package com.ljsd.jieling.protocols; option optimize_for = SPEED; // 嵌套的proto 必须在当前 proto 之前声明 message ErrorResponse{ optional int32 errCode =1 ; // 错误码,默认为0 optional string errMsg =2 ; // 错误信息 } message Player{ optional int32 uid = 1; optional string nickName = 2; optional int32 level = 3; optional int32 exp = 4; optional int32 vipLevel = 5; optional string familyId = 6; optional string head = 7; optional int32 curMapId = 8; 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。 optional int32 serverTime = 11; //服务器时间 optional int32 dayFightCount = 12; // 副本今日已战斗次数 optional int32 buyFightCount = 13; // 今日已购买挑战次数 } message Item{ optional int32 itemId = 1; optional int32 itemNum = 2; optional int32 endingTime = 3; } message SpecialEffects{ optional int32 propertyId = 1; optional int32 propertyValue = 2; } message Equip{ optional string id = 1; optional int32 equipId = 2; optional SpecialEffects mainAttribute = 3; repeated SpecialEffects secondAttribute = 4; } message Hero{ optional string id = 1; optional int32 heroId = 2; optional int32 level = 3; optional int32 breakId = 4; optional int32 star = 5; optional int32 skinId = 6; repeated int32 skillIdList = 7; repeated string equipIdList = 8; optional int32 createTime = 9; //入手时间 } 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 } 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 } 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; } // 地图每个格子的信息 message Cell{ // 格子id optional int32 cellId = 1; // mapPointConfig id optional int32 pointId = 2; } message Mission{ optional int32 itemId = 1; optional string state = 2; optional int32 missionStep = 3; // 完成任务所用时间(秒) optional int32 time = 4; } message Mail{ 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 } message Drop{ repeated Item itemlist = 1; repeated Equip equipId = 2; repeated Hero Hero = 3; } message GMCommand{ optional string command =1 ; // 指令字符串 type#prarm1#param2 } message AdventureStateInfo{ optional int32 positionId = 1; // 区域编号 repeated string heroIdList =2 ; // 驻扎英雄id optional int32 startTime = 3 ; //开始时间 } message AdventureRecommendHeroInfo{ optional int32 positionId = 1; // 区域编号 repeated int32 recommenedId =2 ; // 推荐英雄 } message TeamHeroInfo{ optional int32 position =1; optional string heroId = 2; } message TeamPokemonInfo{ optional int32 position =1; optional int32 pokemonId = 2; } message TeamPosInfo{ optional int32 teamId = 1; //第几编队 optional string teamName =2; //编码名称 repeated TeamHeroInfo teamHeroInfos = 3; //队伍英雄id repeated TeamPokemonInfo teamPokemonInfos = 4; // 异妖id } 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 } message WorkShopBaseInfo{ optional int32 type =1; // 1: 工坊 2:百味居 optional int32 levle =2 ; optional int32 exp =3; } message WorkShopUnLockInfo{ optional int32 type =1 ; // 类型 1: 基础锻造 2: 装备打造 repeated int32 id =4 ; // 蓝图已经解锁的id } message FightData { // 战斗属性 optional FightTeamInfo heroFightInfos = 1; // 怪物属性 repeated FightTeamInfo monsterList = 2; //战斗随机种子 optional int32 fightSeed = 3; } message ExploreDetail{ optional int32 id =1; optional int32 progress =2 ; //进度 } message FoodBuffer { optional int32 bufferId = 1; optional int32 leftStep = 2; } message NewPlayerGuidePoint{ optional int32 type = 1; optional int32 id =2; } 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 } message LevelDifficultyInfos{ optional int32 areaId = 1; repeated LevelDifficulty LevelDifficulty = 2; } // 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; }