Proto.lua 18 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. -- 挂机奖励满载时间查询
  136. -- fullTime: 满载时刻的Unix时间戳
  137. -- fullTime <= 当前时间 => 已经满了,满的时间是fullTime
  138. -- fullTime > 当前时间 => 还没满,将在fullTime时满
  139. CG_BATTLE_HANG_FULL_TIME_QUERY = {}
  140. GC_BATTLE_HANG_FULL_TIME_QUERY = {
  141. {"fullTime", 1, "int"}, -- 挂机满载时的时间戳
  142. }
  143. -- 战役节点详细信息查询
  144. CG_BATTLE_NODE_DETAIL_QUERY = {
  145. {"battleID", 1, "int"},
  146. }
  147. GC_BATTLE_NODE_DETAIL_QUERY = {
  148. {"battleID", 1, "int"},
  149. {"exp", 1, "int"}, --经验
  150. {"jinbi", 1, "int"}, --金币
  151. {"greenExp", 1, "int"}, --绿魂
  152. {"qingbao", 1, "int"}, --情报
  153. {"items", 60, ItemData},
  154. {"nodeName", 1, "string"}, -- 当前关卡,字符串
  155. }
  156. -- 战役章节(地图)收益查询
  157. BattleMapDropItemsNet = {
  158. {"mapID", 1, "int"},
  159. {"mapName", 1, "string"},
  160. {"isOpen", 1, "byte"},
  161. }
  162. CG_BATTLE_MAP_DROPITEMS_LIST = {}
  163. GC_BATTLE_MAP_DROPITEMS_LIST = {
  164. {"list", 60, BattleMapDropItemsNet},
  165. }
  166. CG_BATTLE_MAP_DROPITEMS_DETAIL = {
  167. {"mapID", 1, "int"},
  168. }
  169. GC_BATTLE_MAP_DROPITEMS_DETAIL = {
  170. {"mapID", 1, "int"},
  171. {"items", 60, ItemData},
  172. }
  173. -- 挂机收益增加提示
  174. GC_BATTLE_REWARD_UP = {
  175. {"itemExp", 1, ItemData},
  176. {"itemJinbi", 1, ItemData},
  177. {"itemGreenExp", 1, ItemData},
  178. {"itemQingbao", 1, ItemData},
  179. {"expOld", 1, "int"}, --经验
  180. {"expNew", 1, "int"}, --经验
  181. {"jinbiOld", 1, "int"}, --金币
  182. {"jinbiNew", 1, "int"}, --金币
  183. {"greenExpOld", 1, "int"}, --绿魂
  184. {"greenExpNew", 1, "int"}, --绿魂
  185. {"qingbaoOld", 1, "int"}, --情报
  186. {"qingbaoNew", 1, "int"}, --情报
  187. }
  188. -- 设置战役挂机节点/进入下一章
  189. CG_BATTLE_NODE_SET = {
  190. {"battleID", 1, "int"},
  191. }
  192. GC_BATTLE_NODE_SET = {}
  193. -- 战役界面假打的小人查询
  194. CG_BATTLE_HANG_FIGHT = {}
  195. HangFightNet = {
  196. {"body", 1, "int"},
  197. {"fireType", 1, "short"},
  198. {"attackEffect",1, "string"},
  199. {"flyEffect", 1, "string"},
  200. {"flyCoords", 1, "string"},
  201. {"hitEffect", 1, "string"},
  202. {"height", 1, "short"},
  203. {"weight", 1, "short"},
  204. {"hitSound", 1, "string"},
  205. }
  206. GC_BATTLE_HANG_FIGHT = {
  207. {"attackerList", 6, HangFightNet},
  208. {"monsterList", 6, HangFightNet},
  209. }
  210. -- 收菜提醒
  211. GC_BATTLE_HANG_TIME_SPILL = {
  212. {"time", 1, "int"},
  213. }
  214. -- 快速作战
  215. CG_BATTLE_MOPUP_FIGHT = {
  216. }
  217. GC_BATTLE_MOPUP_FIGHT = {
  218. {"exp", 1, "int"}, --经验
  219. {"jinbi", 1, "int"}, --金币
  220. {"greenExp", 1, "int"}, --绿魂
  221. {"qingbao", 1, "int"}, --情报
  222. {"item",40,ItemData},
  223. {"double", 1, "byte"},
  224. {"isDailyFirstMopup", 1, "byte"}, -- 是否是当天的第一次扫荡, 0-不是, 1-是
  225. }
  226. -- 扫荡查询
  227. CG_BATTLE_MOPUP_QUERY = {
  228. }
  229. GC_BATTLE_MOPUP_QUERY = {
  230. {"item", 50, ItemData}, -- 物品
  231. {"leftCnt", 1, "int"}, -- 剩余扫荡次数
  232. {"need", 1, "int"}, -- 扫荡花费钻石
  233. {"vip", 1, "byte"}, -- 是否是vip
  234. {"nowCnt", 1, "int"}, -- 当前已扫荡次数
  235. {"exp", 1, "int"}, --经验
  236. {"jinbi", 1, "int"}, --金币
  237. {"greenExp", 1, "int"}, --绿魂
  238. {"qingbao", 1, "int"}, --情报
  239. {"name", 1, "string"}, --情报
  240. }
  241. -- 通关奖励领取
  242. CG_BATTLE_TONGGUAN_REWARD_GET = {
  243. {"index",1,"int"},
  244. }
  245. -- 回到征战界面
  246. GC_BATTLE_GOBACK_MAIN = {
  247. {"panelIDs", 5, "short"},
  248. }
  249. -- 通关战报查询
  250. CG_BATTLE_SHARK_QUERY = {
  251. {"battleID",1,"int"}, -- 关卡
  252. }
  253. GC_BATTLE_SHARK_QUERY = {
  254. {"battleShark",3,BattleShark}, --战报
  255. }
  256. --大关卡通关后领取奖励
  257. CG_BATTLE_CHAPTER_REWARD = {
  258. {"mapID", 1, "byte"},
  259. }
  260. GC_BATTLE_CHAPTER_REWARD = {
  261. -- {"mapID", 1, "byte"},
  262. {"mapIDList", 30, "byte"},
  263. }
  264. --客户端查询副本是否开启
  265. CG_ELITE_OPEN = {
  266. }
  267. --精英副本开启通知
  268. GC_ELITE_OPEN = {
  269. {"curCopyType", 1, "int"}, --当前副本类型
  270. {"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
  271. }
  272. --进入精英副本难易度选择
  273. CG_ELITE_SELECT = {
  274. --index为1:普通难度 主线章节
  275. --index为2:精英难度
  276. --index为3:困难难度
  277. {"index",1,"int"},
  278. }
  279. GC_ELITE_SELECT ={
  280. --status为0:表示选择成功
  281. --status为1:表示玩家等级未达到
  282. --status为2:表示玩家未完成通过主线第80关
  283. {"status",1,"int"},
  284. }
  285. -- 通关奖励领取
  286. CG_BATTLE_TONGGUAN_REWARD_GET_COPY = {
  287. {"index",1,"int"}, --查询副本类型
  288. }
  289. GC_BATTLE_TONGGUAN_REWARD_GET_COPY =
  290. {
  291. {"status", 1, "int"}, -- 领取状态(0、失败, 1、成功)
  292. }
  293. --查询所有未领取奖励关卡奖励
  294. CG_BATTLE_QUERY_ALL = {
  295. {"index",1,"int"}, --查询副本类型
  296. {"curIndex",1,"int"} --当前请求的记录条数
  297. }
  298. --返回所有未领取奖励关卡奖励
  299. GC_BATTLE_QUERY_ALL = {
  300. {"index",1,"int"}, --查询副本类型
  301. {"list",15,Tongguan},--查询副本返回数据
  302. {"curIndex",1,"int"},--想请求的记录条数会累加到最大关卡
  303. {"isEnd",1,"byte"},--未领取奖励是否发送结束
  304. }
  305. CG_BATTLE_GETGAMEREWARD = {
  306. {"indexStr", 1, "string"}, --图案id,格式: 101|102|103
  307. }
  308. GC_BATTLE_GETGAMEREWARD = {
  309. {"battleGameTimes", 1, "byte"}, -- 普通闯关获得的游戏次数
  310. }
  311. -- 每日通关信息查询
  312. CG_BATTLE_DAILY_PASSLVEL_INFO_QUERY = {}
  313. GC_BATTLE_DAILY_PASSLVEL_INFO_QUERY = {
  314. {"currentPassLevelNum", 1, "short"}, -- 当日已通关数量
  315. {"maxPassLevelNum", 1, "short"}, -- 当日最大通关数量
  316. }
  317. -------------------------------肉鸽系统-----------------------------------------
  318. AttrInfo ={
  319. {"name", 1, "string"}, --名字
  320. {"id", 1, "int"}, --id
  321. {"quality", 1, "byte"}, --品质
  322. {"level", 1, "byte"}, --等级
  323. {"icon", 1, "int"}, --icon
  324. {"attr", 1, Attr}, --加成属性
  325. }
  326. --查询当前闯关模式是否有没选择的属性
  327. CG_ISNEEDSELECTATTR = {}
  328. GC_ISNEEDSELECTATTR = {
  329. {"noraml", 1, "byte"}, -- 是否有有未选择的属性加成, 0:没有,1:有
  330. {"elite", 1, "byte"}, -- 是否有有未选择的属性加成, 0:没有,1:有
  331. {"hard", 1, "byte"}, -- 是否有有未选择的属性加成, 0:没有,1:有
  332. }
  333. --获取当前闯关模式需要选择的属性加成信息
  334. CG_GETCHOOSEATTR_INFO = {}
  335. GC_GETCHOOSEATTR_INFO = {
  336. {"attrInfo", 3, AttrInfo}, -- 属性加成信息
  337. {"refreshCost", 1, ItemData}, -- 刷新消耗
  338. }
  339. --当前闯关模式的所有加成信息
  340. CG_GETALLATTR_INFO = {}
  341. GC_GETALLATTR_INFO = {
  342. {"attrInfo", 20, AttrInfo}, -- 属性加成信息
  343. {"refreshCost", 1, ItemData}, -- 刷新消耗
  344. {"isEnd", 1, "byte"}, -- 是否发完标识, 0-没有, 1-发完
  345. }
  346. --选择属性
  347. CG_CHOOSE_ATTR = {
  348. {"idx", 1, "int"}, --下标
  349. }
  350. --刷新属性
  351. CG_REFRESH_ATTR = {
  352. {"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
  353. {"id", 1, "int"}, --id, type为1时随便填, 等于2时为要刷新的属性id
  354. }
  355. --刷新某个已获得属性时返回
  356. GC_REFRESH_ATTR = {
  357. {"oldId", 1, "int"}, -- 原来的属性ID
  358. {"newAttrData", 1, AttrInfo}, -- 新属性数据
  359. }
  360. ------------------------------------------------------------------------------------------------------
  361. CG_BATTLE_TEAM_COUNT = {
  362. }
  363. GC_BATTLE_TEAM_COUNT = {
  364. {"teamCnt", 1, "byte"}, -- 队伍数量
  365. }
  366. --------------------------------------------------------闯关主题--------------------------------------------
  367. BREAKTHROUGHREWARD_INFO = {
  368. {"rewardArr", 4, ItemData}, -- 奖励列表
  369. {"rewardStage", 1, "byte"}, -- 奖励状态, 0-不可领取, 1-可领, 2-已领
  370. {"reallyIdx", 1, "short"}, -- 奖励索引
  371. {"condStage", 1, "int"}, -- 领取奖励所需关卡
  372. }
  373. ADVANCEDREWARD_INFO = {
  374. {"reward", 1, ItemData}, -- 奖励列表
  375. {"rewardStage", 1, "byte"}, -- 奖励状态, 0-不可领取, 1-可领, 2-已领
  376. {"condDays", 1, "int"}, -- 领取奖励所需登录天数
  377. }
  378. -- 闯关阵容查询
  379. CG_BREATHROUGHTHEME_LINEUP_QUERY = {}
  380. GC_BREATHROUGHTHEME_LINEUP_QUERY = {
  381. {"lineup1", 5, HeroSimple}, -- 初级阵容
  382. {"lineup2", 5, HeroSimple}, -- 中级阵容
  383. {"lineup3", 5, HeroSimple}, -- 豪华阵容
  384. }
  385. -- 闯关奖励查询
  386. CG_BREATHROUGHTHEME_BREAKTHROUGHREWARD_QUERY = {}
  387. GC_BREATHROUGHTHEME_BREAKTHROUGHREWARD_QUERY = {
  388. {"list", 5, BREAKTHROUGHREWARD_INFO},
  389. {"isEnd", 1, "byte"}, -- 数据发完标识, 0-没有, 1-已发完
  390. {"buyState", 1, "byte"}, -- 购买状态, 0-未购买, 1-已购买
  391. }
  392. -- 进阶奖励查询
  393. CG_BREATHROUGHTHEME_ADVANCEDREWARD_QUERY = {}
  394. GC_BREATHROUGHTHEME_ADVANCEDREWARD_QUERY = {
  395. {"list", 7, ADVANCEDREWARD_INFO},
  396. {"buyItem", 1, BuyItem}, -- 购买信息
  397. {"buyState", 1, "byte"}, -- 购买状态, 0-未购买, 1-已购买
  398. }
  399. -- 领奖
  400. CG_BREATHROUGHTHEME_GET_REWARD = {
  401. {"rewardType", 1, "byte"}, -- 奖励类型, 1-闯关奖励, 2-进阶奖励
  402. }
  403. -- 红点
  404. GC_BREATHROUGHTHEME_REDDOT = {
  405. {"page1RedDotState", 1, "byte"}, -- 闯关奖励标签红点状态, 0-不显示红点, 1-显示红点
  406. {"page2RedDotState", 1, "byte"}, -- 进阶奖励标签红点状态, 0-不显示红点, 1-显示红点
  407. }
  408. -- 弹提示
  409. CG_BREATHROUGHTHEME_SHOW_TIPS = {}
  410. GC_BREATHROUGHTHEME_SHOW_TIPS = {
  411. {"tipState", 1, "byte"}, -- 1-服务器通知客户端弹出提示
  412. }
  413. -----------------------------------------闯关礼金---------------------------------------------------------
  414. -- 闯关礼金查询
  415. CG_BATTLEGIFT_QUERY = {}
  416. GC_BATTLEGIFT_QUERY = {
  417. {"leftTime", 1, "int"}, -- 重置剩余时间戳
  418. {"dailyStoreVal", 1, "int"}, -- 当日存储礼金数量
  419. {"dailyGetVal", 1, "int"}, -- 当日已领礼金数量
  420. {"dailyMaxVal", 1, "int"}, -- 当日可领礼金数量
  421. {"buyItem", 1, BuyItem}, -- 购买信息, BuyItem.buyID为0, 则表示所有购买项均已购买
  422. {"dailyLimitVal", 1, "int"}, -- 充值当前购买项后,增加的"每日可领取上限值"
  423. }
  424. -- 闯关礼金领取
  425. CG_BATTLEGIFT_GET = {}