miduo_protocol/protos/MapInfoProto.proto

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package rpc.protocols;
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option optimize_for = SPEED;
import "CommonProto.proto";
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message HeroInfo {
optional string heroId = 1;
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optional int64 heroHp = 2;
optional int64 heroMaxHp =3;
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}
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message TrialHeroInfo{
optional string heroId = 1;//动态Id
optional int32 tmpId = 2;//英雄模板id
optional int32 star = 3;
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optional int64 heroHp = 4;//剩余血量
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optional int32 level = 5;//英雄等级
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optional int32 skinId = 6;//英雄皮肤
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optional int32 position = 7;//位置
optional int32 godSoulLv = 8;//神魂等级
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optional int32 propertyId = 9;//阵营(人,佛,妖,道)
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}
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message DifficultMapOption {
//副本Id
optional int32 Id = 1;
//难度类型
optional int32 mapdifficulty = 2;
}
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message TowerBuff {
// 层数
optional int32 towerLevel = 1;
// 事件点Id
optional int32 eventId = 2;
}
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// 进入地图
message MapEnterRequest{
// 需要进入的地图id
optional int32 mapId = 1;
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// 所用英雄编队
optional int32 teamId = 2;
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}
message MapEnterResponse{
// 地图信息
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repeated Cell mapList = 1;
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// 当前所在坐标
optional int32 curXY = 2;
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// 所用英雄
repeated HeroInfo heroInfos = 3;
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// 探索地图剩余时间(秒)
optional int32 leftTime = 4;
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// 临时背包
optional Drop temporaryItems = 5;
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// buff
repeated FoodBuffer foodBuffers = 6;
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// 走过的格子
repeated int32 wakeCells = 7;
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// 任务
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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;
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// 补给点信息
repeated TowerBuff buf = 12;
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// 无尽副本标志信息
repeated endlessSign signs = 13;
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// 无尽副本地图点刷新信息
repeated EndlessRefreshInfo refreshInfo = 14;
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//无尽副本是否跳过战斗
optional int32 skipFight = 15;
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repeated TrialHeroInfo infos = 16;//阵容信息
optional string curHero = 17;//试炼副本当前上阵英雄
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optional int32 addHpCount = 18;//回春散已使用次数
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optional int32 mapId = 19;//地图id
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optional int32 curTower = 20;//当前层数
optional int32 bombUsed = 21;//炸弹已使用次数
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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;
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optional int32 moraleLevel = 25;//无尽士气等级
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optional int32 towerCleanFloor = 26;//森罗幻境扫荡层数,此层数(含本层)以下的层可以进行一键扫荡
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}
// 更新事件
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message EventUpdateRequest{
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// eventPointConfig id
optional int32 eventId = 1;
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// optionConfig Id
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optional int32 optionId = 2;
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}
message EventUpdateResponse{
// eventPointConfig id
optional int32 eventId = 1;
optional EventBehaviorCommon EventBehaviorCommon = 2;
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// 奖励
optional Drop drop = 3;
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// 更新主线任务
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optional Mission mission = 4;
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// 探索地图剩余时间(秒)
optional int32 leftTime = 5;
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// 任务获得的道具
optional Drop missionDrop = 6;
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// 随机生成动态地图信息
repeated Cell addMapInfo = 7;
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}
// 更新地图状态
message MapUpdateRequest{
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// 走过的格子
repeated int32 cells = 1;
// 当前所在坐标
optional int32 curXY = 2;
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// 触发坐标
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optional int32 triggerXY = 3;
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}
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message MapUpdateResponse{
optional int32 eventId = 1;
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// 探索地图剩余时间(秒)
optional int32 leftTime = 2;
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}
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// 出地图
message MapOutRequest{
// 走过的格子
repeated int32 cells = 1;
// 当前所在坐标
optional int32 curXY = 2;
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optional int32 mapId = 3;
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// 1:进入下一层 0直接退出地图
optional int32 outType = 4;
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optional int32 targetMapId = 5;
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}
message MapOutResponse{
// 使用时间
optional int32 useTime = 1;
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}
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// 开始探索回复
message MapStartExploreResponse{
// 探索地图剩余时间(秒)
optional int32 leftTime = 1;
}
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message UseTowerBuffRequest{
// 层数
optional int32 towerLevel = 1;
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// 选项信息
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optional int32 optionId = 2;
}
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message UseTowerBuffResponse {
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optional EventBehaviorCommon EventBehaviorCommon =1;
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}
//关卡信息
message getAllLevelDifficultyInfosResponse{
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optional int32 killCount = 1;//击杀小怪数量
repeated int32 trialRewardInfo = 2;//试炼领奖信息
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}
// 查看排行榜
message MapGetRankInfoRequest{
optional int32 mapId = 1;
}
message MapRankInfo{
optional int32 uid = 1;
optional int32 forces = 2;
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repeated int32 heroIds = 3;
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optional int32 head = 4;
optional int32 level = 5;
optional int32 rank = 6;
optional int32 time = 7;
optional string name = 8;
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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
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repeated Drop drop = 1;
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//是否出现云游商店
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optional int32 cloudStore = 2;
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//精英怪信息
optional SuddenlyBossInfo suddenlyBossInfo = 3;
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}
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message FbStarRewardResponse{
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// 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;
}
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// 试炼使用炸弹
message MapTowerUseBombResponse{
//精气值
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optional int32 essenceValue = 1;
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// 奖励
optional Drop drop = 2;
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optional Cell cell = 3;//boss信息位置id事件id
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optional int32 monsterNum = 4;
}
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//精英副本
message DifficultMapRequest{
//需要存储的mapid
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optional DifficultMapOption mapInfo = 1;
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}
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//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;
}
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message GetEndlessHeroResponse{
//英雄信息
repeated endlessHero heroInfo =1;
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repeated int32 openMapId = 2;//已开启的地图Id
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}
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//无尽副本标志
message SignEndlessCellRequest{
optional endlessSign sign = 1;
}
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message SignEndlessCellResponse{
optional string error = 1;
}
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//无尽副本剩余行动力
message ExecutionRefreshResponse{
optional int32 exeValue = 1;
}
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message EndlessOutConsumeResponse{
optional int32 fightCount = 1;//战斗次数
optional int32 consumeExecution = 2;//消耗行动力
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}
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//无尽副本发送刷新时间indication
message EndlessTimeIndication{
repeated EndlessRefreshInfo infos = 1;
}
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//无尽副本小地图信息
message EndlessMinMapResponse{
optional int32 myXY = 1;
repeated EndlessPoint points = 2;
}
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//无尽副本杀死小怪刷新
message RefreshMonsterResponse{
repeated Cell cell = 1;
}
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//无尽副本设置是否跳过战斗
message EndlessSetSkipRequest{
optional int32 type = 1;
}
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//无尽设置编队indication
message EndlessSetTeamIndication{
repeated HeroInfo info = 1;
}
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message EndlessMapChange{
optional int32 mapId = 1;
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optional int32 worldLevel = 2;
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}
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message TrialSaveHero{
optional string heroId = 1;
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optional int32 position =2;
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}
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message TrialHeroInfoSaveRequest{
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repeated TrialSaveHero heroes = 1;//保存上阵英雄
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}
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message TrialHeroInfoSaveResponse{
repeated TrialHeroInfo heroes = 1;
}
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message GetTrialBoxRewardRequest{
optional int32 type = 1;//0为单个领取1为全部领取
}
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message GetTrialBoxRewardResponse{
optional Drop boxDrop = 1;//宝箱奖励
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repeated int32 buffIds = 2;//进图buffId
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}
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message UseAddHpItemRequest{
optional string heroId = 1;
}
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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
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optional int32 resultId = 3;//结果id对应表id若为-1单独处理
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}
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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;
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optional FightData fightData = 2;//战斗数据
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}
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message JourneyGetInfoResponse{
repeated JourneyInfo infos = 1;//逍遥游数据
optional int32 finishNum = 2;//逍遥游累计通关次数
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}
message JourneyGetOneInfoRequest{
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optional int32 mapId = 1;
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}
message JourneyGetOneInfoResponse{
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repeated JourneyCell cell = 1;//所有格子信息
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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
}
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message JourneyDoRequest{
optional int32 mapId = 1;
}
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message JourneyDoResponse{
repeated int32 pointes = 1;
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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
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optional int32 multiValue = 3;//倍数
optional Drop drop = 4;//奖励事件奖励
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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
repeated int32 randomItem = 9;//转盘信息
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}
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
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optional Drop drop = 3;//奖励
}
message JourneyRandomRequest{
optional int32 mapId = 1;
}
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message JourneyRandomResponse{
optional int32 location = 1;
optional Drop drop = 2;
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repeated int32 nextRandom = 3;//下次转盘奖励组
optional int32 count = 4;//剩余次数
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}
message JourneyBuyRequest{
optional int32 mapId = 1;
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optional int32 goodsIndex = 2;
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}
message JourneyBuyResponse{
optional Drop drop = 1;
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}
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// 心魔试炼
message DemonsTrialRewardRequest{
optional int32 layerId = 1;//层id
}
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message DemonsTrialRewardResponse{
optional Drop drop = 3;//奖励
}
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message EndlessTreasureRewardState{
optional int32 id =1;//任务id
optional int32 state = 2;//状态 0 未领取 1 已领取 -1 完美领取(充钱领取过的)
}
message EndlessTreasureInfoResponse{
optional int32 score =1 ;
repeated EndlessTreasureRewardState treasureRewardState=2;
optional int32 resetTime = 3;
optional int32 isBuy = 4;//是否购买了激活礼包
}
message EndlessTakeTreasureRequest{
optional int32 id = 1; // 领取奖励id -1表示点击全部领取
}
message EndlessTakeTreasureResponse{
optional Drop drop =1;
}
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//森罗幻境自动挂机奖励展示
message TowerGetRewardInfoShowRequest{
}
message TowerGetRewardInfoShowResponse{
optional Drop drop = 1;//奖励
}
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//森罗幻境扫荡关卡
message TowerCleanFloorRequest{
}
message TowerCleanFloorResponse{
optional Drop drop = 1;//奖励
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}
// 获取小兵信息
message GetSoldiersInfoRequest{
}
message GetSoldiersInfoResponse{
optional int32 level = 1;//兵力等级
repeated Soldier soldiers = 2;// position为-1表示未替换的小兵
optional int32 upLvEndTime = 3;//升级结束时间非0表示升级中
}
// 招募小兵
message RecruitSoldierRequest{
}
message RecruitSoldierResponse{
optional Soldier soldier = 1;
}
// 替换小兵
message ReplaceSoldierRequest{
optional int32 optional = 1;//1替换2遣散
}
message ReplaceSoldierResponse{
repeated Soldier soldiers = 1;// position为-1表示未替换的小兵
optional Drop drop = 2;//兵力掉落
}
// 兵力升级
message UpSoldierLevelRequest{
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optional int32 operate = 1;//1:普通升级2加速升级
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}
message UpSoldierLevelResponse{
optional int32 upLvEndTime = 1;//升级结束时间
}
// 小兵战斗校验
message SoldierFightCheckRequest{
}
message SoldierFightCheckResponse{
optional int32 result = 1;//战斗结果
}