586 lines
16 KiB
Protocol Buffer
586 lines
16 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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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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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 34=单次,35=10连抽
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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 dailyGemRandomTimes = 3 ;//限时招募,每日钻石招募过的次数
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optional int32 highLotteryCount = 4; //高级招募次数
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optional int32 guaranteeTimes = 5; //每日保底招募次数
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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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//一键合成碎片
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message HeroComposeAllRequest{
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}
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message HeroComposeAllResponse{
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optional Drop drop = 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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optional int32 breakId = 3;
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optional int32 starBreakId = 4 ;
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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 string 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 TitleListQueryRequest{ //称号列表 查询
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}
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message TitleList{
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optional int32 tid = 1; //称号id
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optional int64 insertDateTime = 2; //称号获得时间
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optional bool curUseTitileId = 3; //当前激活的称号id
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}
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message TitleListQueryResponse{
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repeated TitleList titleList = 1;
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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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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 GetAllPokemonResponse{
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repeated PokemonInfo pokemonInfo =1;
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}
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message PokenmonUpLevelRequest{//异妖相关 组件放置升级
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optional int32 pokemonId =1;//异妖id
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optional int32 comonpentId =2; // 组件id
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}
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message PokemonAdvancedRequest{ //异妖进阶
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optional int32 pokemonId = 1; //要进阶异妖的id
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}
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message RingFireLoadRequest{//天赋升级
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optional int32 pokemonId =1;//天赋异妖id
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optional int32 comonpentId =2; // 天赋组件id
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}
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message RingFirAdvanceRequest{ //天赋异妖进阶
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optional int32 pokemonId = 1; //天赋要进阶异妖的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 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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}
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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 HeroStarBackRequest{
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optional int32 type = 1; //普通、高级
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optional string tankId = 2;
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}
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message HeroStarBackResponse{
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optional Drop drop = 1;//掉落
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}
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message HeroExchangeRequest{
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optional string beforeTankId = 1;
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repeated string afterTankIds = 2;
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}
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message HeroExchangeResponse{
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optional Drop drop = 1;//掉落
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}
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message BackpackLimitCountRequest{
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}
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message BackpackLimitCountResponse{
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optional int32 backpackLimitCount=1;//卡库数量
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optional int32 hasBuyCount=2;//购买次数
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}
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message BuyBackpackCountRequest{
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}
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message BuyBackpackCountResponse{
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optional int32 buyResult=1;//购买结果 0 失败 1 成功
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}
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//是否显示入口“部件”图标 -- 部件调校(铸魂)
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message AdjustShowRequest{
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optional string heroServiceId = 1; //英雄服务器ID
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}
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message AdjustShowResponse{
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optional bool isShow = 1; //是否开启显示,false不开启,true开启
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}
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//解锁 -- 部件调校(铸魂)
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message AdjustUnLockRequest{
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optional string heroServiceId = 1; //英雄服务器ID
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optional int32 position = 2; //位置1,2,3,4
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repeated string serviceIdsCost = 3; //解锁消耗的英雄服务器ID
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}
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//message AdjustUnLock{
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// optional int32 position = 1; //位置1,2,3,4
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// optional int32 isUnLock = 2; //-1未解锁,0已解锁,>0已升级
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//}
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message AdjustUnLockListResponse{
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repeated AdjustUnLock adjustUnLock = 1; //解锁列表
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optional Drop drop = 2;
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}
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//查询解锁列表 -- 部件调校(铸魂)
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message AdjustUnLockListRequest{
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optional string heroServiceId = 1; //英雄服务器ID
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}
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//部件升级 -- 部件调校(铸魂)
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message AdjustLevelUpRequest{
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optional string heroServiceId = 1; //英雄服务器ID
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optional int32 position = 2; //位置1,2,3,4
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}
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//重置 -- 部件调校(铸魂)
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message AdjustResetRequest{
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optional string heroServiceId = 1; //英雄服务器ID
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optional int32 position = 2; //位置1,2,3,4
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}
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message AdjustResetResponse{
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repeated AdjustUnLock adjustUnLock = 1; //解锁列表
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optional Drop drop = 2; //返还材料
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}
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//激活 -- 特性(天赋)
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message InnateSkillActivateRequest{
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optional string heroServiceId = 1; //英雄服务器ID
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optional int32 position = 2; //栏目:1,2,3,4,5
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optional int32 skillId = 3; //激活的技能ID
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}
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message InnateSkillActivateResponse{
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repeated PositionSkills positionSkills = 1;
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}
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//侦查(图腾) 获取所有列表
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message TotemListRequest{
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}
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message Totem{
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optional int32 totemId = 1; //图腾ID
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optional string heroServiceId = 2; //英雄服务器ID
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}
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message TotemListResponse{
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repeated Totem totem = 1; //侦查(图腾)列表
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}
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//侦查(图腾) :装备(穿戴)
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message TotemWearRequest{
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optional int32 totemId = 1; //图腾ID
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optional string heroServiceId = 2; //英雄服务器ID
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}
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//侦查(图腾) :卸下
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message TotemUnloadRequest{
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optional string heroServiceId = 2; //英雄服务器ID
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}
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//侦查(图腾) :升级
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message TotemLevelRequest{
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optional int32 totemId = 1; //图腾ID
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}
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//侦查(图腾) :重置
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message TotemResetRequest{
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optional int32 totemId = 1; //图腾ID
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}
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message TotemResetResponse{
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optional Drop drop = 1; //掉落
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}
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//侦查(图腾) :查询英雄是否穿戴图腾
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message TotemHeroIfWearRequest{
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optional string heroServiceId = 2; //英雄服务器ID
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}
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message TotemHeroIfWearResponse{
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optional int32 totemId = 1; //英雄穿戴的图腾Id,0表示没有穿戴
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}
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//鸿蒙阵: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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//鸿蒙阵: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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//鸿蒙阵: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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//鸿蒙阵: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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//鸿蒙阵: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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//鸿蒙阵:获取鸿蒙阵信息
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message GetHongmengInfoResponse{
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}
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//鸿蒙阵: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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//鸿蒙阵: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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message GetTeamPosMirrorInfoRequest{
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optional int32 teamId = 1;
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}
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//英雄评论
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message HeroCommentInfo{
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optional string id = 1; // 评论id
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optional string serverId = 2; // 服务器id
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optional string uid = 3; // 用户id
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optional string uName = 4; // 用户名字
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optional string content = 5; // 内容
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optional int32 likes = 6; // 点赞数
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optional int32 time = 7; // 时间
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optional bool isLikedIt = 8; // 是否已经点赞
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}
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// 获取英雄评论
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message HeroCommentListRequest{
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optional int32 heroId = 1; // 英雄id
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optional int32 page = 2; //页数
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optional int32 sortOrder = 3; // 排序方式 1:时间排序 2:获赞排序
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}
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message HeroCommentListResponse{
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repeated HeroCommentInfo heroCommentList = 1; // 评论区列表
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optional int32 loveDegree = 2; // 热爱度
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optional int32 commentNum = 3; // 评论数
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optional bool isLikedHero= 4; // 是否已经给当前坦克点赞
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optional bool lastPage = 5; // 是否最后一页
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}
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// 获取我的评论
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message HeroMyCommentRequest{
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optional int32 heroId = 1; // 英雄id
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}
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message HeroMyCommentResponse{
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optional HeroCommentInfo myComment = 1; // 我的评论信息
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}
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// 发表英雄评论
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message HeroesCommentRequest{
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optional int32 heroId = 1; // 英雄id
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optional string content = 2; // 评论内容
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}
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message HeroesCommentResponse{
|
||
optional bool state = 1; //状态
|
||
}
|
||
|
||
// 删除英雄评论
|
||
message HeroDelCommentRequest{
|
||
optional int32 heroId = 1; // 英雄id
|
||
optional string commId = 2; // 评论id
|
||
}
|
||
|
||
message HeroDelCommentResponse{
|
||
optional bool state = 1; //状态
|
||
}
|
||
|
||
// 英雄评论点赞
|
||
message HeroLikeCommentRequest{
|
||
optional string commId = 1; // 评论id
|
||
}
|
||
|
||
message HeroLikeCommentResponse{
|
||
optional bool state = 1; //状态
|
||
}
|
||
|
||
// 英雄点赞(热爱度)
|
||
message HeroLikeRequest{
|
||
optional int32 heroId = 1; // 英雄id
|
||
}
|
||
|
||
message HeroLikeResponse{
|
||
optional bool state = 1; //状态
|
||
}
|
||
|
||
//card收集的领奖情况
|
||
message HeroCollectRewardInfoRequest{
|
||
}
|
||
message HeroCollectRewardInfo{
|
||
optional int32 id = 1; //BeStronger中的ID
|
||
repeated int32 indexArray = 2;//进度 BeStronger中字段CollectReward数组的index
|
||
}
|
||
message HeroCollectRewardInfoResponse{
|
||
repeated HeroCollectRewardInfo infos = 1;
|
||
}
|
||
//card收集 领奖
|
||
message HeroCollectRewardRequest{
|
||
optional int32 id = 1; //BeStronger中的ID
|
||
optional int32 index = 2; //BeStronger中字段CollectReward数组的index
|
||
}
|
||
message HeroCollectRewardResponse{
|
||
optional Drop drop = 1;//奖励
|
||
}
|
||
//自选招募 当前自选英雄列表请求
|
||
message SelfSelectHeroListRequest {
|
||
|
||
}
|
||
//自选招募 当前自选英雄列表响应
|
||
message SelfSelectHeroListResponse {
|
||
repeated int32 heroIds = 1; //自选英雄列表
|
||
optional int32 dailyGemRandomTimes = 2; //已经招募的次数
|
||
repeated int32 everOpenedActIds = 3; //曾经开放过的活动
|
||
optional int32 guaranteeTimes = 4; //每日保底招募次数
|
||
}
|
||
message SelfSelectHeroRecruitRequest {
|
||
optional int32 type = 1; // 1表示单次招募 2 10次招募
|
||
optional int32 actId = 2; //活动id
|
||
}
|
||
// 自选招募响应共用 HeroRandResponse
|
||
|
||
//自选招募英雄切换
|
||
message SelfSelectChangeHeroRequest {
|
||
repeated int32 heroIds = 1; //自选英雄列表
|
||
optional int32 actId = 2; //自选招募对应的活动ID
|
||
}
|
||
|
||
//高级招募奖励领取
|
||
message HighLotteryTakeRewardResponse {
|
||
optional Drop drop = 1; //奖励
|
||
optional bool obtainAgain = 2; // 是否还能领取的标记 true 还能领取 如果保底奖励可以支持重复领取 且符合领取条件则返回true
|
||
}
|
||
|
||
message HeroGetIndication{
|
||
repeated Hero heroList = 1;
|
||
} |