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
// 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;
// 事件获得的道具
optional Drop enventDrop = 2;
// 任务获得的道具
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;
// eventPointConfig id
optional int32 eventId = 7;
}
// 快速战斗
message FastFightResponse {
//战斗结果
optional int32 result = 1;
// 事件获得的道具
optional Drop enventDrop = 2;
// 任务获得的道具
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;
}
message FightRePlayRequest{
optional int32 type =1; // 类型 1 竞技场
optional string fightId =2; // fight 动态Id
}
message FightRePlayResponse{
optional FightData fightData =1;
}
message GetAdventureStateInfoResponse{
repeated AdventureStateInfo adventureStateInfoList = 1;
optional int32 nextBossFlushTime = 2; //boss发现下次时间(下次请求刷新发现boss ADVENTURE_FLUSH_BOSS_REQUEST)
optional int32 buyTimsPerDay =3; // 每日已消耗材料快速领取挂机奖励次数
optional int32 dayChallengeTimes =4;// 每日已消耗挑战次数
}
message TakeAventureRewardRequest{
optional int32 type =1; //1花费材料快速领取 2普通领取
optional int32 position = 2; // 驻扎区域编号 -1标示一键领取
}
message TakeAventureRewardResponse{
optional Drop Drop = 1;
}
message AdventureUpLevelRequest{
optional int32 arenaId =1; // 区域id
}
message AdventurnChallengeRequest{
optional int32 arenaId =1; // 区域id
optional int32 teamId =2 ; // 队伍id
optional int32 skipFight =3; //是否跳过战斗
}
message AdventurnChallengeResponse{
optional int32 fightResult =1; // 战斗结果。
optional FightData fightData =2 ;// 战斗数据
}
message AdventureBossFlushResponse{
optional AdventureBossSimpleInfo adventureBossSimpleInfo =1 ;
optional int32 nextFlushTime = 2;
}
message AdventureBossInfoResponse{
optional int32 arenaId =1; // boss出现区域号
optional int32 findName =2 ; //发现者姓名
optional string bossId =3 ; //boss 唯一标识
optional int32 bossGroupId =4;
optional int32 myHurt = 5; //我对boss造成伤害
optional int32 remainTime = 6;
optional int32 totalHurt =7; //boss总血量
optional int32 bossRemainlHurt =8; //boss剩余血量
}
message AdventurenBossChallengeRequest{
optional string bossId =1; //出现区域boss
optional int32 teamId =2; // 进攻队伍id
optional int32 fightTimes =3;// 进攻次数
optional int32 skipFight =4 ;// 是否跳过战斗 1:跳过 0不跳过
}
message AdventurenBossChallengeResponse{
optional int32 hurtNums =1; // 打boss血量
optional FightData fightData =2;
}
message AdventureBossShareRequest{
optional string bossId =1 ; // 分享的bossId
}
message AdventurnRankRequest{
optional int32 page =1; //请求排行榜的页数
}
message AdventurnRankResponse{
repeated AdventureRankItemInfo adventureRankItemInfo =1;
optional AdventureRankItemInfo myInfo =2;
}