class BTSynInitTeamBoss(ProtocolBase): rand_seed = Integer(desc='随机种子') random_seed = Integer(desc='随机种子') ctrl_server_user_id = String(desc='当前控制的玩家server user id') func_type = String(desc='玩法类型') team_boss = Class(TeamBossBattleUnitBoss, desc='boss信息') hero_dict = Dict(Class(TeamBossBattleUnitHero), desc='成员参战英雄信息')
class BattleFieldFieldSnapshot(ClassObject): season_key = Integer(desc='赛季') field_id = String(desc='区域id') block_dict = Dict(Class(BattleFieldBlockSnapshot), desc='区块快照信息字典, block_id str => snap info') refresh_season_step = String(desc='刷新的阶段') refresh_time = Integer(desc='刷新时间', default=0)
class BattleFieldRegisterClan(ClassObject): clan_id = String(desc='公会id') rank = Integer(desc='排名', default=0) clan_name = String(desc='公会名') clan_lv = Integer(desc='公会等级') clan_active = Integer(desc='公会活跃度') register_time = Integer(desc='报名时间')
class MasterCombatantsBaseRow(ClassObject): key = String(desc='base key') category = String(desc='分类') c_class_d = String(desc='类别(坦克,治疗等)') property = List(String(), desc='属性') factor = String(desc='主要属性(力、敏、智)') group = String(desc='组(英雄,宠物,变身,NPC等)') row = String(desc='站位(前,中,后)') res_id = String(desc='资源id') rarity_min = Integer(desc='品阶最小值', default=0) rarity_max = Integer(desc='品阶最大值', default=0) size = Number(desc='大小', default=0) aggro = Integer(desc='仇恨值', default=0) available = String(desc='玩家是否可得到(Y|N)') grade = String(desc='品质级别(A|B|SS等)') def is_hero_group(self): return self.group in [ CombatantGroupDef.COMBATANT_GROUP_HERO, CombatantGroupDef.COMBATANT_GROUP_TU_HERO, CombatantGroupDef.COMBATANT_GROUP_TRANSFORM, CombatantGroupDef.COMBATANT_GROUP_TU_TRANSFORM ] def is_pet_group(self): return self.group in [ CombatantGroupDef.COMBATANT_GROUP_PET, CombatantGroupDef.COMBATANT_GROUP_TU_PET, CombatantGroupDef.COMBATANT_GROUP_MONSTER, CombatantGroupDef.COMBATANT_GROUP_TU_MONSTER, CombatantGroupDef.COMBATANT_GROUP_NPC ]
class FortWarBattleInitTempData(ClassObject): self_clan_id = String(desc='自己公会id') enemy_clan_id = String(desc='敌方公会id') point_id = String(desc='据点id') total_hp = Integer(desc='总血量') rest_hp = Integer(desc='剩余血量') end_time = Integer(desc='结束时间')
class MasterLevelFactorRow(ClassObject): key = String(desc='영향 받는 2차 스탯') str = Integer(desc='힘') dex = Integer(desc='민') int = Integer(desc='지') con = Integer(desc='체')
class MasterStrengthenEquipmentStat(ClassObject): key = String(desc='Master StrengthenEquipmentStat 의 키값') group_id = String(desc='Items StrengthenValue 의 값') strengthen = Integer(desc='아이템의 강화도') up_value = Integer(desc='장비에 붙은 속성이 올라가는 확률 ')
class TeamBossSecondDetail(ClassObject): is_finish = String(desc='是否已结束', default=True) battle_unique_id = String(desc='战斗唯一id', default=None) attack_part = String(desc='当前攻击的部位key', default=None) battle_start_time = Integer(desc='战斗开始时间', default=0) battle_real_start_time = Integer(desc='战斗实际开始时间', default=0) battle_end_time = Integer(desc='战斗结束时间', default=0) part_dict = Dict(Class(TeamBossPartDetail), desc='boss副本详细信息')
class SimpleCombatantData(ClassObject): key = String(desc='combatant key') base_key = String(desc='combatant base key') lv = Integer(desc='等级') training = Integer(desc='培养等级') id = Integer(desc='战斗单位id') add_gauge = Float(desc='技能槽') default_status = Class(CombatantStatus, desc='初始状态')
class MasterRaidBossTraining(ClassObject): key = String(desc='키. 파트+레벨') base = String(desc='파트') level = Integer(desc='보스 레벨') hp = Integer(desc='hp') def get_index_meta(self): return {'base_level': (self.base, self.level)}
class BattleFieldBlockSnapshot(ClassObject): block_id = Integer(desc='区块id') clan_id = String(desc='公会id') is_fort = Boolean(desc='是否是堡垒') status = Integer(desc="据点状态", default=enum_block_status.NEUTRAL) battle_timeout = Integer(desc='战斗超时时间戳,针对普通据点', default=0) fort_war_end_time = Integer(desc='占领战结束时间戳', default=0) protect_end_time = Integer(desc='据点保护结束时间', default=0)
class BattleFieldRegisterInfo(ClassObject): season_key = Integer(desc='赛季') field_id = String(desc='区域id') register_clan_dict = Dict(Integer(), desc='报名的公会字典, clan_id => register time') is_pass_result = Boolean(desc='是否出结果', default=False) pass_clan_dict = Dict(Class(BattleFieldRegisterClan), desc='通过的公会字典, clan_id => clan info')
class TeamInfo(ClassObject): team_id = Integer(desc='队伍id', default=0) server_leader_id = String(desc='队长server user id', default=None) leader_name = String(desc='队长名字', default=None) create_time = Integer(desc='创建时间', default=0) member_id_list = List(String(), desc='成员server user id列表') func_type = String(desc='选定的玩法类型', default=None) func_flag = String(desc='选定的玩法具体标识', default=None) opened_func_type = String(desc='已开启的玩法类型', default=None)
class FortBattleInitTempData(ClassObject): field_id = String(desc='区域id') block_id = Integer(desc='区块id', default=-1) point_id = String(desc='据点id') defense_clan_id = String(desc='防守公会id') attack_clan_id = String(desc='攻击公会id') total_hp = Integer(desc='总血量', default=0) rest_hp = Integer(desc='剩余血量', default=0) end_time = Integer(desc='结束时间', default=0)
class TeamBossFirstStageDetail(ClassObject): stage_id = String(desc='副本id', default=None) is_finish = Boolean(desc='是否已完成', default=False) battle_server_mem_id = String(desc='正在战斗中的玩家server user id', default=None) battle_mem_name = String(desc='正在战斗的玩家名', default=None) battle_mem_hero_key = String(desc='正在战斗的玩家主角id', default=None) battle_start_time = Integer(desc='战斗开始时间', default=0) battle_end_time = Integer(desc='战斗结束时间', default=0) deck = Class(CommonAttackDeckMultiMercenary, desc='战斗阵容信息')
class ItemBase(ClassObject): type = String(desc='아이템의 타입 default=None, view 용으로 조회시 해당 아이템이 랜덤 지급인지 구분', default=None) item_class_key = String(desc='아이템의 클래스 키') count = Integer(desc='아이템 수량') extra = Integer(desc='아이템 추가 정보, view 용으로 조회시 아이템을 얻을 수 있는 갯수로 표시 ') options_trade = Dict( String(), desc="装备属性值" ) #add by ZHM, JoyGames, ALPHA GROUP CO.,LTD, at 2017-04-06 for 交易行邮件装备固定属性
class MasterAlphaFortWarBattleRewardRow(ClassObject): key = String(desc='key') group_no = Integer(desc='分组') reward_type = String(desc='奖励类型') item = String(desc='奖励id') count = Integer(desc='奖励数量') def get_index_meta(self): return {'group_type': (self.group_no, self.reward_type)}
class BattleFieldFortDefenseInfo(ClassObject): rest_defense_count = Integer(desc='剩余防守者数量', default=0) is_battle_data_init = Boolean(desc='战斗数据是否初始化', default=False) battle_data_init_time = Integer(desc='战斗数据初始化时间', default=0) point_detail_dict = Dict(Class(FortPointDetail), desc='据点信息, point_id => info') before_battle_defense = Class(FortBeforeBattleDefense, desc='战前防守阵容信息') facility_info_list = List(Class(FortFacility), desc='公会建筑信息') defense_log_list = List(Class(BFBlockDefenseLog), desc='防守变更日志列表')
class BattleFieldBlockDefenseInfo(ClassObject): user_heroes = Dict(String(), desc='玩家防守英雄列表, server_user_id => hero class key') user_pets = Dict(List(String(), desc='pet base key list'), desc='玩家召唤兽列表, server_user_id => pet base key list') defense_list = List(Class(BattleFieldDefenseUnitBase), desc='防守列表') npc_party_key = Integer(desc='中立怪组id', default=-1) neutral_reward = Dict(Integer(), desc='中立怪奖励信息') defense_log_list = List(Class(BFBlockDefenseLog), desc='防守变更日志列表')
class FortDefensePetSlotInfo(ClassObject): slot_no = Integer(desc='坑位编号') server_user_id = String(desc='玩家server user id') base_key = String(desc='CombatantsBase.key') class_key = String(desc='Combatants.key') level = Integer(desc='等级', default=0) training_key = String(default=None, desc='CombatantsTraining') equipped_costume = String(desc='穿戴时装id', default=None) bless_key = String(default=None, desc='祝福等级')
class TeamBossDetail(ClassObject): team_id = Integer(desc='队伍id', default=0) unique_id = String(desc='team boss唯一id', default=None) func_type = String(desc='team boss func', default=None) boss_key = String(desc='boss key', default=None) create_time = Integer(desc='创建时间', default=0) end_time = Integer(desc='结束时间', default=0) ready_member_list = List(String(), desc='已准备的成员server user id列表') first_step = Class(TeamBossFirstDetail, desc='第一阶段详细信息') second_step = Class(TeamBossSecondDetail, desc='第二阶段详细信息')
class BattleFieldUserInfo(ClassObject): user_id = String(desc='user_id') server_user_id = String(desc='server_user_id') season_key = Integer(desc='season_key') defense_info_dict = Dict( Class(BattleFieldUsedPetInfo), desc='使用的英雄|召唤兽对应的区块信息 {class_key | base_key:BattleUsedPetInfo') last_attack_time = Integer(desc='上一次攻击时间', default=0) last_attack_block_id = Integer(desc='上一次攻击区块id', default=-1) last_attack_point_id = String(desc='上一次进攻要塞据点id')
class BattleFieldClanMissionList(ClassObject): clan_id = String(desc='clan_id') season_key = Integer(desc='season_key') mission = Dict( Dict(Class(BattleFieldClanMission)), desc='公会指示, {field_id:{block_id str:BattleFieldClanMission, ...}, ...}' ) update_dt = Integer(desc='更新时间')
class BattleFieldClanInfo(ClassObject): clan_id = String(desc='公会id') season_key = Integer(desc='赛季') register_field_id = String(desc='报名的区域id') register_time = Integer(desc='报名时间') own_blocks = List(Integer(), desc='拥有的地块编号列表') is_give_reward = Boolean(desc='是否已给奖励', default=False) reward_items = Dict(Integer(), desc='奖励内容') reward_time = Integer(desc='给奖励时间', default=0) log_list = List(Class(BattleFieldClanLog), desc='公会相关日志列表')
class Asset(ClassObject): """ 유저의 현재 자산 정보 """ common = Dict(Integer(), desc='소유한 자산 목록. 아데나/다이아.... {아이템 class key: 개수, ...}') ap = Integer(default=0, desc='ap. 이 값에 ap_timestamp 시각 부터 재생된 값을 더해야 현재 ap 가 나온다') ap_timestamp = Integer(default=0, desc='마지막 갱신 시각. utc. 이 시각 이후로 값을 재생시킨다')
class MasterUserLevelRow(ClassObject): key = String(desc='레벨') exp = Integer(desc='필요 누적 경험치') max_ap = Integer(desc='max ap') give_ap = Integer(desc='레벨업 시 지급하는 ap 양') @property def level(self): return int(self.key)
class MasterBattleFieldBattleRewardRow(ClassObject): key = String(desc='key') field_id = Integer(desc='分组') reward_type = String(desc='奖励类型') item = String(desc='奖励id') count = Integer(desc='奖励数量') def get_index_meta(self): return { 'field_id': (self.field_id, self.reward_type) }
class UserSummary(ClassObject): user_id = String(desc='유져 id', default=None) server_user_id = String(desc='server_user_id') social_id = String(desc='유저의 소셜 id. plaync.co.kr 등등. 로그인 시에 설정된다') user_nickname = String(desc='유져 nickname', default=None) user_lv = Integer(desc='기사단 레벨', default=None) selected_hero_class_key = String(desc='활성화된 영웅 class key', default=None) selected_hero_lv = Integer(desc='활성화된 영웅의 Lv', default=None) clan_id = String(desc='가입 혈맹 아이디', default=None) clan_name = String(desc='가입 혈맹 이름', default=None) clan_role = String(desc='가입 혈맹 직책', default=None)
class BattleFieldDefenseUnit(ClassObject): server_user_id = String(desc='玩家server_user_id') base_key = String(desc='base key') class_key = String(desc='class key') is_hero = Boolean(desc='是否是英雄', default=False) level = Integer(desc='等级', default=0) training = String(desc='养成key,CombatantsTraining.key') bless_key = String(desc='祝福key') extra = String(desc='其他信息') is_dead = Boolean(desc='是否死亡', default=False) rest_hp = Integer(desc='剩余血量', default=0)
class FortPointDetail(ClassObject): total_count = Integer(desc='总量', default=0) rest_count = Integer(desc='剩余量', default=0) update_time = Integer(desc='更新时间', default=0) battle_user_count = Integer(desc='当前攻击玩家数量, 第一、三阶段据点使用', default=0) point_battle_hero = List(Class(FortBattleDefenseHeroUnit), desc='hero list, 第二阶段据点使用') point_battle_pet = List(Class(FortBattleDefensePetUnit), desc='pet list, 第二阶段据点使用') battle_server_user_id = String(desc='当前战斗的server user id, 第二阶段据点使用') battle_end_time = Integer(desc='战斗结束时间, 第二阶段据点使用', default=0) last_attack_server_user_id = String(desc='最后一击玩家server user id')