166 lines
4.3 KiB
Protocol Buffer
166 lines
4.3 KiB
Protocol Buffer
package com.ljsd.jieling.protocols;
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option optimize_for = SPEED;
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import "CommonProto.proto";
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// request 编号需要小于 response 编号
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// 战斗开始
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message FightStartRequest {
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// 战斗类型(手动,自动)
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optional int32 fightType = 1;
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optional int32 type = 2; // 类型 1: 关卡
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optional int32 fightId = 3;
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optional int32 teamId = 4; //队伍id
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}
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message FightStartResponse {
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// 战斗属性
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optional FightData fightData = 1;
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}
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// 战斗结束
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message FightEndRequest {
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// 怪物组id(接战斗验证后可删除)
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optional int32 monsterGroupId = 1;
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// 战斗序列帧 14#1#0|14#1#0|14#1#0|...|14#1#0
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optional string frames = 2;
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optional int32 fightId = 3;
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optional int32 type = 4; // 类型 1: 关卡
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}
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message FightEndResponse {
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//战斗结果
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optional int32 result = 1;
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// 事件获得的道具
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optional Drop enventDrop = 2;
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// 任务获得的道具
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optional Drop missionDrop = 3;
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//英雄剩余血量
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repeated int32 remainHpList = 4;
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// 更新主线任务
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optional Mission mission = 5;
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// 探索地图剩余时间(秒)
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optional int32 leftTime = 6;
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// eventPointConfig id
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optional int32 eventId = 7;
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}
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// 快速战斗
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message FastFightResponse {
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//战斗结果
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optional int32 result = 1;
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// 事件获得的道具
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optional Drop enventDrop = 2;
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// 任务获得的道具
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optional Drop missionDrop = 3;
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//英雄剩余血量
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repeated int32 remainHpList = 4;
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// 更新主线任务
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optional Mission mission = 5;
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// 探索地图剩余时间(秒)
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optional int32 leftTime = 6;
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}
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// 扫荡开始
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message SweepRightRequest {
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optional int32 type = 1; //1 :关卡
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optional int32 fightId = 2;
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optional int32 num = 3; //扫荡次数
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}
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message SweepRightResponse {
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// 获得的道具
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repeated Drop Drop = 1;
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}
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message FightRePlayRequest{
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optional int32 type =1; // 类型 1: 竞技场
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optional string fightId =2; // fight 动态Id
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}
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message FightRePlayResponse{
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optional FightData fightData =1;
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}
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message GetAdventureStateInfoResponse{
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repeated AdventureStateInfo adventureStateInfoList = 1;
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optional int32 nextBossFlushTime = 2; //boss发现下次时间(下次请求刷新发现boss ADVENTURE_FLUSH_BOSS_REQUEST)
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optional int32 buyTimsPerDay =3; // 每日已消耗材料快速领取挂机奖励次数
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optional int32 dayChallengeTimes =4;// 每日已消耗挑战次数
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}
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message TakeAventureRewardRequest{
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optional int32 type =1; //1:花费材料快速领取 2:普通领取
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optional int32 position = 2; // 驻扎区域编号 -1标示一键领取
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}
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message TakeAventureRewardResponse{
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optional Drop Drop = 1;
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}
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message AdventureUpLevelRequest{
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optional int32 arenaId =1; // 区域id
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}
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message AdventurnChallengeRequest{
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optional int32 arenaId =1; // 区域id
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optional int32 teamId =2 ; // 队伍id
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optional int32 skipFight =3; //是否跳过战斗
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}
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message AdventurnChallengeResponse{
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optional int32 fightResult =1; // 战斗结果。
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optional FightData fightData =2 ;// 战斗数据
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}
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message AdventureBossFlushResponse{
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optional AdventureBossSimpleInfo adventureBossSimpleInfo =1 ;
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optional int32 nextFlushTime = 2;
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}
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message AdventureBossInfoResponse{
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optional int32 arenaId =1; // boss出现区域号
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optional int32 findName =2 ; //发现者姓名
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optional string bossId =3 ; //boss 唯一标识
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optional int32 bossGroupId =4;
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optional int32 myHurt = 5; //我对boss造成伤害
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optional int32 remainTime = 6;
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optional int32 totalHurt =7; //boss总血量
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optional int32 bossRemainlHurt =8; //boss剩余血量
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}
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message AdventurenBossChallengeRequest{
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optional string bossId =1; //出现区域boss
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optional int32 teamId =2; // 进攻队伍id
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optional int32 fightTimes =3;// 进攻次数
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optional int32 skipFight =4 ;// 是否跳过战斗 1:跳过 0:不跳过
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}
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message AdventurenBossChallengeResponse{
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optional int32 hurtNums =1; // 打boss血量
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optional FightData fightData =2;
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}
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message AdventureBossShareRequest{
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optional string bossId =1 ; // 分享的bossId
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}
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message AdventurnRankRequest{
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optional int32 page =1; //请求排行榜的页数
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}
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message AdventurnRankResponse{
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repeated AdventureRankItemInfo adventureRankItemInfo =1;
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optional AdventureRankItemInfo myInfo =2;
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}
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