miduo_protocol/protos/CommonProto.proto

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package com.ljsd.jieling.protocols;
option optimize_for = SPEED;
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// 嵌套的proto 必须在当前 proto 之前声明
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message ErrorResponse{
optional int32 errCode =1 ; // 错误码默认为0
optional string errMsg =2 ; // 错误信息
}
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message Player{
optional int32 uid = 1;
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optional string nickName = 2;
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optional int32 level = 3;
optional int32 exp = 4;
optional int32 vipLevel = 5;
optional string familyId = 6;
optional string head = 7;
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optional int32 curMapId = 8;
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optional int32 energy = 9; //精力
optional int32 lastUpdateEnergyTime = 10 ;// 上次更新精力时间,-1 代表在队伍中,不需要进行定时恢复。
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optional int32 serverTime = 11; //服务器时间
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optional int32 maxForce = 12 ;//最大战力
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optional int32 saveAmt = 13 ;//累计充值
optional int32 rechargeTime = 14;//首次充值时间
optional int32 isFirstRecharge = 15; // 是否首冲
optional int32 isMatchRoom = 16; //是否在请求匹配
optional int32 curRoomType = 17 ;//当前房间类型0不在房间里 1血战
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}
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message Privilege{
optional int32 id =1; //特权id
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optional int32 usedTimes = 2;//特权使用次数如果有没有使用次数限制传0
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}
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message Item{
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optional int32 itemId = 1;
optional int32 itemNum = 2;
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optional int32 endingTime = 3;
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}
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message SpecialEffects{
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optional int32 propertyId = 1;
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optional int32 propertyValue = 2;
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}
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message Equip{
optional string id = 1;
optional int32 equipId = 2;
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optional SpecialEffects mainAttribute = 3;
repeated SpecialEffects secondAttribute = 4;
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optional int32 rebuildLevel = 5; //重铸等级
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optional int32 createTime = 6;//入手时间
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optional int32 skillId = 7;//装备附带技能
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}
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message Hero{
optional string id = 1;
optional int32 heroId = 2;
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optional int32 level = 3;
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optional int32 breakId = 4;
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optional int32 star = 5;
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optional int32 skinId = 6;
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repeated int32 skillIdList = 7;
repeated string equipIdList = 8;
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optional int32 createTime = 9; //入手时间
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optional int32 starBreakId = 10 ;//升星对应的breakId
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}
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message FightUnitInfo {
optional string unitId = 1;//单位静态id
optional string unitSkillIds = 2;//点技#滑技#被动技能1#被动技能2#被动技能3....
optional string property = 3;//1#2390#2390#169#271#95#176#0#0#0.3#0.15#0.3#1.5#1#0.05#0#0#0#0#0#0.05#0#0#0#0#0
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}
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message FightTeamInfo {
repeated FightUnitInfo fightUnitList = 1;
optional string teamSkillList = 2;//异妖队伍技能技能1#技能2#技能3
}
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message EventBehaviorValues{
repeated int32 behaviorValues = 1;
}
// 事件行为结果
message EventBehaviorCommon{
// 行为类型
optional int32 behaviorType = 1;
// 行为参数
repeated EventBehaviorValues eventBehaviorValues = 2;
}
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// 地图每个格子的信息
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message Cell{
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// 格子id
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optional int32 cellId = 1;
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// mapPointConfig id
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optional int32 pointId = 2;
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}
message Mission{
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optional int32 itemId = 1;
optional string state = 2;
optional int32 missionStep = 3;
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// 完成任务所用时间(秒)
optional int32 time = 4;
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}
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message Mail{
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optional string mailId = 1;
optional int32 state = 2; //0:未读 1:已读取 2: 未领取 3 已领取
optional string head = 3;
optional string content = 4;
optional string mailItem = 5; //附件
optional int32 sendTime = 6;
optional int32 effectiveTime = 7; // 秒 0:永久有效
optional string sendName = 8 ; //发送者名字
optional int32 mailType = 9; //邮件类型 1:系统邮件 2:idip 业务邮件
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}
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message Drop{
repeated Item itemlist = 1;
repeated Equip equipId = 2;
repeated Hero Hero = 3;
}
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message GMCommand{
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optional string command =1 ; // 指令字符串 type#prarm1#param2
}
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message AdventureBossSimpleInfo{
optional int32 arenaId =1;
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optional string bossId =2;
optional int32 bossGroupId =3;
optional int32 remainTime =4;
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optional string findUserName = 5 ;// 发现者名字
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}
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message AdventureStateInfo{
optional int32 positionId = 1; // 区域编号
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optional int32 level =2; //区域等级
optional int32 stateTime = 3 ; //挂机时长
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optional AdventureBossSimpleInfo adventureBossSimpleInfo =4;
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}
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message TeamHeroInfo{
optional int32 position =1;
optional string heroId = 2;
}
message TeamPokemonInfo{
optional int32 position =1;
optional int32 pokemonId = 2;
}
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message TeamPosInfo{
optional int32 teamId = 1; //第几编队
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optional string teamName =2; //编码名称
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repeated TeamHeroInfo teamHeroInfos = 3; //队伍英雄id
repeated TeamPokemonInfo teamPokemonInfos = 4; // 异妖id
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}
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message Pokemoncomonpent{
optional int32 id =1;
optional int32 level =2;
}
message PokemonInfo{
optional int32 id = 1; //异妖id
optional int32 stage =2; //异妖进阶阶数
repeated Pokemoncomonpent pokemoncomonpent =3; //组件信息
}
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message RingFireInfo{
optional int32 id = 1; //天赋异妖id
optional int32 stage =2; //天赋异妖进阶阶数
repeated int32 comonpentId=3; //天赋当前阶级组件id
}
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message WorkShopBaseInfo{
optional int32 type =1; // 1: 工坊 2百味居
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optional int32 levle =2 ;
optional int32 exp =3;
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}
message WorkShopUnLockInfo{
optional int32 type =1 ; // 类型 1 基础锻造 2 装备打造
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repeated int32 id =4 ; // 蓝图已经解锁的id
}
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message FightData {
// 战斗属性
optional FightTeamInfo heroFightInfos = 1;
// 怪物属性
repeated FightTeamInfo monsterList = 2;
//战斗随机种子
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optional int32 fightSeed = 3;
optional int32 fightMaxTime =4; //战斗最长时间
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}
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message ExploreDetail{
optional int32 id =1;
optional int32 progress =2 ; //进度
}
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message FoodBuffer {
optional int32 bufferId = 1;
optional int32 leftStep = 2;
}
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message NewPlayerGuidePoint{
optional int32 type = 1;
optional int32 id =2;
}
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message LevelDifficulty{
optional int32 fightId = 1;
optional int32 state = 2; //2 已开启 3:已打过未通过,=4已通过
optional int32 num = 3;
optional int32 type = 4; //1:简单 2:中等 3:困难
}
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message LevelDifficultyInfos{
optional int32 areaId = 1;
repeated LevelDifficulty LevelDifficulty = 2;
}
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// 副本信息
message MapInfo {
optional int32 mapId = 1;
// 最少时间
optional int32 leastTime = 2;
// 所得星数 (1:完成任务 2:时间小于指定时间 3:100% 探索度)
repeated int32 stars = 3;
}
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message ActivityInfo{
message MissionInfo{
required int32 missionId = 1; //任务ID
required int32 progress = 2; //任务进度
required int32 state = 3; //任务状态0未领奖1已领奖
}
required int32 activityId = 1; // 活动id
repeated MissionInfo mission = 2; // 任务信息
optional int32 startTime = 5; // 任务开始时间
optional int32 endTime = 3; // 活动结束时间
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optional int32 reallyOpen = 4; // 0:假开启 1真开启
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}
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message GmResponse{
optional Drop drop =1;
optional string info =2;
}
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message ArenaPersonInfo{
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optional int32 uid = 1;
optional int32 level =2;
optional string name =3;
optional int32 score = 4;
optional int32 head =5;
optional int32 rank =6; //排名
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optional int32 totalForce =7;
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}
message Team{
repeated int32 heroTid =1;
}
message ArenaEnemy{
optional ArenaPersonInfo personInfo =1;
optional Team team =2; //队伍展示信息
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}
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message ArenaInfo{
optional int32 failNums =1;
optional int32 successNums =2;
optional int32 score = 3;
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repeated ArenaEnemy arenaEnemys = 4; //对手信息
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}
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message StoreItem{
optional int32 id = 1; // StoreConfig id
optional int32 buyNum = 2; //购买次数
}
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message StoreInfo{
optional int32 id = 1;
optional int64 lastRefreshTime =2; //上次刷新时间
optional int64 startTime = 4;// 开始时间
optional int64 endTime = 5;// 开始时间
repeated StoreItem storeItem = 6; //商店物品
}
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message ArenaRecordInfo{
optional string id=1;//唯一标识
optional ArenaPersonInfo attackInfo =2 ;// 进攻者信息
optional int32 attackTime =3 ; //进攻时间
optional int32 myScoreChange =4 ;// 我的分数变化值
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}
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message FunctionOfTime{
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optional int32 functionId =1; //功能id
optional int32 startTime =2; //开始时间
optional int32 endTime = 3; //结束时间
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optional int32 interval = 4; //间隔时间 0代表不是周期
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}
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message AdventureRankItemInfo{
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optional int32 level =1;
optional string name =2;
optional int32 hurt = 3; //伤害值
optional int32 head =4;
optional int32 rank =5; //排名
}
message AdventureBossInfo{
optional int32 arenaId =1; // boss出现区域号
optional int32 findUid =2; //发现者uid
optional string findName =3 ; //发现者姓名
optional string bossId =4; //boss 唯一标识
optional int32 bossGroupId =5;
optional int32 myHurt = 6; //我对boss造成伤害
optional int32 remainTime = 7;
optional int32 totalHp =8; //boss总血量
optional int32 bossRemainlHp =9; //boss剩余血量
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optional int32 arenaLevel = 10; //区域等级
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}
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message UserMissionInfo{
optional int32 missionId =1;
optional int32 progress =2; //进度
optional int32 state = 3; //0:未完成 1完成未领取 2已达成已领取
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optional int32 type =4 ;// 任务类型 1vip任务 2每日任务
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}
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message VipBaseInfo{
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optional int32 vipLevel =1; //vip等级
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optional int32 hadTakeLevelBox = 2 ;//是否领取特权等级礼包 1已领取 0未领取
optional int32 hadTakeDailyBox = 3 ;//是否领取每日礼包 1已领取vip等级 -1未领取
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}
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message Friend {
optional int32 id = 1;//好友的id
optional string name=2;//名字
optional int32 lv=3;//等级
optional uint64 offLineTime=4;//离线时间 0表示在线
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optional int32 haveReward=5;// 是否有体力可以领取 0: 没有 1:有
optional int32 isGive = 6; // 是否赠送过体力 0: 否 ,1:是
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optional string head = 12; // 新头像
optional string frame = 13; // 头像框
optional int32 soulVal = 14; // 战斗力
}
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message GiftGoodsInfo{
optional int32 goodsId =1;//商品id
optional int32 buyTimes= 2; //购买次数
optional int32 endTime = 3; //结束时间
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}
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message TechnologyInfo{
optional int32 techId =1; //科技点
optional int32 levle =2;//等级
}
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message SuddenlyBossInfo{
optional int32 suddBossId = 6; // 精英怪怪物组id 没有为0
optional int32 endTime = 7; //消失时间
optional int32 findMapId=8; //出现地图id
}
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message ItemInfo{
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optional int32 templateId = 1;//模板ID
optional int32 overlap = 2;//堆叠数量
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optional int32 nextRefreshTime =3; //下次刷新时间
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}
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message TowerRankInfo{
optional int32 rank = 1;
optional int32 highestTower = 2;
optional int32 time = 3;
}
message TowerRank{
optional int32 uid = 1;
optional int32 level = 2;
optional int32 head = 3;
optional string userName = 4;
optional TowerRankInfo towerRankInfo = 5;
}
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message SceneInfo{
optional int32 roomId = 1;// 唯一标识
optional int32 mapId = 2; //场景所属地图id
repeated SceneActor SceneActor =3;//场景中的演员信息
repeated ActorEffectBufferInfo actorEffectBufferInfo =4;//场景中所有buffer信息
}
message SceneActor{
optional int32 id=1; //id 唯一标识
optional int32 curPos = 2;//当前位置
optional int32 state = 3; //当前状态 1 不可移动 0 可移动
optional int32 type =4 ;// 演员类型 1 玩家 2 怪物 3 矿点 4 npc
optional Creature Creature = 6 ;//动作演员信息
}
message Creature{
repeated int32 path = 1; //行走路径
optional int32 speed =2;// 速度
optional int32 maxHp =3; //最大血量
optional int32 curHp =4;// 当前血量
optional int32 mineral = 5; // 矿石
optional int32 camp = 6; //阵营
}
message ActorEffectBufferInfo{
optional int32 id = 1;//buffer id
optional int32 type = 2; //bufffer类型
optional int32 startTime =3; // buffer 开始时间
optional int32 endTime =4;//buffer 失效时间
optional int32 target = 5 ;// buffer 作用对象id
optional int32 caster = 6;// 释放者
repeated int32 value = 7; // buffer 作用效果值
}
message SceneGetFullMsgResponse{
optional SceneInfo sceneInfo =1 ;// 场景信息
}
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