miduo_protocol/protos/FightInfoProto.proto

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package com.ljsd.jieling.protocols;
option optimize_for = SPEED;
import "CommonProto.proto";
// request 编号需要小于 response 编号
message GetAdventureStateInfoResponse{
repeated AdventureStateInfo adventureStateInfoList = 1;
optional Drop Drop =2;
}
// 冒险驻扎
message AventureStationRequest{
optional int32 position = 1; // 驻扎区域编号
repeated string heroIdList =3; // 上阵英雄id
}
message TakeAventureRewardRequest{
optional int32 position = 1; // 驻扎区域编号
}
message TakeAventureRewardResponse{
optional Drop Drop = 1;
}
// 战斗开始
message FightStartRequest {
// 战斗类型(手动,自动)
optional int32 fightType = 1;
optional int32 type = 2; // 类型 1: 关卡
optional int32 fightId = 3;
optional int32 teamId = 4; //队伍id
}
message FightStartResponse {
// 战斗属性
optional FightData fightData = 1;
}
// 战斗结束
message FightEndRequest {
// 怪物组id接战斗验证后可删除
optional int32 monsterGroupId = 1;
// 战斗序列帧 14#1#0|14#1#0|14#1#0|...|14#1#0
optional string frames = 2;
optional int32 fightId = 3;
optional int32 type = 4; // 类型 1: 关卡
}
message FightEndResponse {
//战斗结果
optional int32 result = 1;
// 获得的道具
optional Drop enventDrop = 2;
optional Drop missionDrop = 3;
//英雄剩余血量
repeated int32 remainHpList = 4;
// 更新主线任务
optional Mission mission = 5;
// 探索地图剩余时间(秒)
optional int32 leftTime = 6;
}
// 扫荡开始
message SweepRightRequest {
optional int32 type = 1; //1 :关卡
optional int32 fightId = 2;
optional int32 num = 3; //扫荡次数
}
message SweepRightResponse {
// 获得的道具
repeated Drop Drop = 1;
}