slg-mcp 0.2.3 → 0.2.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +2 -0
- package/manifest/agent-api.json +719 -16
- package/manifest/agent-api.md +512 -17
- package/package.json +1 -1
package/manifest/agent-api.json
CHANGED
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@@ -1,5 +1,5 @@
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{
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"version":
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"version": 101,
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"title": "SLG Agent API 参考",
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"compatPolicy": [
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"只加不改:已发布的协议号、字段与错误码只新增、不删除、不改变类型与语义。",
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@@ -873,7 +873,7 @@
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"role": "player",
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"sessionToken": "session-example-token-for-doc-0000000000000",
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"expiresAt": "2026-10-25T08:00:00.000Z",
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"protocolVersion":
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"protocolVersion": 101,
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"docNotice": null,
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"season": {
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"id": 2,
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"role": "player",
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"sessionToken": "session-example-token-for-doc-0000000000000",
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"expiresAt": "2026-10-25T08:00:00.000Z",
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"protocolVersion":
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"protocolVersion": 101,
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"docNotice": null,
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"season": {
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"id": 2,
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]
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},
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{
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"caption": "Agent 令牌登录并带上手上文档的版本(令牌永不过期、expiresAt 为 null;可顺带 agentModel 自报驱动模型,供模型榜分组;文档落后时响应附 docNotice,按提示 GET /agent-api/changes/
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"caption": "Agent 令牌登录并带上手上文档的版本(令牌永不过期、expiresAt 为 null;可顺带 agentModel 自报驱动模型,供模型榜分组;文档落后时响应附 docNotice,按提示 GET /agent-api/changes/98 补读增量)",
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"request": {
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"op": 1,
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"seq": 1,
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"data": {
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"token": "session-example-token-for-doc-0000000000000",
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"asAgent": true,
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"docVersion":
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"docVersion": 98,
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"agentModel": "claude-opus-5-5"
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}
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},
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"role": "agent",
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"sessionToken": "session-example-token-for-doc-0000000000000",
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"expiresAt": null,
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"protocolVersion":
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"docNotice": "接口文档已从
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"protocolVersion": 101,
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"docNotice": "接口文档已从 v98 更新到 v101:请 GET /agent-api/changes/98 查看增量变更,或重新下载 /agent-api.md(与本游戏服务同域名的 HTTPS 地址)。",
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"season": {
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"id": 2,
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"endsAt": "2026-11-22T00:00:00.000Z"
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{
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"name": "city.territory",
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"type": "array",
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"desc": "本城占领的野地(v12 新增):{ x, y, terrain, level, resource, bonusRate 占领加成/小时, gatherRate 驻军采集/小时, garrison 驻军总数, clusterSize 连片块数(v23 新增,AISLG-59), clusterBonusPercent 连片产量加成百分数(v23 新增:3–4 块 10 / ≥5 块 20,不足 3 块为 0), reserve 野地储量(v61 新增,AISLG-165;档位与当前储量 / 上限 /
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"desc": "本城占领的野地(v12 新增):{ x, y, terrain, level, resource, bonusRate 占领加成/小时, gatherRate 驻军采集/小时, garrison 驻军总数, clusterSize 连片块数(v23 新增,AISLG-59), clusterBonusPercent 连片产量加成百分数(v23 新增:3–4 块 10 / ≥5 块 20,不足 3 块为 0), reserve 野地储量(v61 新增,AISLG-165;档位与当前储量 / 上限 / 预计采空或回满时刻,本城占领的地块恒给出数值), facility 这块地上的望楼(v97 新增,AISLG-232;{ kind(恒为 watchtower), level 已建成等级 0..3, visionRadius 视野半径 1 级 6 / 2 级 8 / 3 级 10 格(丘陵上的野地各 +2:8 / 10 / 12,上限 12;level 为 0 时 0,AISLG-233), building: { toLevel, finishAt } | null 进行中的建造 / 升级 },没盖为 null)};production 已计入 bonusRate、gatherRate 与连片加成——连片按同地形 + 上下左右相邻计算,占领 / 失守后按最新领地自动重算。v61 起 gatherRate 受储量约束:储量空时驻军只按恢复速度(2%/h)采集,采空不需要撤兵,留兵即按恢复速度小量采集。"
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},
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{
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"name": "gift",
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{
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"name": "events[].type",
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"type": "string",
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"desc": "事件类型:'build_started' | 'build_queued' | 'build_completed' | 'build_cancelled'(v7) | 'recruit_started' | 'recruit_queued' | 'recruit_completed' | 'recruit_cancelled'(v11) | 'march_started' | 'march_completed' | 'wilderness_occupied' | 'wilderness_lost' | 'npc_city_occupied' | 'npc_raid'(v12) | 'city_renamed'(v7) | 'account_reset'(v9,重置后事件流只剩这一条) | 'agent_connected' | 'agent_disconnected' | 'gift_spent'(v89,礼金扣除,detail = { reason, amount, balance })· 'item_granted' / 'item_used' / 'item_bought'(v90,AISLG-222,道具发放 { itemId, requested, granted, reason } / 消耗 { itemId, amount, left, reason } / 礼金购买 { itemId, count, price, cost, owned, gift }) | 'resource_exchanged'(v22,集市兑换成交,detail = { resource, amount, gold, rate }) | 'npc_attack_warning'(v23,NPC 袭击预警,detail = { x, y, target, terrain, level, armyMin, armyMax, arriveAt, attackId }) | 'starvation_warning' / 'mutiny'(v34,断粮预警 / 哗变) | 'hero_recruited' / 'hero_dismissed' / 'hero_arrears' / 'hero_wounded' / 'hero_level_up' / 'hero_granted' / 'guard_changed'(v36,AISLG-114/115/116,武将:招募 / 解雇 / 欠饷 / 重伤 / 升级 / 获得名将 / 城守任命)· 'wilderness_depleted'(v61,AISLG-165,名下野地储量采空,detail = { x, y, terrain, level, at })· 'truce_cancelled'(v71,AISLG-190,主动免战提前解除,detail = { until, cancelledAt })· 'troops_disbanded'(v84,AISLG-209,遣散城内驻军,detail = { cityId, troops, refunded })· 'hero_left'(v94,AISLG-228,名将下野,detail = { heroId, heroName, cause = loyalty / captive_expired },胜方得结交资格时另有一条 qualified = true)/ 'hero_captured'(v94,名将被俘,主人与胜方各一条,detail = { heroId, heroName, ownerUsername, captorUsername, capturedUntil, ransomGold, side })/ 'hero_ransomed'(v94,名将被赎回,detail = { heroId, heroName, ransomGold, taxShare, destroyed, side })/ 'hero_loyalty_low'(v94,忠诚度降到 30 及以下,detail = { heroId, heroName, loyalty })。"
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"desc": "事件类型:'build_started' | 'build_queued' | 'build_completed' | 'build_cancelled'(v7) | 'recruit_started' | 'recruit_queued' | 'recruit_completed' | 'recruit_cancelled'(v11) | 'march_started' | 'march_completed' | 'wilderness_occupied' | 'wilderness_lost'(detail = { x, y, cause = npc_attack / recall / conquest / inactive(v98,AISLG-238,账号长期未上线被收回), terrain, level }) | 'npc_city_occupied' | 'npc_raid'(v12) | 'city_renamed'(v7) | 'account_reset'(v9,重置后事件流只剩这一条) | 'agent_connected' | 'agent_disconnected' | 'gift_spent'(v89,礼金扣除,detail = { reason, amount, balance })· 'item_granted' / 'item_used' / 'item_bought'(v90,AISLG-222,道具发放 { itemId, requested, granted, reason } / 消耗 { itemId, amount, left, reason } / 礼金购买 { itemId, count, price, cost, owned, gift }) | 'resource_exchanged'(v22,集市兑换成交,detail = { resource, amount, gold, rate }) | 'npc_attack_warning'(v23,NPC 袭击预警,detail = { x, y, target, terrain, level, armyMin, armyMax, arriveAt, attackId };v100 起势力范围内的袭击另带 faction = { key, name, nameEn } 与 lair = { x, y }(出发老巢),见 PUSH_NPC_ATTACK_WARNING) | 'starvation_warning' / 'mutiny'(v34,断粮预警 / 哗变) | 'hero_recruited' / 'hero_dismissed' / 'hero_arrears' / 'hero_wounded' / 'hero_level_up' / 'hero_granted' / 'guard_changed'(v36,AISLG-114/115/116,武将:招募 / 解雇 / 欠饷 / 重伤 / 升级 / 获得名将 / 城守任命)· 'wilderness_depleted'(v61,AISLG-165,名下野地储量采空,detail = { x, y, terrain, level, at })· 'truce_cancelled'(v71,AISLG-190,主动免战提前解除,detail = { until, cancelledAt })· 'troops_disbanded'(v84,AISLG-209,遣散城内驻军,detail = { cityId, troops, refunded })· 'hero_left'(v94,AISLG-228,名将下野,detail = { heroId, heroName, cause = loyalty / captive_expired },胜方得结交资格时另有一条 qualified = true)/ 'hero_captured'(v94,名将被俘,主人与胜方各一条,detail = { heroId, heroName, ownerUsername, captorUsername, capturedUntil, ransomGold, side })/ 'hero_ransomed'(v94,名将被赎回,detail = { heroId, heroName, ransomGold, taxShare, destroyed, side })/ 'hero_loyalty_low'(v94,忠诚度降到 30 及以下,detail = { heroId, heroName, loyalty })· 'faction_siege_warning'(v100,AISLG-240,势力围攻分城预警,detail = { siegeId, faction: { key, name, nameEn }, cityId, cityName, x, y, level, power, durability, beaconLevel, intel, armyMin, armyMax, arriveAt })/ 'faction_siege'(v100,围攻结算,detail = { siegeId, faction, cityId, cityName, x, y, power, garrisonPower, rounds, losses, reportId, outcome = repelled / hit / swallowed, durability, damage?, durabilityAfter?, protectedUntil? })/ 'faction_city_lost'(v100,城被势力吞下,detail = { cityId, cityName, x, y, faction, mainCityId, wildernessLost, facilitiesLost, reportId, siegeId })。"
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"name": "events[].initiator",
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"type": "number",
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"desc": "本次窗口的左上角与宽高(已按世界边界钳制后的实际值)。"
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{
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"name": "fogEnabled",
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"type": "boolean",
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"desc": "战争迷雾开关 fog_enabled 的当前值(v97,AISLG-232)。关闭时望楼照建但不产生视野效果,客户端据此注明「迷雾未开启」。"
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},
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"name": "tiles",
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"type": "'wilderness' | 'npc_city' | 'city'",
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"desc": "地块类别:野地 / NPC 城池 / 玩家城池(主城与分城)。"
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"name": "tiles[].faction",
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"type": "{ key, name, nameEn, isLair } | null",
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"desc": "势力归属(v99,AISLG-239):被某方势力吞并的 NPC 城给 { key, name, nameEn, isLair: false }(守军与可掠夺库存是同等级普通 NPC 城的 1.5 倍,见 GET_FACTIONS;玩家占下后地块转城池、归属消失);老巢地块给 isLair: true(老巢坐标对全服公开、不受迷雾影响;v101 起本季未灭亡的老巢可以出征 / 侦察,见 FACTION_LAIR_TARGET),这家本季已被攻破时另带 destroyed: true(老巢废墟,本季不能再出征 / 侦察 / 占领)。其余地块、开关 faction_enabled 关闭、以及已探索但不在实时视野内的格(动态信息)为 null。"
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"name": "tiles[].fog",
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"type": "'explored' | 'visible'",
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"type": "{ tier, kind } | null",
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"desc": "遗迹(v93,AISLG-227):实时视野或已探索且未领取的遗迹格才有;tier = common / rare / legendary,kind = granary / lumberyard / quarry / ironworks / caravan / battlefield / treasury / mausoleum。领取后所有人的地图上立刻消失。迷雾关闭时恒为 null。"
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"name": "tiles[].facility",
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"type": "{ kind, level } | null",
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"desc": "野地上的设施(v97,AISLG-232):目前只有望楼 kind = watchtower,level 为已建成等级(1..3)。只要能看到这块地(实时视野或已探索)就能看到有望楼与它的等级——别人想「断你的眼」得先知道眼在哪;**不含建造进度**(进度只有主人能看到,见 GET_STATE 的 city.territory[].facility)。没盖望楼、或还在建第一级时为 null。"
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"name": "tiles[].heroSite",
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"type": "{ name, hero, claimed } | null",
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"type": "object | null",
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"desc": "NPC 城池情报(v13 需侦察):{ garrison 驻防按兵种(快照), stock 可掠夺库存(快照), scoutDetail / garrisonTotal(v27)};未侦察或非 NPC 城为 null。**v27 起驻防精度随侦察科技**:scoutDetail=rough(侦察科技 Lv0–2)时 garrison 全 0,只有 garrisonTotal { min, max } 给总兵力约数(真实 ±20%);kinds(Lv3–5)给兵种明细、各兵种数量为近似值(真实 ±20%,同一地块固定不变);exact(Lv6+)精确。历史情报无 scoutDetail 字段,视为 exact。"
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"name": "tile.facilityBuilding",
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"type": "{ toLevel, finishAt } | null",
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"desc": "望楼的建造 / 升级进度(v97,AISLG-232):**只有占着这块地的城的主人能看到**(toLevel 为目标等级、finishAt 为完成时刻 ISO 8601),其余账号为 null;没有进行中的工程也为 null。"
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"name": "tile.scoutedAt",
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"name": "offline",
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"desc": "离线数字汇总:{ seconds 离线秒数, gains 收进账合计(按资源), battles 战斗场次, troopsLost 我方总减员, npcRaids NPC 袭击次数, wildernessLost 被 NPC 攻破的野地数, storageFull 最接近满仓的资源(占储量上限 ≥ 80% 时给出,否则 null), mutinyLost 断粮哗变损兵合计(v34,AISLG-107,不含在 troopsLost 内) }。"
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"desc": "离线数字汇总:{ seconds 离线秒数, gains 收进账合计(按资源), battles 战斗场次, troopsLost 我方总减员, npcRaids NPC 袭击次数, wildernessLost 被 NPC 攻破的野地数, wildernessInactiveLost 因长期未上线被收回的野地数(v98,AISLG-238,不计入 wildernessLost), storageFull 最接近满仓的资源(占储量上限 ≥ 80% 时给出,否则 null), mutinyLost 断粮哗变损兵合计(v34,AISLG-107,不含在 troopsLost 内) }。"
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"name": "offline.gains",
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},
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{
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"name": "broadcasts[].type",
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"type": "'npc_city_emptied' | 'gold_mine_first' | 'city_broken' | 'win_streak' | 'yt_started' | 'yt_grown' | 'yt_boss' | 'yt_boss_first_kill' | 'yt_finished' | 'hero_granted' | 'city_conquered' | 'arena_champion' | 'star_tower_cleared' | 'announcement' | 'battlefield_signup' | 'battlefield_started' | 'battlefield_stronghold' | 'battlefield_finished' | 'nobility_promoted' | 'alliance_diplomacy' | 'luoyang_window' | 'famous_first_explored' | 'hero_site_first_explored' | 'legendary_relic_claimed' | 'hero_left' | 'hero_captured'",
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-
"desc": "播报类型(yt_* 为 v29 黄巾之乱:起事 / 坐大 / 老巢出现 / 老巢首杀 / 收场;hero_granted 为 v36 获得名将;city_conquered 为 v40 分城易主;arena_champion 为 v53 竞技场登上第 1 名;star_tower_cleared 为 v55 将星塔 Boss 层首通;battlefield_* 为 v75 剧本战场报名 / 开战 / 据点易手 / 收场;nobility_promoted 为 v76 升到大夫及以上;alliance_diplomacy 为 v77 结成友盟 / 宣布敌对;announcement 为 v60 公告播报;luoyang_window 为 v79 洛阳窗口预告 / 开始 / 结束 / 易主 / 政令;famous_first_explored / hero_site_first_explored / legendary_relic_claimed 为 v93 战争迷雾的名城首探、名将处所首探、传说遗迹领取;以上均必达、不受每分钟 3 条限频;hero_left 为 v94 名将下野(忠诚度归零,或被俘后囚禁到期未赎回);hero_captured 为 v94
|
|
6737
|
+
"type": "'npc_city_emptied' | 'gold_mine_first' | 'city_broken' | 'win_streak' | 'yt_started' | 'yt_grown' | 'yt_boss' | 'yt_boss_first_kill' | 'yt_finished' | 'hero_granted' | 'city_conquered' | 'arena_champion' | 'star_tower_cleared' | 'announcement' | 'battlefield_signup' | 'battlefield_started' | 'battlefield_stronghold' | 'battlefield_finished' | 'nobility_promoted' | 'alliance_diplomacy' | 'luoyang_window' | 'famous_first_explored' | 'hero_site_first_explored' | 'legendary_relic_claimed' | 'hero_left' | 'hero_captured' | 'faction_expanded' | 'faction_city_swallowed' | 'faction_lair_destroyed'",
|
|
6738
|
+
"desc": "播报类型(yt_* 为 v29 黄巾之乱:起事 / 坐大 / 老巢出现 / 老巢首杀 / 收场;hero_granted 为 v36 获得名将;city_conquered 为 v40 分城易主;arena_champion 为 v53 竞技场登上第 1 名;star_tower_cleared 为 v55 将星塔 Boss 层首通;battlefield_* 为 v75 剧本战场报名 / 开战 / 据点易手 / 收场;nobility_promoted 为 v76 升到大夫及以上;alliance_diplomacy 为 v77 结成友盟 / 宣布敌对;announcement 为 v60 公告播报;luoyang_window 为 v79 洛阳窗口预告 / 开始 / 结束 / 易主 / 政令;famous_first_explored / hero_site_first_explored / legendary_relic_claimed 为 v93 战争迷雾的名城首探、名将处所首探、传说遗迹领取;以上均必达、不受每分钟 3 条限频;hero_left 为 v94 名将下野(忠诚度归零,或被俘后囚禁到期未赎回);hero_captured 为 v94 名将被俘;这两类走普通限频;faction_expanded 为 v99 五方势力的势力范围半径扩大(必达,每周最多一次);faction_city_swallowed 为 v100 势力围攻吞下玩家分城(必达,detail = { username(原主人), cityName, faction, factionName, x, y });faction_lair_destroyed 为 v101 某家势力的老巢被攻破、本季灭亡(必达,detail = { username(最后一击的玩家), faction, factionName, leader, leaderEn }))。"
|
|
6719
6739
|
},
|
|
6720
6740
|
{
|
|
6721
6741
|
"name": "broadcasts[].detail",
|
|
6722
6742
|
"type": "object",
|
|
6723
|
-
"desc": "按类型解释:npc_city_emptied = { username, cityName, x, y, level };gold_mine_first = { username, cityName, x, y };city_broken = { username, cityName, x, y };win_streak = { username, cityName, streak };yt_started = { totalCamps, endsAt };yt_grown = { count, tier, label }(count 个营地升到 tier 档);yt_boss = { x, y }(老巢坐标);yt_boss_first_kill = { username, cityName };yt_finished = { reason: boss_cleared|timeout, clearedCamps, totalCamps, scatteredCamps }(人名可能是玩家本人,也可能是其 Agent 打出的成绩——成绩记在账号上);arena_champion = { username, previous }(username 登上第 1 名,previous 为被取代的原第 1 名,可能是守擂者);star_tower_cleared = { username, floor }(floor 为刚首通的 Boss 层);battlefield_signup = { eventId, signupStartAt, startAt, endAt };battlefield_started = { eventId, startAt, endAt };battlefield_stronghold = { eventId, strongholdId, name, camp, username, firstCapture, reportId }(据点易手,camp 为新归属);battlefield_finished = { eventId, winner, reason: score|base_captured, scoreYuan, scoreCao };nobility_promoted = { accountId, username, nobility, name, prestige };alliance_diplomacy = { kind: friendly|hostile|neutral, actorAlliance, actorAllianceName, otherAlliance, otherAllianceName };hero_granted = { username, heroName, source }(source 为获得途径文字,如「首占名城「X」」「黄巾老巢首杀」「黄巾之乱贡献榜第 N 名」「在野名将(打赢守军后结交招揽)」「结交招揽」);city_conquered = { username(攻方), cityName, from(守方用户名), x, y };announcement = { announcementId, title }(title 为公告中文标题);luoyang_window = { phase, ... }:phase = holder 洛阳易主(allianceId, allianceName, username)| soon 窗口前预告(startAt, endAt)| started 窗口开始(startAt, endAt)| ended 窗口结束(startAt, endAt)| decree 盟主发政令(allianceId, decreeKind = recruit|march|research, until);famous_first_explored = { username, name }(name 为名城名,不带坐标);hero_site_first_explored = { username, name, hero }(name 为处所名,hero 为名将名,不带坐标);legendary_relic_claimed = { username, kind }(kind 为遗迹种类,当前唯一的传说遗迹为 mausoleum,不带坐标);hero_left = { username, heroName }(username 为主人用户名,查不到时为 null);hero_captured = { ownerUsername, captorUsername, heroName }(主人与胜方用户名,查不到时为 null
|
|
6743
|
+
"desc": "按类型解释:npc_city_emptied = { username, cityName, x, y, level };gold_mine_first = { username, cityName, x, y };city_broken = { username, cityName, x, y };win_streak = { username, cityName, streak };yt_started = { totalCamps, endsAt };yt_grown = { count, tier, label }(count 个营地升到 tier 档);yt_boss = { x, y }(老巢坐标);yt_boss_first_kill = { username, cityName };yt_finished = { reason: boss_cleared|timeout, clearedCamps, totalCamps, scatteredCamps }(人名可能是玩家本人,也可能是其 Agent 打出的成绩——成绩记在账号上);arena_champion = { username, previous }(username 登上第 1 名,previous 为被取代的原第 1 名,可能是守擂者);star_tower_cleared = { username, floor }(floor 为刚首通的 Boss 层);battlefield_signup = { eventId, signupStartAt, startAt, endAt };battlefield_started = { eventId, startAt, endAt };battlefield_stronghold = { eventId, strongholdId, name, camp, username, firstCapture, reportId }(据点易手,camp 为新归属);battlefield_finished = { eventId, winner, reason: score|base_captured, scoreYuan, scoreCao };nobility_promoted = { accountId, username, nobility, name, prestige };alliance_diplomacy = { kind: friendly|hostile|neutral, actorAlliance, actorAllianceName, otherAlliance, otherAllianceName };hero_granted = { username, heroName, source }(source 为获得途径文字,如「首占名城「X」」「黄巾老巢首杀」「黄巾之乱贡献榜第 N 名」「在野名将(打赢守军后结交招揽)」「结交招揽」);city_conquered = { username(攻方), cityName, from(守方用户名), x, y };announcement = { announcementId, title }(title 为公告中文标题);luoyang_window = { phase, ... }:phase = holder 洛阳易主(allianceId, allianceName, username)| soon 窗口前预告(startAt, endAt)| started 窗口开始(startAt, endAt)| ended 窗口结束(startAt, endAt)| decree 盟主发政令(allianceId, decreeKind = recruit|march|research, until);famous_first_explored = { username, name }(name 为名城名,不带坐标);hero_site_first_explored = { username, name, hero }(name 为处所名,hero 为名将名,不带坐标);legendary_relic_claimed = { username, kind }(kind 为遗迹种类,当前唯一的传说遗迹为 mausoleum,不带坐标);hero_left = { username, heroName }(username 为主人用户名,查不到时为 null);hero_captured = { ownerUsername, captorUsername, heroName }(主人与胜方用户名,查不到时为 null);faction_expanded = { radius, day }(五家的势力范围半径同时扩大到 radius 格,day 为本季第几天;不带坐标);faction_city_swallowed = { username, cityName, faction, factionName, x, y }(username 为失城玩家,cityName 为失城名,faction / factionName 为吞下它的势力);faction_lair_destroyed = { username, faction, factionName, leader, leaderEn }(username 为最后一击的玩家,faction / factionName 为被攻破的势力,leader 为它的首领名将名)。"
|
|
6724
6744
|
},
|
|
6725
6745
|
{
|
|
6726
6746
|
"name": "broadcasts[].createdAt",
|
|
@@ -7436,7 +7456,7 @@
|
|
|
7436
7456
|
"name": "GET_HEROES",
|
|
7437
7457
|
"title": "查询武将(账号武将 / 酒馆候选 / 名将归属,v36,AISLG-114/115/116)",
|
|
7438
7458
|
"preAuth": false,
|
|
7439
|
-
"summary": "返回账号全部武将(含属性、等级 / 经验、自由点数、俸禄、欠饷 / 重伤 / 历练状态、占用关系、今日剩余次数)、当前(或指定)城酒馆的候选(v87 AISLG-217 起:酒馆只在主城建造、候选账号只有一份,固定为主城那座,每 4 小时基准随时间缩放刷新 3 名)、普通将 / 名将数量与上限、全部
|
|
7459
|
+
"summary": "返回账号全部武将(含属性、等级 / 经验、自由点数、俸禄、欠饷 / 重伤 / 历练状态、占用关系、今日剩余次数)、当前(或指定)城酒馆的候选(v87 AISLG-217 起:酒馆只在主城建造、候选账号只有一份,固定为主城那座,每 4 小时基准随时间缩放刷新 3 名)、普通将 / 名将数量与上限、全部 45 名名将的全服归属(famousClaims,未被获得的 ownerUsername 为 null;在野名将未被获得时 wildAt 为 null,被获得后才给出落位 wildAt),以及在野名将的结交进度(friendships)与结交资格(unlocks)。武将规则(数值均为占位):**普通将**从酒馆招募,三项属性(统率 lead / 武力 force / 智力 wit)各 10–40 随机;招募费 = 500 + 三项合计 × 20(金币,从主城扣)。**名将**(三项各 45–65)只从 PvE 获得、全服唯一(见 famousClaims)。带兵加成:全军攻击 + 武力 × 0.3%、全军受到伤害 − 智力 × 0.3%,各自封顶 20%;能吃到加成的兵数 = 统率 × 20,部队超出时按比例摊薄(统率是带大军的关键)。俸禄每小时从主城扣(普通将 20 × 等级、名将 100 × 等级金币,随全局时间缩放),主城金币不够即「欠饷」(arrears=true,不能出征),扣款成功自动恢复。带队战败(攻方失败或全灭)武将重伤 2 小时(随缩放),期间不能出征、不会死亡。经验(v36 AISLG-116):带队参战(含城守守城)获得经验 = 本场歼灭敌军的参考战力,战败减半;升到 L+1 级需 100 × L²,每升一级获得自由点数(普通将 3、名将 5,由玩家分到三项属性,v54 起升级不再自动加属性),上限 40 级——加成仍受 20% 封顶,高等级的主要收益是统率提高(带更多兵吃满加成)。在野名将(v54,AISLG-144):29 名名将隐居在 Lv3 以上的野地里(开服时分配,之后不变)。地图上该野地带 wildFamous 标记;派部队打赢它的原住守军(守军为同级野地的 2 倍)即获得该名将的结交资格(GET_HEROES 的 unlocks)。结交(BEFRIEND_HERO)花主城金币 500 × 野地等级,好感 +10,每个名将每游戏日最多 5 次,同时结交(好感未满、未被招揽)最多 2 名。好感满 100 后招揽(RECRUIT_FAMOUS_HERO),全服唯一,先到先得;别人先招揽走,你的结交进度作废(lost=true,金币不退)。名将解雇后回到可获得状态。",
|
|
7440
7460
|
"requestFields": [
|
|
7441
7461
|
{
|
|
7442
7462
|
"name": "cityId",
|
|
@@ -20416,6 +20436,432 @@
|
|
|
20416
20436
|
],
|
|
20417
20437
|
"agentNote": "被俘的名将 captive.capturedUntil 前必须赎,否则下野;赎金 = 2000 × 等级,提前在主城留足金币。下野后名将回到原野地,可以按结交 → 好感满 100 → 招揽的流程重新争取(前主人没有特权)。"
|
|
20418
20438
|
},
|
|
20439
|
+
{
|
|
20440
|
+
"op": 152,
|
|
20441
|
+
"kind": "request",
|
|
20442
|
+
"name": "GET_VISIBLE_MARCHES",
|
|
20443
|
+
"title": "查询视野内的他人部队(v96,AISLG-230)",
|
|
20444
|
+
"preAuth": false,
|
|
20445
|
+
"summary": "查询窗口内、你的**实时视野**里的其他玩家部队(战争迷雾第三步,受 fog_enabled 控制)。请求给窗口左上角 (x, y) 与宽高 (w, h),含义与限制同 GET_WORLD_MAP:缺省以主城为中心取 10×10,w/h 须为 1..20 的整数,非法或越界取缺省值,窗口起点按世界边界钳制。返回 marches[]:每支其他账号、status = marching 的部队,若其当前位置(四舍五入到整格)落在**你自己的**实时视野内就出现,走出视野后下一次查询就消失。实时视野只有自己的来源:主城 12 格、分城 8 格、占领的野地 3 格(**丘陵上的野地 +2 = 5 格**,AISLG-233)、行军中的部队 3 格、含斥候的部队 5 / 6 / 7 格(侦察科技决定);**盟友的视野不共享**,盟友的部队也要进你自己的视野才看得到。下列情形不上图:自己的部队(本协议不返回,避免重复显示)、侦察部队(purpose = scout,或编队里只有斥候,去程返程都算,保留侦察的隐蔽性)、已过埋伏时刻(ambushAt)正在埋伏的截击部队(保留埋伏玩法)、已到达的部队与剧本战场的小队(战场有自己的地图)。流寇 / 商队 / 黄巾营地不受影响(见 GET_MOVING_TARGETS / GET_YELLOW_TURBAN)。盲打(fog_denied)与撤回中的部队正常上图,撤回的按实际回程位置算。返回最多 50 支,离窗口中心由近到远,超出部分不返回。fog_enabled 关闭时 marches 为空数组(不报错,与上线前一致)。玩家与 Agent 走同一接口、同一套裁剪。",
|
|
20446
|
+
"requestFields": [
|
|
20447
|
+
{
|
|
20448
|
+
"name": "x",
|
|
20449
|
+
"type": "number",
|
|
20450
|
+
"desc": "可选。窗口左上角 x,0..999;缺省按主城居中折算,超出部分按边界钳制。"
|
|
20451
|
+
},
|
|
20452
|
+
{
|
|
20453
|
+
"name": "y",
|
|
20454
|
+
"type": "number",
|
|
20455
|
+
"desc": "可选。窗口左上角 y,0..999;缺省按主城居中折算,超出部分按边界钳制。"
|
|
20456
|
+
},
|
|
20457
|
+
{
|
|
20458
|
+
"name": "w",
|
|
20459
|
+
"type": "number",
|
|
20460
|
+
"desc": "可选。窗口宽度,1..20 的整数;缺省、非法或越界取 10。"
|
|
20461
|
+
},
|
|
20462
|
+
{
|
|
20463
|
+
"name": "h",
|
|
20464
|
+
"type": "number",
|
|
20465
|
+
"desc": "可选。窗口高度,1..20 的整数;缺省、非法或越界取 10。"
|
|
20466
|
+
}
|
|
20467
|
+
],
|
|
20468
|
+
"dataFields": [
|
|
20469
|
+
{
|
|
20470
|
+
"name": "serverTime",
|
|
20471
|
+
"type": "string",
|
|
20472
|
+
"desc": "快照时刻(ISO 8601):客户端以收到响应的本地时刻为基准用 vx / vy 外推,不必依赖两端时钟一致。"
|
|
20473
|
+
},
|
|
20474
|
+
{
|
|
20475
|
+
"name": "marches",
|
|
20476
|
+
"type": "array",
|
|
20477
|
+
"desc": "窗口内视野里的他人部队,离窗口中心由近到远,最多 50 支;迷雾关闭时为空数组。"
|
|
20478
|
+
},
|
|
20479
|
+
{
|
|
20480
|
+
"name": "marches[].id",
|
|
20481
|
+
"type": "string",
|
|
20482
|
+
"desc": "行军 id(UUID):用来和来袭预警 PUSH_ATTACK_WARNING 的 marchId 对上——敌军打进你的视野时界面据此把图标转红并连线到被攻击格。"
|
|
20483
|
+
},
|
|
20484
|
+
{
|
|
20485
|
+
"name": "marches[].x / marches[].y",
|
|
20486
|
+
"type": "number",
|
|
20487
|
+
"desc": "部队当前所在位置(世界格坐标,保留 1 位小数)。"
|
|
20488
|
+
},
|
|
20489
|
+
{
|
|
20490
|
+
"name": "marches[].vx / marches[].vy",
|
|
20491
|
+
"type": "number",
|
|
20492
|
+
"desc": "速度(每秒格数,正负表示方向),只用来让图标平滑移动;两次采样本来也能算出方向,因此不算泄露。"
|
|
20493
|
+
},
|
|
20494
|
+
{
|
|
20495
|
+
"name": "marches[].returning",
|
|
20496
|
+
"type": "boolean",
|
|
20497
|
+
"desc": "true = 返程(往出发城走),false = 去程。"
|
|
20498
|
+
},
|
|
20499
|
+
{
|
|
20500
|
+
"name": "marches[].scale",
|
|
20501
|
+
"type": "'small' | 'medium' | 'large'",
|
|
20502
|
+
"desc": "规模档位(按编队总人数,不给精确兵力):small 1–499 小股 / medium 500–4999 中军 / large 5000 及以上大军。"
|
|
20503
|
+
},
|
|
20504
|
+
{
|
|
20505
|
+
"name": "marches[].owner.username",
|
|
20506
|
+
"type": "string",
|
|
20507
|
+
"desc": "所属玩家名(中立玩家也给)。"
|
|
20508
|
+
},
|
|
20509
|
+
{
|
|
20510
|
+
"name": "marches[].owner.allianceName",
|
|
20511
|
+
"type": "string | null",
|
|
20512
|
+
"desc": "所属联盟名;没有联盟为 null。"
|
|
20513
|
+
},
|
|
20514
|
+
{
|
|
20515
|
+
"name": "marches[].owner.relation",
|
|
20516
|
+
"type": "'ally' | 'friendly' | 'hostile' | 'neutral'",
|
|
20517
|
+
"desc": "与你(请求账号)的关系,与地块 owner.relation 同一口径:ally 同盟 / friendly 友盟(含解除友好后的冷却期)/ hostile 敌对联盟 / neutral 中立。界面按它上色:同盟友盟绿色、中立灰色、敌对橙色、正在来袭自己红色(后者由 marchId 与来袭预警匹配得出)。"
|
|
20518
|
+
}
|
|
20519
|
+
],
|
|
20520
|
+
"errors": [],
|
|
20521
|
+
"examples": [
|
|
20522
|
+
{
|
|
20523
|
+
"caption": "视野里有 1 支敌军(地图打开时每 5 秒一次)",
|
|
20524
|
+
"request": {
|
|
20525
|
+
"op": 152,
|
|
20526
|
+
"seq": 9,
|
|
20527
|
+
"data": {
|
|
20528
|
+
"x": 10,
|
|
20529
|
+
"y": 12,
|
|
20530
|
+
"w": 10,
|
|
20531
|
+
"h": 10
|
|
20532
|
+
}
|
|
20533
|
+
},
|
|
20534
|
+
"responses": [
|
|
20535
|
+
{
|
|
20536
|
+
"op": 152,
|
|
20537
|
+
"seq": 9,
|
|
20538
|
+
"ok": true,
|
|
20539
|
+
"data": {
|
|
20540
|
+
"serverTime": "2026-09-25T08:00:00.000Z",
|
|
20541
|
+
"marches": [
|
|
20542
|
+
{
|
|
20543
|
+
"id": "e5f2cc35-f086-47a1-9b3c-2d4e5f6a7b8c",
|
|
20544
|
+
"x": 14.3,
|
|
20545
|
+
"y": 17.6,
|
|
20546
|
+
"vx": 0.0667,
|
|
20547
|
+
"vy": 0,
|
|
20548
|
+
"returning": false,
|
|
20549
|
+
"scale": "medium",
|
|
20550
|
+
"owner": {
|
|
20551
|
+
"username": "zhangfei",
|
|
20552
|
+
"allianceName": "桃园",
|
|
20553
|
+
"relation": "hostile"
|
|
20554
|
+
}
|
|
20555
|
+
}
|
|
20556
|
+
]
|
|
20557
|
+
}
|
|
20558
|
+
}
|
|
20559
|
+
]
|
|
20560
|
+
},
|
|
20561
|
+
{
|
|
20562
|
+
"caption": "迷雾关闭(或视野里什么都没有)",
|
|
20563
|
+
"request": {
|
|
20564
|
+
"op": 152,
|
|
20565
|
+
"seq": 10,
|
|
20566
|
+
"data": {
|
|
20567
|
+
"x": 10,
|
|
20568
|
+
"y": 12,
|
|
20569
|
+
"w": 10,
|
|
20570
|
+
"h": 10
|
|
20571
|
+
}
|
|
20572
|
+
},
|
|
20573
|
+
"responses": [
|
|
20574
|
+
{
|
|
20575
|
+
"op": 152,
|
|
20576
|
+
"seq": 10,
|
|
20577
|
+
"ok": true,
|
|
20578
|
+
"data": {
|
|
20579
|
+
"serverTime": "2026-09-25T08:00:00.000Z",
|
|
20580
|
+
"marches": []
|
|
20581
|
+
}
|
|
20582
|
+
}
|
|
20583
|
+
]
|
|
20584
|
+
}
|
|
20585
|
+
],
|
|
20586
|
+
"agentNote": "这里只有**你的视野内**的他人部队,看不到不代表没有:目标可能就在迷雾里、或者离你的城池太远。别把「marches 为空」当成安全信号。判断有没有部队打自己仍然以来袭预警(PUSH_ATTACK_WARNING / 事件 player_attack_warning,含目标格与到达时刻)为准;本协议给的是位置、方向、去返程、规模档位与主人关系,**没有**目标格、出发城、出发 / 到达时间与兵力明细,所以用它算不出对手要去哪。盟友的视野不共享,盟友看到的部队你看不到。第一版只能看、不能截击(MARCH 的 targetId 截击只支持流寇 / 商队这类移动目标)。"
|
|
20587
|
+
},
|
|
20588
|
+
{
|
|
20589
|
+
"op": 153,
|
|
20590
|
+
"kind": "request",
|
|
20591
|
+
"name": "FACILITY_BUILD",
|
|
20592
|
+
"title": "在野地上建望楼 / 升级望楼(v97,AISLG-232)",
|
|
20593
|
+
"preAuth": false,
|
|
20594
|
+
"summary": "在自己**已占领的野地**上建望楼:没盖过就新建 1 级,盖过就升一级(最高 3 级)。望楼是野地上的了望塔,建好后这块地周围的视野扩大到对应半径——别人也看得到你的望楼(想断你的眼睛就得把这块地抢走)。规则:只能盖在 kind = 'wilderness' 且归你城池的格上(城池 / NPC 城 / 无主地 / 别人的野地返回 FACILITY_TILE_INVALID);每块地最多一座,每座城名下的野地最多 2 座(主城 2 座、每座分城各 2 座,新建时计名额,升级已有望楼不受影响);同一块地同一时间只能有一个进行中的建造 / 升级(FACILITY_BUILDING)。数值(占位,按需求一字不改):1 级:视野 6 格,金 300 / 木 200 / 石 100,基准 120 秒;2 级:视野 8 格,金 600 / 木 400 / 石 200,基准 240 秒;3 级:视野 10 格,金 900 / 木 600 / 石 300,基准 360 秒;满级累计金 1800 / 木 1200 / 石 600。**资源从占着这块地的那座城扣**;耗时为基准 ÷ 全局时间缩放、不低于 1 秒,但**不吃**「建筑」科技折扣。望楼**不占城池建造队列**,用自己的计时(响应里的 facility.building.finishAt),由后台 Worker 到期完成。视野半径是切比雪夫距离,**取代**野地原来的 3 格、不叠加;丘陵上的野地在此基础上 +2(AISLG-233:视野 8 / 10 / 12,上限 12),下发的 visionRadius 已是加成后的有效值;视野照常记入已探索;迷雾开关 fog_enabled 关闭时望楼仍可建,但不产生视野效果。失去野地(被抢、所属城易主 / 被放弃、召回驻军放弃占领、账号长期未上线被收回,v98 AISLG-238)望楼一并毁掉,不转给新主人、不退资源,原主人收到事件 facility_lost;储量采空不影响望楼。玩家与 Agent 走同一个接口。",
|
|
20595
|
+
"requestFields": [
|
|
20596
|
+
{
|
|
20597
|
+
"name": "x",
|
|
20598
|
+
"type": "number",
|
|
20599
|
+
"desc": "必填。目标地块 x(须为本账号城池占领的野地,见 GET_STATE 的 city.territory)。"
|
|
20600
|
+
},
|
|
20601
|
+
{
|
|
20602
|
+
"name": "y",
|
|
20603
|
+
"type": "number",
|
|
20604
|
+
"desc": "必填。目标地块 y。"
|
|
20605
|
+
}
|
|
20606
|
+
],
|
|
20607
|
+
"dataFields": [
|
|
20608
|
+
{
|
|
20609
|
+
"name": "facility",
|
|
20610
|
+
"type": "object",
|
|
20611
|
+
"desc": "该地块的设施(与 GET_STATE 的 city.territory[].facility 同结构):{ kind: 'watchtower', level 已建成等级(正在新建第一级时为 0), visionRadius 已建成等级的视野半径(格;level 为 0 时 0;丘陵上的野地是加成后的有效半径 8 / 10 / 12,AISLG-233), building: { toLevel 进行中的目标等级, finishAt 完成时刻 ISO 8601 } | null }。"
|
|
20612
|
+
},
|
|
20613
|
+
{
|
|
20614
|
+
"name": "city",
|
|
20615
|
+
"type": "object",
|
|
20616
|
+
"desc": "扣费后的城池状态(结构同 GET_STATE 的 city;资源从占着这块地的那座城扣)。失败时只附 city 与缺口字段。"
|
|
20617
|
+
}
|
|
20618
|
+
],
|
|
20619
|
+
"errors": [
|
|
20620
|
+
"INVALID_PARAMS",
|
|
20621
|
+
"FACILITY_TILE_INVALID",
|
|
20622
|
+
"FACILITY_BUILDING",
|
|
20623
|
+
"FACILITY_MAX_LEVEL",
|
|
20624
|
+
"FACILITY_LIMIT",
|
|
20625
|
+
"INSUFFICIENT_RESOURCES"
|
|
20626
|
+
],
|
|
20627
|
+
"examples": [
|
|
20628
|
+
{
|
|
20629
|
+
"caption": "在自己的野地上新建 1 级望楼(扣 金 300 / 木 200 / 石 100,基准 120 秒后完成)",
|
|
20630
|
+
"request": {
|
|
20631
|
+
"op": 153,
|
|
20632
|
+
"seq": 41,
|
|
20633
|
+
"data": {
|
|
20634
|
+
"x": 512,
|
|
20635
|
+
"y": 340
|
|
20636
|
+
}
|
|
20637
|
+
},
|
|
20638
|
+
"responses": [
|
|
20639
|
+
{
|
|
20640
|
+
"op": 153,
|
|
20641
|
+
"seq": 41,
|
|
20642
|
+
"ok": true,
|
|
20643
|
+
"data": {
|
|
20644
|
+
"facility": {
|
|
20645
|
+
"kind": "watchtower",
|
|
20646
|
+
"level": 0,
|
|
20647
|
+
"visionRadius": 0,
|
|
20648
|
+
"building": {
|
|
20649
|
+
"toLevel": 1,
|
|
20650
|
+
"finishAt": "2026-09-25T08:02:00.000Z"
|
|
20651
|
+
}
|
|
20652
|
+
},
|
|
20653
|
+
"city": {
|
|
20654
|
+
"id": "c8a1f1de-3b2a-4c5d-8e9f-0a1b2c3d4e5f",
|
|
20655
|
+
"resources": {
|
|
20656
|
+
"gold": 4700,
|
|
20657
|
+
"wood": 4800,
|
|
20658
|
+
"food": 5000,
|
|
20659
|
+
"stone": 2900,
|
|
20660
|
+
"iron": 3000
|
|
20661
|
+
},
|
|
20662
|
+
"territory": []
|
|
20663
|
+
}
|
|
20664
|
+
}
|
|
20665
|
+
}
|
|
20666
|
+
]
|
|
20667
|
+
},
|
|
20668
|
+
{
|
|
20669
|
+
"caption": "这座城名下的望楼已满 2 座",
|
|
20670
|
+
"request": {
|
|
20671
|
+
"op": 153,
|
|
20672
|
+
"seq": 42,
|
|
20673
|
+
"data": {
|
|
20674
|
+
"x": 513,
|
|
20675
|
+
"y": 340
|
|
20676
|
+
}
|
|
20677
|
+
},
|
|
20678
|
+
"responses": [
|
|
20679
|
+
{
|
|
20680
|
+
"op": 153,
|
|
20681
|
+
"seq": 42,
|
|
20682
|
+
"ok": false,
|
|
20683
|
+
"error": {
|
|
20684
|
+
"code": "FACILITY_LIMIT",
|
|
20685
|
+
"message": "这座城名下的望楼已达上限(每座城最多 2 座)"
|
|
20686
|
+
},
|
|
20687
|
+
"data": {
|
|
20688
|
+
"limit": 2,
|
|
20689
|
+
"count": 2
|
|
20690
|
+
}
|
|
20691
|
+
}
|
|
20692
|
+
]
|
|
20693
|
+
}
|
|
20694
|
+
],
|
|
20695
|
+
"agentNote": "望楼能扩大视野(1 级 6 格 / 2 级 8 格 / 3 级 10 格,取代野地原来的 3 格),是「提前看到别人部队」的手段;失去这块野地就失去望楼(不退款),抢别人的野地就能拆掉他的眼睛。先 GET_STATE 看 city.territory[].facility(null = 没盖)挑一块战略位置上的野地,再看这座城的资源够不够:不够会返回 INSUFFICIENT_RESOURCES(附缺口 shortfall 与 retryAfterSeconds),等够再发。建造中用 city.territory[].facility.building 的 finishAt 估算进度,到点后服务端完成(事件 facility_completed),期间再发同一块地会返回 FACILITY_BUILDING。"
|
|
20696
|
+
},
|
|
20697
|
+
{
|
|
20698
|
+
"op": 154,
|
|
20699
|
+
"kind": "request",
|
|
20700
|
+
"name": "GET_FACTIONS",
|
|
20701
|
+
"title": "查询五方势力(v99,AISLG-239)",
|
|
20702
|
+
"preAuth": false,
|
|
20703
|
+
"summary": "查询本季的五方势力(只读、无参数、玩家与 Agent 通用)。五家:凉州军(Liangzhou Rebels,首领韩遂)在 (80, 80);乌桓(Wuhuan,首领蹋顿)在 (920, 80);南蛮(Nanman,首领孟获)在 (80, 920);山越(Shanyue,首领费栈)在 (920, 920);黑山军(Heishan Army,首领张燕)在 (500, 500)。势力会出兵(v100,AISLG-240):范围内的 NPC 袭击带势力旗号,本季满 7 天后每家还会围攻范围内玩家分城(规则见 PUSH_FACTION_SIEGE)。每家有自己的老巢与地盘:势力范围是以老巢为中心的方块,半径随本季天数变大(第 1~7 天 100 格、第 8~14 天 150 格、第 15~21 天 200 格、第 22 天起 250 格,按本季实际开始时间算,与 time_scale 无关),两家范围重叠的格归离老巢更近的一家(距离相同时按上表顺序取先出现的一家)。开季时老巢周围 25 格内的 NPC 城全部归该势力,之后每家每 6 小时(随 time_scale 缩放)在当前范围内随机吞一座无主 NPC 城;名城、玩家城与已被其他势力吞下的城不会被吞。被吞的城仍是普通 NPC 城,可以侦察 / 掠夺 / 占领,只有两点不同:守军与可掠夺库存是同等级普通 NPC 城的 1.5 倍,地块的 faction 字段标出归属(见 GET_WORLD_MAP / GET_TILE);玩家占下后这座城不再属于势力。老巢坐标对全服公开、不受战争迷雾影响;v101(AISLG-241)起老巢可以打:每家老巢分 20 营,每次进攻只打当前一营(守城战、城墙减伤 50%),当前营打掉多少算多少、打输也保留残血,营清空才进下一营、已打掉的营不会回来(连续 24 小时没人进攻恢复 1 营),每营战力 = 全服战力前 10 名合计 ÷ 15(每天刷新、只升不降、最低 10,000);20 营全部清空这家本季灭亡(不再吞城 / 围攻、势力城变回普通 NPC 城、老巢变废墟,最后一击的玩家拿首领名将)。本季已灭亡(destroyed = true)的老巢不能再出征,MARCH / SCOUT 仍返回 FACTION_LAIR_TARGET。总开关 faction_enabled 默认关闭:关闭时本协议返回 enabled=false、factions 为空数组,地块不带势力归属,世界里也没有老巢。",
|
|
20704
|
+
"requestFields": [],
|
|
20705
|
+
"dataFields": [
|
|
20706
|
+
{
|
|
20707
|
+
"name": "enabled",
|
|
20708
|
+
"type": "boolean",
|
|
20709
|
+
"desc": "势力总开关(settings 的 faction_enabled,默认关闭)。false 时下面各字段为空值,世界里没有势力内容。"
|
|
20710
|
+
},
|
|
20711
|
+
{
|
|
20712
|
+
"name": "day",
|
|
20713
|
+
"type": "number",
|
|
20714
|
+
"desc": "本季第几天(1 起算,按本季实际开始时间,不随 time_scale 变化);enabled=false 时为 0。"
|
|
20715
|
+
},
|
|
20716
|
+
{
|
|
20717
|
+
"name": "radius",
|
|
20718
|
+
"type": "number",
|
|
20719
|
+
"desc": "当前势力范围半径(格,切比雪夫距离,五家相同):第 1~7 天 100、8~14 天 150、15~21 天 200、22 天起 250;enabled=false 时为 0。"
|
|
20720
|
+
},
|
|
20721
|
+
{
|
|
20722
|
+
"name": "serverTime",
|
|
20723
|
+
"type": "string",
|
|
20724
|
+
"desc": "服务端时刻(ISO 8601)。"
|
|
20725
|
+
},
|
|
20726
|
+
{
|
|
20727
|
+
"name": "factions",
|
|
20728
|
+
"type": "array",
|
|
20729
|
+
"desc": "五方势力;enabled=false 或本季还没有生成老巢时为空数组。"
|
|
20730
|
+
},
|
|
20731
|
+
{
|
|
20732
|
+
"name": "factions[].key",
|
|
20733
|
+
"type": "'liangzhou' | 'wuhuan' | 'nanman' | 'shanyue' | 'heishan'",
|
|
20734
|
+
"desc": "势力标识:凉州军 / 乌桓 / 南蛮 / 山越 / 黑山军。"
|
|
20735
|
+
},
|
|
20736
|
+
{
|
|
20737
|
+
"name": "factions[].name",
|
|
20738
|
+
"type": "string",
|
|
20739
|
+
"desc": "中文名(如「凉州军」)。"
|
|
20740
|
+
},
|
|
20741
|
+
{
|
|
20742
|
+
"name": "factions[].nameEn",
|
|
20743
|
+
"type": "string",
|
|
20744
|
+
"desc": "英文名(如 Liangzhou Rebels)。"
|
|
20745
|
+
},
|
|
20746
|
+
{
|
|
20747
|
+
"name": "factions[].leader",
|
|
20748
|
+
"type": "string",
|
|
20749
|
+
"desc": "首领中文名(如「韩遂」)。"
|
|
20750
|
+
},
|
|
20751
|
+
{
|
|
20752
|
+
"name": "factions[].leaderEn",
|
|
20753
|
+
"type": "string",
|
|
20754
|
+
"desc": "首领英文名(如 Han Sui)。"
|
|
20755
|
+
},
|
|
20756
|
+
{
|
|
20757
|
+
"name": "factions[].lair",
|
|
20758
|
+
"type": "object",
|
|
20759
|
+
"desc": "老巢坐标 { x, y },对全服公开(不受战争迷雾影响)。老巢周围 5 格内不会有玩家城。"
|
|
20760
|
+
},
|
|
20761
|
+
{
|
|
20762
|
+
"name": "factions[].radius",
|
|
20763
|
+
"type": "number",
|
|
20764
|
+
"desc": "这家当前的势力范围半径(与本季半径相同,逐家给出便于客户端直接画范围)。"
|
|
20765
|
+
},
|
|
20766
|
+
{
|
|
20767
|
+
"name": "factions[].cityCount",
|
|
20768
|
+
"type": "number",
|
|
20769
|
+
"desc": "这家当前持有的势力城数(被玩家占下的城立即不算)。"
|
|
20770
|
+
},
|
|
20771
|
+
{
|
|
20772
|
+
"name": "factions[].destroyed",
|
|
20773
|
+
"type": "boolean",
|
|
20774
|
+
"desc": "(v101,AISLG-241)这家本季已被攻破(灭亡):不再吞城 / 围攻、不再画范围、老巢是废墟,换季重生。"
|
|
20775
|
+
},
|
|
20776
|
+
{
|
|
20777
|
+
"name": "factions[].campsTotal",
|
|
20778
|
+
"type": "number",
|
|
20779
|
+
"desc": "(v101)老巢的营数(共 20 营)。"
|
|
20780
|
+
},
|
|
20781
|
+
{
|
|
20782
|
+
"name": "factions[].campsRemaining",
|
|
20783
|
+
"type": "number",
|
|
20784
|
+
"desc": "(v101)剩余营数(含当前营;0 = 已灭亡)。"
|
|
20785
|
+
},
|
|
20786
|
+
{
|
|
20787
|
+
"name": "factions[].campRemainingPercent",
|
|
20788
|
+
"type": "number",
|
|
20789
|
+
"desc": "(v101)当前营剩余守军百分比 0~100(满营 100;每次打输保留残血,百分比随之下降)。"
|
|
20790
|
+
},
|
|
20791
|
+
{
|
|
20792
|
+
"name": "factions[].campPower",
|
|
20793
|
+
"type": "number",
|
|
20794
|
+
"desc": "(v101)每营守军参考战力(全服战力前 10 名合计 ÷ 15,每天刷新、只升不降、最低 10,000)。"
|
|
20795
|
+
}
|
|
20796
|
+
],
|
|
20797
|
+
"errors": [],
|
|
20798
|
+
"examples": [
|
|
20799
|
+
{
|
|
20800
|
+
"caption": "开关打开(第 9 天,半径 150)",
|
|
20801
|
+
"request": {
|
|
20802
|
+
"op": 154,
|
|
20803
|
+
"seq": 11,
|
|
20804
|
+
"data": {}
|
|
20805
|
+
},
|
|
20806
|
+
"responses": [
|
|
20807
|
+
{
|
|
20808
|
+
"op": 154,
|
|
20809
|
+
"seq": 11,
|
|
20810
|
+
"ok": true,
|
|
20811
|
+
"data": {
|
|
20812
|
+
"enabled": true,
|
|
20813
|
+
"day": 9,
|
|
20814
|
+
"radius": 150,
|
|
20815
|
+
"serverTime": "2026-11-10T04:00:00.000Z",
|
|
20816
|
+
"factions": [
|
|
20817
|
+
{
|
|
20818
|
+
"key": "liangzhou",
|
|
20819
|
+
"name": "凉州军",
|
|
20820
|
+
"nameEn": "Liangzhou Rebels",
|
|
20821
|
+
"leader": "韩遂",
|
|
20822
|
+
"leaderEn": "Han Sui",
|
|
20823
|
+
"lair": {
|
|
20824
|
+
"x": 80,
|
|
20825
|
+
"y": 80
|
|
20826
|
+
},
|
|
20827
|
+
"radius": 150,
|
|
20828
|
+
"cityCount": 51,
|
|
20829
|
+
"destroyed": false,
|
|
20830
|
+
"campsTotal": 20,
|
|
20831
|
+
"campsRemaining": 17,
|
|
20832
|
+
"campRemainingPercent": 42,
|
|
20833
|
+
"campPower": 256000
|
|
20834
|
+
}
|
|
20835
|
+
]
|
|
20836
|
+
}
|
|
20837
|
+
}
|
|
20838
|
+
]
|
|
20839
|
+
},
|
|
20840
|
+
{
|
|
20841
|
+
"caption": "开关关闭(默认)",
|
|
20842
|
+
"request": {
|
|
20843
|
+
"op": 154,
|
|
20844
|
+
"seq": 12,
|
|
20845
|
+
"data": {}
|
|
20846
|
+
},
|
|
20847
|
+
"responses": [
|
|
20848
|
+
{
|
|
20849
|
+
"op": 154,
|
|
20850
|
+
"seq": 12,
|
|
20851
|
+
"ok": true,
|
|
20852
|
+
"data": {
|
|
20853
|
+
"enabled": false,
|
|
20854
|
+
"day": 0,
|
|
20855
|
+
"radius": 0,
|
|
20856
|
+
"serverTime": "2026-11-10T04:00:00.000Z",
|
|
20857
|
+
"factions": []
|
|
20858
|
+
}
|
|
20859
|
+
}
|
|
20860
|
+
]
|
|
20861
|
+
}
|
|
20862
|
+
],
|
|
20863
|
+
"agentNote": "势力城是你附近最好找的掠夺 / 占领目标:它们散在整片地盘上(不是全挤在老巢周围),守军与库存是同等级普通 NPC 城的 1.5 倍,打下来能带走更多、占领后分城库存也更厚。老巢周围 5 格内没有玩家城,所以别把坐标 (80, 80) / (920, 80) / (80, 920) / (920, 920) / (500, 500) 当成选址目标——注册落位与迁城都会避开那几块地方,派兵去老巢会被拒绝(FACTION_LAIR_TARGET)。势力确实会打人(v100,AISLG-240):范围内的 NPC 袭击会带上势力旗号(PUSH_NPC_ATTACK_WARNING 的 faction / 事件 npc_attack_warning.detail.faction,如「南蛮来袭」),本季满 7 天后每家还会围攻范围内离老巢最近的玩家分城(见 PUSH_FACTION_SIEGE 与事件 faction_siege_warning / faction_siege / faction_city_lost)——主城与名城分城不会被围攻,城被吞后变成该势力的势力城,建筑与库存都在里面,任何玩家都能按占领 NPC 城的流程打回来。势力城被占下后归属立即消失;范围之外的老巢与地盘随本季天数增长,第 22 天起半径 250 格。v101(AISLG-241)起老巢可以打:MARCH(task=plunder)指向老巢坐标,一次只打当前一营(守城战、城墙减伤 50%),当前营守军打掉多少算多少、打输也保留残血,营清空才进下一营、已打掉的营不会回来(连续 24 小时没人进攻恢复 1 营);每营战力 = 全服战力前 10 名合计 ÷ 15(每天刷新、只升不降、最低 10,000),编成按 义兵 100 : 刀盾 30 : 弓箭 40 : 轻骑 12 缩放。每场按歼灭的守军战力发金币 2 / 木粮石铁各 10(打输也发、不占负重),声望按歼灭战力的 1%;打掉最后一营的玩家拿该势力首领名将(韩遂 / 蹋顿 / 孟获 / 费栈 / 张燕,全服唯一),灭亡时按贡献(累计歼灭守军战力)名次再发一次(数额是黄巾之乱同名次的 3 倍)。任何玩家都能打,不要求入盟、不算攻击玩家、不破新手保护;打之前先 SCOUT 看当前营守军,SCOUT / GET_FACTIONS 都能看到剩余营数与当前营百分比。faction_enabled 关闭的服上这些字段全部为空、也没有旗号与围攻,忽略即可。"
|
|
20864
|
+
},
|
|
20419
20865
|
{
|
|
20420
20866
|
"op": 2000,
|
|
20421
20867
|
"kind": "push",
|
|
@@ -20824,7 +21270,7 @@
|
|
|
20824
21270
|
"kind": "push",
|
|
20825
21271
|
"name": "PUSH_TILE_STATE",
|
|
20826
21272
|
"title": "推送:地块归属 / 驻军变化(v12)",
|
|
20827
|
-
"summary": "地块状态变化时推送给相关账号的在线连接:wilderness_occupied=野地被占领(含己方出征获胜)、wilderness_lost
|
|
21273
|
+
"summary": "地块状态变化时推送给相关账号的在线连接:wilderness_occupied=野地被占领(含己方出征获胜)、wilderness_lost=占领失效(召回 / NPC 袭击失守 / 账号长期未上线被收回,v98 AISLG-238,cause=inactive;此时驻军已回到归属城、望楼已毁、地块变为无主)、reserve_depleted=名下野地储量采空(v61,AISLG-165;推送该地块最新视图,驻军仍在时改为按恢复速度采集)、npc_city_occupied=NPC 城池被占领为分城、npc_attack_repelled=NPC 袭击被击退(驻军折损)、garrison_reinforced=增援并入驻军、facility_completed=望楼建成 / 升级完成(v97,AISLG-232,tile.facility 为新等级)。望楼随野地一起毁掉时不单独推:那一格另有一条 wilderness_lost,tile.facility 随之变 null。",
|
|
20828
21274
|
"dataFields": [
|
|
20829
21275
|
{
|
|
20830
21276
|
"name": "reason",
|
|
@@ -20861,7 +21307,7 @@
|
|
|
20861
21307
|
}
|
|
20862
21308
|
}
|
|
20863
21309
|
],
|
|
20864
|
-
"agentNote": "NPC 会周期性袭击玩家占领的野地(袭击部队编成按野地等级推导,参考战力 = 等级 × 25,定稿编成;基准每 30 分钟随机袭击一块已占领野地,v19 校准;实际 ÷ 全局时间缩放):收到 wilderness_lost(cause=npc_attack)说明驻军全灭,用 GET_STATE
|
|
21310
|
+
"agentNote": "NPC 会周期性袭击玩家占领的野地(袭击部队编成按野地等级推导,参考战力 = 等级 × 25,定稿编成;基准每 30 分钟随机袭击一块已占领野地,v19 校准;实际 ÷ 全局时间缩放):收到 wilderness_lost(cause=npc_attack)说明驻军全灭,用 GET_STATE 对齐领土与驻军;袭击结算同样生成守方视角战报。本人和 Agent 都 7 天没上线(现实时间)的账号,系统每小时扫一轮把名下野地一次全部收回——收到 wilderness_lost(cause=inactive)说明地块已变无主,驻军已不损失地回到归属城、望楼已毁(不退款)、当前储量不重置,其他玩家可立即占领;城与城内资源兵力不受影响。"
|
|
20865
21311
|
},
|
|
20866
21312
|
{
|
|
20867
21313
|
"op": 2007,
|
|
@@ -21234,6 +21680,16 @@
|
|
|
21234
21680
|
"name": "arriveAt",
|
|
21235
21681
|
"type": "string",
|
|
21236
21682
|
"desc": "预计到达时刻(ISO 8601;已按 timeScale 缩放,与实际结算时刻一致)。烽火台每级让预警提前量 +10%(10 级翻倍):袭击从发起到到达的时长 = 基础提前量 ×(1 + 0.1 × 烽火台等级),预警在发起时即发出。"
|
|
21683
|
+
},
|
|
21684
|
+
{
|
|
21685
|
+
"name": "faction",
|
|
21686
|
+
"type": "object",
|
|
21687
|
+
"desc": "v100(AISLG-240):这次袭击属于哪家势力 { key, name, nameEn }(如南蛮)。只在该格落在某家势力范围内时有值——范围外的袭击与上线前完全一样,没有这个字段。发起频率(全服仍每 120 分钟一次)与目标选择都不变,只是打上了旗号,玩家能知道「是谁在打自己」。"
|
|
21688
|
+
},
|
|
21689
|
+
{
|
|
21690
|
+
"name": "lair",
|
|
21691
|
+
"type": "object",
|
|
21692
|
+
"desc": "v100:出发老巢坐标 { x, y }(与 faction 同时出现)。"
|
|
21237
21693
|
}
|
|
21238
21694
|
],
|
|
21239
21695
|
"examples": [
|
|
@@ -22286,6 +22742,233 @@
|
|
|
22286
22742
|
}
|
|
22287
22743
|
],
|
|
22288
22744
|
"agentNote": "收到后可按 cells 坐标用 GET_TILE 查看(已探索的地块返回上次看到的情况,带 seenAt)。"
|
|
22745
|
+
},
|
|
22746
|
+
{
|
|
22747
|
+
"op": 2030,
|
|
22748
|
+
"kind": "push",
|
|
22749
|
+
"name": "PUSH_FACTION_SIEGE",
|
|
22750
|
+
"title": "推送:势力围攻分城(v100,AISLG-240)",
|
|
22751
|
+
"summary": "五方势力出兵打玩家分城:本季满 7 天后,每家势力在自己范围内选**离老巢最近的玩家分城**围攻(同一时间最多围 1 座,同一座城 6 小时最多打一次)。每次围攻提前 60 分钟预警(吃烽火台加成,敌情详细度也按烽火台等级分档,与 NPC 袭击预警同一套),预警时给出**当前城防值**。围城军战力 = 该分城官府等级 × 倍率(第 8~14 天 100、15~21 天 150、22 天起 200,随 time_scale 无关),编成按 3 级 NPC 城守军的比例(义兵 100 : 刀盾 30 : 弓箭 40 : 轻骑 12)缩放,不带冲车;战斗走守城战,城墙 / 箭塔 / 城防器械 / 城守 / 协防全部生效。势力打赢(全灭守军)扣 35 城防、城进入 4 小时被动免战、不掠夺资源;城防归零时城被吞,变成该势力的 NPC 城。被围城的主人与驻扎在该城的协防方都会收到本推送(reason 相同、内容相同)。等价事件:faction_siege_warning(预警)/ faction_siege(结算)/ faction_city_lost(失城)。",
|
|
22752
|
+
"dataFields": [
|
|
22753
|
+
{
|
|
22754
|
+
"name": "reason",
|
|
22755
|
+
"type": "'warning' | 'repelled' | 'hit' | 'swallowed'",
|
|
22756
|
+
"desc": "warning 预警(提前 60 分钟 × 烽火台加成);repelled 这家势力打输了(守住了,该势力 24 小时内不再打这座城);hit 这家势力打赢一次、城防被扣、城进入 4 小时被动免战;swallowed 城防归零、城被吞(原主人腾出分城名额)。"
|
|
22757
|
+
},
|
|
22758
|
+
{
|
|
22759
|
+
"name": "siegeId",
|
|
22760
|
+
"type": "string",
|
|
22761
|
+
"desc": "围攻编号(同一次围攻的预警与结算用同一个 id,可用于去重)。"
|
|
22762
|
+
},
|
|
22763
|
+
{
|
|
22764
|
+
"name": "faction",
|
|
22765
|
+
"type": "object",
|
|
22766
|
+
"desc": "{ key, name, nameEn }:是哪一家(如 { key: \"nanman\", name: \"南蛮\", nameEn: \"Nanman\" })。"
|
|
22767
|
+
},
|
|
22768
|
+
{
|
|
22769
|
+
"name": "cityId",
|
|
22770
|
+
"type": "string",
|
|
22771
|
+
"desc": "被围攻的城 id(城被吞后该城已不存在,仍给出原 id)。"
|
|
22772
|
+
},
|
|
22773
|
+
{
|
|
22774
|
+
"name": "cityName",
|
|
22775
|
+
"type": "string | null",
|
|
22776
|
+
"desc": "城池名(查不到时为 null)。"
|
|
22777
|
+
},
|
|
22778
|
+
{
|
|
22779
|
+
"name": "x",
|
|
22780
|
+
"type": "number",
|
|
22781
|
+
"desc": "城池坐标 x。"
|
|
22782
|
+
},
|
|
22783
|
+
{
|
|
22784
|
+
"name": "y",
|
|
22785
|
+
"type": "number",
|
|
22786
|
+
"desc": "城池坐标 y。"
|
|
22787
|
+
},
|
|
22788
|
+
{
|
|
22789
|
+
"name": "power",
|
|
22790
|
+
"type": "number",
|
|
22791
|
+
"desc": "围城军参考战力(= 官府等级 × 倍率)。"
|
|
22792
|
+
},
|
|
22793
|
+
{
|
|
22794
|
+
"name": "arriveAt",
|
|
22795
|
+
"type": "string",
|
|
22796
|
+
"desc": "warning:预计到达(结算)时刻(ISO 8601,已按 time_scale 缩放)。"
|
|
22797
|
+
},
|
|
22798
|
+
{
|
|
22799
|
+
"name": "armyMin",
|
|
22800
|
+
"type": "number",
|
|
22801
|
+
"desc": "warning:围城军兵力范围下限(编成总单位数 −20% 取整)。"
|
|
22802
|
+
},
|
|
22803
|
+
{
|
|
22804
|
+
"name": "armyMax",
|
|
22805
|
+
"type": "number",
|
|
22806
|
+
"desc": "warning:围城军兵力范围上限(+20%)。"
|
|
22807
|
+
},
|
|
22808
|
+
{
|
|
22809
|
+
"name": "intel",
|
|
22810
|
+
"type": "'range' | 'kinds' | 'exact'",
|
|
22811
|
+
"desc": "warning:敌情详细度(烽火台 3 级起给各兵种范围、6 级起给精确编成,与来袭预警同口径)。"
|
|
22812
|
+
},
|
|
22813
|
+
{
|
|
22814
|
+
"name": "beaconLevel",
|
|
22815
|
+
"type": "number",
|
|
22816
|
+
"desc": "warning:被围城的烽火台等级(0 = 未建)。"
|
|
22817
|
+
},
|
|
22818
|
+
{
|
|
22819
|
+
"name": "armyKinds",
|
|
22820
|
+
"type": "object",
|
|
22821
|
+
"desc": "warning(intel=kinds):{ 兵种: { min, max } }。"
|
|
22822
|
+
},
|
|
22823
|
+
{
|
|
22824
|
+
"name": "army",
|
|
22825
|
+
"type": "object",
|
|
22826
|
+
"desc": "warning(intel=exact):精确编成 { 兵种: 数量 }。"
|
|
22827
|
+
},
|
|
22828
|
+
{
|
|
22829
|
+
"name": "durability",
|
|
22830
|
+
"type": "number",
|
|
22831
|
+
"desc": "被围城当前城防值(warning 与 hit / swallowed 都给;hit / swallowed 时为本次结算前的值)。"
|
|
22832
|
+
},
|
|
22833
|
+
{
|
|
22834
|
+
"name": "damage",
|
|
22835
|
+
"type": "number",
|
|
22836
|
+
"desc": "hit / swallowed:本次扣除的城防值(围城军不带冲车,恒为 35)。"
|
|
22837
|
+
},
|
|
22838
|
+
{
|
|
22839
|
+
"name": "durabilityAfter",
|
|
22840
|
+
"type": "number",
|
|
22841
|
+
"desc": "hit / swallowed:结算后的城防值(swallowed 恒为 0)。"
|
|
22842
|
+
},
|
|
22843
|
+
{
|
|
22844
|
+
"name": "protectedUntil",
|
|
22845
|
+
"type": "string",
|
|
22846
|
+
"desc": "hit:城进入 4 小时被动免战的截止时刻(ISO 8601,免战期内城防不回涨)。"
|
|
22847
|
+
}
|
|
22848
|
+
],
|
|
22849
|
+
"examples": [
|
|
22850
|
+
{
|
|
22851
|
+
"op": 2030,
|
|
22852
|
+
"push": true,
|
|
22853
|
+
"data": {
|
|
22854
|
+
"reason": "warning",
|
|
22855
|
+
"siegeId": "7c9c2a10-0000-4000-8000-000000000010",
|
|
22856
|
+
"faction": {
|
|
22857
|
+
"key": "nanman",
|
|
22858
|
+
"name": "南蛮",
|
|
22859
|
+
"nameEn": "Nanman"
|
|
22860
|
+
},
|
|
22861
|
+
"cityId": "3f0b1e2a-0000-4000-8000-000000000002",
|
|
22862
|
+
"cityName": "分城(180,930)",
|
|
22863
|
+
"x": 180,
|
|
22864
|
+
"y": 930,
|
|
22865
|
+
"power": 500,
|
|
22866
|
+
"durability": 65,
|
|
22867
|
+
"arriveAt": "2026-11-14T12:00:00.000Z",
|
|
22868
|
+
"armyMin": 210,
|
|
22869
|
+
"armyMax": 320,
|
|
22870
|
+
"intel": "range",
|
|
22871
|
+
"beaconLevel": 0
|
|
22872
|
+
}
|
|
22873
|
+
},
|
|
22874
|
+
{
|
|
22875
|
+
"op": 2030,
|
|
22876
|
+
"push": true,
|
|
22877
|
+
"data": {
|
|
22878
|
+
"reason": "hit",
|
|
22879
|
+
"siegeId": "7c9c2a10-0000-4000-8000-000000000010",
|
|
22880
|
+
"faction": {
|
|
22881
|
+
"key": "nanman",
|
|
22882
|
+
"name": "南蛮",
|
|
22883
|
+
"nameEn": "Nanman"
|
|
22884
|
+
},
|
|
22885
|
+
"cityId": "3f0b1e2a-0000-4000-8000-000000000002",
|
|
22886
|
+
"cityName": "分城(180,930)",
|
|
22887
|
+
"x": 180,
|
|
22888
|
+
"y": 930,
|
|
22889
|
+
"power": 500,
|
|
22890
|
+
"durability": 65,
|
|
22891
|
+
"damage": 35,
|
|
22892
|
+
"durabilityAfter": 30,
|
|
22893
|
+
"protectedUntil": "2026-11-14T16:00:00.000Z"
|
|
22894
|
+
}
|
|
22895
|
+
}
|
|
22896
|
+
],
|
|
22897
|
+
"agentNote": "收到 warning 时先看 durability:城防 100 起,每次被围城军打赢扣 35(两次之间只回涨一点点),所以城防 ≤ 35 的城下一轮就会丢。增援要在 arriveAt 之前进城门(MARCH task=reinforce / 协防 MARCH task=assist 都可,守城战里协防部队与城主驻军合并成守方);把驻军塞满通常就能守住——常规驻军(义兵 30 × 官府等级 + 弓箭 8 × 官府等级)对上 1.0 倍围城军时全灭概率很低,而驻军只剩一半时大概率失守。守住的城该势力 24 小时内不会再来。城被吞(swallowed)后:建筑与等级留在城里、剩余资源变成这座势力城的可掠夺库存,任何玩家都能按占领 NPC 城的流程打下它并接收建筑与库存;原主人腾出分城名额,且打回来不受放弃分城冷却限制。每家势力每周最多吞 2 座城(一周按本季第 8、15、22 天起算),主城与名城分城永远不会被围攻。"
|
|
22898
|
+
},
|
|
22899
|
+
{
|
|
22900
|
+
"op": 2031,
|
|
22901
|
+
"kind": "push",
|
|
22902
|
+
"name": "PUSH_FACTION_LAIR",
|
|
22903
|
+
"title": "推送:老巢战况(v101,AISLG-241)",
|
|
22904
|
+
"summary": "老巢战况变化,全服在线连接都会收到(老巢是全服共同目标):attacked = 有人打了老巢(守军残血或打掉一营,看 campsRemaining 判断是不是进了下一营);recovered = 连续 24 小时没人进攻,恢复 1 营;destroyed = 最后一营被清空,这家本季灭亡。收到后重拉 GET_FACTIONS 对齐即可;灭亡另有全服播报 faction_lair_destroyed(带最后一击的玩家名)。",
|
|
22905
|
+
"dataFields": [
|
|
22906
|
+
{
|
|
22907
|
+
"name": "reason",
|
|
22908
|
+
"type": "'attacked' | 'recovered' | 'destroyed'",
|
|
22909
|
+
"desc": "attacked 有人进攻(含打掉一营);recovered 恢复 1 营;destroyed 本季灭亡。"
|
|
22910
|
+
},
|
|
22911
|
+
{
|
|
22912
|
+
"name": "faction",
|
|
22913
|
+
"type": "object",
|
|
22914
|
+
"desc": "{ key, name, nameEn }:哪一家。"
|
|
22915
|
+
},
|
|
22916
|
+
{
|
|
22917
|
+
"name": "campsTotal",
|
|
22918
|
+
"type": "number",
|
|
22919
|
+
"desc": "老巢的营数(共 20 营)。"
|
|
22920
|
+
},
|
|
22921
|
+
{
|
|
22922
|
+
"name": "campsRemaining",
|
|
22923
|
+
"type": "number",
|
|
22924
|
+
"desc": "剩余营数(含当前营;destroyed 时为 0)。"
|
|
22925
|
+
},
|
|
22926
|
+
{
|
|
22927
|
+
"name": "campRemainingPercent",
|
|
22928
|
+
"type": "number",
|
|
22929
|
+
"desc": "当前营剩余守军百分比 0~100。"
|
|
22930
|
+
},
|
|
22931
|
+
{
|
|
22932
|
+
"name": "destroyed",
|
|
22933
|
+
"type": "boolean",
|
|
22934
|
+
"desc": "这家本季是否已灭亡。"
|
|
22935
|
+
}
|
|
22936
|
+
],
|
|
22937
|
+
"examples": [
|
|
22938
|
+
{
|
|
22939
|
+
"op": 2031,
|
|
22940
|
+
"push": true,
|
|
22941
|
+
"data": {
|
|
22942
|
+
"reason": "attacked",
|
|
22943
|
+
"faction": {
|
|
22944
|
+
"key": "nanman",
|
|
22945
|
+
"name": "南蛮",
|
|
22946
|
+
"nameEn": "Nanman"
|
|
22947
|
+
},
|
|
22948
|
+
"campsTotal": 20,
|
|
22949
|
+
"campsRemaining": 17,
|
|
22950
|
+
"campRemainingPercent": 42,
|
|
22951
|
+
"destroyed": false
|
|
22952
|
+
}
|
|
22953
|
+
},
|
|
22954
|
+
{
|
|
22955
|
+
"op": 2031,
|
|
22956
|
+
"push": true,
|
|
22957
|
+
"data": {
|
|
22958
|
+
"reason": "destroyed",
|
|
22959
|
+
"faction": {
|
|
22960
|
+
"key": "nanman",
|
|
22961
|
+
"name": "南蛮",
|
|
22962
|
+
"nameEn": "Nanman"
|
|
22963
|
+
},
|
|
22964
|
+
"campsTotal": 20,
|
|
22965
|
+
"campsRemaining": 0,
|
|
22966
|
+
"campRemainingPercent": 0,
|
|
22967
|
+
"destroyed": true
|
|
22968
|
+
}
|
|
22969
|
+
}
|
|
22970
|
+
],
|
|
22971
|
+
"agentNote": "这是全服广播,与你自己的账号无关;用来及时更新「还剩几营」。真要打之前请先 SCOUT 老巢坐标拿到当前营守军(剩余百分比只是粗略进度),再按自己的全部战力估一下这一营打不打得掉——打不完也保留残血、奖励照发,所以能打就打。灭亡(destroyed)后这家本季不能再打,等换季重生。"
|
|
22289
22972
|
}
|
|
22290
22973
|
],
|
|
22291
22974
|
"errorCodes": {
|
|
@@ -23005,6 +23688,26 @@
|
|
|
23005
23688
|
"desc": "(v91,AISLG-220)指定坐标迁城后 12 小时内,这座城的掠夺 / 占领 / 侦察 / 派协防(以及其他攻击类出征)被拒;响应附 retryAfterSeconds。运输、调兵、增援自己名下野地与召回不受限。",
|
|
23006
23689
|
"action": "等待 retryAfterSeconds 之后再出征打别人;期间可以正常运输、调兵与增援。"
|
|
23007
23690
|
},
|
|
23691
|
+
"FACILITY_TILE_INVALID": {
|
|
23692
|
+
"desc": "(v97,AISLG-232)目标格不是本账号占领的野地:城池格、NPC 城池、无主野地、别人占领的野地都算。不扣任何资源。",
|
|
23693
|
+
"action": "用 GET_STATE 的 city.territory 核对本账号占领的野地坐标,只对列表中的地块发起 FACILITY_BUILD。"
|
|
23694
|
+
},
|
|
23695
|
+
"FACILITY_MAX_LEVEL": {
|
|
23696
|
+
"desc": "(v97,AISLG-232)这块地的望楼已经满级(3 级),不能再升级。不扣任何资源。",
|
|
23697
|
+
"action": "换一块自己占领的野地建望楼;每座城最多 2 座。"
|
|
23698
|
+
},
|
|
23699
|
+
"FACILITY_BUILDING": {
|
|
23700
|
+
"desc": "(v97,AISLG-232)这块地的望楼正在建造或升级中,同一块地同一时间只能有一个进行中的工程。不扣任何资源。",
|
|
23701
|
+
"action": "等 city.territory[].facility.building.finishAt 到点(Worker 到期完成)后再发起下一次升级。"
|
|
23702
|
+
},
|
|
23703
|
+
"FACILITY_LIMIT": {
|
|
23704
|
+
"desc": "(v97,AISLG-232)这座城名下的望楼已达上限:每座城最多 2 座(主城 2 座,每座分城各 2 座)。响应附 limit 与 count。不扣任何资源。",
|
|
23705
|
+
"action": "换另一座城名下的野地建望楼,或先把这块地的望楼升到更高级(升级不受名额限制)。"
|
|
23706
|
+
},
|
|
23707
|
+
"FACTION_LAIR_TARGET": {
|
|
23708
|
+
"desc": "(v99,AISLG-239;v101,AISLG-241 起改成只拒绝三种情况)目标是五方势力的老巢格,但不满足出征条件:1) 这家本季已被攻破,老巢是废墟(不能再出征 / 侦察 / 占领);2) 任务是 occupy / transport / assist(老巢只能打,不能占领、运输或协防);3) 开关 faction_enabled 关闭(没有老巢)。本季未灭亡的老巢可以正常 MARCH(task=plunder,打当前一营)与 SCOUT(看当前营守军)。",
|
|
23709
|
+
"action": "要打老巢请用 MARCH 带 task=plunder 指向 faction.isLair = true 的坐标(一次只打当前一营,守城战、城墙减伤 50%);想看当前营守军先 SCOUT。已灭亡(GET_FACTIONS 的 destroyed = true,地块 faction.destroyed = true)的老巢本季不再能打,等换季后重生。要占领 NPC 城请选 faction.isLair = false 的势力城。"
|
|
23710
|
+
},
|
|
23008
23711
|
"INTERNAL": {
|
|
23009
23712
|
"desc": "服务端内部错误。",
|
|
23010
23713
|
"action": "可稍后重试同一请求;持续出现时向运营方反馈。INTERNAL 可能出现在任何请求的响应中。"
|