Proto.lua 16 KB

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  1. local ItemData = require("bag.Proto").ItemData
  2. local HeroSimple = require("hero.Proto").HeroSimple
  3. local RoleBase = require("role.Proto").RoleBase
  4. local CombatSkillConf = require("combat.Proto").CombatSkillConf
  5. local Attr = require("role.Proto").Attr
  6. local BuyItem = require("topup.Proto").BuyItem
  7. -- 进入战役界面的查询
  8. CG_BATTLE_QUERY = {}
  9. Tongguan = {
  10. {"reward",10,ItemData}, -- 道具
  11. {"heroReward",2,HeroSimple}, -- 武将展示
  12. {"status",1,"byte"}, -- 状态
  13. {"levelName",1,"string"}, -- 所需通关
  14. {"index",1,"int"}, -- 奖励索引
  15. {"nowBattle",1,"string"}, -- 当前通关关卡
  16. }
  17. -- 通关信息
  18. BattleShark = {
  19. {"roleBase", 1, RoleBase}, -- 角色信息
  20. {"type", 1, "byte"}, -- 类型 1 战力 2最快 3 最近
  21. {"param", 1, "int"}, -- 参数 战力 or 通关时间 or 挑战时间
  22. {"videoUuid", 1, "string"}, -- 战斗记录
  23. }
  24. -- 世界地图
  25. BattleWorldMap = {
  26. {"mapID", 1, "byte"}, -- 地图ID
  27. {"mapName", 1, "string"}, -- 地图名称
  28. {"mapBuild", 1, "int"}, -- 地图建筑
  29. {"mapBg", 1, "int"}, -- 地图背景
  30. {"mapPos", 2, "int"}, -- 地图坐标
  31. {"status", 1, "byte"}, -- 地图状态 1 已解锁 2 未解锁
  32. {"story", 1, "string"}, -- 背景故事
  33. {"maxLevel", 1, "byte"}, -- 最大进度
  34. {"curLevel", 1, "byte"}, -- 当前进度
  35. {"chapterReward", 40, ItemData}, -- 大关卡奖励
  36. {"chapterDot", 1, "byte"}, -- 是否可以奖励
  37. {"roleList", 3, RoleBase}, -- 在此关卡的玩家
  38. }
  39. -- 关卡信息
  40. BattleNodeInfo = {
  41. {"nodeName", 1,"string"}, -- 关卡名
  42. {"battleID", 1,"int"}, -- 关卡ID
  43. {"needLv", 1,"int"}, -- 关卡需要等级
  44. {"needZDL", 1,"int"}, -- 关卡需要战斗力
  45. {"hasSuipian", 1,"byte"}, -- 关卡是否有碎片
  46. }
  47. BattlePosNet = {
  48. {"battleID", 1, "int"},
  49. {"posX", 1, "short"}, -- 坐标x
  50. {"posY", 1, "short"}, -- 坐标y
  51. {"roleBase", 2, RoleBase}, -- 最快通关玩家信息 数组长度0表示没有
  52. {"nodeName", 1, "string"},
  53. {"isBig", 1, "byte"}, -- 是否大关卡
  54. }
  55. BattleExtraDataSSZH = {
  56. {"posList", 50, BattlePosNet},
  57. }
  58. -- 模型信息
  59. BattleBody = {
  60. {"body",1,"int"}, -- 模型
  61. {"atkId",1,CombatSkillConf}, -- 普攻
  62. {"skill",1,CombatSkillConf}, -- 技能
  63. {"pos",1,"byte"}, -- 位置
  64. {"hp",1,"int"}, -- 血量
  65. {"atkType",1,"byte"}, -- 1 近战 2 远程
  66. }
  67. -- 战斗记录结构体
  68. CombatVideoStruct = {
  69. {"ownBody",6,BattleBody}, -- 己方
  70. {"enemyBody",6,BattleBody}, -- 敌方
  71. }
  72. -- 挂机界面查询
  73. GC_BATTLE_QUERY = {
  74. {"nowBattleID", 1, "int"}, -- 下一战斗节点id
  75. {"nodeName", 1, "string"}, -- 下一战斗节点名
  76. {"nodeID", 1, "int"}, -- 下一战斗节点ID
  77. {"needLv", 1, "int"}, -- 下一战斗节点所需玩家等级
  78. {"maxBattleID", 1, "int"}, -- 最大的id
  79. {"mapID", 1, "int"}, -- 当前挂机地图ID
  80. {"mapName", 1, "string"}, -- 当前挂机地图名字
  81. {"bg", 1, "int"}, -- 当前挂机地图背景图
  82. {"sceneID", 1, "int"}, -- 战斗场景
  83. {"time", 1, "int"}, -- 已挂机时间
  84. {"maxTime", 1, "int"}, -- 最大可挂机时间
  85. {"canBattle", 1, "byte"}, -- 能否战斗
  86. {"canMopup", 1, "byte"}, -- 能否免费扫荡
  87. {"xushang", 1, "int"}, -- 悬赏情报数量
  88. {"xushangMax", 1, "int"}, -- 悬赏情报上限
  89. {"xsDot", 1, "byte"}, -- 悬赏红点
  90. {"doubleCnt", 1, "byte"},
  91. {"tongguan", 2, Tongguan}, -- 通关奖励 长度为0不需要展示
  92. {"extraDataSSZH", 1, BattleExtraDataSSZH}, -- 额外数据(闪烁战火)
  93. {"videoInfo", 1, CombatVideoStruct}, -- 播放数据
  94. {"battleGameTimes", 1, "byte"}, -- 普通闯关获得的游戏次数
  95. }
  96. -- 世界地图
  97. CG_BATTLE_WORLD_MAP_QUERY = {
  98. }
  99. GC_BATTLE_WORLD_MAP_QUERY = {
  100. {"worldMap",100,BattleWorldMap}, -- 世界地图
  101. }
  102. -- 当前关卡玩家查询
  103. CG_BATTLE_WORLD_MAP_ROLELIST_QUERY = {
  104. {"worldMapId",1,"int"}, -- 世界地图ID
  105. }
  106. GC_BATTLE_WORLD_MAP_ROLELIST_QUERY = {
  107. {"roleList",50,RoleBase}, -- 在次关卡的玩家
  108. }
  109. -- 战斗节点查询
  110. CG_BATTLE_NODE_QUERY = {
  111. {"mapID",1,"int"}, -- 地图ID
  112. }
  113. GC_BATTLE_NODE_QUERY = {
  114. {"battleID",1,"int"}, -- 自己所在关卡
  115. {"nodeInfo",20,BattleNodeInfo}, -- 节点信息
  116. }
  117. -- 收获基础收益
  118. CG_BATTLE_HANG_QUERY = {}
  119. GC_BATTLE_HANG_QUERY = {
  120. {"time", 1, "int"},
  121. {"maxTime", 1, "int"},
  122. {"items", 50, ItemData},
  123. {"exp", 1, "int"}, --经验
  124. {"jinbi", 1, "int"}, --金币
  125. {"greenExp", 1, "int"}, --绿魂
  126. {"qingbao", 1, "int"}, --情报
  127. {"diamond", 1, "int"}, -- 钻石消耗数量
  128. {"index", 1, "int"}, -- 序号
  129. {"isEnd", 1, "int"}, -- 是否结束
  130. }
  131. CG_BATTLE_HANG_GET = {
  132. }
  133. -- 战役节点详细信息查询
  134. CG_BATTLE_NODE_DETAIL_QUERY = {
  135. {"battleID", 1, "int"},
  136. }
  137. GC_BATTLE_NODE_DETAIL_QUERY = {
  138. {"battleID", 1, "int"},
  139. {"exp", 1, "int"}, --经验
  140. {"jinbi", 1, "int"}, --金币
  141. {"greenExp", 1, "int"}, --绿魂
  142. {"qingbao", 1, "int"}, --情报
  143. {"items", 60, ItemData},
  144. {"nodeName", 1, "string"}, -- 当前关卡,字符串
  145. }
  146. -- 战役章节(地图)收益查询
  147. BattleMapDropItemsNet = {
  148. {"mapID", 1, "int"},
  149. {"mapName", 1, "string"},
  150. {"isOpen", 1, "byte"},
  151. }
  152. CG_BATTLE_MAP_DROPITEMS_LIST = {}
  153. GC_BATTLE_MAP_DROPITEMS_LIST = {
  154. {"list", 60, BattleMapDropItemsNet},
  155. }
  156. CG_BATTLE_MAP_DROPITEMS_DETAIL = {
  157. {"mapID", 1, "int"},
  158. }
  159. GC_BATTLE_MAP_DROPITEMS_DETAIL = {
  160. {"mapID", 1, "int"},
  161. {"items", 60, ItemData},
  162. }
  163. -- 挂机收益增加提示
  164. GC_BATTLE_REWARD_UP = {
  165. {"itemExp", 1, ItemData},
  166. {"itemJinbi", 1, ItemData},
  167. {"itemGreenExp", 1, ItemData},
  168. {"itemQingbao", 1, ItemData},
  169. {"expOld", 1, "int"}, --经验
  170. {"expNew", 1, "int"}, --经验
  171. {"jinbiOld", 1, "int"}, --金币
  172. {"jinbiNew", 1, "int"}, --金币
  173. {"greenExpOld", 1, "int"}, --绿魂
  174. {"greenExpNew", 1, "int"}, --绿魂
  175. {"qingbaoOld", 1, "int"}, --情报
  176. {"qingbaoNew", 1, "int"}, --情报
  177. }
  178. -- 设置战役挂机节点/进入下一章
  179. CG_BATTLE_NODE_SET = {
  180. {"battleID", 1, "int"},
  181. }
  182. GC_BATTLE_NODE_SET = {}
  183. -- 战役界面假打的小人查询
  184. CG_BATTLE_HANG_FIGHT = {}
  185. HangFightNet = {
  186. {"body", 1, "int"},
  187. {"fireType", 1, "short"},
  188. {"attackEffect",1, "string"},
  189. {"flyEffect", 1, "string"},
  190. {"flyCoords", 1, "string"},
  191. {"hitEffect", 1, "string"},
  192. {"height", 1, "short"},
  193. {"weight", 1, "short"},
  194. {"hitSound", 1, "string"},
  195. }
  196. GC_BATTLE_HANG_FIGHT = {
  197. {"attackerList", 6, HangFightNet},
  198. {"monsterList", 6, HangFightNet},
  199. }
  200. -- 收菜提醒
  201. GC_BATTLE_HANG_TIME_SPILL = {
  202. {"time", 1, "int"},
  203. }
  204. -- 快速作战
  205. CG_BATTLE_MOPUP_FIGHT = {
  206. }
  207. GC_BATTLE_MOPUP_FIGHT = {
  208. {"exp", 1, "int"}, --经验
  209. {"jinbi", 1, "int"}, --金币
  210. {"greenExp", 1, "int"}, --绿魂
  211. {"qingbao", 1, "int"}, --情报
  212. {"item",40,ItemData},
  213. {"double", 1, "byte"},
  214. }
  215. -- 扫荡查询
  216. CG_BATTLE_MOPUP_QUERY = {
  217. }
  218. GC_BATTLE_MOPUP_QUERY = {
  219. {"item", 50, ItemData}, -- 物品
  220. {"leftCnt", 1, "int"}, -- 剩余扫荡次数
  221. {"need", 1, "int"}, -- 扫荡花费钻石
  222. {"vip", 1, "byte"}, -- 是否是vip
  223. {"nowCnt", 1, "int"}, -- 当前已扫荡次数
  224. {"exp", 1, "int"}, --经验
  225. {"jinbi", 1, "int"}, --金币
  226. {"greenExp", 1, "int"}, --绿魂
  227. {"qingbao", 1, "int"}, --情报
  228. {"name", 1, "string"}, --情报
  229. }
  230. -- 通关奖励领取
  231. CG_BATTLE_TONGGUAN_REWARD_GET = {
  232. {"index",1,"int"},
  233. }
  234. -- 回到征战界面
  235. GC_BATTLE_GOBACK_MAIN = {
  236. {"panelIDs", 5, "short"},
  237. }
  238. -- 通关战报查询
  239. CG_BATTLE_SHARK_QUERY = {
  240. {"battleID",1,"int"}, -- 关卡
  241. }
  242. GC_BATTLE_SHARK_QUERY = {
  243. {"battleShark",3,BattleShark}, --战报
  244. }
  245. --大关卡通关后领取奖励
  246. CG_BATTLE_CHAPTER_REWARD = {
  247. {"mapID", 1, "byte"},
  248. }
  249. GC_BATTLE_CHAPTER_REWARD = {
  250. -- {"mapID", 1, "byte"},
  251. {"mapIDList", 30, "byte"},
  252. }
  253. --客户端查询副本是否开启
  254. CG_ELITE_OPEN = {
  255. }
  256. --精英副本开启通知
  257. GC_ELITE_OPEN = {
  258. {"curCopyType", 1, "int"}, --当前副本类型
  259. {"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
  260. }
  261. --进入精英副本难易度选择
  262. CG_ELITE_SELECT = {
  263. --index为1:普通难度 主线章节
  264. --index为2:精英难度
  265. --index为3:困难难度
  266. {"index",1,"int"},
  267. }
  268. GC_ELITE_SELECT ={
  269. --status为0:表示选择成功
  270. --status为1:表示玩家等级未达到
  271. --status为2:表示玩家未完成通过主线第80关
  272. {"status",1,"int"},
  273. }
  274. -- 通关奖励领取
  275. CG_BATTLE_TONGGUAN_REWARD_GET_COPY = {
  276. {"index",1,"int"}, --查询副本类型
  277. }
  278. GC_BATTLE_TONGGUAN_REWARD_GET_COPY =
  279. {
  280. {"status", 1, "int"}, -- 领取状态(0、失败, 1、成功)
  281. }
  282. --查询所有未领取奖励关卡奖励
  283. CG_BATTLE_QUERY_ALL = {
  284. {"index",1,"int"}, --查询副本类型
  285. {"curIndex",1,"int"} --当前请求的记录条数
  286. }
  287. --返回所有未领取奖励关卡奖励
  288. GC_BATTLE_QUERY_ALL = {
  289. {"index",1,"int"}, --查询副本类型
  290. {"list",15,Tongguan},--查询副本返回数据
  291. {"curIndex",1,"int"},--想请求的记录条数会累加到最大关卡
  292. {"isEnd",1,"byte"},--未领取奖励是否发送结束
  293. }
  294. CG_BATTLE_GETGAMEREWARD = {
  295. {"indexStr", 1, "string"}, --图案id,格式: 101|102|103
  296. }
  297. GC_BATTLE_GETGAMEREWARD = {
  298. {"battleGameTimes", 1, "byte"}, -- 普通闯关获得的游戏次数
  299. }
  300. -------------------------------肉鸽系统-----------------------------------------
  301. AttrInfo ={
  302. {"name", 1, "string"}, --名字
  303. {"id", 1, "int"}, --id
  304. {"quality", 1, "byte"}, --品质
  305. {"level", 1, "byte"}, --等级
  306. {"icon", 1, "int"}, --icon
  307. {"attr", 1, Attr}, --加成属性
  308. }
  309. --查询当前闯关模式是否有没选择的属性
  310. CG_ISNEEDSELECTATTR = {}
  311. GC_ISNEEDSELECTATTR = {
  312. {"noraml", 1, "byte"}, -- 是否有有未选择的属性加成, 0:没有,1:有
  313. {"elite", 1, "byte"}, -- 是否有有未选择的属性加成, 0:没有,1:有
  314. {"hard", 1, "byte"}, -- 是否有有未选择的属性加成, 0:没有,1:有
  315. }
  316. --获取当前闯关模式需要选择的属性加成信息
  317. CG_GETCHOOSEATTR_INFO = {}
  318. GC_GETCHOOSEATTR_INFO = {
  319. {"attrInfo", 3, AttrInfo}, -- 属性加成信息
  320. {"refreshCost", 1, ItemData}, -- 刷新消耗
  321. }
  322. --当前闯关模式的所有加成信息
  323. CG_GETALLATTR_INFO = {}
  324. GC_GETALLATTR_INFO = {
  325. {"attrInfo", 20, AttrInfo}, -- 属性加成信息
  326. {"refreshCost", 1, ItemData}, -- 刷新消耗
  327. {"isEnd", 1, "byte"}, -- 是否发完标识, 0-没有, 1-发完
  328. }
  329. --选择属性
  330. CG_CHOOSE_ATTR = {
  331. {"idx", 1, "int"}, --下标
  332. }
  333. --刷新属性
  334. CG_REFRESH_ATTR = {
  335. {"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
  336. {"id", 1, "int"}, --id, type为1时随便填, 等于2时为要刷新的属性id
  337. }
  338. --刷新某个已获得属性时返回
  339. GC_REFRESH_ATTR = {
  340. {"oldId", 1, "int"}, -- 原来的属性ID
  341. {"newAttrData", 1, AttrInfo}, -- 新属性数据
  342. }
  343. ------------------------------------------------------------------------------------------------------
  344. CG_BATTLE_TEAM_COUNT = {
  345. }
  346. GC_BATTLE_TEAM_COUNT = {
  347. {"teamCnt", 1, "byte"}, -- 队伍数量
  348. }
  349. --------------------------------------------------------闯关主题--------------------------------------------
  350. BREAKTHROUGHREWARD_INFO = {
  351. {"rewardArr", 4, ItemData}, -- 奖励列表
  352. {"rewardStage", 1, "byte"}, -- 奖励状态, 0-不可领取, 1-可领, 2-已领
  353. {"reallyIdx", 1, "short"}, -- 奖励索引
  354. {"condStage", 1, "int"}, -- 领取奖励所需关卡
  355. }
  356. ADVANCEDREWARD_INFO = {
  357. {"reward", 1, ItemData}, -- 奖励列表
  358. {"rewardStage", 1, "byte"}, -- 奖励状态, 0-不可领取, 1-可领, 2-已领
  359. {"condDays", 1, "int"}, -- 领取奖励所需登录天数
  360. }
  361. -- 闯关阵容查询
  362. CG_BREATHROUGHTHEME_LINEUP_QUERY = {}
  363. GC_BREATHROUGHTHEME_LINEUP_QUERY = {
  364. {"lineup1", 5, HeroSimple}, -- 初级阵容
  365. {"lineup2", 5, HeroSimple}, -- 中级阵容
  366. {"lineup3", 5, HeroSimple}, -- 豪华阵容
  367. }
  368. -- 闯关奖励查询
  369. CG_BREATHROUGHTHEME_BREAKTHROUGHREWARD_QUERY = {}
  370. GC_BREATHROUGHTHEME_BREAKTHROUGHREWARD_QUERY = {
  371. {"list", 5, BREAKTHROUGHREWARD_INFO},
  372. {"isEnd", 1, "byte"}, -- 数据发完标识, 0-没有, 1-已发完
  373. {"buyState", 1, "byte"}, -- 购买状态, 0-未购买, 1-已购买
  374. }
  375. -- 进阶奖励查询
  376. CG_BREATHROUGHTHEME_ADVANCEDREWARD_QUERY = {}
  377. GC_BREATHROUGHTHEME_ADVANCEDREWARD_QUERY = {
  378. {"list", 7, ADVANCEDREWARD_INFO},
  379. {"buyItem", 1, BuyItem}, -- 购买信息
  380. {"buyState", 1, "byte"}, -- 购买状态, 0-未购买, 1-已购买
  381. }
  382. -- 领奖
  383. CG_BREATHROUGHTHEME_GET_REWARD = {
  384. {"rewardType", 1, "byte"}, -- 奖励类型, 1-闯关奖励, 2-进阶奖励
  385. }
  386. -- 红点
  387. GC_BREATHROUGHTHEME_REDDOT = {
  388. {"page1RedDotState", 1, "byte"}, -- 闯关奖励标签红点状态, 0-不显示红点, 1-显示红点
  389. {"page2RedDotState", 1, "byte"}, -- 进阶奖励标签红点状态, 0-不显示红点, 1-显示红点
  390. }
  391. -- 弹提示
  392. CG_BREATHROUGHTHEME_SHOW_TIPS = {}
  393. GC_BREATHROUGHTHEME_SHOW_TIPS = {
  394. {"tipState", 1, "byte"}, -- 1-服务器通知客户端弹出提示
  395. }