Proto.lua 17 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",20,BattleWorldMap}, -- 世界地图
  101. {"isStart", 1, "byte"}, -- 是否是第一段数据,0-否,1-是
  102. {"isEnd", 1, "byte"}, -- 是否是最后一段数据,0-否,1-是
  103. }
  104. -- 当前关卡玩家查询
  105. CG_BATTLE_WORLD_MAP_ROLELIST_QUERY = {
  106. {"worldMapId",1,"int"}, -- 世界地图ID
  107. }
  108. GC_BATTLE_WORLD_MAP_ROLELIST_QUERY = {
  109. {"roleList",50,RoleBase}, -- 在次关卡的玩家
  110. }
  111. -- 战斗节点查询
  112. CG_BATTLE_NODE_QUERY = {
  113. {"mapID",1,"int"}, -- 地图ID
  114. }
  115. GC_BATTLE_NODE_QUERY = {
  116. {"battleID",1,"int"}, -- 自己所在关卡
  117. {"nodeInfo",20,BattleNodeInfo}, -- 节点信息
  118. }
  119. -- 收获基础收益
  120. CG_BATTLE_HANG_QUERY = {}
  121. GC_BATTLE_HANG_QUERY = {
  122. {"time", 1, "int"},
  123. {"maxTime", 1, "int"},
  124. {"items", 50, ItemData},
  125. {"exp", 1, "int"}, --经验
  126. {"jinbi", 1, "int"}, --金币
  127. {"greenExp", 1, "int"}, --绿魂
  128. {"qingbao", 1, "int"}, --情报
  129. {"diamond", 1, "int"}, -- 钻石消耗数量
  130. {"index", 1, "int"}, -- 序号
  131. {"isEnd", 1, "int"}, -- 是否结束
  132. }
  133. CG_BATTLE_HANG_GET = {
  134. }
  135. -- 战役节点详细信息查询
  136. CG_BATTLE_NODE_DETAIL_QUERY = {
  137. {"battleID", 1, "int"},
  138. }
  139. GC_BATTLE_NODE_DETAIL_QUERY = {
  140. {"battleID", 1, "int"},
  141. {"exp", 1, "int"}, --经验
  142. {"jinbi", 1, "int"}, --金币
  143. {"greenExp", 1, "int"}, --绿魂
  144. {"qingbao", 1, "int"}, --情报
  145. {"items", 60, ItemData},
  146. {"nodeName", 1, "string"}, -- 当前关卡,字符串
  147. }
  148. -- 战役章节(地图)收益查询
  149. BattleMapDropItemsNet = {
  150. {"mapID", 1, "int"},
  151. {"mapName", 1, "string"},
  152. {"isOpen", 1, "byte"},
  153. }
  154. CG_BATTLE_MAP_DROPITEMS_LIST = {}
  155. GC_BATTLE_MAP_DROPITEMS_LIST = {
  156. {"list", 60, BattleMapDropItemsNet},
  157. }
  158. CG_BATTLE_MAP_DROPITEMS_DETAIL = {
  159. {"mapID", 1, "int"},
  160. }
  161. GC_BATTLE_MAP_DROPITEMS_DETAIL = {
  162. {"mapID", 1, "int"},
  163. {"items", 60, ItemData},
  164. }
  165. -- 挂机收益增加提示
  166. GC_BATTLE_REWARD_UP = {
  167. {"itemExp", 1, ItemData},
  168. {"itemJinbi", 1, ItemData},
  169. {"itemGreenExp", 1, ItemData},
  170. {"itemQingbao", 1, ItemData},
  171. {"expOld", 1, "int"}, --经验
  172. {"expNew", 1, "int"}, --经验
  173. {"jinbiOld", 1, "int"}, --金币
  174. {"jinbiNew", 1, "int"}, --金币
  175. {"greenExpOld", 1, "int"}, --绿魂
  176. {"greenExpNew", 1, "int"}, --绿魂
  177. {"qingbaoOld", 1, "int"}, --情报
  178. {"qingbaoNew", 1, "int"}, --情报
  179. }
  180. -- 设置战役挂机节点/进入下一章
  181. CG_BATTLE_NODE_SET = {
  182. {"battleID", 1, "int"},
  183. }
  184. GC_BATTLE_NODE_SET = {}
  185. -- 战役界面假打的小人查询
  186. CG_BATTLE_HANG_FIGHT = {}
  187. HangFightNet = {
  188. {"body", 1, "int"},
  189. {"fireType", 1, "short"},
  190. {"attackEffect",1, "string"},
  191. {"flyEffect", 1, "string"},
  192. {"flyCoords", 1, "string"},
  193. {"hitEffect", 1, "string"},
  194. {"height", 1, "short"},
  195. {"weight", 1, "short"},
  196. {"hitSound", 1, "string"},
  197. }
  198. GC_BATTLE_HANG_FIGHT = {
  199. {"attackerList", 6, HangFightNet},
  200. {"monsterList", 6, HangFightNet},
  201. }
  202. -- 收菜提醒
  203. GC_BATTLE_HANG_TIME_SPILL = {
  204. {"time", 1, "int"},
  205. }
  206. -- 快速作战
  207. CG_BATTLE_MOPUP_FIGHT = {
  208. }
  209. GC_BATTLE_MOPUP_FIGHT = {
  210. {"exp", 1, "int"}, --经验
  211. {"jinbi", 1, "int"}, --金币
  212. {"greenExp", 1, "int"}, --绿魂
  213. {"qingbao", 1, "int"}, --情报
  214. {"item",40,ItemData},
  215. {"double", 1, "byte"},
  216. {"isDailyFirstMopup", 1, "byte"}, -- 是否是当天的第一次扫荡, 0-不是, 1-是
  217. }
  218. -- 扫荡查询
  219. CG_BATTLE_MOPUP_QUERY = {
  220. }
  221. GC_BATTLE_MOPUP_QUERY = {
  222. {"item", 50, ItemData}, -- 物品
  223. {"leftCnt", 1, "int"}, -- 剩余扫荡次数
  224. {"need", 1, "int"}, -- 扫荡花费钻石
  225. {"vip", 1, "byte"}, -- 是否是vip
  226. {"nowCnt", 1, "int"}, -- 当前已扫荡次数
  227. {"exp", 1, "int"}, --经验
  228. {"jinbi", 1, "int"}, --金币
  229. {"greenExp", 1, "int"}, --绿魂
  230. {"qingbao", 1, "int"}, --情报
  231. {"name", 1, "string"}, --情报
  232. }
  233. -- 通关奖励领取
  234. CG_BATTLE_TONGGUAN_REWARD_GET = {
  235. {"index",1,"int"},
  236. }
  237. -- 回到征战界面
  238. GC_BATTLE_GOBACK_MAIN = {
  239. {"panelIDs", 5, "short"},
  240. }
  241. -- 通关战报查询
  242. CG_BATTLE_SHARK_QUERY = {
  243. {"battleID",1,"int"}, -- 关卡
  244. }
  245. GC_BATTLE_SHARK_QUERY = {
  246. {"battleShark",3,BattleShark}, --战报
  247. }
  248. --大关卡通关后领取奖励
  249. CG_BATTLE_CHAPTER_REWARD = {
  250. {"mapID", 1, "byte"},
  251. }
  252. GC_BATTLE_CHAPTER_REWARD = {
  253. -- {"mapID", 1, "byte"},
  254. {"mapIDList", 30, "byte"},
  255. }
  256. --客户端查询副本是否开启
  257. CG_ELITE_OPEN = {
  258. }
  259. --精英副本开启通知
  260. GC_ELITE_OPEN = {
  261. {"curCopyType", 1, "int"}, --当前副本类型
  262. {"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
  263. }
  264. --进入精英副本难易度选择
  265. CG_ELITE_SELECT = {
  266. --index为1:普通难度 主线章节
  267. --index为2:精英难度
  268. --index为3:困难难度
  269. {"index",1,"int"},
  270. }
  271. GC_ELITE_SELECT ={
  272. --status为0:表示选择成功
  273. --status为1:表示玩家等级未达到
  274. --status为2:表示玩家未完成通过主线第80关
  275. {"status",1,"int"},
  276. }
  277. -- 通关奖励领取
  278. CG_BATTLE_TONGGUAN_REWARD_GET_COPY = {
  279. {"index",1,"int"}, --查询副本类型
  280. }
  281. GC_BATTLE_TONGGUAN_REWARD_GET_COPY =
  282. {
  283. {"status", 1, "int"}, -- 领取状态(0、失败, 1、成功)
  284. }
  285. --查询所有未领取奖励关卡奖励
  286. CG_BATTLE_QUERY_ALL = {
  287. {"index",1,"int"}, --查询副本类型
  288. {"curIndex",1,"int"} --当前请求的记录条数
  289. }
  290. --返回所有未领取奖励关卡奖励
  291. GC_BATTLE_QUERY_ALL = {
  292. {"index",1,"int"}, --查询副本类型
  293. {"list",15,Tongguan},--查询副本返回数据
  294. {"curIndex",1,"int"},--想请求的记录条数会累加到最大关卡
  295. {"isEnd",1,"byte"},--未领取奖励是否发送结束
  296. }
  297. CG_BATTLE_GETGAMEREWARD = {
  298. {"indexStr", 1, "string"}, --图案id,格式: 101|102|103
  299. }
  300. GC_BATTLE_GETGAMEREWARD = {
  301. {"battleGameTimes", 1, "byte"}, -- 普通闯关获得的游戏次数
  302. }
  303. -------------------------------肉鸽系统-----------------------------------------
  304. AttrInfo ={
  305. {"name", 1, "string"}, --名字
  306. {"id", 1, "int"}, --id
  307. {"quality", 1, "byte"}, --品质
  308. {"level", 1, "byte"}, --等级
  309. {"icon", 1, "int"}, --icon
  310. {"attr", 1, Attr}, --加成属性
  311. }
  312. --查询当前闯关模式是否有没选择的属性
  313. CG_ISNEEDSELECTATTR = {}
  314. GC_ISNEEDSELECTATTR = {
  315. {"noraml", 1, "byte"}, -- 是否有有未选择的属性加成, 0:没有,1:有
  316. {"elite", 1, "byte"}, -- 是否有有未选择的属性加成, 0:没有,1:有
  317. {"hard", 1, "byte"}, -- 是否有有未选择的属性加成, 0:没有,1:有
  318. }
  319. --获取当前闯关模式需要选择的属性加成信息
  320. CG_GETCHOOSEATTR_INFO = {}
  321. GC_GETCHOOSEATTR_INFO = {
  322. {"attrInfo", 3, AttrInfo}, -- 属性加成信息
  323. {"refreshCost", 1, ItemData}, -- 刷新消耗
  324. }
  325. --当前闯关模式的所有加成信息
  326. CG_GETALLATTR_INFO = {}
  327. GC_GETALLATTR_INFO = {
  328. {"attrInfo", 20, AttrInfo}, -- 属性加成信息
  329. {"refreshCost", 1, ItemData}, -- 刷新消耗
  330. {"isEnd", 1, "byte"}, -- 是否发完标识, 0-没有, 1-发完
  331. }
  332. --选择属性
  333. CG_CHOOSE_ATTR = {
  334. {"idx", 1, "int"}, --下标
  335. }
  336. --刷新属性
  337. CG_REFRESH_ATTR = {
  338. {"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
  339. {"id", 1, "int"}, --id, type为1时随便填, 等于2时为要刷新的属性id
  340. }
  341. --刷新某个已获得属性时返回
  342. GC_REFRESH_ATTR = {
  343. {"oldId", 1, "int"}, -- 原来的属性ID
  344. {"newAttrData", 1, AttrInfo}, -- 新属性数据
  345. }
  346. ------------------------------------------------------------------------------------------------------
  347. CG_BATTLE_TEAM_COUNT = {
  348. }
  349. GC_BATTLE_TEAM_COUNT = {
  350. {"teamCnt", 1, "byte"}, -- 队伍数量
  351. }
  352. --------------------------------------------------------闯关主题--------------------------------------------
  353. BREAKTHROUGHREWARD_INFO = {
  354. {"rewardArr", 4, ItemData}, -- 奖励列表
  355. {"rewardStage", 1, "byte"}, -- 奖励状态, 0-不可领取, 1-可领, 2-已领
  356. {"reallyIdx", 1, "short"}, -- 奖励索引
  357. {"condStage", 1, "int"}, -- 领取奖励所需关卡
  358. }
  359. ADVANCEDREWARD_INFO = {
  360. {"reward", 1, ItemData}, -- 奖励列表
  361. {"rewardStage", 1, "byte"}, -- 奖励状态, 0-不可领取, 1-可领, 2-已领
  362. {"condDays", 1, "int"}, -- 领取奖励所需登录天数
  363. }
  364. -- 闯关阵容查询
  365. CG_BREATHROUGHTHEME_LINEUP_QUERY = {}
  366. GC_BREATHROUGHTHEME_LINEUP_QUERY = {
  367. {"lineup1", 5, HeroSimple}, -- 初级阵容
  368. {"lineup2", 5, HeroSimple}, -- 中级阵容
  369. {"lineup3", 5, HeroSimple}, -- 豪华阵容
  370. }
  371. -- 闯关奖励查询
  372. CG_BREATHROUGHTHEME_BREAKTHROUGHREWARD_QUERY = {}
  373. GC_BREATHROUGHTHEME_BREAKTHROUGHREWARD_QUERY = {
  374. {"list", 5, BREAKTHROUGHREWARD_INFO},
  375. {"isEnd", 1, "byte"}, -- 数据发完标识, 0-没有, 1-已发完
  376. {"buyState", 1, "byte"}, -- 购买状态, 0-未购买, 1-已购买
  377. }
  378. -- 进阶奖励查询
  379. CG_BREATHROUGHTHEME_ADVANCEDREWARD_QUERY = {}
  380. GC_BREATHROUGHTHEME_ADVANCEDREWARD_QUERY = {
  381. {"list", 7, ADVANCEDREWARD_INFO},
  382. {"buyItem", 1, BuyItem}, -- 购买信息
  383. {"buyState", 1, "byte"}, -- 购买状态, 0-未购买, 1-已购买
  384. }
  385. -- 领奖
  386. CG_BREATHROUGHTHEME_GET_REWARD = {
  387. {"rewardType", 1, "byte"}, -- 奖励类型, 1-闯关奖励, 2-进阶奖励
  388. }
  389. -- 红点
  390. GC_BREATHROUGHTHEME_REDDOT = {
  391. {"page1RedDotState", 1, "byte"}, -- 闯关奖励标签红点状态, 0-不显示红点, 1-显示红点
  392. {"page2RedDotState", 1, "byte"}, -- 进阶奖励标签红点状态, 0-不显示红点, 1-显示红点
  393. }
  394. -- 弹提示
  395. CG_BREATHROUGHTHEME_SHOW_TIPS = {}
  396. GC_BREATHROUGHTHEME_SHOW_TIPS = {
  397. {"tipState", 1, "byte"}, -- 1-服务器通知客户端弹出提示
  398. }
  399. -----------------------------------------闯关礼金---------------------------------------------------------
  400. -- 闯关礼金查询
  401. CG_BATTLEGIFT_QUERY = {}
  402. GC_BATTLEGIFT_QUERY = {
  403. {"leftTime", 1, "int"}, -- 重置剩余时间戳
  404. {"dailyStoreVal", 1, "int"}, -- 当日存储礼金数量
  405. {"dailyGetVal", 1, "int"}, -- 当日已领礼金数量
  406. {"dailyMaxVal", 1, "int"}, -- 当日可领礼金数量
  407. {"buyItem", 1, BuyItem}, -- 购买信息, BuyItem.buyID为0, 则表示所有购买项均已购买
  408. {"dailyLimitVal", 1, "int"}, -- 充值当前购买项后,增加的"每日可领取上限值"
  409. }
  410. -- 闯关礼金领取
  411. CG_BATTLEGIFT_GET = {}