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