QueryDiffBattleUnSelectAttr(human) end function CG_GETCHOOSEATTR_INFO(human,msg) BattleLogic.GetNowBattleModeUnSelectAttr(human) end function CG_GETALLATTR_INFO(human,msg) BattleLogic.GetNowBattleModeAllAttr(human) end function CG_CHOOSE_ATTR(human,msg) BattleLogic.ChooseAttr(human, msg.idx) end function CG_REFRESH_ATTR(human,msg) BattleLogic.RefreshAttr(human, msg.type, msg.id) end ------------------------------------------多队伍战斗------------------------------------------ function CG_BATTLE_TEAM_COUNT(human,msg) BattleLogic.QueryLevelTeamCnt(human) end ------------------------------闯关主题----------------------------------------------------- function CG_BREATHROUGHTHEME_LINEUP_QUERY(human,msg) BreakThroughTheme.BreakThrough_Lineup_Query(human) end function CG_BREATHROUGHTHEME_BREAKTHROUGHREWARD_QUERY(human,msg) BreakThroughTheme.BreakThrough_BreakThroughReward_Query(human) end function CG_BREATHROUGHTHEME_ADVANCEDREWARD_QUERY(human,msg) BreakThroughTheme.BreakThrough_AdvancedReward_Query(human) end function CG_BREATHROUGHTHEME_GET_REWARD(human,msg) BreakThroughTheme.BreakThrough_GetReward(human, msg.rewardType) end function CG_BREATHROUGHTHEME_SHOW_TIPS(human,msg) BreakThroughTheme.BreakThrough_UpdateShowTipsState(human, msg.rewardType) end ------------------------------闯关礼金----------------------------------------------------- function CG_BATTLEGIFT_QUERY(human,msg) BattleGift.BattleGift_Query(human) end function CG_BATTLEGIFT_GET(human,msg) BattleGift.BattleGift_Get(human) end