miduo_protocol/protos/CommonProto.proto

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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;
}