generated from root/miduo_server
master
parent
118dc206d9
commit
c4e24a5862
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@ -1,404 +0,0 @@
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namespace java com.jmfy.thrift.idl
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struct CUserData{
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1: optional i32 id;
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2: optional string userName;
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3: optional i32 sUserId;//模板id
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4: optional i32 permission; //玩家的权限
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5: optional i32 level;//用户等级
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6: optional i32 exp;//当前经验
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7: optional i32 vipLevel; //用户vip等级
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8: optional i32 gem;
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9: optional i32 gold;
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10: optional i32 curStamina;
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11: optional i32 maxStamina;
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12: optional i32 honorPoint; // 荣誉点
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13: optional i32 gemTimes;//剩余购买次数
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14: optional i32 friendshipPoint;//友情点
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15: optional i32 areaId;//区域Id
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16: optional string openId;//开启id
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17: optional string img;
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19: optional string systemSetting; // 系统设置
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20: optional i32 friendTimes;//剩余购买CHAT_INFO_REQUEST次数
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21: optional i32 sysGem;//系统放的钻石
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22: optional i32 guildHonorPoint;//公会荣誉点
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23: optional i32 isTodayFristLogin;//是否是今天第一次登录
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24: optional i32 isFirstFail; //第一次关卡失败新手
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25: optional i32 guildState;//加入公会状态 0:未加入 1:已加入
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26: optional string danmu; // 弹幕
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27: optional bool isFirst; // 是否第一次钻石单抽
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28: optional i32 skipNewer; //skipNewer == 1;跳过剧情
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29: optional string captainId;
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30: optional i32 maxPopulation;
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31: optional i32 IsPrivilege;
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33: optional i32 isRecall;
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34: optional i32 isUserGmAuthority;
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35: optional i32 isServerGMAuthority;
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}
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struct PersonalInfo{
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1: optional i32 sex; // 性别
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2: optional string family; // 家族
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3: optional i32 rank; // 当前排名
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4: optional i32 paragraph; // 当前段位
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5: optional i32 bestRank; // 最佳赛季排名
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6: optional i32 bestParagraph; // 最佳赛季段位
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7: optional i32 wins; // 总胜场
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8: optional i32 loses; // 总负场
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9: optional i32 lucky; // 幸运值
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10: optional i32 good; // 好评
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11: optional i32 negative; // 差评
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}
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struct ItemParamInfo {
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1: required i32 itemId;
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2: required i32 num;
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3: optional i32 randHeroId;//抽卡抽到英雄兑换碎片的英雄id
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4: optional i32 typeId;//用来标记类型
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}
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struct DataInfo {
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1: optional ResultData result;
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2: optional string id;
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3: optional i32 templateId;
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4: optional i32 overlap;
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5: optional i32 typeId;//用来标记类型 5是装备宝石
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}
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//属性
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struct Property{
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1:optional i32 proType;//属性类型
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2:optional double proValue;//属性值
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}
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struct CEquipInfo{
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1:optional string id;//C表Id 用此id请求穿装备接口
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2:optional i32 templateId;//S表Id
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3:optional i64 getTime;//入手时间
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4:optional bool lock;//是否上锁
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5:optional bool wearing;//是否穿戴
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6:optional list<Property> randomProperty;//随机属性
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7:optional list<Property> fixProperty;//固定属性
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8:optional bool addOrDelete;//add true delete false
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9:optional i32 strengLevel;
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}
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struct EquipRandomAttribute {
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1:optional i32 attriType;//属性类型
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2:optional double value;//属性值
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3:optional i32 isMainAttri;//是否是主属性,1是,0不是
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4:optional i32 effectId;//效果Id
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}
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struct EventCard{
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1:optional list<i32> haveCardId;//S表Ids
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2:optional i32 haveAwardNum;//已经领取过卡的奖励数
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3:optional i32 heroId;//所属英雄id
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}
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struct PlotInfo {
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1:optional i32 bigNode;
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2:optional list<i32> smallNodeList;
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3:optional bool isFinish;
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4:optional i32 startId;
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5:optional i32 endId;
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}
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struct HeroSkin{
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1:optional string skinId;//C表ID
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2:optional i32 templateId;//S表ID
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3:optional i32 heroId;//所属英雄id
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4:optional i32 status;//穿戴状态
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}
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//TODO
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struct SourceUpdate {
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1:optional list<DataInfo> updateItems;
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2:optional CUserData cUser;
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3:optional list<CEquipInfo> cEquipList;
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4:optional list<ItemParamInfo> showItems;
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6:optional list<EventCard> eventCards;
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7:optional list<ItemParamInfo> heroes;
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8:optional list<HeroSkin> heroSkins;
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}
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struct ResultData {
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1:required i32 resultStatus;
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2:required string errorDesc;
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}
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struct TestThrift {
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1:required i32 id;
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2:required i32 test;
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3:optional string name;
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}
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struct TeamPos {
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1:optional string heroId;
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2:optional i32 type;
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}
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struct TeamPosNum {
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1:optional i32 heroTemplateId;
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2:optional i32 benchTemplateHeroId; // 替补英雄id
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3:optional i32 armyTemplateId;
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4:optional i32 benchTemplateArmyId;
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5:optional i32 heroIdSkillUseNum; //妖灵师技能使用次数
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6:optional i32 armyIdUseNum;//兽释放总量
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7:optional i32 benchHeroIdSkillUseNum;//替补妖灵师使用次数
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8:optional i32 benchArmyIdUseNum;//替补妖兽释放总量
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}
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struct HeroData{
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1: optional i32 uId;//所属于的用户id
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2: required string heroId;
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3: optional i32 templateId;//静态模板ID
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4: required i32 level;
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5: required i32 exp;
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6: required i32 star;
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7: required double attack;//基础攻击
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8: required double armor; //护甲
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9: required double hp;//生命
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10: required double magicHurt;//法伤
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11: required double attackRapid; //攻击急速
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12: required double crit;//暴击
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13: required double magicDefence;//魔抗
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14: required double dodge;//闪避
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15: required double absorb;//物理吸收
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16: optional i32 canBreachLevel;
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17: optional i32 forces; // 战斗力
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18: optional i32 soulSeaLevel;//灵魂海
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20: optional i32 leftRestorTime; //
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21: optional i32 roleBattleLeftRestorTime; //
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22: optional string heroName;
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23: optional i32 rateType; // 英雄品级
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24: optional i32 haveHeroTime; // 获得英雄时间
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}
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struct ArmyData {
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1: required string armyId;
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2: required i32 templateId;
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3: required i32 level;
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4: required i32 exp;
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5: required i32 star;
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6: required double attack;//基础攻击
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7: required double armor; //护甲
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8: required double hp;//生命
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9: required double magicHurt;//法伤
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10: required double attackRapid; //攻击急速
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11: required double crit;//暴击
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12: required double magicDefence;//魔抗
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13: required double dodge;//闪避
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14: required double absorb;//物理吸收
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15: required double cd;//士兵召唤冷却时间
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16: optional i32 forces; // 战斗力
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}
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struct HeroDataWithSkill{
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1:optional string heroId ;//单位的id
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2:optional HeroData heroData;//
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3:optional OwnerSkill heroSkill ;//
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}
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struct ArmyDataWithSkill {
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1: optional ArmyData army;
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2: optional OwnerSkill armySkill;
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}
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struct OwnerSkill{
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1: required string ownerId ;//所属的英雄或者士兵的UID
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2: list<SkillInfo> skill ;
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}
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struct CombatCallPet{
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1: required string callPetUid;//召唤物UID
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2: required i32 callPetTemplateId;//召唤物的静态ID
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3: required double hp;//生命
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4: required double armor; //护甲
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5: required double magicHurt;//法伤
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6: required double magicDefence;//魔抗
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7: required double attack;//基础攻击
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8: required double dodge;//闪避
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9: required double crit;//暴击
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10:required double tenacity; // 抗暴击
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11:required double critMulity; // 暴击倍数
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12:required double hit; // 命中
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13:optional string skillId; //所属的技能动态ID
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14:optional i32 count;//士兵人口数量
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15:optional double cd;//士兵召唤冷却时间
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16: optional i32 type;//1英雄 2士兵 3召唤物 4机器人英雄 5机器人士兵
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17: optional double useSoul;
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18: optional double initEnergy;
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19: optional double attackEnergy;
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20: optional double skillEnergy;
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21: optional double killEnergy;
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22: optional double attackedEnergy;
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}
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struct LevelUpData {
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1:required CUserData cUserData;
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2:list<UpdateMap> updateMapList;
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3:required bool isLevelUp;
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4:optional i32 guildHonorPoint; // 公会荣誉点
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5:optional i32 oldLevel;
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6:optional i32 realAddExp;
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}
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struct UpdateMap {
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1:optional i32 middleMapId;
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2:optional i32 fightId;
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3:optional i32 countTimes;
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4:optional i32 state;
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5:optional i32 middleMapStatus;//对应中地图状态
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}
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struct CallPetWithSkillInfo{
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1: optional CombatCallPet callPet;
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2: optional OwnerSkill callPetSkill;
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}
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struct AwardMessage{
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1: required i32 fightUnit; // 战斗单位的类型
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2: required string theId ; // 单位的id
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3: required i32 awardXp; // 得到的经验
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4: required i32 level; // 返回的等级
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5: optional i32 type; //0 :上阵 1:替补;
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}
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struct HeroUpdate{
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3:optional list<AwardMessage> awardMessages;
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}
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struct EquipPlace {
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1: required i32 location;
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2: required string equipId;
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}
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struct WakeUp {
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1: required i32 wakeUpId;
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2: required i32 wakeUpLevel;
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}
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struct HeroLoginInfo {
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1: required string heroId;
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2: required i32 heroTemplateId; // 静态模板ID
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3: required string armyId;//士兵动态id
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4: required i32 armyTemplateId; // 士兵静态id
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5: required i32 level;
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6: required i32 exp;
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7: required i32 star;
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8: optional i32 forces; // 战斗力
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9: optional i64 getHeroTime; // 获得英雄时间
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10:list<SkillInfo> heroSkills; // 该英雄技能信息的列表
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11:list<SkillInfo> armySkill; // 士兵技能
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12:required i32 lock;
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13:optional i32 rateType;
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14:optional string heroName;
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15:list<EquipPlace> equipPlaces;
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16:list<WakeUp> wakeUp;
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17:optional i32 wakeUpState; // 觉醒状态
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}
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//-----------------------------------技能
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struct SkillBuff{
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1: required i32 buffId;
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2: required double keepTime;
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3: required double actionBlack;
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}
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struct SkillResult{
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1: required i32 skillResultId;
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2: required i32 num;
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3: required double skillPercent;
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4: required double addCoefficient;
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5: optional i32 callPetId;
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}
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struct SkillEffect{
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1: required i32 skillEffectId;
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2: required SkillResult skillResult;
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3: optional SkillBuff skillBuff;
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}
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struct SkillInfo{
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1: required string skillId ; //技能动态ID
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2: required i32 templateId ;//静态模板ID
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3: required i32 level ;//技能等级
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4: required double skillCd ;//技能CD
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5: required i32 costSoul ;//升级消耗的魂
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6: list<SkillEffect> skillEffects ; //多条效果
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7: required double triggerProbability ; //触发概率
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8: optional list<PetData> pet;
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}
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struct PetData{
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1: required string ownerId;
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2: required string petId;
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3: optional i32 templateId;//静态模板ID
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4: required i32 level;
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5: required string skillUid;
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6: required i32 star;
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7: required double attack;//基础攻击
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8: required double armor; //护甲
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9: required double hp;//生命
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10: required double magicHurt;//法伤
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11: required double attackRapid; //攻击急速
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12: required double crit;//暴击
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13: required double magicDefence;//魔抗
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14: required double dodge;//闪避
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15: required double absorb;//物理吸收
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16: list<SkillInfo> skills;
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}
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struct CarnivalMission {
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1:optional i32 personalGoals;//S表ID
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2:optional i32 schedule; // 任务进度
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3:optional i32 status;//领取状态 0未完成 1可领取 2已领取 3明日开启
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}
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struct CarnivalInfo {
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1:optional i64 activityCountDown; //活动倒计时
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2:optional list<CarnivalMission> missionList;
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3:optional i32 totalRewardStatus;//领取状态 1可领取 2已领取
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4:optional i32 score; //积分
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5:optional i32 canReward;//可领奖励
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6:optional i64 totalRewardCountDown;//领取倒计时
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7:optional ResultData resultData;
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}
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/**
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* Structs can also be exceptions, if they are nasty.
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*/
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exception InvalidOperException {
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1: i32 errorCode;//0:error;1:success
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2: string errorMessage;
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}
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/**
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* common service
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**/
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service CommonIFace{
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//获取uuid
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//i64 getNextUUID(1:UUIDEnum uuidType);
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//string getUUID(1:UUIDEnum uuidType,2:i32 uid);
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//获取系统时间
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//i64 getTimeNow();
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//是否到达某个时间
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//bool timeUp(1:i64 sometime);
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}
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Reference in New Issue