miduo_client/Assets/ManagedResources/~Lua/Message/MapInfoProto.proto

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