523 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Protocol Buffer
		
	
			
		
		
	
	
			523 lines
		
	
	
		
			13 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 HeroInfo {
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		optional string heroId = 1;
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		optional int64 heroHp = 2;
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		optional int64 heroMaxHp =3;
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	}
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	message TrialHeroInfo{
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		optional string heroId = 1;//动态Id
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		optional int32 tmpId = 2;//英雄模板id
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		optional int32 star = 3;
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		optional int64 heroHp = 4;//剩余血量
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		optional int32 level = 5;//英雄等级
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	}
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	message DifficultMapOption {
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		//副本Id
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		optional int32 Id = 1;
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		//难度类型
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		optional int32 mapdifficulty = 2;
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	}
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	message TowerBuff {
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		// 层数
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		optional int32 towerLevel = 1;
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		// 事件点Id
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		optional int32 eventId = 2;
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	}
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	// 进入地图
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	message MapEnterRequest{
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		// 需要进入的地图id
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		optional int32 mapId = 1;
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		// 所用英雄编队
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		optional int32 teamId = 2;
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		optional int32 mapType= 3; //地图类型
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	}
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	message MapEnterResponse{
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		// 地图信息
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		repeated Cell mapList = 1;	
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		// 当前所在坐标
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		optional int32 curXY = 2;
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		// 所用英雄
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		repeated HeroInfo heroInfos = 3;
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		// 探索地图剩余时间(秒)
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		optional int32 leftTime = 4; 
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		// 临时背包
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		optional Drop temporaryItems = 5;
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		// buff
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		repeated FoodBuffer foodBuffers = 6;
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		// 走过的格子
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		repeated int32 wakeCells = 7;
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		// 任务
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		optional Mission missions = 8;
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		// 复活剩余时间
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		optional int32 reviveTime = 9;
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		// 死亡次数
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		optional int32 dieCount = 10;
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		//进度详情
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	 	repeated ExploreDetail exploreDetail = 11; 
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		// 补给点信息
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		repeated TowerBuff buf = 12;
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		// 无尽副本标志信息
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		repeated endlessSign signs = 13;
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		// 无尽副本地图点刷新信息
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		repeated EndlessRefreshInfo refreshInfo = 14;
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		//无尽副本是否跳过战斗
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		optional int32 skipFight = 15;
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		repeated TrialHeroInfo infos = 16;//阵容信息
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		optional string curHero = 17;//试炼副本当前上阵英雄
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		optional int32 addHpCount = 18;//回春散已使用次数
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        optional int32 mapId = 19;//地图id
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		optional int32 curTower = 20;//当前层数
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		optional int32 bombUsed = 21;//炸弹已使用次数
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	}
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	// 更新事件
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	message EventUpdateRequest{
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		// eventPointConfig id
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		optional int32 eventId = 1;
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		// optionConfig Id
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		optional int32 optionId = 2;
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	}
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	message EventUpdateResponse{
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		// eventPointConfig id
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		optional int32 eventId = 1;
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		optional EventBehaviorCommon EventBehaviorCommon = 2;
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		// 奖励
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		optional Drop drop = 3;
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		// 更新主线任务
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		optional Mission mission = 4;
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		// 探索地图剩余时间(秒)
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		optional int32 leftTime = 5; 
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		// 任务获得的道具
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		optional Drop missionDrop = 6;
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		// 随机生成动态地图信息
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		repeated Cell addMapInfo = 7;	
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	}
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	// 更新地图状态
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	message MapUpdateRequest{
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		// 走过的格子
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		repeated int32 cells = 1;
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		// 当前所在坐标
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		optional int32 curXY = 2;
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		// 触发坐标
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		optional int32 triggerXY = 3;
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	}
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	message MapUpdateResponse{
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		optional int32 eventId = 1;
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		// 探索地图剩余时间(秒)
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		optional int32 leftTime = 2; 
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	}
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    // 更新地图状态
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    message MapUpdate2Request{
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        // 走过的格子
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        repeated int32 cells = 1;
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        // 当前所在坐标
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        optional int32 curXY = 2;
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        // 触发坐标
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        optional int32 triggerXY = 3;
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    }
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    message MapUpdate2Response{
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        optional int32 eventId = 1;
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        // 探索地图剩余时间(秒)
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        optional int32 leftTime = 2;
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    }
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	// 出地图
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	message MapOutRequest{
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		// 走过的格子
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		repeated int32 cells = 1;
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		// 当前所在坐标
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		optional int32 curXY = 2;
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		optional int32 mapId = 3;
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		// 1:进入下一层 0:直接退出地图
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		optional int32 outType = 4;
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		optional int32 targetMapId = 5;
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	}
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	message MapOutResponse{
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		// 使用时间
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		optional int32 useTime = 1;
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	}
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	// 开始探索回复
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	message MapStartExploreResponse{
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		// 探索地图剩余时间(秒)
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		optional int32 leftTime = 1; 
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	}
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	message UseTowerBuffRequest{
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		// 层数
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		optional int32 towerLevel = 1;
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		// 选项信息 
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		optional int32 optionId = 2;
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	}
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	message UseTowerBuffResponse {
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		optional EventBehaviorCommon EventBehaviorCommon =1;
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	}
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	// 爬塔副本信息(试炼副本)
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	message TowerCopyInfo{
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		// 当前所在层数
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		optional int32 tower = 1;
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		// 已战斗次数
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		optional int32 fightCount = 2;
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		// 历史最高层
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		optional int32 highestTower = 3;
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		// 当前地图,试炼精气(如果召唤过boss 该值为 -1)
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		optional int32 essenceValue = 4;
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		// 是否显示重置:1、显示;0、不显示
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		optional int32 mapIntoReset = 5;
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		// 上层使用时间
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		optional int32 towerUseTime = 6;
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		repeated int32 trialRewardInfo = 7;//试炼领奖信息
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		optional int32 killCount = 8;//已杀小怪数量
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		optional int32 bombUsed = 9;//炸弹已使用次数
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	}
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	//关卡信息
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	message getAllLevelDifficultyInfosResponse{  
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		repeated LevelDifficultyInfos levelDifficultyInfos = 1;
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		// 副本信息
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		repeated MapInfo mapInfos = 2;
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		// 副本星级奖励领取进度
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		optional int32 starNum = 3;
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		// 爬塔副本信息
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		optional TowerCopyInfo towerCopyInfo = 4;
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		//已经玩过普通副本地图id
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		repeated int32 playedGenMapId = 5;
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		//精英关卡选择情况
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		repeated DifficultMapOption difficultMapOptions = 6;
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	}
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	// 查看排行榜
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	message MapGetRankInfoRequest{
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		optional int32 mapId = 1;
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	}
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	message MapRankInfo{
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		optional int32 uid = 1;
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		optional int32 forces = 2;
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		repeated int32 heroIds = 3;
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		optional int32 head = 4;
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		optional int32 level = 5;
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		optional int32 rank = 6;
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		optional int32 time = 7;
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		optional string name = 8;
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		repeated int32 pokemonIds = 9;
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	}
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	message MapGetRankInfoResponse{
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		repeated MapRankInfo mapRankInfo = 1;
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	}
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	// 购买副本战斗次数
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	message MapBuyFightCountRequest{
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		optional int32 buyCount = 1;
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	}
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	// 扫荡副本
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	message MapSweepRequest{
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		optional int32 mapId = 1;
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		optional int32 sweepCount = 2;
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	}
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    message MapSweepResponse{
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		// 奖励
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		repeated Drop drop = 1;
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		//是否出现云游商店
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		optional int32 cloudStore = 2;
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		//精英怪信息
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		optional SuddenlyBossInfo suddenlyBossInfo = 3;
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	}
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	message FbStarRewardResponse{ 
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		// 副本星级奖励
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		optional Drop FbStarReward = 1;
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	}
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	// 重置爬塔副本(试炼副本)
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	message MapTowerResetResponse {
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		// 当前所在层数
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		optional int32 tower = 1;
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	}
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	// 爬塔副本召唤首领(试炼副本)
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	message MapTowerCallChiefResponse{
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		// boss类型
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		optional int32 type = 1;
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		// boss信息,位置id,事件id
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		optional Cell monsterInfo = 2;
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	}
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	// 试炼使用炸弹
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	message MapTowerUseBombResponse{
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		//精气值
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		optional int32 essenceValue = 1;
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		// 奖励
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		optional Drop drop = 2;
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		optional Cell cell = 3;//boss信息,位置id,事件id
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		optional int32 trialKillCount = 4;  //爆破后据点攻破次数
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	}
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	//精英副本
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	message DifficultMapRequest{
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		//需要存储的mapid
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		optional DifficultMapOption mapInfo = 1;
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	}
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	//试炼副本层级奖励
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	message TowerRewardRequest{
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		//层数
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		optional int32 tower = 1;
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	}
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	message TowerRewardResponse{
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		//层级奖励
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		optional Drop drop = 1;
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	}
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	message GetEndlessHeroResponse{
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	//英雄信息
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		repeated endlessHero heroInfo =1;
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		repeated int32 openMapId = 2;//已开启的地图Id
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	}
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	//无尽副本标志
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	message SignEndlessCellRequest{
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		optional endlessSign sign = 1;
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	}
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	message SignEndlessCellResponse{
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		optional string error = 1;
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	}
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	//无尽副本剩余行动力
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	message ExecutionRefreshResponse{
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		optional int32 exeValue = 1;
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	}
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	message EndlessOutConsumeResponse{
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		optional int32 fightCount = 1;//战斗次数
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		optional int32 consumeExecution = 2;//消耗行动力
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	}
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	//无尽副本发送刷新时间indication
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	message EndlessTimeIndication{
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		repeated EndlessRefreshInfo infos = 1;
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	}
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	//无尽副本小地图信息
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	message EndlessMinMapResponse{
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		optional int32 myXY = 1;
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		repeated EndlessPoint points = 2;
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	}
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	//无尽副本杀死小怪刷新
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	message RefreshMonsterResponse{
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		repeated Cell cell = 1; 
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	}
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	//无尽副本设置是否跳过战斗
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	message EndlessSetSkipRequest{
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		optional int32 type = 1;
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	}
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	//无尽设置编队indication
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	message EndlessSetTeamIndication{
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		repeated HeroInfo info = 1;
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	}
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	message EndlessMapChange{
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		optional int32 mapId = 1;
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		optional int32 worldLevel = 2;
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	}
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	message TrialHeroInfoSaveRequest{
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		repeated string heroIds = 1;//保存上阵英雄
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	}
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	message GetTrialBoxRewardRequest{
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		optional int32 type = 1;//0为单个领取,1为全部领取
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	}
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	message GetTrialBoxRewardResponse{
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		optional Drop boxDrop = 1;//宝箱奖励
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		repeated int32 buffIds = 2;//进图buffId
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	}
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	message UseAddHpItemRequest{
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		optional string heroId = 1;
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	}
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	message UseAddHpItemResponse{
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		optional int64 curHp = 1;//当前血量
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	}
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	message MapGameResponse{
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		optional int32 type = 1;//游戏类型
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		repeated int32 param = 2;//参数id	
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	}
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	message MapGameUpdateRequest{
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		optional int32 index = 1;//根据不同游戏传不同的选项
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	}
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	message MapGameUpdateResponse{
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		optional int32 gameStatus = 1;//游戏状态 是否结束
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		optional Drop drop = 2;//获得奖励
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		optional int32 resultId = 3;//结果id,对应表id,若为-1单独处理
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	}
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	message GetAllSituationInfoResponse{
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		repeated SituationInfo infos = 1;//id 结束时间
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	}
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	message SituationChallengeRequest{
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		optional int32 id = 1;//挑战id
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		optional int32 type = 2;//1挑战 2扫荡		
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	}
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	message SituationChallengeResponse{
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		optional Drop drop = 1;
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		optional FightData fightData = 2;//战斗数据
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		optional int32 fightResult = 3;//战斗结果
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	}
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	message VirtualBattleBuyCountRequest{
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		optional int32 type = 1;//1普通,2高级
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	}
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	message VirtualBattleBuyCountResponse{
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        optional int32 result = 1;
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	}
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    message VirtualBattleSweepRequest{
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        optional int32 type = 1;//1普通,2高级
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        optional int32 fightId = 2; //层数id
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    }
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    message VirtualBattleSweepResponse{
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        optional Drop drop = 1;
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    }
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	message EndlessTreasureRewardState{
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		optional int32 id =1;//任务id
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		optional int32 state = 2;//状态 0 未领取 1 已领取 -1 完美领取(充钱领取过的)
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	}
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	message EndlessTreasureInfoResponse{
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		optional int32 score =1 ;
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		repeated EndlessTreasureRewardState treasureRewardState=2;
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		optional int32 resetTime = 3;
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		optional int32 isBuy = 4;//是否购买了激活礼包
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	}
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	message  EndlessTakeTreasureRequest{
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		optional int32 id = 1; // 领取奖励id -1表示点击全部领取
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	}
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	message  EndlessTakeTreasureResponse{
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		optional Drop drop =1;
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	}
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	message EndlessMapInfo{
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		optional int32 cfgId = 1;//表id
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		optional int32 state = 2;//状态 0 未解锁 1 已解锁 2 正在攻略 3 已占据
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		optional int32 mapid = 3;
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		optional int32 monsterNum = 4; // 怪物数量
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		optional int32 passNum = 5; // 战胜数量
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	}
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	message EndlessMapInfoResponse{
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		repeated EndlessMapInfo info = 1;
 | 
						||
	}
 | 
						||
	
 | 
						||
	message JourneyGetInfoResponse{
 | 
						||
		repeated JourneyInfo infos = 1;//逍遥游数据
 | 
						||
	}
 | 
						||
	message JourneyGetOneInfoRequest{
 | 
						||
    		optional int32 mapId = 1;
 | 
						||
    	}
 | 
						||
    message JourneyGetOneInfoResponse{
 | 
						||
    	repeated JourneyCell cell = 1;//所有格子信息
 | 
						||
    	optional int32 location = 2;//当前位置
 | 
						||
   		optional int32 diceNum = 3;//骰子个数
 | 
						||
   		repeated int32 randomItem = 4;//转盘信息
 | 
						||
   		optional int32 randomTime = 5 ;//转盘时间
 | 
						||
   		optional int32 randomNum = 6;//剩余转动次数
 | 
						||
		repeated JourneyMonsterInfo monsterInfo = 7;//怪物信息
 | 
						||
		repeated JourneyGoodsInfo goodsInfo = 8;//商品信息
 | 
						||
    }
 | 
						||
    message JourneyDoRequest{
 | 
						||
   		optional int32 mapId = 1;
 | 
						||
   	}
 | 
						||
   	message JourneyDoResponse{
 | 
						||
   		repeated int32 pointes = 1;
 | 
						||
   		optional int32 pathType = 2;//0、普通节点 1、奖励节点 2、双倍节点 3、额外骰子节点 4、招募英雄节点 5、怪物节点 6、转盘 7、最终奖励
 | 
						||
   		optional int32 multiValue = 3;//倍数
 | 
						||
   		optional Drop drop = 4;//奖励事件奖励
 | 
						||
   		optional JourneyMonsterInfo monster = 5;//怪物组
 | 
						||
   		repeated int32 random = 6;//转盘事件奖励组
 | 
						||
   		optional JourneyGoodsInfo goodsInfo = 7;//商品信息
 | 
						||
   		optional int32 overTime = 8;//所有事件时间
 | 
						||
   	}
 | 
						||
 | 
						||
   	message JourneyFightRequest{
 | 
						||
   		optional int32 monsterIndex = 1;
 | 
						||
   		optional int32 mapId = 2;
 | 
						||
   	}
 | 
						||
   	message JourneyFightResponse{
 | 
						||
   		optional FightData fightData = 1;//战斗数据
 | 
						||
   		optional JourneyMonsterInfo monster = 2;//战斗之后的怪物信息
 | 
						||
   		optional Drop drop = 3;//奖励
 | 
						||
   	}
 | 
						||
   	message JourneyRandomRequest{
 | 
						||
   		optional int32 mapId = 1;
 | 
						||
   	}
 | 
						||
   	message JourneyRandomResponse{
 | 
						||
   		optional int32 location = 1;
 | 
						||
   		optional Drop drop = 2;
 | 
						||
   		repeated int32 nextRandom = 3;//下次转盘奖励组
 | 
						||
   		optional int32 count = 4;//剩余次数
 | 
						||
   	}
 | 
						||
   	message JourneyBuyRequest{
 | 
						||
   		optional int32 mapId = 1;
 | 
						||
   		optional int32 goodsIndex = 2;
 | 
						||
   	}
 | 
						||
   	message JourneyBuyResponse{
 | 
						||
   		optional Drop drop = 1;
 | 
						||
   	}
 | 
						||
 | 
						||
    //逍遥游 下次恢复时间  请求
 | 
						||
    message JourneyNextFlushTimeRequest{
 | 
						||
        optional int32 typeId = 1;      //类型id: 1逍遥游恢复时间
 | 
						||
    }
 | 
						||
 | 
						||
     //逍遥游 下次恢复时间  返回
 | 
						||
     message JourneyNextFlushTimeResponse{
 | 
						||
        optional int64 nextFlushTime = 1;   //下次恢复时间
 | 
						||
        optional Drop drop = 2;         //奖励
 | 
						||
        optional int32 Count = 3;         //物品背包里总数量
 | 
						||
     }
 | 
						||
 | 
						||
	message MapBackOutRequest{
 | 
						||
		optional int32 mapId = 1;
 | 
						||
		optional int32 mapType = 2;
 | 
						||
	}
 | 
						||
	
 | 
						||
	message MapBackOutResponse{
 | 
						||
		repeated EndlessMapInfo info = 1;
 | 
						||
	}
 | 
						||
 | 
						||
	//英雄试炼扫荡
 | 
						||
	message HeroTrialSweepRequest{
 | 
						||
		optional int32 fightId = 1;//关卡ID
 | 
						||
	}
 | 
						||
	
 | 
						||
	message HeroTrialSweepResponse{
 | 
						||
		optional Drop drop = 1;//奖励
 | 
						||
	}
 |