miduo_protocol/protos/RoomFightProto.proto

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package com.ljsd.jieling.protocols;
option optimize_for = SPEED;
import "CommonProto.proto";
message AgentInfo {
optional int32 playerUid = 1;
optional int32 curHp = 2;
optional int32 maxHp =3;
optional int32 camp =4; //阵营 区分敌我
optional int32 curXY =5; //所在位置
repeated FoodBuffer foodBuffers = 6; // buff
optional int32 reviveTime = 7; // 死亡复活剩余时间
repeated int32 dieList = 8; // 死亡计数(按顺序记录杀死自己的玩家uid)
repeated int32 killList = 9; // 杀人计数(按顺序记录自己杀死的玩家uid)
}
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message RoomGameStartRequest{
//时间戳,用户客户端修正因网络延时引起的误差,是否使用由实现机制决定,暂时保留
optional int64 clientTimestamp = 1;
}
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message RoomGameStartResponse{
optional int64 clientTimestamp = 1; //请求中的时间戳,原值返回
optional int64 serverTimestamp = 2; //服务器端时间戳
optional int32 mapId =3;
// 地图信息
repeated Cell mapList = 4;
// 所用英雄
optional AgentInfo agentInfo = 5;
// 其他人
repeated AgentInfo otherAgentInfos = 6;
// 探索地图剩余时间(秒)
optional int32 leftTime = 7;
// 临时背包
optional Drop temporaryItems = 8;
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}
message RoomGameEndIndication{
}
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message RoomSyncMyselfMoveRequest{
optional int64 clientTimestamp = 1; //请求中的时间戳,原值返回
optional int32 tartXY = 2;
}
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message RoomSyncMyselfMoveResponse{
optional int64 clientTimestamp = 1; //请求中的时间戳,原值返回
optional int64 serverTimestamp = 2; //服务器端时间戳
}
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message RoomSyncOtherMoveIndiction{
optional int32 uid = 1;
optional int32 tartXY = 2;
}
message RoomTriggerFightIndication{
//参与战斗的用户ID
optional AgentInfo player1 = 1;
optional AgentInfo player2 = 2;
optional int32 result = 3; //1 player1胜 2 player2胜
}