420 lines
10 KiB
Protocol Buffer
420 lines
10 KiB
Protocol Buffer
package rpc.protocols;
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option optimize_for = SPEED;
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import "CommonProto.proto";
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message HeroInfo {
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optional string heroId = 1;
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optional int64 heroHp = 2;
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optional int64 heroMaxHp =3;
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}
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message TrialHeroInfo{
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optional string heroId = 1;//动态Id
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optional int32 tmpId = 2;//英雄模板id
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optional int32 star = 3;
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optional int64 heroHp = 4;//剩余血量
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optional int32 level = 5;//英雄等级
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optional int32 skinId = 6;//英雄皮肤
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optional int32 position = 7;//位置
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}
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message DifficultMapOption {
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//副本Id
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optional int32 Id = 1;
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//难度类型
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optional int32 mapdifficulty = 2;
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}
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message TowerBuff {
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// 层数
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optional int32 towerLevel = 1;
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// 事件点Id
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optional int32 eventId = 2;
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}
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// 进入地图
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message MapEnterRequest{
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// 需要进入的地图id
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optional int32 mapId = 1;
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// 所用英雄编队
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optional int32 teamId = 2;
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}
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message MapEnterResponse{
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// 地图信息
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repeated Cell mapList = 1;
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// 当前所在坐标
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optional int32 curXY = 2;
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// 所用英雄
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repeated HeroInfo heroInfos = 3;
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// 探索地图剩余时间(秒)
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optional int32 leftTime = 4;
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// 临时背包
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optional Drop temporaryItems = 5;
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// buff
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repeated FoodBuffer foodBuffers = 6;
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// 走过的格子
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repeated int32 wakeCells = 7;
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// 任务
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optional Mission missions = 8;
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// 复活剩余时间
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optional int32 reviveTime = 9;
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// 死亡次数
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optional int32 dieCount = 10;
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//进度详情
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repeated ExploreDetail exploreDetail = 11;
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// 补给点信息
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repeated TowerBuff buf = 12;
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// 无尽副本标志信息
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repeated endlessSign signs = 13;
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// 无尽副本地图点刷新信息
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repeated EndlessRefreshInfo refreshInfo = 14;
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//无尽副本是否跳过战斗
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optional int32 skipFight = 15;
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repeated TrialHeroInfo infos = 16;//阵容信息
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optional string curHero = 17;//试炼副本当前上阵英雄
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optional int32 addHpCount = 18;//回春散已使用次数
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optional int32 mapId = 19;//地图id
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optional int32 curTower = 20;//当前层数
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optional int32 bombUsed = 21;//炸弹已使用次数
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optional int32 killCount = 22;//已杀小怪数量
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repeated int32 trialRewardInfo = 23;//试炼领奖信息
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// 当前地图,试炼精气(如果召唤过boss 该值为 -1)
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optional int32 essenceValue = 24;
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}
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// 更新事件
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message EventUpdateRequest{
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// eventPointConfig id
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optional int32 eventId = 1;
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// optionConfig Id
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optional int32 optionId = 2;
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}
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message EventUpdateResponse{
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// eventPointConfig id
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optional int32 eventId = 1;
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optional EventBehaviorCommon EventBehaviorCommon = 2;
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// 奖励
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optional Drop drop = 3;
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// 更新主线任务
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optional Mission mission = 4;
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// 探索地图剩余时间(秒)
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optional int32 leftTime = 5;
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// 任务获得的道具
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optional Drop missionDrop = 6;
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// 随机生成动态地图信息
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repeated Cell addMapInfo = 7;
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}
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// 更新地图状态
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message MapUpdateRequest{
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// 走过的格子
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repeated int32 cells = 1;
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// 当前所在坐标
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optional int32 curXY = 2;
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// 触发坐标
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optional int32 triggerXY = 3;
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}
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message MapUpdateResponse{
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optional int32 eventId = 1;
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// 探索地图剩余时间(秒)
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optional int32 leftTime = 2;
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}
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// 出地图
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message MapOutRequest{
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// 走过的格子
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repeated int32 cells = 1;
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// 当前所在坐标
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optional int32 curXY = 2;
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optional int32 mapId = 3;
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// 1:进入下一层 0:直接退出地图
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optional int32 outType = 4;
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optional int32 targetMapId = 5;
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}
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message MapOutResponse{
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// 使用时间
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optional int32 useTime = 1;
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}
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// 开始探索回复
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message MapStartExploreResponse{
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// 探索地图剩余时间(秒)
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optional int32 leftTime = 1;
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}
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message UseTowerBuffRequest{
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// 层数
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optional int32 towerLevel = 1;
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// 选项信息
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optional int32 optionId = 2;
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}
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message UseTowerBuffResponse {
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optional EventBehaviorCommon EventBehaviorCommon =1;
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}
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//关卡信息
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message getAllLevelDifficultyInfosResponse{
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optional int32 killCount = 1;//击杀小怪数量
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repeated int32 trialRewardInfo = 2;//试炼领奖信息
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}
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// 查看排行榜
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message MapGetRankInfoRequest{
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optional int32 mapId = 1;
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}
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message MapRankInfo{
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optional int32 uid = 1;
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optional int32 forces = 2;
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repeated int32 heroIds = 3;
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optional int32 head = 4;
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optional int32 level = 5;
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optional int32 rank = 6;
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optional int32 time = 7;
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optional string name = 8;
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repeated int32 pokemonIds = 9;
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}
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message MapGetRankInfoResponse{
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repeated MapRankInfo mapRankInfo = 1;
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}
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// 购买副本战斗次数
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message MapBuyFightCountRequest{
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optional int32 buyCount = 1;
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}
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// 扫荡副本
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message MapSweepRequest{
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optional int32 mapId = 1;
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optional int32 sweepCount = 2;
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}
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message MapSweepResponse{
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// 奖励
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repeated Drop drop = 1;
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//是否出现云游商店
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optional int32 cloudStore = 2;
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//精英怪信息
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optional SuddenlyBossInfo suddenlyBossInfo = 3;
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}
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message FbStarRewardResponse{
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// 副本星级奖励
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optional Drop FbStarReward = 1;
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}
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// 重置爬塔副本(试炼副本)
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message MapTowerResetResponse {
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// 当前所在层数
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optional int32 tower = 1;
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}
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// 爬塔副本召唤首领(试炼副本)
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message MapTowerCallChiefResponse{
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// boss类型
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optional int32 type = 1;
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// boss信息,位置id,事件id
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optional Cell monsterInfo = 2;
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}
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// 试炼使用炸弹
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message MapTowerUseBombResponse{
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//精气值
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optional int32 essenceValue = 1;
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// 奖励
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optional Drop drop = 2;
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optional Cell cell = 3;//boss信息,位置id,事件id
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optional int32 monsterNum = 4;
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}
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//精英副本
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message DifficultMapRequest{
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//需要存储的mapid
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optional DifficultMapOption mapInfo = 1;
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}
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//试炼副本层级奖励
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message TowerRewardRequest{
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//层数
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optional int32 tower = 1;
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}
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message TowerRewardResponse{
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//层级奖励
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optional Drop drop = 1;
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}
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message GetEndlessHeroResponse{
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//英雄信息
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repeated endlessHero heroInfo =1;
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repeated int32 openMapId = 2;//已开启的地图Id
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}
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//无尽副本标志
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message SignEndlessCellRequest{
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optional endlessSign sign = 1;
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}
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message SignEndlessCellResponse{
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optional string error = 1;
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}
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//无尽副本剩余行动力
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message ExecutionRefreshResponse{
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optional int32 exeValue = 1;
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}
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message EndlessOutConsumeResponse{
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optional int32 fightCount = 1;//战斗次数
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optional int32 consumeExecution = 2;//消耗行动力
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}
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//无尽副本发送刷新时间indication
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message EndlessTimeIndication{
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repeated EndlessRefreshInfo infos = 1;
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}
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//无尽副本小地图信息
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message EndlessMinMapResponse{
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optional int32 myXY = 1;
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repeated EndlessPoint points = 2;
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}
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//无尽副本杀死小怪刷新
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message RefreshMonsterResponse{
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repeated Cell cell = 1;
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}
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//无尽副本设置是否跳过战斗
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message EndlessSetSkipRequest{
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optional int32 type = 1;
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}
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//无尽设置编队indication
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message EndlessSetTeamIndication{
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repeated HeroInfo info = 1;
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}
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message EndlessMapChange{
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optional int32 mapId = 1;
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optional int32 worldLevel = 2;
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}
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message TrialSaveHero{
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optional string heroId = 1;
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optional int32 position =2;
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}
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message TrialHeroInfoSaveRequest{
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repeated TrialSaveHero heroes = 1;//保存上阵英雄
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}
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message TrialHeroInfoSaveResponse{
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repeated TrialHeroInfo heroes = 1;
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}
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message GetTrialBoxRewardRequest{
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optional int32 type = 1;//0为单个领取,1为全部领取
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}
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message GetTrialBoxRewardResponse{
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optional Drop boxDrop = 1;//宝箱奖励
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repeated int32 buffIds = 2;//进图buffId
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}
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message UseAddHpItemRequest{
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optional string heroId = 1;
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}
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message MapGameResponse{
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optional int32 type = 1;//游戏类型
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repeated int32 param = 2;//参数id
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}
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message MapGameUpdateRequest{
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optional int32 index = 1;//根据不同游戏传不同的选项
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}
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message MapGameUpdateResponse{
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optional int32 gameStatus = 1;//游戏状态 是否结束
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optional Drop drop = 2;//获得奖励
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optional int32 resultId = 3;//结果id,对应表id,若为-1单独处理
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}
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message GetAllSituationInfoResponse{
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repeated SituationInfo infos = 1;//id 结束时间
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}
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message SituationChallengeRequest{
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optional int32 id = 1;//挑战id
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optional int32 type = 2;//1挑战 2扫荡
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}
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message SituationChallengeResponse{
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optional Drop drop = 1;
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optional FightData fightData = 2;//战斗数据
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}
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message JourneyGetInfoResponse{
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repeated JourneyInfo infos = 1;//逍遥游数据
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}
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message JourneyGetOneInfoRequest{
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optional int32 mapId = 1;
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}
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message JourneyGetOneInfoResponse{
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repeated JourneyCell cell = 1;//所有格子信息
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optional int32 location = 2;//当前位置
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optional int32 diceNum = 3;//骰子个数
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repeated int32 randomItem = 4;//转盘信息
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optional int32 randomTime = 5 ;//转盘时间
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optional int32 randomNum = 6;//剩余转动次数
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repeated JourneyMonsterInfo monsterInfo = 7;//怪物信息
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repeated JourneyGoodsInfo goodsInfo = 8;//商品信息
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}
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message JourneyDoRequest{
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optional int32 mapId = 1;
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}
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message JourneyDoResponse{
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repeated int32 pointes = 1;
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optional int32 pathType = 2;//0、普通节点 1、奖励节点 2、双倍节点 3、额外骰子节点 4、招募英雄节点 5、怪物节点 6、转盘 7、最终奖励
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optional int32 multiValue = 3;//倍数
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optional Drop drop = 4;//奖励事件奖励
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optional JourneyMonsterInfo monster = 5;//怪物组
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repeated int32 random = 6;//转盘事件奖励组
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optional JourneyGoodsInfo goodsInfo = 7;//商品信息
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optional int32 overTime = 8;//所有事件时间
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}
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message JourneyFightRequest{
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optional int32 monsterIndex = 1;
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optional int32 mapId = 2;
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}
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message JourneyFightResponse{
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optional FightData fightData = 1;//战斗数据
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optional JourneyMonsterInfo monster = 2;//战斗之后的怪物信息
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optional Drop drop = 3;//奖励
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}
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message JourneyRandomRequest{
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optional int32 mapId = 1;
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}
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message JourneyRandomResponse{
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optional int32 location = 1;
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optional Drop drop = 2;
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repeated int32 nextRandom = 3;//下次转盘奖励组
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optional int32 count = 4;//剩余次数
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}
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message JourneyBuyRequest{
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optional int32 mapId = 1;
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optional int32 goodsIndex = 2;
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}
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message JourneyBuyResponse{
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optional Drop drop = 1;
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}
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// 心魔试炼
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message DemonsTrialRewardRequest{
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optional int32 layerId = 1;//层id
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}
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message DemonsTrialRewardResponse{
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optional Drop drop = 3;//奖励
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}
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