553 lines
14 KiB
Protocol Buffer
553 lines
14 KiB
Protocol Buffer
package rpc.protocols;
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option optimize_for = SPEED;
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import "CommonProto.proto";
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message GetHeroListInfoRequest{
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optional int32 index = 1; //第一次请求索引为0, 第二次:第一次索引+每页的数量
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}
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message GetHeroListInfoResponse{
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repeated Hero heroList = 1;
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optional bool isSendFinish =2; //是否发送完成
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}
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//获取无尽副本可使用英雄
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message GetEndlessHeroListInfoRequest{
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optional int32 index = 1; //第一次请求索引为0, 第二次:第一次索引+每页的数量
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}
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message GetEndlessHeroListInfoResponse{
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repeated Hero heroList = 1;
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optional bool isSendFinish =2; //是否发送完成
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optional int32 endlessMapId= 3;//无尽副本地图id
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}
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message DrawHeroRequest{
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optional int32 type = 1;
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optional string str = 2;
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}
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message DrawHeroResponse{
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repeated Hero heroList = 1;
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}
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message HeroRandRequest{
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optional int32 type =1; //抽卡类型
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}
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message HeroRandResponse{
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optional Drop drop =1 ;
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optional Drop extraBox = 2 ;//宝箱奖励
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optional int32 mustCount = 3;//剩余必出次数
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repeated randomTypeNum drawTimes = 4;//类型抽卡次数
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}
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message TeamposSaveRequest{
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optional TeamPosInfo TeamPosInfo =1;
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}
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message GetAllTeamPosResponse{
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repeated TeamPosInfo TeamPosInfo =1;
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}
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message UpHeroLevelRequest{
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optional string heroId = 1; //升级或突破的英雄id
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optional int32 targetLevel = 2 ;// 目标等级
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}
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message UpHeroLevelResponse{
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optional string heroId = 1; //升级或突破的英雄id
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optional int32 targetLevel = 2 ;// 目标等级
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}
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message ConsumeItem{
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optional int32 type = 1;// 类型,1:英雄,2:万能道具 3:飞升丹
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optional string itemId = 2;//物品id或英雄id
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}
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message ConsumeMaterial{
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optional int32 position=1; //卡槽位置
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repeated ConsumeItem heroIds=2; //消耗英雄ids
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}
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message UpHeroStarRequest{
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optional string heroId = 1; //升星的英雄id
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repeated ConsumeMaterial consumeMaterials = 2; //消耗英雄组信息
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optional int32 type = 3;//1为英雄进阶 2为法宝进阶
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}
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message UpQuickSoulEquipRequest{
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optional string equipId = 1; //升级魂印id
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repeated string soulEquipIds= 2; //消耗信息
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}
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message UpSoulEquipResponse{
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optional string equipId = 1; //升级魂印id
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optional int32 leve =2;//经验
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optional int32 exp =3;//等级
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repeated string soulEquipIds= 4; //消耗信息
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}
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message EquipWearRequest{
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optional string heroId =1 ; //所穿英雄id
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repeated string equipId =2 ; //装备id
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optional int32 type = 3;//1、装备 ;2、宝器
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}
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message SoulEquipPos{
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optional int32 equipId =1 ; //装备id
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optional int32 position= 2; //卡槽位置
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}
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message MergeSoulRequest{
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optional int32 targetId = 1; //目标合成物
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repeated int32 soulId =2; //消耗的魂印
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}
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message MergeSoulResponse{
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optional Drop drop = 1; //合成物
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}
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message OptHeroSoul{
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optional string heroId =1 ; //所穿英雄id
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repeated SoulEquipPos soulEquipIds =2 ; //装备id
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}
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message SoulEquipWearRequest{
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optional OptHeroSoul wearInfo =1;
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optional OptHeroSoul unloadInfo =2;
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}
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message SoulEquipUnLoadWearRequest{
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optional string heroId =1 ; //所穿英雄id
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repeated SoulEquipPos soulEquipIds =2 ; //装备id
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}
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// 穿戴神印
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message WearGodSealRequest{
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optional int32 type = 1;//0:卸下,1:装备
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optional OptHeroSoul wearInfo = 2;
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}
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message EquipUnLoadOptRequest{
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optional string heroId = 1;
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repeated string equipIds =2;
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optional int32 type = 3;//1、装备 ;2、宝器
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}
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message HeroComposeRequest{
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optional Item item = 1; //合成英雄需要用的碎片,和合成英雄的个数
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}
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message HeroComposeResponse{
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optional Drop drop = 1;
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}
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message GetAllEquipRequest{
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optional int32 index = 1; //第一次请求索引为0, 第二次:第一次索引+每页的数量
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optional int32 type = 2;//1、装备 、3魂印(不要在此请求法宝)4、宝器
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}
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message GetAllEquipResponse{
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repeated Equip equip =1;
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optional bool isSendFinish =2; //是否发送完成
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}
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message GetAllPokemonRequest{
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optional int32 start = 1;//从哪开始,每次20个
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}
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message GetAllPokemonResponse{
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repeated PokemonInfo pokemonInfo =1;
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repeated TeamPokemonInfo teamPokemonInfos = 2; // 异妖编队
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repeated int32 pokemonGot = 3;//已经获得过的灵兽
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}
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message GetAllPropertyInfoResponse{
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repeated int32 allBookEnabled = 1;//已经激活的羁绊
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repeated int32 equipGot = 2;//已经获得过的魂印
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repeated EquipBookInfo equipList = 3;//已经获得过的装备
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}
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// 替换异妖编队
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message ReplaceTeamPokemonInfoRequest {
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repeated TeamPokemonInfo teamPokemonInfos = 1; // 异妖编队
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}
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message PokenmonUpLevelRequest{//灵兽升级
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optional string pokemonId =1;//灵兽id
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optional int32 level =2; // 升级到的等级
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}
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message PokenmonUpLevelResponse{
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optional int32 level = 1;
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}
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message PokemonAdvancedRequest{ //灵兽进阶
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optional string pokemonId = 1; //要进阶的灵兽的id
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repeated string consumePokemonIds = 2;//消耗的材料
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}
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message PokemonBackRequest{ //灵兽涅槃
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optional string pokemonId = 1; //灵兽id
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}
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message PokemonBackResponse{
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optional Drop drop = 1;
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}
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message PokemonFreeRequest{ //灵兽放生
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repeated string pokemonId = 1; //灵兽id
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optional int32 pieceId = 2;//灵兽碎片id 只能传一个
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optional int32 pieceNum = 3;
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}
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message PokemonFreeResponse{
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optional Drop drop = 1;
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}
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message AllBookEnableRequest{
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optional int32 bookId = 1;//图鉴id
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}
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message GetAllRingFireResponse{
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repeated RingFireInfo ringFireInfo =1;
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}
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message PokemonBookEnableResponse{
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optional Drop drop = 1;
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}
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message SoulRandRequest{
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optional int32 time =1; //次数
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}
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message SoulRandResponse{
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optional Drop drop = 1;//掉落
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optional int32 pos = 2;
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optional int32 time =3; //次数
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}
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message SoulForceRandRequest{
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}
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message SoulForceRandResponse{
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optional Drop drop = 1;//掉落
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optional int32 pos = 2;
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}
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message HeroReturnRequest{
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optional string heroId = 1;
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optional int32 type = 2; // 0:神将回归元 1:神将回退
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}
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message HeroReturnResponse{
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optional Drop drop =1;
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}
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message HeroLockChangeRequest{
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optional string heroId =1;
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optional int32 lockState = 2 ; // 1 上锁 0 :解锁
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}
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message ComplexEquipRequest{
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optional int32 type = 1;//装备类型
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optional int32 star = 2;//装备星级 0一键合成
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optional int32 num = 3;//合成数量
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}
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message ComplexEquipResponse{
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optional Drop drop = 1;//合成的装备
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}
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message ComplexJewelEquipRequest{
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optional int32 type = 1;//宝器类型 灵宝、魂宝
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optional int32 rance = 2;//宝器属性
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optional int32 targetleve = 3;//目标品质 0一键合成
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optional int32 num = 4;//合成数量
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}
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message ComplexJewelEquipResponse{
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repeated string equipIds =1;//消耗的装备
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optional Drop drop = 2;//合成的装备
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}
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message EspecialEquipBackRequest{
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repeated string heroIdLsit = 1;//法宝归元
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}
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message EspecialEquipBackResponse{
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optional Drop drop = 1;
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}
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message SaveHeroChangeRequest{
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optional string heroId = 1; //操作英雄id
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}
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message SaveHeroChangeResponse{
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optional int32 heroTempId = 2; //置换的id
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}
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message CancelHeroChangeRequest{
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optional string heroId = 1; //操作英雄id
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}
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message CancelHeroChangeResponse{
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}
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message DoHeroChangeRequest{
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optional string heroId = 1; //操作英雄id
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}
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message DoHeroChangeResponse{
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optional Drop drop = 1;//掉落
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}
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message GetAllSkinResponse{
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repeated SkinInfo skinInfo = 1;
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}
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message ChangeSkinRequest{
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optional string heroId = 1;
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optional int32 skinId = 2;
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}
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message GetSkinIndication{
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optional SkinInfo skinInfo = 1;//激活皮肤的推送
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}
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// 开启共鸣格子
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message OpenResonanceRequest {
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optional int32 gridId = 1; // 格子id
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}
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// 共鸣
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message ResonanceRequest{
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optional string heroId = 1; // 需要共鸣的神将id
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optional int32 gridId = 2; // 格子id
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optional int32 type = 3; // 1:共鸣 2:卸下共鸣神将 3:卸下鸿蒙使者 4:上阵鸿蒙使者
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}
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message ResonanceResponse{
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optional int32 leftTime = 1; // 如果是卸下,返回倒计时 单位 秒
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}
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// 花费妖晶清除共鸣冷却时间
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message CleanResonanceTimeRequest{
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optional int32 gridId = 2; // 格子id
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optional int32 type = 1; // 1:清除共鸣区cd 2:清除鸿蒙使者cd
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}
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// 鸿蒙守卫、鸿蒙使者、共鸣信息
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message HongmengHeroInfo{
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optional int32 gridId = 1; // 共鸣格子
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optional string heroId = 2; // 共鸣神将id
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optional int64 time = 3; // 共鸣神将卸下后的冷却时间 单位 秒
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}
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// 共鸣加成
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message HongmengAddition{
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optional int32 additionType = 1; // 加成类型 1:等级 2:装备 3:魂宝 4:灵宝 5:法宝
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optional int32 value = 2; // 加成值
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optional int32 heroTid = 3; // 来自哪个英雄,0表示鸿蒙碑,-1未开启,其他英雄id
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}
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// 获取鸿蒙阵信息
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message GetHongmengInfoRequest{
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}
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message GetHongmengInfoResponse{
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repeated HongmengHeroInfo hongmengGuards = 1; // 鸿蒙守卫、鸿蒙使者
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repeated HongmengAddition hongmengAdditions = 2; // 共鸣加成
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repeated HongmengHeroInfo hongmengResonacnes = 3; // 共鸣使者
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optional int32 hongmengTabletMax = 4; // 鸿蒙碑等级上限,0:未开启,其他为鸿蒙碑等级
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}
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// 鸿蒙阵信息推送
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message HongmengInfoIndication{
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repeated HongmengHeroInfo hongmengGuards = 1; // 鸿蒙守卫、鸿蒙使者
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repeated HongmengAddition hongmengAdditions = 2; // 共鸣加成
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repeated HongmengHeroInfo hongmengResonacnes = 3; // 共鸣使者
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optional int32 hongmengTabletMax = 4; // 鸿蒙碑等级上限,0:未开启,其他为鸿蒙碑等级
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}
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// 鸿蒙碑新手引导推送
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message HongmengSteleNewHandIndication{
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optional int32 state = 1;// 开启鸿蒙碑
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}
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// 修行玩法 升级
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message UpPracticeLevelRequest{}
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message UpPracticeLevelResponse{
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optional int32 practiceLevel = 1;//等级
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}
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// 修行玩法 主角修为等级提升
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message XiuxianLevelUpResponse{
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optional int32 xiuxianLevel = 1;// 主角修为等级
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}
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// 修行玩法 替换紫府神印
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message ReplacePurpleMansionSealRequest{
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optional int32 oldSealId = 1;//旧神印id
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optional int32 newSealId = 2;//新神印id
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optional string subId = 3;//附属英雄id
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}
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message ReplacePrupleMansionSealResponse{
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repeated PurpleMansionSeal sealList = 1;
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}
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// 推送神印信息
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message PurpleMansionSealIndication{
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repeated PurpleMansionSeal sealList = 1;
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}
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// 心愿抽卡
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message wishDrawCardIndication{
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repeated wishDrawCardInfo infoList = 1;
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}
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message choiceWishHeroRequest{
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repeated wishDrawCardInfo infoList = 1;//不用status
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}
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message choiceWishHeroResponse{
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repeated wishDrawCardInfo infoList = 1;
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optional int32 serverOpenTime = 2;//开服时间
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repeated int32 heroList = 3;//当天开启的英雄列表
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}
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// 乾坤宝盒-许愿魂印
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message beautyBagCardIndication{
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repeated beautyBagCardInfo infoList = 1;
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}
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message beautyBagWishEquipRequest{
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repeated beautyBagCardInfo infoList = 1;
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}
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message beautyBagWishEquipResponse{
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repeated beautyBagCardInfo infoList = 1;
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}
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//四象心法强化协议
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message SixiangUpRequest{
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optional int32 professionId = 1;
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}
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message SixiangUpResponse{
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repeated SixiangxinfaPropertyInfo infoList = 1;
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}
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//四象心法进阶协议
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message SixiangUpStarRequest{
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optional int32 professionId = 1;
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}
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message SixiangUpStarResponse{
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optional int32 starLv = 1;
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repeated SixiangxinfaPropertyInfo infoList = 2;
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}
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//获取好感度数据协议
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message GetLikableDataResponse{
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repeated LikableInfo infoList = 1;
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optional int32 likableRemainTime = 2;//好感度剩余捐赠次数
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}
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//好感度提升协议
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message HeroUpLikableRequest{
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optional int32 heroStaticId = 1;//英雄静态id
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optional int32 itemId = 2;//消耗道具id
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optional int32 itemNum = 3;//消耗道具数量
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}
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///装备图鉴数据推送
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message EquipBookIndication{
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repeated EquipBookInfo changeEquipList = 1;//装备图鉴修改数据(推的是当前数量)
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}
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//英雄神魂绑定协议
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message HeroGodSoulBindRequest{
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optional string heroId = 1;//当前神魂升级神将
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optional int32 godSoulLv = 2;//神魂等级
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repeated string bindHeros=3;//被绑定神将
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}
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//修行技能升级
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message PracticeSkillUpRequest{
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optional int32 skillId = 1;
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}
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//法宝之魂升级协议
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message FaBaoSoulUpLvRequest{
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optional int32 id = 1;
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optional int32 level = 2;
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}
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// 身外化身
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message GetTransformationRequest{
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}
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message GetTransformationResponse{
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repeated TransformationCardInfo list = 1;//化身列表信息
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}
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message UpOrDownTransformationRequest{
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optional int32 id = 1;//变身卡id
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optional int32 index = 2;//位置
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}
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//身外化身升级 升星
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message TransformationUpGradeRequest{
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optional int32 type = 1;//1:升级 1:升星
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optional int32 id = 2;//变身卡id
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}
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message TransformationUpGradeResponse{
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optional TransformationCardInfo info = 1;//化身信息
|
||
}
|
||
|
||
//命石合成升级
|
||
message LifeStoneUpRequest{
|
||
optional int32 type = 1;//操作类型 1:批量合成 2:一键合成 3:命石单个合成 4:快速合成
|
||
optional int32 gridId = 2;//当前选择命格id 这个值大于0说明在命格界面操作 否则是在背包操作
|
||
optional int32 gridIndex = 3;//当前命格内索引
|
||
optional int32 curGemId = 4;//当前选择命石id
|
||
optional int32 selectNum = 5;//批量时选择消耗数量
|
||
}
|
||
|
||
//当前命石已装备的情况返回命格数据
|
||
message LifeStoneUpResponse{
|
||
optional LifeGridInfo lifeGridInfo = 1;//命格信息
|
||
optional Drop drop = 2;//合成掉落
|
||
}
|
||
|
||
//命格穿戴/卸下
|
||
message LifeGridChangeRequest{
|
||
optional int32 type = 1;//操作类型 1:穿戴 2:卸下
|
||
optional int32 position = 2;//命格id
|
||
optional int32 index = 3;//命格里格子索引
|
||
optional int32 lifeStoneId = 4;//当前选择命石道具id
|
||
}
|
||
|
||
//返回命格数据
|
||
message LifeGridChangeResponse{
|
||
optional LifeGridInfo lifeGridInfo = 1;//命格信息
|
||
}
|
||
|
||
//神魔阵营选择职业协议
|
||
message GodDevilHeroSelectPropRequest{
|
||
optional string heroId = 1; // 神将id
|
||
optional int32 propId = 2; // 阵营id (对应HeroConfig表PropertyName字段)
|
||
}
|
||
|
||
|
||
|