699 lines
24 KiB
Python
699 lines
24 KiB
Python
# -*- coding: utf-8 -*-
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class ReqHead(object):
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def __init__(self):
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self.fields = [
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['account_id', '', '账号id'],
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['session_id', '', '会话id'],
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]
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class RspHead(object):
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def __init__(self, **kwargs):
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self.fields = [
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['errcode', 0, '错误码'],
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['errmsg', '', '错误描述'],
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]
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for (key, value) in kwargs.items():
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for i in range(0, len(self.fields)):
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if self.fields[i][0] == key:
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self.fields[i][0] = key
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self.fields[i][1] = value
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break
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class Union(object):
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def __init__(self, fields):
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self.doc = 'Union 联合体的访问方式:.联合体内含结构的字段名'
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self.fields = [['', f[0], f[1]] for f in fields]
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class Attr(object):
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def __init__(self):
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self.fields = [
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['attr_id', 0, '属性id'],
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['type', 0, '1: 绝对值 2:百分比'],
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['val', 0, '属性值'],
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]
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class AttrDesc(object):
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def __init__(self):
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self.fields = [
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['name', '', '属性名'],
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['attr_id', 0, '属性id'],
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['type', 0, '1: 绝对值 2:百分比'],
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['val', 0, '属性值'],
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]
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class SystemCurrency(object):
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def __init__(self):
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self.fields = [
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['name', '', '货币名称'],
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['original_price', 0, '原价'],
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['discount_price', 0, '折后价'],
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['discount_rate', 0, '折扣百分比(0-100)'],
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['decimals', 0, '小数位数'],
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['contract_address', 0, '合约地址'],
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]
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class Page(object):
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def __init__(self):
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self.fields = [
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['total', 0, '总记录数'],
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['count', 0, '当前记录数'],
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['per_page', 0, '每页多少条记录'],
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['current_page', 0, '当前页'],
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['total_pages', 0, '总页数'],
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]
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class Gun(object):
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def __init__(self):
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self.fields = [
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['gun_uniid', 0, '枪唯一id'],
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['gun_id', 0, '枪id'],
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['state', 0, '0:已购买 1:体验中'],
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['gun_lv', 0, '枪等级'],
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['quality', 0, '品阶'],
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['durability', 0, '耐久'],
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['ceg_uplimit', 0, 'ceg今天获取上限'],
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['!attr', [Attr()], '属性'],
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['try_count', 0, '剩余体验次数 当state=1时才有意义'],
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['lock_type', 0, '0:无锁 1:升级 2:升阶 3:派遣中'],
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['unlock_time', 0, '使用解锁utc时间(升级或者升阶触发),锁定期间不可战斗和做其他操作,配合lock_type使用'],
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['unlock_lefttime', 0, '解锁剩余时间(单位秒)'],
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['trade_locktime', 0, '出售锁定时间(升级或者升阶完成后触发),单位秒,只锁交易,其他的操作仍可进行'],
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]
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class GunSkin(object):
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def __init__(self):
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self.fields = [
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['gun_id', 0, '枪支id'],
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['skin_id', 0, '皮肤id'],
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['try_expire_at', 0, '试用到期时间(utc时间)'],
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]
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class GunTalent(object):
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def __init__(self):
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self.fields = [
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['talent_id', 0, '天赋'],
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['talent_lv', 0, '天赋等级'],
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]
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class UserInfo(object):
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def __init__(self):
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self.fields = [
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['activated', 0, '是否已激活'],
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['rename_count', 0, '改名次数'],
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['account_id', '', '账号id'],
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['name', '', '用户名字'],
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['head_id', 0, '头像id'],
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['head_frame', 0, '头像框id'],
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['level', 0, '等级'],
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['exp', 0, '经验'],
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['max_exp', 0, '经验(上限)'],
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['rank', 0, '当前段位'],
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['history_best_rank', 0, '历史最高段位'],
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['gold', 0, '金币'],
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['diamond', 0, '钻石'],
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['hero_uniid', 0, '当前使用的英雄唯一ID'],
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['hero_id', 0, '当前使用的英雄ID'],
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['first_fight', 0, '是否是第一次战斗'],
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['already_guide', 0, '是否已经引导'],
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['pve_instance_id', 0, '已过pve副本id 0:一关未过'],
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['!head_list', [0], '拥有的头像列表'],
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['!head_frame_list', [0], '拥有的头像框列表'],
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]
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class UserSimple(object):
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def __init__(self):
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self.fields = [
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['account_id', '', '账号id'],
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['address', '', '钱包地址'],
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['name', '', '用户名字'],
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['head_id', 0, '头像id'],
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['head_frame', 0, '头像框id'],
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['level', 0, '等级'],
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['exp', 0, '经验'],
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['gold', 0, '金币'],
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['diamond', 0, '钻石'],
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['hero_id', 0, '当前使用的英雄ID'],
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['rank', 0, '段位'],
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['score', 0, '积分'],
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['pve_instance_id', 0, '已过pve副本id 0:一关未过'],
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]
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class BcUserInfo(object):
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def __init__(self):
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self.fields = [
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['account', '', '账号'],
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['gold', 0, '金币'],
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['diamond', 0, '钻石'],
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]
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class UserDetailInfo(object):
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def __init__(self):
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self.fields = [
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['activated', 0, '是否已激活'],
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['account_id', '', '账号id'],
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['name', '', '用户名字'],
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['head_id', 0, '头像id'],
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['head_frame', 0, '头像框id'],
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['level', 0, '等级'],
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['exp', 0, '经验'],
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['max_exp', 0, '经验(上限)'],
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['gold', 0, '金币'],
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['diamond', 0, '钻石'],
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['hero_uniid', 0, '当前使用的英雄唯一ID'],
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['hero_id', 0, '当前使用的英雄ID'],
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['current_rank', 0, '当前段位'],
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['history_best_rank', 0, '历史最高段位'],
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['!history_seasons', [UserHisSeason()], '历史打过的赛季列表'],
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]
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class UserHisSeason(object):
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def __init__(self):
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self.fields = [
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['season_id', 0, '赛季'],
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['total_kills', 0, '击杀总数(个人信息)'],
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['game_times', 0, '游戏场次(个人信息)'],
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['win_times', 0, '胜利场次(个人信息)'],
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['win_rate', 0, '胜率(个人信息,百分比数值整数部分)'],
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['max_kills', 0, '最高击杀(游戏信息)'],
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['avg_kills', 0, '平均击杀(游戏信息)'],
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['max_damage_out', 0, '最高伤害输出(游戏信息)'],
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['avg_damage_out', 0, '平均伤害输出(游戏信息)'],
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['star_kills', 0, '击败(5纬图-击败, 百分比数值整数部分)'],
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['star_damage', 0, '伤害(5纬图-伤害, 百分比数值整数部分)'],
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['star_alive', 0, '生存(5纬图-生存, 百分比数值整数部分)'],
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['star_recover', 0, '治疗(5纬图-治疗, 百分比数值整数部分)'],
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['star_win', 0, '胜利(5纬图-胜利, 百分比数值整数部分)'],
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]
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class Hero(object):
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def __init__(self):
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self.fields = [
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['hero_uniid', 0, '英雄唯一id'],
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['hero_id', 0, '英雄id'],
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['hero_lv', 0, '英雄等级'],
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['hero_tili', 0, '英雄体力'],
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['state', 0, '0:已购买 1:体验中'],
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['skin_id', 0, '英雄皮肤id'],
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['quality', 0, '品阶'],
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['skill_lv1', 0, '必杀技等级'],
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['skill_lv2', 0, '躲避技能等级'],
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['ceg_uplimit', 0, 'ceg今天获取上限'],
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['pve_ceg_uplimit', 0, 'pve ceg今天获取上限'],
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['!attr', [Attr()], '属性'],
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['try_count', 0, '剩余体验次数 当state=1时才有意义'],
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['lock_type', 0, '0:无锁 1:升级 2:升阶 3:派遣中'],
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['unlock_lefttime', 0, '解锁剩余时间(单位秒)'],
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['unlock_time', 0, '使用解锁utc时间(升级或者升阶触发),锁定期间不可战斗和做其他操作,配合lock_type使用'],
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['today_get_gold', 0, '今天pvp获取的ceg数量'],
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['last_pve_get_ceg_time', 0, '最后一次获取pve获取ceg时间'],
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['last_get_gold_time', 0, '今天pvp获取的ceg数量'],
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['last_pve_get_ceg_time', 0, '最后一次获取pve获取ceg时间'],
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['unlock_trade_time', 0, '出售解锁utc时间(升级或者升阶完成后触发),只锁交易,其他的操作仍可进行,和lock_type无关是独立的锁!!!'],
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['hp', 0, '血量'],
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['speed', 0, '速度'],
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['atk', 0, '攻击'],
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['def', 0, '防御'],
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['advanced_count', 0, '进阶次数'],
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['lukcy', 0, '幸运'],
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['!chip_core', [ChipCore()], '核心加成'],
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]
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class LevelingHero(object):
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def __init__(self):
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self.fields = [
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['info', Hero(), '英雄信息'],
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['countdown', 0, '倒计时'],
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]
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class QualityingHero(object):
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def __init__(self):
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self.fields = [
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['info', Hero(), '英雄信息'],
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['countdown', 0, '倒计时'],
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]
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class HeroSkin(object):
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def __init__(self):
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self.fields = [
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['skin_id', 0, '英雄皮肤id'],
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['skin_state', 0, '英雄皮肤状态 0=已经购,1 = 试用状态'],
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['try_expire_at', 0, '试用到期时间(utc时间)'],
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]
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class Item(object):
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def __init__(self):
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self.fields = [
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['item_uniid', 0, '道具唯一id'],
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['item_id', 0, '道具id'],
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['item_num', 0, '道具数量'],
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['!attr', [Attr()], '属性'],
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]
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class AwardItem(object):
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def __init__(self):
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self.fields = [
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['item_id', 0, '道具id'],
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['item_num', 0, '道具数量'],
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]
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class Award(object):
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def __init__(self):
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self.fields = [
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['!items', [AwardItem()], '奖励物品列表']
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]
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class PropertyChg(object):
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def __init__(self):
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self.fields = [
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['user_info', UserInfo(), '用户信息变更(用来更新本地客户端字段(有则更新无则不变))'],
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['!container_chg', [''], '容器类数据变更(bag、hero、heroSkin、gunSkin, gun)']
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]
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class CostInfoItem(object):
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def __init__(self):
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self.fields = [
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['item_id', 0, '购买需要消耗的道具id'],
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['item_num', 0, '购买需要消耗的道具数量'],
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['discount', 0, '折扣百分比(0-100)'],
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]
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class CostInfo(object):
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def __init__(self):
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self.fields = [
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['!cost_group', [CostInfoItem()], '一组扣费项目,(金币、钻石视为道具,可能有多种价格)'],
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]
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class PriceInfo(object):
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def __init__(self):
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self.fields = [
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['!cost_list', [CostInfo()], '扣费方式列表'],
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['discount_begin_time', 0, '折扣开始时间(utc时间)'],
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['discount_end_time', 0, '折扣结束时间(utc时间)'],
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]
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class DiscountInfo(object):
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def __init__(self):
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self.fields = [
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['item_id', 0, '道具id'],
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['gold_discount', 0, '金币折扣百分比(0-100)'],
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['diamond_discount', 0, '钻石折扣百分比(0-100)'],
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]
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class ItemPriceInfo(object):
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def __init__(self):
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self.fields = [
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['item_id', 0, '道具id'],
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['price_info', PriceInfo(), '价格信息'],
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]
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class Goods(object):
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def __init__(self):
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self.fields = [
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['goods_id', 0, '商品id 用于购买的时候回传'],
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['item_id', 0, '配置表id'],
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['price_info', PriceInfo(), '价格信息'],
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['flag_icon', '', '商品标记(商品左上角的显示图标,超值、9折等)'],
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['limit_type', 0, '0:不限购(这时忽略bought_times、total_buy_times) 1:每日限购 2:周限购 3:累计限购'],
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['bought_times', 0, '已购买次数'],
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['total_buy_times', 0, '总的可购买次数'],
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]
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class Shop(object):
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def __init__(self):
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self.fields = [
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['shop_id', 0, '商店id'],
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['!goods_list1', [Goods()], '商品列表1'],
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['!goods_list2', [Goods()], '商品列表2'],
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]
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class Mission(object):
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def __init__(self):
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self.fields = [
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['mission_id', 0, '任务id'],
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['current', 0, '任务进度-当前'],
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['target', 0, '任务进度-目标'],
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['state', 0, '任务状态 0:可领取 1:已领取 2:未完成(不可领取)'],
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['show_progress', 0, '是否显示任务进度'],
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['objects!',
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[
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['type', '', '类型 0:武器 1:英雄'],
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['id', '', 'id'],
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],
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'悬赏任务对象列表'],
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['lefttime', 0, '剩余时间(悬赏任务)'],
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['ceg_num', 0, '奖励ceg数量(悬赏任务)'],
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]
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class SeasonCardGiftPackage(object):
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def __init__(self):
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self.fields = [
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['package_id', 0, '礼包id'],
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['item_id', 0, '礼包道具表id(目前客户端没用到先不用管)'],
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['state', 0, '0:未购买 1:已购买'],
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['price_info', PriceInfo(), '价格信息'],
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]
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class SeasonCard(object):
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def __init__(self):
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self.fields = [
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['season_id', 0, '赛季id(客户端显示为Sxxx)'],
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['season_begin_time', 0, '赛季开始时间(utc时间)'],
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['season_end_time', 0, '赛季结束时间(utc时间)'],
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['card_lv', 0, '手册等级'],
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['card_exp', 0, '手册经验'],
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['card_max_exp', 0, '手册经验上限'],
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['buy_level_price', 0, '等级价格(钻石)'],
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['!gift_packages', [SeasonCardGiftPackage()], '礼包列表'],
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['!received_level_rewards1', [0], '等级解锁的奖励已领取等级列表(普通手册)'],
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['!received_level_rewards2', [0], '等级解锁的奖励已领取等级列表(精英)'],
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]
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class SeasonMission(object):
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def __init__(self):
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self.fields = [
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['state', 0, '任务状态 0:可领取 1:已领取 2:未完成(不可领取)'],
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['current', 0, '当前匹配场次'],
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['target', 0, '目标匹配场次'],
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['target_rank', 0, '目标段位'],
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]
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class Season(object):
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def __init__(self):
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self.fields = [
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['season_id', 0, '赛季id(客户端显示为Sxxx)'],
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['rank', 0, '段位'],
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['score', 0, '积分'],
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['max_score', 0, '积分上限'],
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['noshow_score_bar', 0, '不要显示积分条界面(xx/xx)'],
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['mission', SeasonMission(), '赛季任务'],
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]
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class RankingItem(object):
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def __init__(self):
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self.fields = [
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['ranked', 0, '排名'],
|
||
['account_id', '', '账号id'],
|
||
['address', '', '钱包地址'],
|
||
['name', '', '用户名字'],
|
||
['head_id', 0, '头像id'],
|
||
['head_frame', 0, '头像框id'],
|
||
['level', 0, '等级'],
|
||
['exp', 0, '经验'],
|
||
['gold', 0, '金币'],
|
||
['diamond', 0, '钻石'],
|
||
['hero_id', 0, '当前使用的英雄ID'],
|
||
['rank', 0, '段位'],
|
||
['score', 0, '积分'],
|
||
]
|
||
|
||
class RankingList(object):
|
||
|
||
def __init__(self):
|
||
self.fields = [
|
||
['type', 0, '排行榜类型 1:积分榜'],
|
||
['!ranking_list', [RankingItem()], '排行榜'],
|
||
['my_ranked', RankingItem(), '我的排名(如果ranked<1则表示自己未上榜)'],
|
||
]
|
||
|
||
class RankingItemEx(object):
|
||
|
||
def __init__(self):
|
||
self.fields = [
|
||
['ranked', 0, '排名'],
|
||
['user', UserSimple(), '用户信息'],
|
||
['value', 0, '存活时间 击杀数'],
|
||
]
|
||
|
||
class RankingListEx(object):
|
||
|
||
def __init__(self):
|
||
self.fields = [
|
||
['type', 0, '排行榜类型 1:存活时间 2:击杀数'],
|
||
['!rows', [RankingItemEx()], '排行榜'],
|
||
['my_ranked', RankingItemEx(), '我的排名(如果ranked<1则表示自己未上榜)'],
|
||
]
|
||
|
||
class RedDot(object):
|
||
|
||
def __init__(self):
|
||
self.fields = [
|
||
['type', 0, '红点类型'],
|
||
['state', 0, '红点状态 0:无 1:有'],
|
||
]
|
||
|
||
class TeamMember(object):
|
||
|
||
def __init__(self):
|
||
self.fields = [
|
||
['account_id', '', '账号id'],
|
||
['name', '', '用户名字'],
|
||
['sex', 0, '性别'],
|
||
['head_id', 0, '头像id'],
|
||
['head_frame', 0, '头像框id'],
|
||
['level', 0, '等级'],
|
||
['exp', 0, '经验'],
|
||
['rank', 0, '段位'],
|
||
['game_times', 0, '游戏次数'],
|
||
['win_times', 0, '胜利次数'],
|
||
['kills', 0, '击杀数'],
|
||
['createtime', 0, '账号创建时间'],
|
||
]
|
||
|
||
class TeamInfo(object):
|
||
|
||
def __init__(self):
|
||
self.fields = [
|
||
['team_uuid', '', '队伍唯一id'],
|
||
['state', 0, '0:未开始 1:准备就绪(这时客户端进入长链接走组队逻辑)'],
|
||
['!member_list', [TeamMember()], '队伍成员列表(包含自己)'],
|
||
]
|
||
|
||
class BuyableBox(object):
|
||
|
||
def __init__(self):
|
||
self.fields = [
|
||
['box_id', '', '箱子id'],
|
||
]
|
||
|
||
class PreSaleInfo(object):
|
||
|
||
def __init__(self):
|
||
self.fields = [
|
||
['batch_id', 0, '批次id(目前客户端没用到先不用管)'],
|
||
['countdown', 0, '预售倒计时'],
|
||
['sold_num', 0, '已售数'],
|
||
['total_num', 0, '总数'],
|
||
['state', 0, '0:预售未开始(tilte文字) 1:预售准备开始(有倒计时) 2:预售开始(title文字) 3:预售结束(title)'],
|
||
['title', '', '预售文字标题描述 '],
|
||
['hint', '', '预售文字描述'],
|
||
['buyable_list!', [BuyableBox()], '可购买商品列表'],
|
||
]
|
||
|
||
class PreSaleBox(object):
|
||
|
||
def __init__(self):
|
||
self.fields = [
|
||
['box_id', '', '箱子id'],
|
||
['item_id', 0, '道具id(根据这个读取箱子的图片)'],
|
||
['name', '', '名字'],
|
||
['job', '', '职业'],
|
||
['avatar_url', '', '头像完整url'],
|
||
['!currency_list', [SystemCurrency()], '货币列表,(目前有且只有一个)'],
|
||
]
|
||
|
||
class NftHeroDetail(object):
|
||
|
||
def __init__(self):
|
||
self.fields = [
|
||
['name', '', '英雄名'],
|
||
['job', '', '职业'],
|
||
['level', 0, '等级'],
|
||
['quality', 0, '星级'],
|
||
['hp', 0, '血量'],
|
||
['speed', 0, '速度'],
|
||
['atk', 0, '攻击'],
|
||
['def', 0, '防御'],
|
||
['advanced_count', 0, '升级次数'],
|
||
['lukcy', 0, '幸运'],
|
||
['success_rate', 0, '成功率'],
|
||
['!attr', [AttrDesc()], '属性'],
|
||
]
|
||
|
||
class NftGunDetail(object):
|
||
|
||
def __init__(self):
|
||
self.fields = [
|
||
['name', '', '枪支名'],
|
||
['level', 0, '等级'],
|
||
['quality', 0, '星级'],
|
||
['lukcy', 0, '幸运'],
|
||
['clip_volume', 0, '弹夹数'],
|
||
['reload_time', 0, '装弹时间'],
|
||
['fire_rate', 0, '射击速度'],
|
||
['atk', 0, '攻击'],
|
||
['bullet_speed', 0, '子弹速度'],
|
||
['range', 0, '射程'],
|
||
['!attr', [AttrDesc()], '属性'],
|
||
]
|
||
|
||
class NftChipDetail(object):
|
||
|
||
def __init__(self):
|
||
self.fields = [
|
||
['name', '', '芯片名'],
|
||
['!attr', [AttrDesc()], '属性'],
|
||
]
|
||
|
||
class TransactionRecrod(object):
|
||
|
||
def __init__(self):
|
||
self.fields = [
|
||
['from', '', '来源钱包'],
|
||
['date', 0, '交易日期(utc时间)'],
|
||
]
|
||
|
||
class NftDetail(object):
|
||
|
||
def __init__(self):
|
||
self.fields = [
|
||
['token_id', '', 'token id'],
|
||
['owner_address', '', '所有者地址'],
|
||
['owner_name', '', '所有名字'],
|
||
['item_id', 0, '道具id'],
|
||
['type', '', 'nft类型 1:英雄 2:枪支 3:芯片 4:盲盒'],
|
||
['image', '', 'nft图片地址'],
|
||
['state', 0, '0:正常状态 1:出售中 2:出租中'],
|
||
['lock_time', 0, '锁定时间(单位秒)'],
|
||
['hide_attr', 0, '是否隐藏属性'],
|
||
['is_genesis', 0, '是否创世nft'],
|
||
['info', Union([
|
||
[NftHeroDetail(), '英雄'],
|
||
[NftGunDetail(), '枪支'],
|
||
[NftChipDetail(), '芯片'],
|
||
]), 'nft详细信息'],
|
||
['!transaction_recrod', [TransactionRecrod()], '交易记录'],
|
||
['!currency_list', [SystemCurrency()], '货币列表,(目前有且只有一个)'],
|
||
['mint_time', 0, '铸造时间'],
|
||
]
|
||
|
||
class NftView(object):
|
||
|
||
def __init__(self):
|
||
self.fields = [
|
||
['name', '', 'nft名字'],
|
||
['description', '', 'nft描述'],
|
||
['image', '', 'nft图片'],
|
||
]
|
||
|
||
class Phase3Box(object):
|
||
|
||
def __init__(self):
|
||
self.fields = [
|
||
['box_id', '', '箱子id'],
|
||
]
|
||
|
||
class ChipAttr(object):
|
||
|
||
def __init__(self):
|
||
self.fields = [
|
||
['attr_id', 0, '属性id'],
|
||
['type', 0, '1: 绝对值 2:百分比'],
|
||
['val', 0, '综合属性值'],
|
||
['chip_type', 0, '1:英雄芯片 2:枪械芯片'],
|
||
['attr_num', 0, '成长属性值'],
|
||
['attr_pool_num', 0, '固定属性值'],
|
||
]
|
||
|
||
class ChipCore(object):
|
||
|
||
def __init__(self):
|
||
self.fields = [
|
||
['chip_core_id', 0, '核心id'],
|
||
['chip_core_type', 0, '1:英雄芯片核心 2:枪械芯片核心'],
|
||
['chip_core_lv', 0, '核心等级'],
|
||
['attr_id', 0, '芯片属性id'],
|
||
['attr_number', 0, '属性加成'],
|
||
['attr_add_type', 0, '加成类型:1 绝对值;2 百分比 '],
|
||
]
|
||
|
||
class Chip(object):
|
||
|
||
def __init__(self):
|
||
self.fields = [
|
||
['idx', 0, '主键id'],
|
||
['token_id', '', 'token id'],
|
||
['account_id', '', '账号id'],
|
||
['item_id', 0, '道具id'],
|
||
['item_num', 0, '道具数量'],
|
||
['chip_grade', 0, '芯片等级'],
|
||
['chip_type', 0, '芯片类型:1 英雄;2 枪械'],
|
||
['state', 0, '芯片添加状态:0 正常;1 选择;-1 锁定'],
|
||
['supper_state', 0, '是否锁定:0 正常;1 锁住'],
|
||
['inlay_state', 0, '镶嵌状态:0 未镶嵌;1 镶嵌了'],
|
||
['!rand_attr', [ChipAttr()], '属性'],
|
||
['lucky_temporary', '', '升级成功所需增加的幸运值'],
|
||
['lucky_final', '', '最终幸运值'],
|
||
['strength', '', '最终体力值'],
|
||
['strength_temporary', '', '升级成功所得出的总体力值'],
|
||
|
||
]
|
||
|
||
class ChipPro(object):
|
||
|
||
def __init__(self):
|
||
self.fields = [
|
||
['idx', 0, '主键id'],
|
||
['token_id', '', 'token id'],
|
||
['account_id', '', '账号id'],
|
||
['item_id', 0, '道具id'],
|
||
['item_num', 0, '道具数量'],
|
||
['chip_grade', 0, '芯片等级'],
|
||
['chip_type', 0, '芯片类型:1 英雄;2 枪械'],
|
||
['state', 0, '芯片添加状态:0 正常;1 选择;-1 锁定'],
|
||
['supper_state', 0, '是否锁定:0 正常;1 锁住'],
|
||
['inlay_state', 0, '镶嵌状态:0 未镶嵌;1 镶嵌了'],
|
||
['!rand_attr', [ChipAttr()], '属性'],
|
||
['lucky_temporary', '', '临时幸运值'],
|
||
['lucky_final', '', '最终幸运值'],
|
||
['strength', '', '体力值'],
|
||
['!rand_attr_after', [ChipAttr()], '芯片升级后的属性'],
|
||
['upgrade_cost', '', '芯片升级所需价值'],
|
||
]
|