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mashiyu 2018-02-11 11:36:56 +08:00
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namespace java com.jmfy.thrift.idl
struct CUserData{
1: optional i32 id;
2: optional string userName;
3: optional i32 sUserId;//模板id
4: optional i32 permission; //玩家的权限
5: optional i32 level;//用户等级
6: optional i32 exp;//当前经验
7: optional i32 vipLevel; //用户vip等级
8: optional i32 gem;
9: optional i32 gold;
10: optional i32 curStamina;
11: optional i32 maxStamina;
12: optional i32 honorPoint; // 荣誉点
13: optional i32 gemTimes;//剩余购买次数
14: optional i32 friendshipPoint;//友情点
15: optional i32 areaId;//区域Id
16: optional string openId;//开启id
17: optional string img;
19: optional string systemSetting; // 系统设置
20: optional i32 friendTimes;//剩余购买CHAT_INFO_REQUEST次数
21: optional i32 sysGem;//系统放的钻石
22: optional i32 guildHonorPoint;//公会荣誉点
23: optional i32 isTodayFristLogin;//是否是今天第一次登录
24: optional i32 isFirstFail; //第一次关卡失败新手
25: optional i32 guildState;//加入公会状态 0:未加入 1:已加入
26: optional string danmu; // 弹幕
27: optional bool isFirst; // 是否第一次钻石单抽
28: optional i32 skipNewer; //skipNewer == 1;跳过剧情
29: optional string captainId;
30: optional i32 maxPopulation;
31: optional i32 IsPrivilege;
33: optional i32 isRecall;
34: optional i32 isUserGmAuthority;
35: optional i32 isServerGMAuthority;
}
struct PersonalInfo{
1: optional i32 sex; // 性别
2: optional string family; // 家族
3: optional i32 rank; // 当前排名
4: optional i32 paragraph; // 当前段位
5: optional i32 bestRank; // 最佳赛季排名
6: optional i32 bestParagraph; // 最佳赛季段位
7: optional i32 wins; // 总胜场
8: optional i32 loses; // 总负场
9: optional i32 lucky; // 幸运值
10: optional i32 good; // 好评
11: optional i32 negative; // 差评
}
struct ItemParamInfo {
1: required i32 itemId;
2: required i32 num;
3: optional i32 randHeroId;//抽卡抽到英雄兑换碎片的英雄id
4: optional i32 typeId;//用来标记类型
}
struct DataInfo {
1: optional ResultData result;
2: optional string id;
3: optional i32 templateId;
4: optional i32 overlap;
5: optional i32 typeId;//用来标记类型 5是装备宝石
}
//属性
struct Property{
1:optional i32 proType;//属性类型
2:optional double proValue;//属性值
}
struct CEquipInfo{
1:optional string id;//C表Id 用此id请求穿装备接口
2:optional i32 templateId;//S表Id
3:optional i64 getTime;//入手时间
4:optional bool lock;//是否上锁
5:optional bool wearing;//是否穿戴
6:optional list<Property> randomProperty;//随机属性
7:optional list<Property> fixProperty;//固定属性
8:optional bool addOrDelete;//add true delete false
9:optional i32 strengLevel;
}
struct EquipRandomAttribute {
1:optional i32 attriType;//属性类型
2:optional double value;//属性值
3:optional i32 isMainAttri;//是否是主属性,1是,0不是
4:optional i32 effectId;//效果Id
}
struct EventCard{
1:optional list<i32> haveCardId;//S表Ids
2:optional i32 haveAwardNum;//已经领取过卡的奖励数
3:optional i32 heroId;//所属英雄id
}
struct PlotInfo {
1:optional i32 bigNode;
2:optional list<i32> smallNodeList;
3:optional bool isFinish;
4:optional i32 startId;
5:optional i32 endId;
}
struct HeroSkin{
1:optional string skinId;//C表ID
2:optional i32 templateId;//S表ID
3:optional i32 heroId;//所属英雄id
4:optional i32 status;//穿戴状态
}
//TODO
struct SourceUpdate {
1:optional list<DataInfo> updateItems;
2:optional CUserData cUser;
3:optional list<CEquipInfo> cEquipList;
4:optional list<ItemParamInfo> showItems;
6:optional list<EventCard> eventCards;
7:optional list<ItemParamInfo> heroes;
8:optional list<HeroSkin> heroSkins;
}
struct ResultData {
1:required i32 resultStatus;
2:required string errorDesc;
}
struct TestThrift {
1:required i32 id;
2:required i32 test;
3:optional string name;
}
struct TeamPos {
1:optional string heroId;
2:optional i32 type;
}
struct TeamPosNum {
1:optional i32 heroTemplateId;
2:optional i32 benchTemplateHeroId; // 替补英雄id
3:optional i32 armyTemplateId;
4:optional i32 benchTemplateArmyId;
5:optional i32 heroIdSkillUseNum; //妖灵师技能使用次数
6:optional i32 armyIdUseNum;//兽释放总量
7:optional i32 benchHeroIdSkillUseNum;//替补妖灵师使用次数
8:optional i32 benchArmyIdUseNum;//替补妖兽释放总量
}
struct HeroData{
1: optional i32 uId;//所属于的用户id
2: required string heroId;
3: optional i32 templateId;//静态模板ID
4: required i32 level;
5: required i32 exp;
6: required i32 star;
7: required double attack;//基础攻击
8: required double armor; //护甲
9: required double hp;//生命
10: required double magicHurt;//法伤
11: required double attackRapid; //攻击急速
12: required double crit;//暴击
13: required double magicDefence;//魔抗
14: required double dodge;//闪避
15: required double absorb;//物理吸收
16: optional i32 canBreachLevel;
17: optional i32 forces; // 战斗力
18: optional i32 soulSeaLevel;//灵魂海
20: optional i32 leftRestorTime; //
21: optional i32 roleBattleLeftRestorTime; //
22: optional string heroName;
23: optional i32 rateType; // 英雄品级
24: optional i32 haveHeroTime; // 获得英雄时间
}
struct ArmyData {
1: required string armyId;
2: required i32 templateId;
3: required i32 level;
4: required i32 exp;
5: required i32 star;
6: required double attack;//基础攻击
7: required double armor; //护甲
8: required double hp;//生命
9: required double magicHurt;//法伤
10: required double attackRapid; //攻击急速
11: required double crit;//暴击
12: required double magicDefence;//魔抗
13: required double dodge;//闪避
14: required double absorb;//物理吸收
15: required double cd;//士兵召唤冷却时间
16: optional i32 forces; // 战斗力
}
struct HeroDataWithSkill{
1:optional string heroId ;//单位的id
2:optional HeroData heroData;//
3:optional OwnerSkill heroSkill ;//
}
struct ArmyDataWithSkill {
1: optional ArmyData army;
2: optional OwnerSkill armySkill;
}
struct OwnerSkill{
1: required string ownerId ;//所属的英雄或者士兵的UID
2: list<SkillInfo> skill ;
}
struct CombatCallPet{
1: required string callPetUid;//召唤物UID
2: required i32 callPetTemplateId;//召唤物的静态ID
3: required double hp;//生命
4: required double armor; //护甲
5: required double magicHurt;//法伤
6: required double magicDefence;//魔抗
7: required double attack;//基础攻击
8: required double dodge;//闪避
9: required double crit;//暴击
10:required double tenacity; // 抗暴击
11:required double critMulity; // 暴击倍数
12:required double hit; // 命中
13:optional string skillId; //所属的技能动态ID
14:optional i32 count;//士兵人口数量
15:optional double cd;//士兵召唤冷却时间
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
17: optional double useSoul;
18: optional double initEnergy;
19: optional double attackEnergy;
20: optional double skillEnergy;
21: optional double killEnergy;
22: optional double attackedEnergy;
}
struct LevelUpData {
1:required CUserData cUserData;
2:list<UpdateMap> updateMapList;
3:required bool isLevelUp;
4:optional i32 guildHonorPoint; // 公会荣誉点
5:optional i32 oldLevel;
6:optional i32 realAddExp;
}
struct UpdateMap {
1:optional i32 middleMapId;
2:optional i32 fightId;
3:optional i32 countTimes;
4:optional i32 state;
5:optional i32 middleMapStatus;//对应中地图状态
}
struct CallPetWithSkillInfo{
1: optional CombatCallPet callPet;
2: optional OwnerSkill callPetSkill;
}
struct AwardMessage{
1: required i32 fightUnit; // 战斗单位的类型
2: required string theId ; // 单位的id
3: required i32 awardXp; // 得到的经验
4: required i32 level; // 返回的等级
5: optional i32 type; //0 :上阵 1:替补;
}
struct HeroUpdate{
3:optional list<AwardMessage> awardMessages;
}
struct EquipPlace {
1: required i32 location;
2: required string equipId;
}
struct WakeUp {
1: required i32 wakeUpId;
2: required i32 wakeUpLevel;
}
struct HeroLoginInfo {
1: required string heroId;
2: required i32 heroTemplateId; // 静态模板ID
3: required string armyId;//士兵动态id
4: required i32 armyTemplateId; // 士兵静态id
5: required i32 level;
6: required i32 exp;
7: required i32 star;
8: optional i32 forces; // 战斗力
9: optional i64 getHeroTime; // 获得英雄时间
10:list<SkillInfo> heroSkills; // 该英雄技能信息的列表
11:list<SkillInfo> armySkill; // 士兵技能
12:required i32 lock;
13:optional i32 rateType;
14:optional string heroName;
15:list<EquipPlace> equipPlaces;
16:list<WakeUp> wakeUp;
17:optional i32 wakeUpState; // 觉醒状态
}
//-----------------------------------技能
struct SkillBuff{
1: required i32 buffId;
2: required double keepTime;
3: required double actionBlack;
}
struct SkillResult{
1: required i32 skillResultId;
2: required i32 num;
3: required double skillPercent;
4: required double addCoefficient;
5: optional i32 callPetId;
}
struct SkillEffect{
1: required i32 skillEffectId;
2: required SkillResult skillResult;
3: optional SkillBuff skillBuff;
}
struct SkillInfo{
1: required string skillId ; //技能动态ID
2: required i32 templateId ;//静态模板ID
3: required i32 level ;//技能等级
4: required double skillCd ;//技能CD
5: required i32 costSoul ;//升级消耗的魂
6: list<SkillEffect> skillEffects ; //多条效果
7: required double triggerProbability ; //触发概率
8: optional list<PetData> pet;
}
struct PetData{
1: required string ownerId;
2: required string petId;
3: optional i32 templateId;//静态模板ID
4: required i32 level;
5: required string skillUid;
6: required i32 star;
7: required double attack;//基础攻击
8: required double armor; //护甲
9: required double hp;//生命
10: required double magicHurt;//法伤
11: required double attackRapid; //攻击急速
12: required double crit;//暴击
13: required double magicDefence;//魔抗
14: required double dodge;//闪避
15: required double absorb;//物理吸收
16: list<SkillInfo> skills;
}
struct CarnivalMission {
1:optional i32 personalGoals;//S表ID
2:optional i32 schedule; // 任务进度
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
}
struct CarnivalInfo {
1:optional i64 activityCountDown; //活动倒计时
2:optional list<CarnivalMission> missionList;
3:optional i32 totalRewardStatus;//领取状态 1可领取 2已领取
4:optional i32 score; //积分
5:optional i32 canReward;//可领奖励
6:optional i64 totalRewardCountDown;//领取倒计时
7:optional ResultData resultData;
}
/**
* Structs can also be exceptions, if they are nasty.
*/
exception InvalidOperException {
1: i32 errorCode;//0:error;1:success
2: string errorMessage;
}
/**
* common service
**/
service CommonIFace{
//获取uuid
//i64 getNextUUID(1:UUIDEnum uuidType);
//string getUUID(1:UUIDEnum uuidType,2:i32 uid);
//获取系统时间
//i64 getTimeNow();
//是否到达某个时间
//bool timeUp(1:i64 sometime);
}