syntax = "proto3";
option go_package = ".;pb";
import "equipment/equipment_db.proto";
import "comm.proto";

//获取装备列表请求
message EquipmentGetListReq {}
//获取装备列表请求 回应
message EquipmentGetListResp {
  repeated DB_Equipment Equipments = 1; //装备列表
}

//推送装备背包变化
message EquipmentChangePush {
  repeated DB_Equipment Equipments = 1; //装备列表
}

//装备挂在到英雄上
message EquipmentEquipReq {
  string HeroCardId = 1; //英雄卡Id
  repeated string EquipmentId = 2; //装备Id  固定长度的数组 0-5 对应的装备栏
}

//装备挂在到英雄上 回应
message EquipmentEquipResp {
  repeated DB_Equipment Equipments = 1; //挂在装备列表
}

//装备升级
message EquipmentUpgradeReq {
  string EquipmentId = 1; //装备Id
}

//装备升级 回应  由于装备可以叠加 升级后会创建一个新的装备出来
//所以可能影响两个装备
message EquipmentUpgradeResp {
  bool IsSucc = 1;
  repeated DB_Equipment Equipment = 2;
}

//出售道具请求sailitem
message EquipmentLockReq {
  string EquipmentId = 1; //装备的唯一id
  bool IsLock = 2;        //是否锁
}

//出售道具请求 回应
message EquipmentLockResp {
  bool IsSucc = 1;
  string EquipmentId = 2;
  bool IsLock = 3;
}

//出售道具请求sailitem
message EquipmentSellReq { repeated string EquipIds = 1; }

//出售道具请求 回应
message EquipmentSellResp { bool IsSucc = 1; }

//锻造请求
message EquipmentForgReq {
  int32 forgid = 1;
  int32 num = 2;
}

//锻造请求 回应
message EquipmentForgResp {
  bool issucc = 1;
  repeated UserAssets reward = 2;
}

//洗练
message EquipmentWashReq { string eid = 1; }
message EquipmentWashResp {
  string eid = 1;
  repeated EquipmentAttributeEntry adverbEntry = 2;
}

//洗练确认
message EquipmentWashConfirmReq {
  string eid = 1;
  repeated int32 pids = 2;
}
message EquipmentWashConfirmResp { bool issucc = 1; }

//装备附魔 请求
message EquipmentEnchReq {
  string eid = 1;
  string itemid = 2;
  int32 index = 3;
}
//装备附魔 回应
message EquipmentEnchResp {
  bool issucc = 1;
  DB_Equipment Equipment = 2;
}