Пример #1
0
class Equipment(ClassObject):
    key = String(desc='인스턴스 키')
    class_key = String(desc='아이템의 클래스. Item 의 key')

    primary_stat = Dict(Integer(), desc='주스탯')
    primary_option = List(Dict(Integer()), desc='주옵션 { str: 100}, {hp: 200}')
    sub_option = List(Dict(Integer()), desc='보조 옵션. 주 스탯이 아닌 보조 옵션들')
    skill_option = String(desc='아이템의 붙는 스킬 옵션 키')

    strengthen = Integer(desc='현재 장비의 강화도')

    remodeling_chance = Integer(desc='아이템 개조 횟수')
    remodeling_type = String(desc='리모델링 타입 primay / sub')
    remodeling_slot = Integer(desc='옵션 수정 위치 { 주/보조 옵션 : 슬롯 위치')

    curse = Boolean(default=False, desc='아이템 저부 여부 True 일 경우 저주 상태')
    bless = Boolean(default=False, desc='아이템의 축복 여부 True 일 경우 축복 상태')
    lock = Boolean(desc='아이템 잠금 여부')

    equipped = String(desc='이 아이템을 장착한 히어로의 key. 비 장착 중이면 None')
    equipped_preset_key = List(String(), desc='장착된 프리셋의 키. [2, 1, ...]')

    time_add = Integer(default=0, desc='획득 시각. utc.')
    aofei_bind = Boolean(
        default=False, desc='绑定'
    )  #add by ZHM, JoyGames, ALPHA GROUP CO.,LTD, at 2017-04-06 for 增加道具流通属性
    time_tradable = Integer(
        default=0, desc='可交易的保护时间'
    )  #add by ZHM, JoyGames, ALPHA GROUP CO.,LTD, at 2017-03-17 for 增加道具流通属性
Пример #2
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class AlphaFortWarSideInfo(ClassObject):
    clan_id = String(desc='公会id', default='')
    clan_name = String(desc='公会名', default='')
    mark = String(desc='公会图标', default='')
    mark_frame = String(desc='公会图标外框', default='')
    defense_count = Integer(desc='防守者数量', default=0)
    rep_list = List(Class(AlphaFortClanRepInfo), desc='公会代表信息')
    fort_point_snap_list = List(Class(AlphaFortWarPointSnap), desc='据点snap')
Пример #3
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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')
Пример #4
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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')
Пример #5
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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')
Пример #6
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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')
Пример #7
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class AlphaFortWarClan(ClassObject):
    season_no = Integer(desc='赛季', default=0)
    group_no = Integer(desc='组别', default=0)
    streak_win_count = Integer(desc='连胜次数', default=0)
    result = Integer(desc='要塞战结果', default=ALPHA_FORT_WAR_RESULT_NONE)
    result_time = Integer(desc='要塞战结果时间', default=0)
    last_reset_time = Integer(desc='上一次重置时间', default=0)
    battle_data_init_time = Integer(desc='第二阶段防守阵容数据是否初始化', default=0)
    rest_defense_count = Integer(desc='剩余防守者数量', default=0)
    point_dict = Dict(Class(AlphaFortWarPointDetail),
                      desc='据点信息, point_id => info')
    facility_info_list = List(Class(AlphaFortFacility), desc='公会建筑信息')
    attend_user_list = List(String(), desc='参与玩家server_user_id列表')
Пример #8
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class Combatant(ClassObject):
    key = String(desc='唯一key')
    base = String(desc='base key')
    name = String(desc='名字')
    res_id = String(desc='res_id,资源id')
    rarity = Integer(desc='rarity,品阶')
    str = Integer(desc='str,力量', default=0)
    dex = Integer(desc='dex,敏捷', default=0)
    int = Integer(desc='int,智力', default=0)
    con = Integer(desc='con,体质', default=0)
    move_speed = Number(desc='移动速度', default=0)
    atk_speed = Number(desc='攻击速度', default=0)
    p_atk = Integer(desc='物理攻击', default=0)
    m_atk = Integer(desc='魔法攻击', default=0)
    hp = Integer(desc='血量', default=0)
    p_def = Integer(desc='物理防御', default=0)
    res = Integer(desc='魔法抵抗', default=0)
    pen = Integer(desc='物理穿透', default=0)
    cond_dec = Integer(desc='被控制衰减', default=0)
    cri = Integer(desc='暴击', default=0)
    eva = Integer(desc='闪避', default=0)
    attr_res = Dict(Integer(), desc='属性抗性')
    cond_res = Dict(Integer(), desc='控制抗性')
    field_effect_immune = List(String(), desc='场景效果免疫')
    cri_damage = Float(desc='暴击伤害', default=0.0)
    base_gauge = Integer(desc='技能槽', default=0)
    level = Integer(desc='等级', default=0)
    aggro = Integer(desc='仇恨值', default=0)
    cri_rate = Float(desc='暴击率', default=0.0)
    p_immune = Float(desc='物攻伤害减免', default=0.0)
    m_immune = Float(desc='法攻伤害减免', default=0.0)
    cond_res_all = Float(desc='全部控制抗性', default=0.0)
Пример #9
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class CGGetTeamInfoResponse(ProtocolBase):
    team_id = Integer(desc='队伍id', default=0)
    server_leader_id = String(desc='队长server user id', default=None)
    member_info_list = List(Class(MemberInfo), desc='成员信息列表')
    func_type = String(desc='玩法类型', default=None)
    func_flag = String(desc='玩法具体标识', default=None)
    is_in_match = Boolean(desc='是否在自动匹配中', default=False)
Пример #10
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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
        ]
Пример #11
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class FortBeforeBattleDefense(ClassObject):
    point_used_hero_slot = Dict(List(Integer(), desc='slot no list'),
                                desc='point_id => slot no list')
    point_used_pet_slot = Dict(List(Integer(), desc='slot no list'),
                               desc='point_id => slot no list')
    point_hero_defense = Dict(Dict(Class(FortDefenseHeroSlotInfo),
                                   desc='str_slot_no => hero info'),
                              desc='point_id => info dict')
    point_pet_defense = Dict(Dict(Class(FortDefensePetSlotInfo),
                                  desc='str_slot_no => pet info'),
                             desc='point_id => info dict')
    user_hero_defense = Dict(Dict(Class(FortPointSlotPair),
                                  desc='hero class key => point slot pair'),
                             desc='server user id => hero dict')
    user_pet_defense = Dict(Dict(Class(FortPointSlotPair),
                                 desc='pet base key => point slot pair'),
                            desc='server user id => pet dict')
Пример #12
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class Heroes(ClassObject):
    user_id = String(desc='히어로를 소유한 유저의 id')

    active = String(desc='현재 선택된 디폴트 히어로. 히어로의 class_key.')
    heroes = List(String(), desc='히어로 목록. [영웅 class_key, ...]')
    skins = Dict(
        Dict(Integer()), desc="英雄皮肤"
    )  #add by ZHM, JoyGames, ALPHA GROUP CO.,LTD, at 2017-07-19 for 英雄装备服装,不存在英雄时临时保存
Пример #13
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class AlphaFortWarBBDefense(ClassObject):
    last_reset_time = Integer(desc='重置时间')
    point_used_hero_slot = Dict(List(Integer(), desc='slot no list'),
                                desc='point_id => slot no list')
    point_used_pet_slot = Dict(List(Integer(), desc='slot no list'),
                               desc='point_id => slot no list')
    point_hero_defense = Dict(Dict(Class(AlphaFortDefenseHeroSlotInfo),
                                   desc='str_slot_no => hero info'),
                              desc='point_id => info dict')
    point_pet_defense = Dict(Dict(Class(AlphaFortDefensePetSlotInfo),
                                  desc='str_slot_no => pet info'),
                             desc='point_id => info dict')
    user_hero_defense = Dict(Dict(Class(AlphaFortWarPointSlotPair),
                                  desc='hero class key => point slot pair'),
                             desc='server user id => hero dict')
    user_pet_defense = Dict(Dict(Class(AlphaFortWarPointSlotPair),
                                 desc='pet base key => point slot pair'),
                            desc='server user id => pet dict')
Пример #14
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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)
Пример #15
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class MasterCombatantsRow(ClassObject):
    key = String(desc='唯一key')
    base = String(desc='base key')
    name = String(desc='名字')
    res_id = String(desc='res_id,资源id')
    rarity = Integer(desc='rarity,品阶', default=0)
    str = Integer(desc='str,力量', default=0)
    dex = Integer(desc='dex,敏捷', default=0)
    int = Integer(desc='int,智力', default=0)
    con = Integer(desc='con,体质', default=0)
    move_speed = Number(desc='移动速度', default=0)
    atk_speed = Number(desc='攻击速度', default=0)
    p_atk = Integer(desc='物理攻击', default=0)
    m_atk = Integer(desc='魔法攻击', default=0)
    hp = Integer(desc='血量', default=0)
    p_def = Integer(desc='物理防御', default=0)
    res = Integer(desc='魔法抵抗', default=0)
    pen = Integer(desc='物理穿透', default=0)
    cond_dec = Integer(desc='被控制衰减', default=0)
    cri = Integer(desc='暴击', default=0)
    eva = Integer(desc='闪避', default=0)
    attr_res = Dict(Integer(), desc='属性抗性')
    cond_res = Dict(Integer(), desc='控制抗性')
    field_effect_immune = List(String(), desc='场景效果免疫')

    def clone_to_combatant(self):
        clone = Combatant()
        clone.key = self.key
        clone.base = self.base
        clone.name = self.name
        clone.res_id = self.res_id
        clone.rarity = self.rarity
        clone.str = self.str if self.str else 0
        clone.dex = self.dex if self.dex else 0
        clone.int = self.int if self.int else 0
        clone.con = self.con if self.con else 0
        clone.move_speed = self.move_speed if self.move_speed else 0
        clone.atk_speed = self.atk_speed if self.atk_speed else 0
        clone.p_atk = self.p_atk if self.p_atk else 0
        clone.m_atk = self.m_atk if self.m_atk else 0
        clone.hp = self.hp if self.hp else 0
        clone.p_def = self.p_def if self.p_def else 0
        clone.res = self.res if self.res else 0
        clone.pen = self.pen if self.pen else 0
        clone.cond_dec = self.cond_dec if self.cond_dec else 0
        clone.cri = self.cri if self.cri else 0
        clone.eva = self.eva if self.eva else 0
        if self.attr_res:
            for k, v in self.attr_res.iteritems():
                clone.attr_res[k] = v
        if self.cond_res:
            for k, v in self.cond_res.iteritems():
                clone.cond_res[k] = v
        if self.field_effect_immune:
            clone.field_effect_immune += self.field_effect_immune
        return clone
Пример #16
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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')
Пример #17
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class CombatantStatus(ClassObject):
    # main stat
    str = Float(desc='力量', default=0.0)
    dex = Float(desc='敏捷', default=0.0)
    int = Float(desc='智力', default=0.0)

    # sub stat
    phy_atk = Float(desc='物攻', default=0.0)
    mag_atk = Float(desc='法攻', default=0.0)
    cri = Float(desc='暴击', default=0.0)
    cri_inc = Float(desc='暴击加成', default=0.0)
    phy_pen = Float(desc='物理穿透', default=0.0)
    phy_def = Float(desc='物防', default=0.0)
    mag_res = Float(desc='法抗', default=0.0)
    eva = Float(desc='闪避', default=0.0)
    cur_hp = Float(desc='当前血量', default=0.0)
    max_hp = Float(desc='最大血量', default=0.0)
    cond_dec = Float(desc='异常状态时间减少', default=0.0)
    move_speed = Float(desc='移速', default=0.0)
    atk_speed = Float(desc='攻速', default=0.0)
    aggro = Float(desc='仇恨值', default=0.0)
    high_power = Float(desc='', default=0.0)
    attr_res = Dict(Float(), desc='属性抗性')
    mesmerize_res = Dict(Float(), desc='控制抗性')
    field_immune = List(String(), desc='场景效果免疫')

    # develop stat
    class_immune = Dict(Float(), desc='类型攻击免疫')
    attr_immune = Dict(Float(), desc='属性攻击免疫')
    eva_rate = Float(desc='闪避率', default=0.0)
    mes_eva_rate = Float(desc='控制闪避率', default=0.0)
    taunt = Float(desc='嘲讽值', default=0.0)

    # caster
    mesmerize = List(String(), desc='异常状态列表')
    cri_rate = Float(desc='暴击率', default=0.0)

    # active skill charge rate
    charge_turn_rate = Float(desc='主动技能恢复比例', default=0.0)
Пример #18
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class TeamBossBattleDetail(ClassObject):
    battle_unique_id = String(desc='战斗唯一id')
    team_boss_unique_id = String(desc='team boss唯一id')
    battle_status = Integer(desc='战斗状态(0-准备期,1-进行中,2-已结束)', default=0)
    start_time = Integer(desc='开始时间', default=0)
    real_start_time = Integer(desc='实际开始时间', default=0)
    end_time = Integer(desc='结束时间', default=0)
    ctrl_server_user_id = String(desc='当前控制的玩家id', default=None)
    member_data_dict = Dict(Class(TeamBossBattleMember), desc='战斗成员信息')
    boss_data = Class(TeamBossBattleUnitBoss, desc='boss信息')
    server_group_id = String(desc='服务器server group id')
    team_id = Integer(desc='队伍id')
    server_leader_id = String(desc='队长server user id')
    op_list = List(String(), desc='操作列表')
Пример #19
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class Mail(ClassObject):
    mail_id = Integer(desc='Mail id')
    mail_type = String(desc='MailType')
    tab_id = Integer(desc='MailType 에 따른 tab_id')

    receiver = String(desc='받는사람')
    sender = String(desc='보낸사람')
    contents = String(desc='내용')
    attach = List(Class(ItemBase), desc='첨부 아이템 목록 [ItemBase, ...]')

    create_dt = Integer(desc='메일 발송 일시. seconds from 1970-01-01. utc.')
    expired_dt = Integer(desc='메일 보관만료 일시. seconds from 1970-01-01 utc.')

    sender_clan_role = String(default=None, desc='보내는 사람의 클랜 직위 ( 클랜 메일 용)')
Пример #20
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class BattleFieldBlockInfoToC(ClassObject):
    is_fort = Boolean(desc='是否是要塞', default=False)
    status = Integer(desc='据点状态')
    clan_id = String(desc='公会id')
    clan_mission = Class(BattleFieldClanMission, desc='公会指示')
    protect_end_time = Integer(desc='保护结束时间', default=0)
    battle_server_user_id = String(desc='战斗中的玩家server_user_id')
    battle_timeout = Integer(desc='战斗超时时间戳', default=0)
    fort_war_clan_id = String(desc='攻击该要塞的公会id')
    fort_war_start_time = Integer(desc='要塞战开始时间戳(针对要塞据点)', default=0)
    fort_war_end_time = Integer(desc='要塞战结束时间戳(针对要塞据点)', default=0)
    product_items = Dict(Integer(), desc='据点产出的物品字典')
    last_product_time = Integer(desc='据点上一次产出时间', default=0)
    defense_unit_count = Integer(desc='当前防守单位数量', default=0)
    defense_info = List(Class(BattleFieldDefenseUnit), desc='防守信息')
Пример #21
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class MasterItem(ClassObject):
    key = String(desc='아이템의 키(id)')
    name = String(desc='이름')
    type = String(desc='아이템 종류. 무기/방어구/장신구/기술서/재화/재료/영혼석/물약')
    equip_pos = String(
        desc='아이템 장착 위치. weapon/helm/armor/cloak/gloves/boots/ear/ring')
    rarity = Integer(desc='희구도. 별개수.')
    quality = String(desc='아이템 등급. 고급/일반=high/general')
    option = String(desc='장비품의 옵션 정보')
    set_option = String(desc='장비품의 세트 옵션 정보')
    owner_class = String(desc='사용 가능한 직업군. Combatant 의 key.')
    resource_id = String(desc='리소스 id')
    int_attr = Dict(Integer(),
                    desc='정수로 표시되는 아이템 속성 값. {p_atk: 100, level: 2, ...}')
    str_attr = Dict(String(),
                    desc='문자로 표시되는 아이템 속성 값. {key: 커츠, target: 천재, ...}')
    stage = List(String(), desc='출현 스테이지. [1-1, 2-3, ...]')
    strengthen_rate = String(desc='아이템 강화도 확률 아이디')
    strengthen_stat = String(desc='아이템 강화도 스텟 아이디')
    desc = String(desc='아이템 설명')
    price = Integer(desc='판매 가격')
    imprint_exp = Integer(desc='각인 경험치')
    # add by Yoray, JoyGames, ALPHA GROUP CO.,LTD, at 2017-03-29
    # detail: 装备初始属性随机相关
    aofei_int_type = String(desc='装备随机属性类型')
    aofei_int_min = Integer(desc='装备随机属性下限')
    aofei_int_max = Integer(desc='装备随机属性上限')
    # >>add by ZHM, JoyGames, ALPHA GROUP CO.,LTD, at 2017-04-06 for 增加道具流通属性
    aofei_tradable = Boolean(desc='可交易')
    aofei_start_price = Integer(desc='初始均价')
    aofei_time_tradable = Integer(desc='交易间隔')
    aofei_look_time_trade = Integer(desc='公示期')
    aofei_order_type = String(desc='交易行分类')
    aofei_review_time = Integer(desc="审核时间(秒)")

    # <<add by ZHM, JoyGames, ALPHA GROUP CO.,LTD, at 2017-04-06 for 增加道具流通属性

    def can_equip_by_hero(self, hero_class_key):
        return self.owner_class in ['Common', hero_class_key]

    def get_index_meta(self):
        """
        인덱싱에 사용할 메타 정보 반환
        :return: dict: {인덱스 이름: 인덱스 컬럼 리스트, ...}
        """
        return {
            'type': (self.type, )  # 스킬 보유 캐릭터 기준 인덱싱
        }
Пример #22
0
class BFBattleDefenseDeck(ClassObject):
    hero = Class(BFBattleDefenseHeroSnap, desc='英雄')
    pets = List(Class(BFBattleDefensePetSnap), desc='召唤兽列表')

    def set_hero(self, hero_do, inventory_do, rest_hp):
        self.hero = BFBattleDefenseHeroSnap()
        self.hero.load_from_hero(hero_do.doc, inventory_do.doc)
        self.hero.rest_hp = rest_hp

        return self

    def add_pet(self, user_id, server_id, pet, pets_do, rest_hp):
        add_pet = BFBattleDefensePetSnap.make_from_pets(
            server_id, user_id, pets_do.doc.pets, [pet]).values()[0]
        add_pet.rest_hp = rest_hp
        self.pets.append(add_pet)

        return self
Пример #23
0
class TeamBossBattleUnitBoss(ClassObject):
    combatant_data = Class(SimpleCombatantData, desc='战斗数据')
    dead_part_list = List(String(), desc='已死亡部位列表')
Пример #24
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class CommonAttackDeckMultiMercenary(ClassObject):
    hero = String(desc='공격 댁 영웅의 정보. hero_class_key')
    pets = List(String(), desc='공격 덱 소환수의 정보. pet_base_key')
    mercenary_list = List(Class(MercenaryDeck, desc='공격 덱 용병'), desc='雇佣兵列表')
Пример #25
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class ClanDungeonWarehouseInfo(ClassObject):
    item_dict = Dict(Integer(), desc='当前仓库道具列表')
    log_list = List(Class(ClanDungeonWarehouseDistLog), desc='分配日志列表')
    log_check_time = Integer(desc='日志检查时间,处理过期日志')
Пример #26
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class UserMailTab(ClassObject):
    mail_list = List(Class(Mail), desc='우편 목록')
    read_mail_list = List(Class(ReadMail), desc='읽은 우편 목록')
    add_mail_count = Integer(default=0, desc='기록된 메일 카운트')
Пример #27
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class MailList(ClassObject):
    mail_list = List(Class(Mail), desc='우편 목록')
Пример #28
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class BattleFieldClanLog(ClassObject):
    log_type = String(desc='日志类型')
    log_time = Integer(desc='日志时间', default=0)
    param_list = List(String(), desc='参数列表')
Пример #29
0
class BFBlockDefenseLog(ClassObject):
    log_type = String(desc='日志类型')
    log_time = Integer(desc='日志时间', default=0)
    param_list = List(String(), desc='参数列表')
Пример #30
0
class FortFacility(ClassObject):
    facility_name = String(desc='据点id(名字)')
    reinforce_list = List(Integer(), desc='加强经验值列表')