上传配置文件代码
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src/pb/proto.js
2847
src/pb/proto.js
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16
src/pb/proto/atlas/atlas_db.proto
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src/pb/proto/atlas/atlas_db.proto
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syntax = "proto3";
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option go_package = ".;pb";
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message DBPandaAtlas{
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string id = 1; //@go_tags(`bson:"_id"`) ID
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string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
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map<string,CollectInfo> collect = 3; // 收藏品图鉴信息
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int32 score = 4; // 总积分
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int32 award = 5; // 奖励进度
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}
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message CollectInfo{
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int32 score = 1;
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int64 time = 2; // 获得时间
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bool activate = 3; // 是否激活
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}
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src/pb/proto/atlas/atlas_msg.proto
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src/pb/proto/atlas/atlas_msg.proto
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syntax = "proto3";
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option go_package = ".;pb";
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import "atlas/atlas_db.proto";
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import "comm.proto";
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// 查看图鉴信息
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message AtlasGetListReq{
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}
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message AtlasGetListResp{
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DBPandaAtlas data = 1;
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}
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// 图鉴激活更新
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message AtlasActivateReq{
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string id = 1; // 图鉴ID
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}
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message AtlasActivateResp{
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DBPandaAtlas data = 1;
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}
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// 图鉴信息奖励任务领取
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message AtlasAwardReq{
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}
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message AtlasAwardResp{
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DBPandaAtlas data = 1; // 奖励信息
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repeated UserAssets res = 2; // 获得的奖励
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}
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@ -4,11 +4,12 @@ import "comm.proto";
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enum BattleType {
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nil = 0;
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pve = 1;
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pvp = 2;
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pvb = 3;
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eve = 4;
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rtpvp = 5;
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pve = 1; //pve
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pvp = 2; //异步pvp
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pvb = 3; //boos战斗
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eve = 4; //eve对战
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rtpvp = 5; //实时pvp
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lpev = 6; //连续战斗
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}
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//玩法类型
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@ -24,9 +25,10 @@ enum PlayType {
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academy = 8; //联盟学院
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heroteaching =9; //英雄教学
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combat = 10; //新关卡
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enchant = 11; // 附魔副本
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enchant = 11; //附魔副本
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sociaty = 12; //工会战
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friendsmeet = 13; //好友切磋
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practicenpc = 14; //武馆NPC
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}
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//战斗状态
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@ -53,11 +55,13 @@ message BattleRole {
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int32 mainSuitSkill = 8; ///@go_tags(`bson:"mainSuitSkill"`) 主套装技能
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int32 subSuitSkill = 9; ///@go_tags(`bson:"subSuitSkill"`) 副套装技能
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repeated SkillData normalSkill = 10; //@go_tags(`bson:"normalSkill"`) 普通技能
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repeated SkillData equipSkill = 11; //@go_tags(`bson:"normalSkill"`) 普通技能
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map<string, int32> property = 12; // 属性相关
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bool ishelp = 13; //是否是助战英雄
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int32 isboos = 14; //是否是boos
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int32 monsterid = 15; //怪物id
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repeated SkillData equipSkill = 11; //@go_tags(`bson:"equipSkill"`) 普通技能
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int32 PandaBuff = 12; //熊猫buff技能id
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map<string, int32> property = 13; // 属性相关
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bool ishelp = 14; //是否是助战英雄
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int32 isboos = 15; //是否是boos
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int32 monsterid = 16; //怪物id
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int32 currhp = 17; //当前血量
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}
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//战斗阵型信息
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@ -57,6 +57,18 @@ message BattleRTPVPReq {
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repeated BattleFormation bulefformat = 9; //红方阵型列表
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}
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// 连续pve战斗
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message BattleLPVEReq {
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PlayType ptype = 1; //玩法类型
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string title = 2; //战斗标题
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string scene = 3; //战斗场景
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BattleFormation format = 4; //布阵信息
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int32 monsterleadpos = 5; //队长位置
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repeated BattleRole monsters = 6; //怪物列表
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}
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// pvb 战斗创建请求 (工会boos战专用)
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message BattlePVBReq {
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PlayType ptype = 1; //玩法类型
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@ -69,7 +81,7 @@ message BattlePVBReq {
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message BattleInfo {
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string id = 1; //战斗id
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string title = 2; //战斗标题
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string scene = 3; //战斗场景
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int32 rulesid = 3; //规则id
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BattleType btype = 4; //战斗类型
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PlayType ptype = 5; //玩法类型
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string redCompId = 6; //红方阵营id
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@ -89,12 +101,14 @@ message BattleCmd {
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message BattleReport {
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BattleInfo info = 1;
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int32 Costtime = 2; //战斗时长 单位ms
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repeated BattleCmd incmd = 3; //输入指令
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repeated BattleCmd outcmd = 4; //输出指令
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repeated int32 completetask = 5; //完成任务
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int32 death = 6; // 死亡人数
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int32 round = 7; // 回合数
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int32 harm = 8; //伤害积分
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int32 winSide = 3; //胜利方 1 - red 2 = blue
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repeated BattleCmd incmd = 4; //输入指令
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repeated BattleCmd outcmd = 5; //输出指令
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repeated int32 completetask = 6; //完成任务
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int32 death = 7; // 死亡人数
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int32 round = 8; // 回合数
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int32 harm = 9; //伤害积分
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repeated BattleRole alive = 10; //存活列表
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}
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//公用消息结构代码
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@ -154,6 +168,7 @@ message BattleOutCmdPush {
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//战斗服务 结束推送
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message BattleFinishPush {
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string battleid = 1;
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int32 winSide = 2;
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}
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@ -138,4 +138,20 @@ message ComPlayEffect{
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message ComEmitCountdown
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{
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int32 reserve =1;
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}
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//特殊效果飘字
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message ComEffectTips
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{
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EffectTipsType type = 1;
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int32 to = 2;
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}
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enum EffectTipsType {
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Eff_Success = 0;
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Not_Success = 1; //没有成功
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Immunity = 2; //免疫
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Resist = 3; //抵抗
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Not_Gain = 4; //无法获得增益
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Not_Control = 5; //免疫控制
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Not_Action = 6; //无法行动
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}
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@ -3,6 +3,12 @@ option go_package = ".;pb";
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import "errorcode.proto";
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import "google/protobuf/any.proto";
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message ErrorData {
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string title = 1;
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int32 dataint = 2;
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string datastring = 3;
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}
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//用户消息流结构1
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message UserMessage {
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string MainType = 1; //用户消息处理 模块名 例如:user 对应项目中 user的模块
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@ -29,7 +35,7 @@ message AgentMessage {
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message RPCMessageReply {
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ErrorCode Code = 1;
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string ErrorMessage = 2;
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google.protobuf.Any ErrorData = 3;
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ErrorData ErrorData = 3;
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repeated UserMessage Reply = 4;
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}
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@ -75,6 +81,15 @@ message NoticeUserLoginReq {
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string GatewayServiceId = 5;
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}
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//通知用户登录
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message NoticeUserCreateReq {
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string Ip = 1;
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string UserSessionId = 2;
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string UserId = 3;
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string ServiceTag = 4;
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string GatewayServiceId = 5;
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}
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//通知用户离线
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message NoticeUserCloseReq {
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string Ip = 1;
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src/pb/proto/dispatch/dispatch_db.proto
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src/pb/proto/dispatch/dispatch_db.proto
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syntax = "proto3";
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option go_package = ".;pb";
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// 玩家派遣信息
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message DBDispatch {
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string uid = 1; //@go_tags(`bson:"uid"`)
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Noticeboard nb = 2; //@go_tags(`bson:"nb"`) 公告栏
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}
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// 公告栏
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message Noticeboard {
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int32 lv = 1; //@go_tags(`bson:"lv"`) 公告栏等级
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int32 noticeType =2; //@go_tags(`bson:"noticeType"`) 公告栏类型
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repeated DispatchTask tasks = 3; //@go_tags(`bson:"tasks"`) 当前公告任务
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int32 freeCount = 4; //@go_tags(`bson:"freeCount"`) 已使用的免费次数
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int32 refreshCount = 5; //@go_tags(`bson:"refreshCount"`) 已刷新次数
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int32 weekCount = 6; //@go_tags(`bson:"weekCount"`) 周任务数
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int32 taskCount = 7; //@go_tags(`bson:"taskCount"`) 任务数
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repeated int32 weekReceived = 8; //@go_tags(`bson:"weekReceived"`) //已领取的周任务索引ID
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int64 updateTime = 9; //@go_tags(`bson:"updateTime"`) 更新时间
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}
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// 派遣任务
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message DispatchTask{
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int32 taskId = 1; //@go_tags(`bson:"taskId"`) 任务ID
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int32 status = 2; //@go_tags(`bson:"status"`) 任务状态 默认0 1任务中 2任务完成
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int64 duration = 3; //@go_tags(`bson:"duration"`) 持续截至时间
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int64 leftTime = 4; //@go_tags(`bson:"leftTime"`) 任务截至时间
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repeated string heroIds = 5; //go_tags(`bson:"heroIds"`) 派遣的英雄
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bool exaward = 6; //@go_tags(`bson:"exaward"`) 是否获取额外奖励
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}
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src/pb/proto/dispatch/dispatch_msg.proto
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src/pb/proto/dispatch/dispatch_msg.proto
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syntax = "proto3";
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option go_package = ".;pb";
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import "dispatch/dispatch_db.proto";
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// 玩家公告
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message DispatchNoticeReq{}
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message DispatchNoticeResp{
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Noticeboard dispatch = 1;
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}
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//刷新公告
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message DispatchRefreshReq{}
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message DispatchRefreshResp{
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int32 freeCount = 1; //已使用的免费次数
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int32 refreshCount = 2; //已刷新次数
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}
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message DispatchTaskRsp{
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int32 taskId =1;
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bool exaward = 2;
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}
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// 领取任务奖励
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message DispatchReceiveReq{
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int32 taskId = 1; //任务ID
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}
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message DispatchReceiveResp{
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DispatchTaskRsp rsp = 1;
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}
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//一键领取任务奖励
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message DispatchAutoReceiveReq{}
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message DispatchAutoReceiveResp{
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repeated DispatchTaskRsp task = 1; //领取奖励的任务ID
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}
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// 派遣
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message DispatchDoReq{
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int32 taskId = 1;
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repeated string heroIds = 2;
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}
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message DispatchDoResp{
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bool isSucc = 1; //派遣是否成功
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}
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// 周奖励领取
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message DispatchWeekReciveReq{
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int32 idx = 1; // 奖励节点索引号从0开始
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}
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message DispatchWeekReciveResp{
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int32 idx= 1;
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}
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@ -3,9 +3,10 @@ option go_package = ".;pb";
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// go:generate stringer -type ErrorCode -linecomment
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enum ErrorCode {
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Success = 0; //成功
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GatewayException = 1; //网关执行异常
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NoFindService = 10; //没有找到远程服务器
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NoFindServiceHandleFunc = 11; //远程服务器未找到执行方法
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RpcFuncExecutionError = 12; // Rpc方法执行错误
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RpcFuncExecutionError = 12; //Rpc方法执行错误
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CacheReadError = 13; //缓存读取失败
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SqlExecutionError = 14; //数据库执行错误
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ReqParameterError = 15; //请求参数错误
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@ -27,6 +28,7 @@ enum ErrorCode {
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ConfigNoFound = 104; //配置未找到
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UserLogined = 105; //已在其它终端登录
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NoOpened = 106; //模块未开放
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DataNotFound = 107; //数据为找到
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// user
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SecKeyInvalid = 1000; //秘钥无效
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@ -51,6 +53,13 @@ enum ErrorCode {
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UserMoongoldNoEnough=1019; //纯净月髓不足
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UserOffline = 1020; //玩家不在线
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UserNofound = 1021; //未查询到玩家
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UserSign = 1022; //签到状态不对
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OpenCondErr = 1023; //功能开启条件未达到
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OpenCondActivate = 1024; //功能开启条件已激活
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UserTalent1NoEnough = 1025; //阵营1天赋点
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UserTalent2NoEnough = 1026; //阵营2天赋点
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UserTalent3NoEnough = 1027; //阵营3天赋点
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UserTalent4NoEnough = 1028; //阵营4天赋点
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// friend
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FriendNotSelf = 1100; //不能是自己
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@ -75,7 +84,7 @@ enum ErrorCode {
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FriendQiecuoNoRequest = 1119; //无切磋请求
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FriendQiecuoing = 1120; //好友切磋中
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FriendQiecuoTargetPk = 1121; //目标已经在战斗
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FriendTicketNoEnough = 1122; //挑战券
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// item
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ItemsNoEnough = 1200; //背包物品不足
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ItemsNoFoundGird = 1201; //背包未找到物品格子
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@ -112,12 +121,14 @@ enum ErrorCode {
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HeroMaxSkillLv = 1323; // 达到最大技能等级
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HeroAlreadyKongFuStatus = 1324; // 已经是练功状态
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HeroLvNoEnough = 1325; // 英雄等级不足
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HeroIsRegister = 1326; // 英雄已经登记过
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// equipment
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EquipmentOnFoundEquipment = 1400; // 未找到武器
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EquipmentLvlimitReached = 1401; // 武器等级已达上限
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EquipmentIsWorn = 1402; // 武器已经穿戴
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EquipmentNoCanSell = 1403; // 装备不能出售
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EquipmentSuiteNotFound = 1404; // 套装未找到
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// mainMainline
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MainlineNotFindChapter = 1500; // 没有找到主线关卡信息
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@ -152,12 +163,14 @@ enum ErrorCode {
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PagodaLevlErr = 1901; // 挑战关卡数据不匹配
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PagodaGetRewardErr = 1902; // 重复领取
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PagodaConditionErr = 1903; // 条件不足
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PagodaUnlock = 1904; // 未解锁 前置条件不足
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// martialhall
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MartialhallNotUnlocked = 2000; //没有解锁
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MartialhallInUse = 2001; //已经在使用
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MartialhallUnlocked = 2002; //已解锁
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MartialhallNoUnlocked = 2003; //有未解锁柱子
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MartialhallAtlasError = 2004; // 武馆图鉴领取错误
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MartialhallAtlasNoReward = 2005; // 武馆图鉴不满足领取条件
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// 美食馆
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GourmetMoreOrderTime = 2101; // 超过订单时长
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GourmetSkillMaxLv = 2102; // 技能已经达到满级
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@ -223,6 +236,8 @@ enum ErrorCode {
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BattleCreateFailed = 2903; //创建战斗失败
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BattleInCmdFailed = 2904; //战斗指令输入失败
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BattleUserOff = 2905; //由用户离线
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BattleCapskillCheckFailed = 2906; //战斗队长技校验失败
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BattleNoKeep = 2907; //战斗不存在
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// sociaty
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SociatyNoFound = 3000; //公会不存在
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@ -235,38 +250,38 @@ enum ErrorCode {
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SociatyQuit = 3007; //退会失败
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SociatyAgree = 3008; //申请-同意失败
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SociatyRefuse = 3009; //申请-拒绝失败
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SociatyLogParams = 30010; //公会日志参数错误
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SociatyMasterNoDiss = 30011; //会长不能被踢出
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SociatySettingJob = 30012; //设置职位失败
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SociatySetting = 30013; //公会修改失败
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SociatyNoAccuse = 30014; //无需弹劾
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SociatySign = 30015; //签到失败
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SociatySigned = 30016; //已签到
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SociatyCDLimit = 30017; // CD时间限制
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SociatyApplyMax = 30018; //最大申请该公会人数
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SociatySelfSetting = 30019; // 不能设置自己
|
||||
SociatyMemberCountLimit = 30020; //超出人数限制
|
||||
SociatyRewardReceived = 30021; //奖励已领取
|
||||
SociatyRewardReceive = 30022; //奖励领取失败
|
||||
SociatyResource = 30023; //更新公会资源失败
|
||||
SociatyBelongTo = 30025; //已是公会成员
|
||||
SociatyApplied = 30026; //已申请
|
||||
SociatyAppyLvNoEnough = 30027; //申请等级不满足
|
||||
SociatyTaskValidation = 30028; //任务未完成
|
||||
SociatyActivityNoEnough = 30029; //活跃度不足
|
||||
SociatyAcitvityReceive = 30030; //活跃度领取失败
|
||||
SociatyDismissed = 30031; //公会已解散
|
||||
SociatyNameExist = 30032; //公会名存在
|
||||
SociatyQuitNoAllowed = 30033; //会长不允许退公会
|
||||
SociatyNoMaster = 30034; //无会长
|
||||
SociatyNoFormation = 30035; //无阵容
|
||||
SociatyTicketsNoEnough = 30036; //挑战券不足
|
||||
SociatySportsNoinit = 30037; //赛季未初始
|
||||
SociatySportsEnd = 30038; //赛季已结束
|
||||
SociatyTeamUnlock = 30039; //队伍解锁条件不满足
|
||||
SociatyTaskNoFound = 30040; //未找到boss任务
|
||||
SociatyTaskNoFinished = 30041; //任务未完成
|
||||
SociatyTaskReceived = 30042; //任务奖励已领取
|
||||
SociatyLogParams = 3010; //公会日志参数错误
|
||||
SociatyMasterNoDiss = 3011; //会长不能被踢出
|
||||
SociatySettingJob = 3012; //设置职位失败
|
||||
SociatySetting = 3013; //公会修改失败
|
||||
SociatyNoAccuse = 3014; //无需弹劾
|
||||
SociatySign = 3015; //签到失败
|
||||
SociatySigned = 3016; //已签到
|
||||
SociatyCDLimit = 3017; // CD时间限制
|
||||
SociatyApplyMax = 3018; //最大申请该公会人数
|
||||
SociatySelfSetting = 3019; // 不能设置自己
|
||||
SociatyMemberCountLimit = 3020; //超出人数限制
|
||||
SociatyRewardReceived = 3021; //奖励已领取
|
||||
SociatyRewardReceive = 3022; //奖励领取失败
|
||||
SociatyResource = 3023; //更新公会资源失败
|
||||
SociatyBelongTo = 3025; //已是公会成员
|
||||
SociatyApplied = 3026; //已申请
|
||||
SociatyAppyLvNoEnough = 3027; //申请等级不满足
|
||||
SociatyTaskValidation = 3028; //任务未完成
|
||||
SociatyActivityNoEnough = 3029; //活跃度不足
|
||||
SociatyAcitvityReceive = 3030; //活跃度领取失败
|
||||
SociatyDismissed = 3031; //公会已解散
|
||||
SociatyNameExist = 3032; //公会名存在
|
||||
SociatyQuitNoAllowed = 3033; //会长不允许退公会
|
||||
SociatyNoMaster = 3034; //无会长
|
||||
SociatyNoFormation = 3035; //无阵容
|
||||
SociatyTicketsNoEnough = 3036; //挑战券不足
|
||||
SociatySportsNoinit = 3037; //赛季未初始
|
||||
SociatySportsEnd = 3038; //赛季已结束
|
||||
SociatyTeamUnlock = 3039; //队伍解锁条件不满足
|
||||
SociatyTaskNoFound = 3040; //未找到boss任务
|
||||
SociatyTaskNoFinished = 3041; //任务未完成
|
||||
SociatyTaskReceived = 3042; //任务奖励已领取
|
||||
|
||||
// arena
|
||||
ArenaTicketBuyUp = 3101; //票据上限
|
||||
@ -309,10 +324,53 @@ enum ErrorCode {
|
||||
WorldtaskFinihed = 3805; //任务已完成
|
||||
WorldtaskLastUnFinished = 3806; //上个任务未完成
|
||||
WorldtaskGroupIdNosame = 3807; //组ID不一致
|
||||
WorldtaskChapterUnFinished =3808; //章节任务未完成
|
||||
WorldtaskChapterReceived =3809; //章节奖励已领取
|
||||
WorldtaskNoProcess = 3810; //无需处理
|
||||
|
||||
// academy
|
||||
AcademyTaskNoCompleteTask = 3901; //未完成任务
|
||||
// AutoBattle
|
||||
AutoBattleNoData = 4001; //没有正在自动战斗的数据
|
||||
AutoBattleStatesErr = 4002; // 自动战斗状态错误
|
||||
}
|
||||
|
||||
// smithy
|
||||
SmithyNoReel = 4101;// 没有激活图纸信息
|
||||
SmithyNoTemperature = 4102;// 炉温不够不能打造
|
||||
SmithyStoveMaxLv = 4103;// 炉子达到最大等级
|
||||
SmithyCustomerLimit = 4104; //顾客上限
|
||||
SmithyCustomerEquipNoEnough = 4105; //装备回收数量不足
|
||||
SmithyMaxTemperature = 4106; // 炉温达上限
|
||||
SmithyLackLava = 4107; // 缺少熔岩
|
||||
SmithyAtlasMaxLv = 4108; // 图鉴奖励满级
|
||||
SmithyAtlasLackLv = 4109; // 图鉴奖励等级不足
|
||||
SmithyTaskNoFinished = 4110; //图鉴任务未完成
|
||||
SmithyTaskReceived = 4111; //图鉴任务奖励已领
|
||||
SmithyNoFoundAtlas = 4112; // 没有找到图鉴数据
|
||||
SmithyNoActivateAtlas = 4113; // 没有图鉴更新数据
|
||||
SmithyLvToolsFailed = 4114; //
|
||||
SmithyLvToolsPre = 4115; // 前置条件不足
|
||||
SmithyAtlasTypeErr = 4116; //图鉴类型错误
|
||||
|
||||
// dispatch
|
||||
DispatchHeroNoReached = 4201; //英雄条件未达标
|
||||
DispatchNoFree = 4202; //免费次数用尽
|
||||
DispatchTicketNoEnough = 4203; //门票不足
|
||||
DispatchHeroAssigned = 4204; //英雄已派遣
|
||||
DispatchTaskExpired = 4205; //任务已过期
|
||||
DispatchRefreshMax = 4206; //达到最大刷新次数
|
||||
DispatchNoFinished = 4207; //任务未完成
|
||||
DispatchHeroNoEnough = 4208; //派遣英雄数量不足
|
||||
|
||||
//practice
|
||||
PracticeQiecuoing = 4301; //武馆切磋中
|
||||
PracticeSent = 4302; //邀请已发送 10秒内请勿重复邀请
|
||||
PracticeInviteTimeOut = 4303; //邀请超时
|
||||
PracticePillarMaxLv = 4304; //木桩已到满级
|
||||
PracticeYouQiecuoing = 4305; //你有切磋未完成
|
||||
PracticeTargetQiecuoing = 4306; //目标正在切磋中
|
||||
|
||||
//parkour
|
||||
ParkourMemberFull = 4401; //队伍成员已满
|
||||
ParkourInviteOverdue = 4402; //邀请已过期
|
||||
}
|
||||
|
@ -30,5 +30,6 @@ message QiecuoRecord{
|
||||
string targetId = 2; //@go_tags(`bson:"targetId"`) 切磋接受人
|
||||
int32 status = 3; //@go_tags(`bson:"status"`) 0默认 1已发送 2已接收
|
||||
string matchId = 4; //@go_tags(`bson:"matchId"`) 战斗ID
|
||||
int64 timestamp = 5; //@go_tags(`bson:"timestamp"`) 切磋发起时间戳
|
||||
int64 timestamp = 5; //@go_tags(`bson:"timestamp"`) 切磋时间戳
|
||||
int64 endTime = 6; //@go_tags(`bson:"endTime"`) 战斗结束时间戳
|
||||
}
|
@ -2,6 +2,11 @@ syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "comm.proto";
|
||||
|
||||
message DBGourmetAtlas {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
map<string,int32> atlas = 3;//@go_tags(`bson:"atlas"`)
|
||||
}
|
||||
// 正在烹饪的食物
|
||||
message Cooking{
|
||||
int32 foodType = 1; // 料理类型
|
||||
|
@ -2,8 +2,35 @@ syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "gourmet/gourmet_db.proto";
|
||||
import "user/user_db.proto";
|
||||
// 查询塔进度
|
||||
message GourmetGetListReq {
|
||||
|
||||
message GourmetCreateFoodReq {
|
||||
string cid = 1; // 食谱ID
|
||||
map<string,int32> material = 2;
|
||||
}
|
||||
|
||||
message GourmetCreateFoodResp {
|
||||
string cid = 1; // 获得的食谱
|
||||
bool firstGet = 2; // 是否首次获得
|
||||
}
|
||||
message GourmetActivateAtlasReq {
|
||||
string cid = 1; // 图鉴ID
|
||||
}
|
||||
|
||||
message GourmetActivateAtlasResp {
|
||||
map<string,int32> atlas = 1;
|
||||
}
|
||||
|
||||
// 图鉴
|
||||
message GourmetAtlasReq {
|
||||
|
||||
}
|
||||
|
||||
message GourmetAtlasResp {
|
||||
map<string,int32> atlas = 1;
|
||||
}
|
||||
|
||||
|
||||
message GourmetGetListReq {
|
||||
|
||||
}
|
||||
// 返回进度信息
|
||||
|
@ -24,19 +24,20 @@ message DBHero {
|
||||
repeated int32 skins = 14; // 所有皮肤ID
|
||||
bool block = 15; // 锁定
|
||||
repeated string equipID = 16; //@go_tags(`bson:"equipID"`) 装备 objID
|
||||
int32 sameCount = 20; // @go_tags(`bson:"sameCount"`) 卡片叠加数量
|
||||
int32 suiteId = 21; //@go_tags(`bson:"suiteId"`) 套装Id
|
||||
int32 suiteExtId = 22; // go_tags(`bson:"suiteExtId"`) 扩展套装Id
|
||||
|
||||
map<string, int32> juexProperty = 25; //@go_tags(`bson:"juexProperty"`) //hp
|
||||
HeroType status = 26; //@go_tags(`bson:"status"`) 状态 (1 练功)
|
||||
int32 suite1Star = 27; //@go_tags(`bson:"suite1Star"`)
|
||||
int32 suite2Star = 28; //@go_tags(`bson:"suite2Star"`)
|
||||
int32 suite1Lv = 29; //@go_tags(`bson:"suite1Lv"`)
|
||||
int32 suite2Lv = 30; //@go_tags(`bson:"suite2Lv"`)
|
||||
map<string, int32> talentProperty = 31; //@go_tags(`bson:"talentProperty"`) // 天赋属性
|
||||
repeated SkillData equipSkill = 32; //@go_tags(`bson:"equipSkill"`) 装备技能
|
||||
map<string, int32> horoscopeProperty = 33; //@go_tags(`bson:"horoscopeProperty"`) //星座属性加成
|
||||
int32 sameCount = 17; // @go_tags(`bson:"sameCount"`) 卡片叠加数量
|
||||
int32 suiteId = 18; //@go_tags(`bson:"suiteId"`) 套装Id
|
||||
int32 suiteExtId = 19; // go_tags(`bson:"suiteExtId"`) 扩展套装Id
|
||||
map<string, int32> juexProperty = 20; //@go_tags(`bson:"juexProperty"`) //hp
|
||||
HeroType status = 21; //@go_tags(`bson:"status"`) 状态 (1 练功)
|
||||
int32 suite1Star = 22; //@go_tags(`bson:"suite1Star"`)
|
||||
int32 suite2Star = 23; //@go_tags(`bson:"suite2Star"`)
|
||||
int32 suite1Lv = 24; //@go_tags(`bson:"suite1Lv"`)
|
||||
int32 suite2Lv = 25; //@go_tags(`bson:"suite2Lv"`)
|
||||
map<string, int32> talentProperty = 26; //@go_tags(`bson:"talentProperty"`) // 天赋属性
|
||||
repeated SkillData equipSkill = 27; //@go_tags(`bson:"equipSkill"`) 装备技能
|
||||
map<string, int32> horoscopeProperty = 28; //@go_tags(`bson:"horoscopeProperty"`) //星座属性加成
|
||||
int32 fulllvenr = 29; //@go_tags(`bson:"fulllvenr"`) //满级登记分组 武馆使用
|
||||
string kongfuUid = 30; //@go_tags(`bson:"kongfuUid"`)// 英雄在谁家练功
|
||||
}
|
||||
|
||||
|
||||
@ -56,6 +57,7 @@ message DBHeroRecord {
|
||||
int32 tenbuy = 12; // 十连购买次数
|
||||
int32 inevitable = 13;//第2-30次抽奖必出一个5星英雄
|
||||
int32 inevitable1 = 14;//第30-50次抽奖必出一个5星英雄
|
||||
map<int32,int32> race = 15; // key 阵营类型 value count
|
||||
}
|
||||
|
||||
// 英雄天赋系统
|
||||
|
@ -104,3 +104,17 @@ message ItemsRefreshUnifiedTicketReq {
|
||||
message ItemsRefreshUnifiedTicketResp {
|
||||
|
||||
}
|
||||
|
||||
|
||||
//魔药合成请求
|
||||
message ItemsPotionSynthesisReq {
|
||||
int32 id = 1; //配方id
|
||||
int32 succnum = 2; //成功数量
|
||||
int32 num = 3; //炼制数量
|
||||
}
|
||||
//魔药合成请求 回应
|
||||
message ItemsPotionSynthesisResp {
|
||||
bool succ = 1;
|
||||
int32 id = 2; //配方id
|
||||
int32 num = 3; //炼制数量
|
||||
}
|
@ -5,11 +5,12 @@ message DBLibrary {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
int32 fid = 3; // 配置表id 羁绊id
|
||||
map<string, int32> hero = 4; // key: hid value: favorlv
|
||||
map<string, int32> hero = 4; // key: hid value: id
|
||||
map<int32, int32> prize = 5; //是否领奖 key 好感度等级
|
||||
int32 fetterlv = 6; // 当前羁绊等级
|
||||
int32 storyid = 7; // 故事id 用来判断是否领奖
|
||||
bool activation = 8; // 是否激活
|
||||
|
||||
}
|
||||
|
||||
// 羁绊英雄数据
|
||||
|
@ -1,5 +1,6 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "comm.proto";
|
||||
import "errorcode.proto";
|
||||
import "notify/notify_db.proto";
|
||||
import "google/protobuf/any.proto";
|
||||
@ -10,9 +11,8 @@ message NotifyErrorNotifyPush {
|
||||
string ReqSubType = 2; // 请求协议函数 例如:login 对应项目中 user的模块中
|
||||
// api_login 的处理函数
|
||||
ErrorCode Code = 3; // 执行返回错误码 对应 errorcode.proto 枚举
|
||||
string Message = 4; // 错误消息
|
||||
google.protobuf.Any arg = 5; //参数信息
|
||||
google.protobuf.Any Data = 6; // 错误数据
|
||||
google.protobuf.Any arg = 4; //参数信息
|
||||
ErrorData err = 5; //错误数据
|
||||
}
|
||||
|
||||
//获取系统公告 请求
|
||||
|
@ -11,6 +11,7 @@ message DBPagoda {
|
||||
bool complete = 6; // 是否通关
|
||||
int32 passCheckID = 7; // 战令领奖ID
|
||||
int32 vipPassCheckID = 8; // vip战令领奖ID
|
||||
map<int32,int32> data = 9; // key 页签 value 层数
|
||||
}
|
||||
|
||||
|
||||
|
@ -22,21 +22,18 @@ message PagodaGetRewardResp {
|
||||
}
|
||||
|
||||
message PagodaChallengeReq {
|
||||
int32 levelID = 1; // 挑战层数
|
||||
int32 PagodaType = 2; // 塔类型
|
||||
int32 cid = 1; // 塔的配置id
|
||||
BattleFormation battle = 3;
|
||||
}
|
||||
|
||||
message PagodaChallengeResp {
|
||||
BattleInfo info = 1;
|
||||
int32 levelID = 2; // 挑战层数
|
||||
int32 PagodaType = 3; // 塔类型
|
||||
int32 cid = 2; // 塔的配置id
|
||||
}
|
||||
|
||||
// 客户端通知服务器打赢了
|
||||
message PagodaChallengeOverReq {
|
||||
int32 levelID = 1; // 挑战层数
|
||||
int32 PagodaType = 2; // 塔类型
|
||||
int32 cid = 1; // 塔的配置id
|
||||
BattleReport report = 3; //战报
|
||||
}
|
||||
|
||||
@ -46,7 +43,7 @@ message PagodaChallengeOverResp {
|
||||
|
||||
// 排行榜
|
||||
message PagodaRankListReq{
|
||||
int32 floorId = 1; // 层数 0 标识总榜
|
||||
int32 cid = 1; //
|
||||
bool friend = 2; // true 好友榜
|
||||
}
|
||||
|
||||
|
36
src/pb/proto/pandatakekan/pandatakekan_db.proto
Normal file
36
src/pb/proto/pandatakekan/pandatakekan_db.proto
Normal file
@ -0,0 +1,36 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
enum PandataPillarState {
|
||||
NoUse = 0; //未使用
|
||||
Useing = 1; //使用中
|
||||
Receive = 2; //待领取
|
||||
}
|
||||
///熊猫柱子
|
||||
message DBPandataPillar {
|
||||
int32 index = 1; //柱子下标
|
||||
bool isunlock = 2; //是否解锁
|
||||
PandataPillarState state = 3; //状态
|
||||
string hero = 4; //当前练功英雄
|
||||
int64 start = 5; //开始时间
|
||||
int64 end = 6; //结束时间
|
||||
int64 lastbill = 7; //上次结账时间
|
||||
int32 reward = 8; //奖励
|
||||
}
|
||||
|
||||
//熊猫武馆教习
|
||||
message DBPandataTeacher {
|
||||
string id = 1; //id
|
||||
string cid = 2; //配置id
|
||||
string student =3; //学员id 有表示正在教学,没有表示没有教学
|
||||
}
|
||||
|
||||
//练功房
|
||||
message DBPandataKekan {
|
||||
string id = 1; //id
|
||||
string uid = 2; //用户id
|
||||
DBPandataPillar pillar1 = 4; //柱子1
|
||||
DBPandataPillar pillar2 = 5; //柱子2
|
||||
DBPandataPillar pillar3 = 6; //柱子3
|
||||
DBPandataPillar pillarf = 7; //好友柱子
|
||||
}
|
28
src/pb/proto/pandatakekan/pandatakekan_msg.proto
Normal file
28
src/pb/proto/pandatakekan/pandatakekan_msg.proto
Normal file
@ -0,0 +1,28 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "pandatakekan/pandatakekan_db.proto";
|
||||
|
||||
///信息请求
|
||||
message PandataKekanInfoReq {}
|
||||
///信息请求 回应
|
||||
message PandataKekanInfoResp { DBPandataKekan info = 1; }
|
||||
|
||||
///解锁请求
|
||||
message PandataKekanUnLockReq {}
|
||||
message PandataKekanUnLockResp {}
|
||||
|
||||
///练功请求
|
||||
message PandataKekanPracticeReq {}
|
||||
message PandataKekanPracticeResp {}
|
||||
|
||||
///蹭馆请求
|
||||
message PandataKekanLootReq {}
|
||||
message PandataKekanLootResp {}
|
||||
|
||||
///驱逐
|
||||
message PandataKekanExpulsionReq {}
|
||||
message PandataKekanExpulsionResp {}
|
||||
|
||||
///领取收益
|
||||
message PandataKekanReceiveReq {}
|
||||
message PandataKekanReceiveResp {}
|
58
src/pb/proto/parkour/parkour_db.proto
Normal file
58
src/pb/proto/parkour/parkour_db.proto
Normal file
@ -0,0 +1,58 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
enum RaceType {
|
||||
ordinary = 0;
|
||||
prop = 1;
|
||||
}
|
||||
|
||||
//队伍状态
|
||||
enum RaceTeamState {
|
||||
teaming = 0; //组队中
|
||||
matching = 1; //匹配中
|
||||
raceing = 2; //比赛中
|
||||
}
|
||||
|
||||
//队员信息
|
||||
message DBRaceMember {
|
||||
string uid = 1; //用户id
|
||||
string name = 2; //用户名称
|
||||
string avatar = 3; //用户头像
|
||||
string mount = 4; //上阵坐骑
|
||||
int32 hp = 5; //初始血量
|
||||
int32 innermost = 6; //里程数
|
||||
bool ready = 7; //是否准备
|
||||
bool isai = 8; //是否是ai
|
||||
bool isoff = 9; //是否离线
|
||||
}
|
||||
|
||||
message DBRaceInvite {
|
||||
string uid = 1; //用户id
|
||||
string name = 2; //用户名称
|
||||
string avatar = 3; //用户头像
|
||||
int64 expired = 4; //过期时间
|
||||
}
|
||||
|
||||
//个人竞赛信息
|
||||
message DBParkour {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) 队伍id
|
||||
string uid = 2; //用户id
|
||||
map<string,int32> mounts = 3; //坐骑列表
|
||||
string dfmount = 4; //默认坐骑
|
||||
RaceTeamState state = 5; //队伍状态
|
||||
int32 integral = 6; //积分
|
||||
string captainid = 7; //队长id 当前所在队伍
|
||||
repeated DBRaceInvite invite = 8; //邀请列表
|
||||
repeated DBRaceMember member = 9; //成员列表
|
||||
}
|
||||
|
||||
//比赛数据
|
||||
message DBRace {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) 比赛唯一id
|
||||
string servicePath = 2; //比赛所在服务
|
||||
RaceType rtype = 3; //比赛类型
|
||||
int32 trackid = 4; //赛道id
|
||||
int32 innermost =5; //里程数
|
||||
repeated DBRaceMember redmember = 6; //红方队伍
|
||||
repeated DBRaceMember bulemember = 7; //蓝方队伍
|
||||
}
|
157
src/pb/proto/parkour/parkour_msg.proto
Normal file
157
src/pb/proto/parkour/parkour_msg.proto
Normal file
@ -0,0 +1,157 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "parkour/parkour_db.proto";
|
||||
|
||||
//请求比赛信息
|
||||
message ParkourInfoReq {
|
||||
|
||||
}
|
||||
|
||||
//请求比赛信息请求
|
||||
message ParkourInfoResp {
|
||||
DBParkour info = 1;
|
||||
repeated DBParkour recommend = 2;
|
||||
}
|
||||
|
||||
//推送捕羊大赛用户信息改变
|
||||
message ParkourInfoChangePush {
|
||||
DBParkour info = 1;
|
||||
}
|
||||
|
||||
//组队邀请请求
|
||||
message ParkourInviteReq {
|
||||
string uid = 1; //邀请队友
|
||||
}
|
||||
//组队邀请回应
|
||||
message ParkourInviteResp {
|
||||
bool issucc = 1;
|
||||
DBParkour team = 2;
|
||||
}
|
||||
//组队邀请通知推送
|
||||
message ParkourInviteNoticePush {
|
||||
DBParkour team = 1;
|
||||
int32 state = 2; //1 发起请求 2拒绝请求 3接收请求
|
||||
}
|
||||
//推送队伍对变化通知
|
||||
message ParkourTeamChanagePush {
|
||||
DBParkour team = 1;
|
||||
}
|
||||
|
||||
//邀请处理请求
|
||||
message ParkourInviteHandleReq{
|
||||
string captainid = 1; //队长id
|
||||
int32 state = 2; //2拒绝请求 3接收请求
|
||||
}
|
||||
|
||||
message ParkourInviteHandleResp{
|
||||
bool isSucc = 1;
|
||||
}
|
||||
|
||||
//退出 请求
|
||||
message ParkourQuitTeamReq {
|
||||
string captainid = 1; //队长id
|
||||
}
|
||||
//退出 回应
|
||||
message ParkourQuitTeamResp {
|
||||
|
||||
}
|
||||
//队伍成员加入推送
|
||||
message ParkourTeamJoinNoticePush {
|
||||
DBRaceMember member = 1;
|
||||
}
|
||||
//队伍成员退出推送
|
||||
message ParkourTeamQuitNoticePush {
|
||||
DBRaceMember member = 1;
|
||||
}
|
||||
//队伍解散通知推送
|
||||
message ParkourTeamDisbandNoticePush {
|
||||
|
||||
}
|
||||
|
||||
//匹配请求
|
||||
message ParkourRaceMatchReq {
|
||||
|
||||
}
|
||||
|
||||
//匹配请求
|
||||
message ParkourRaceMatchResp {
|
||||
|
||||
}
|
||||
|
||||
//匹配成功
|
||||
message ParkourRaceMatchSuccPush {
|
||||
DBRace race = 1;
|
||||
}
|
||||
|
||||
//准备完毕
|
||||
message ParkourReadyReq {
|
||||
string id = 1;
|
||||
}
|
||||
//准备完毕
|
||||
message ParkourReadyResp {
|
||||
|
||||
}
|
||||
|
||||
//竞速开始推送
|
||||
message ParkourRaceStartPush {
|
||||
int32 countdown = 1; //倒计时
|
||||
}
|
||||
|
||||
//射门请求
|
||||
message ParkourShotReq {
|
||||
string id = 1;
|
||||
}
|
||||
|
||||
//射门请求
|
||||
message ParkourShotResp {
|
||||
|
||||
}
|
||||
|
||||
//躲避障碍请求
|
||||
message ParkourAvoidReq {
|
||||
string id = 1;
|
||||
int32 distance = 2;
|
||||
}
|
||||
|
||||
//躲避障碍请求 回应
|
||||
message ParkourAvoidResp {
|
||||
|
||||
}
|
||||
|
||||
//全员冲刺
|
||||
message ParkourAllSprintsPush {
|
||||
|
||||
}
|
||||
|
||||
//比赛数值变化推送
|
||||
message ParkourRaceChanagePush {
|
||||
DBRace race = 1;
|
||||
}
|
||||
|
||||
//比赛
|
||||
message ParkourRaceOverPush {
|
||||
DBRace race = 1;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
///匹配请求 RPC消息定义 服务器自用 客户端不用理会
|
||||
message RPCParkourJoinMatchReq {
|
||||
string captainid = 1; //队长id
|
||||
repeated DBRaceMember member = 2; //成员数
|
||||
}
|
||||
|
||||
///RPC消息定义 服务器自用 客户端不用理会
|
||||
message RPCParkourJoinMatchResp {
|
||||
}
|
||||
|
||||
///匹配成功通知请求
|
||||
message RPCParkourMatchSuccReq {
|
||||
repeated DBRaceMember red = 2; //临时红队
|
||||
repeated DBRaceMember bule = 3; //临时蓝队
|
||||
}
|
||||
///匹配成功通知请求
|
||||
message RPCParkourMatchSuccResp {
|
||||
|
||||
}
|
71
src/pb/proto/practice/practice_db.proto
Normal file
71
src/pb/proto/practice/practice_db.proto
Normal file
@ -0,0 +1,71 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "battle/battle_db.proto";
|
||||
|
||||
///熊猫柱子
|
||||
message DBPracticePillar {
|
||||
int32 index = 1; //柱子下标
|
||||
int32 lv = 2; //柱子等级
|
||||
int32 isunlock = 3; //是否解锁 0不能解锁 1可解锁 2已解锁
|
||||
string uid = 4; //英雄uid
|
||||
string hero = 5; //当前练功英雄
|
||||
string teacher = 6; //教习
|
||||
string prop = 7; //道具
|
||||
int64 start = 8; //开始时间
|
||||
int64 end = 9; //结束时间
|
||||
int64 expend = 10; //经验上限时间
|
||||
}
|
||||
|
||||
//熊猫武馆教习
|
||||
message DBPracticeTeacher {
|
||||
string id = 1; //id
|
||||
string cid = 2; //配置id
|
||||
string student =3; //学员id 有表示正在教学,没有表示没有教学
|
||||
}
|
||||
|
||||
//雕像
|
||||
message DBPracticeStatuer {
|
||||
string uid = 1;
|
||||
int32 figure = 2;
|
||||
string name = 3;
|
||||
string unionname = 4;
|
||||
int64 end = 5;
|
||||
}
|
||||
|
||||
//练功房
|
||||
message DBPracticeRoom {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) id
|
||||
string uid = 2; //用户id
|
||||
int32 gymaction = 3; //健身房动作
|
||||
int32 gymrefresh = 4; //健身房刷新次数
|
||||
int64 lastrefresh = 5; //最后刷新时间
|
||||
map<int32,int32> full = 6; //满级登记
|
||||
map<string,int32> knapsack = 7; //资源
|
||||
DBPracticePillar pillar1 = 8; //柱子1
|
||||
DBPracticePillar pillar2 = 9; //柱子2
|
||||
DBPracticePillar pillar3 = 10; //柱子3
|
||||
DBPracticePillar pillarf = 11; //好友柱子
|
||||
repeated DBPracticeStatuer statuers= 12; //武馆雕像
|
||||
int32 currnpc = 13; //当前npc
|
||||
int32 npcstate = 14; //npc状态 0 未挑战 1 挑战失败 2挑战成功 3 CD中
|
||||
int64 refresh = 15; //刷新时间
|
||||
int32 battlenum = 16; //战斗次数
|
||||
int32 captain = 17; //战斗征信队长位
|
||||
repeated BattleRole formation = 18; //战斗阵型
|
||||
}
|
||||
|
||||
message DBPracticeQiecuoInvite {
|
||||
string uid = 1;
|
||||
int64 timestamp = 2;
|
||||
}
|
||||
|
||||
|
||||
//切磋请求记录
|
||||
message DBPracticeQiecuoRecord{
|
||||
string id = 1; //@go_tags(`bson:"_id"`) id
|
||||
string uid = 2; //发起人id
|
||||
repeated DBPracticeQiecuoInvite targets = 3;
|
||||
int32 status = 4; //0邀请中 1战斗中
|
||||
string battid = 5;
|
||||
repeated string member = 6; //接受方id
|
||||
}
|
220
src/pb/proto/practice/practice_msg.proto
Normal file
220
src/pb/proto/practice/practice_msg.proto
Normal file
@ -0,0 +1,220 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "errorcode.proto";
|
||||
import "practice/practice_db.proto";
|
||||
import "battle/battle_msg.proto";
|
||||
import "pvp/pvp_db.proto";
|
||||
|
||||
|
||||
|
||||
///信息请求
|
||||
message PracticeInfoReq {}
|
||||
///信息请求 回应
|
||||
message PracticeInfoResp { DBPracticeRoom info = 1; }
|
||||
|
||||
///推送自己的房价数据变化
|
||||
message PracticeRommChangePush{
|
||||
DBPracticeRoom info = 1;
|
||||
}
|
||||
|
||||
///请求好友武馆房间信息
|
||||
message PracticeFriendRommReq {
|
||||
repeated string fuid = 1;
|
||||
}
|
||||
///请求好友武馆房间信息 回应
|
||||
message PracticeFriendRommResp {
|
||||
map<string,DBPracticeRoom> infos = 1;
|
||||
}
|
||||
///升级请求
|
||||
message PracticeUnLockReq {
|
||||
int32 index = 1; //柱子id
|
||||
}
|
||||
message PracticeUnLockResp {
|
||||
DBPracticeRoom info = 1;
|
||||
}
|
||||
|
||||
|
||||
///升级请求
|
||||
message PracticeUpgradeReq {
|
||||
int32 index = 1; //柱子id
|
||||
}
|
||||
message PracticeUpgradeResp {
|
||||
int32 index = 1; //柱子id
|
||||
int32 lv = 2;
|
||||
}
|
||||
|
||||
///练功请求
|
||||
message PracticePracticeReq {
|
||||
int32 index = 1; //柱子id
|
||||
string hero = 2; //训练英雄id
|
||||
string teacher = 3; //教习id
|
||||
string prop = 4; //道具id
|
||||
}
|
||||
message PracticePracticeResp {
|
||||
DBPracticePillar pillar = 1;
|
||||
}
|
||||
|
||||
///蹭馆请求
|
||||
message PracticeLootReq {
|
||||
string friend = 1; //好友id
|
||||
string hero = 2; //训练英雄id
|
||||
string teacher = 3; //教习id
|
||||
string prop = 4; //道具id
|
||||
}
|
||||
message PracticeLootResp {
|
||||
string friend = 1; //好友id
|
||||
DBPracticePillar pillar = 2;
|
||||
}
|
||||
|
||||
///驱逐
|
||||
message PracticeExpulsionReq {
|
||||
|
||||
}
|
||||
message PracticeExpulsionResp {
|
||||
DBPracticePillar pillar = 1;
|
||||
map<string,int32> knapsack = 2; //资源
|
||||
}
|
||||
|
||||
///自己的英雄被驱逐推送
|
||||
message PracticeBeExpulsionPush{
|
||||
string fuid = 1;
|
||||
DBPracticePillar pillar = 2;
|
||||
map<string,int32> knapsack = 3; //资源
|
||||
}
|
||||
|
||||
|
||||
///领取收益
|
||||
message PracticeReceiveReq {
|
||||
int32 index = 1; //柱子id
|
||||
string friend = 2; //好友id
|
||||
}
|
||||
message PracticeReceiveResp {
|
||||
DBPracticePillar pillar = 1;
|
||||
map<string,int32> knapsack = 2; //资源
|
||||
}
|
||||
|
||||
///登记满级英雄
|
||||
message PracticeEnrolledReq {
|
||||
int32 group = 1;
|
||||
repeated string hero = 2;
|
||||
}
|
||||
///登记满级英雄 回应
|
||||
message PracticeEnrolledResp{
|
||||
int32 group = 1;
|
||||
repeated string hero = 2;
|
||||
}
|
||||
|
||||
///练功道具和教习推送
|
||||
message PracticeJXItemPush{
|
||||
repeated string id = 1;
|
||||
}
|
||||
|
||||
|
||||
///健身获得buff请求
|
||||
message PracticeGymInfoReq {
|
||||
|
||||
}
|
||||
///健身获得buff请求
|
||||
message PracticeGymInfoResp {
|
||||
int32 lastaction = 1;
|
||||
int32 refreshnum = 2;
|
||||
}
|
||||
|
||||
message PracticeGymRefreshReq {
|
||||
|
||||
}
|
||||
|
||||
message PracticeGymRefreshResp {
|
||||
int32 lastaction = 1;
|
||||
int32 refreshnum = 2;
|
||||
}
|
||||
|
||||
///健身获得buff请求
|
||||
message PracticeGetGymBuffReq {
|
||||
int32 posture = 1;
|
||||
}
|
||||
|
||||
///健身获得buff请求 回应
|
||||
message PracticeGetGymBuffResp {
|
||||
int32 buffid = 1;
|
||||
}
|
||||
|
||||
|
||||
///健身 确认buff 请求
|
||||
message PracticeGymConfirmReq {
|
||||
int32 buffid = 1;
|
||||
}
|
||||
|
||||
///健身 确认buff 请求回应
|
||||
message PracticeGymConfirmResp {
|
||||
int32 buffid = 1;
|
||||
}
|
||||
|
||||
|
||||
///武馆切磋请求
|
||||
message PracticeQiecuoReq {
|
||||
string fid = 1;
|
||||
}
|
||||
message PracticeQiecuoResp {
|
||||
string fid = 1;
|
||||
bool isbattle = 2;
|
||||
DBPvpBattle battle = 3;
|
||||
}
|
||||
|
||||
|
||||
//接受切磋
|
||||
message PracticeAcceptReq{
|
||||
string uid = 1; //切磋发起者
|
||||
}
|
||||
|
||||
message PracticeAcceptResp{
|
||||
bool isSucc = 1;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//拒绝切磋
|
||||
message PracticeRefuseReq{
|
||||
string uid = 1; //切磋发起者
|
||||
}
|
||||
|
||||
message PracticeRefuseResp{
|
||||
bool isSucc = 1;
|
||||
|
||||
}
|
||||
|
||||
|
||||
//切磋通知
|
||||
message PracticeQiecuonotifyPush{
|
||||
string uid = 1; //发起者(切磋)
|
||||
string name = 2; //发起者用户名
|
||||
int32 notifyType = 3; //1发起通知 2接受通知 3拒绝通知
|
||||
}
|
||||
|
||||
//NPC战斗请求
|
||||
message PracticeNPCBattkleReq {
|
||||
BattleFormation formation = 1; //战斗类型
|
||||
}
|
||||
//NPC战斗请求 回应
|
||||
message PracticeNPCBattkleResp {
|
||||
ErrorCode code = 1; //是否成功
|
||||
BattleInfo info = 2;
|
||||
}
|
||||
|
||||
//NPC战斗结束请求
|
||||
message PracticeNPCBattkleFinishReq {
|
||||
BattleReport report = 1; //战报
|
||||
}
|
||||
//NPC战斗结束请求 回应
|
||||
message PracticeNPCBattkleFinishResp {
|
||||
bool issucc = 1; //是否成功
|
||||
}
|
||||
|
||||
//NPC对话 请求
|
||||
message PracticeNPCDialogReq{
|
||||
|
||||
}
|
||||
//NPC对话 请求
|
||||
message PracticeNPCDialogResp{
|
||||
bool issucc = 1; //是否成功
|
||||
}
|
@ -27,7 +27,6 @@ message PvpIntoResp {
|
||||
BattleStateInfo info=3; //战斗状态数据
|
||||
}
|
||||
|
||||
|
||||
//Pvp 战斗准备推送
|
||||
message PvpReadyPush {
|
||||
string servicePath = 1; //战斗区服地址
|
||||
@ -37,12 +36,34 @@ message PvpReadyPush {
|
||||
int32 countdown = 5; //布阵倒计时
|
||||
}
|
||||
|
||||
//加载完毕请求
|
||||
message PvpLoadCompleteReq {
|
||||
string battleid = 1; //战斗id
|
||||
}
|
||||
//加载完毕请求
|
||||
message PvpLoadCompleteResp {
|
||||
string battleid = 1; //战斗id
|
||||
bool issucc = 2;
|
||||
}
|
||||
//加载完毕 通知
|
||||
message PvpLoadCompleteNoticePush {
|
||||
string battleid = 1; //战斗id
|
||||
int32 side = 2;
|
||||
}
|
||||
|
||||
|
||||
//Pvp 战斗准备推送
|
||||
message PvpCancelPush {
|
||||
string servicePath = 1; //战斗区服地址
|
||||
string battleid = 2; //战斗id
|
||||
}
|
||||
|
||||
message PvpActiveCancelReq {
|
||||
string battleid = 1; //战斗id
|
||||
}
|
||||
message PvpActiveCancelResp {
|
||||
bool issucc = 1;
|
||||
}
|
||||
|
||||
//布阵 请求
|
||||
message PvpFormationReq {
|
||||
@ -78,4 +99,9 @@ message PvpInCmdResp {
|
||||
ErrorCode code = 1; //是否成功
|
||||
string battleid = 2;
|
||||
BattleCmd cmd = 3;
|
||||
}
|
||||
}
|
||||
|
||||
//实时Pvp 战斗结束推送
|
||||
message PvpFinishPush {
|
||||
string battleid = 1;
|
||||
}
|
||||
|
30
src/pb/proto/reputation/reputation_db.proto
Normal file
30
src/pb/proto/reputation/reputation_db.proto
Normal file
@ -0,0 +1,30 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
message DBReputation {
|
||||
string uid = 1; //@go_tags(`bson:"uid"`) 玩家ID
|
||||
map<int32,Camp> camps = 2; //@go_tags(`bson:"camps"`) key 阵营id
|
||||
CampAttr attrGlobal = 3; //@go_tags(`bson:"attrGlobal"`) 全局阵营属性
|
||||
}
|
||||
|
||||
// 阵营
|
||||
message Camp {
|
||||
int32 reputationLv=1; //@go_tags(`bson:"reputationLv"`) 声望等级
|
||||
CampAttr campAttr = 2; //@go_tags(`bson:"campAttr"`)
|
||||
repeated TalentNode nodes = 3; //@go_tags(`bson:"nodes"`) 天赋节点
|
||||
}
|
||||
|
||||
// 阵营声望属性
|
||||
message CampAttr{
|
||||
int32 hp = 1;
|
||||
int32 attack = 2;
|
||||
int32 defense = 3;
|
||||
int32 hpPer = 4;
|
||||
}
|
||||
|
||||
// 天赋节点
|
||||
message TalentNode{
|
||||
int32 nid = 1; //@go_tags(`bson:"nid"`) 节点ID
|
||||
int32 lv = 2; //@go_tags(`bson:"lv"`) 天赋节点等级
|
||||
int32 status= 3; //@go_tags(`bson:"status"`) 状态 0未升级 1未满级 2满级
|
||||
}
|
8
src/pb/proto/reputation/reputation_msg.proto
Normal file
8
src/pb/proto/reputation/reputation_msg.proto
Normal file
@ -0,0 +1,8 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
message reputationUpgradeReq{
|
||||
int32 zyId = 1; //阵营ID 1-4
|
||||
}
|
||||
|
||||
message reputationUpgradeResp{}
|
@ -9,6 +9,8 @@ enum ShopType {
|
||||
PVPShop = 3;
|
||||
PVEShop = 4;
|
||||
AllianceShop = 5;
|
||||
HeroShop =6;
|
||||
SmithyShop =7;
|
||||
}
|
||||
|
||||
message UserShopData {
|
||||
@ -29,6 +31,8 @@ message DBShop {
|
||||
UserShopData pvpShop = 7; //@go_tags(`bson:"pvpShop"`) 金币商店数据
|
||||
UserShopData pveShop = 8; //@go_tags(`bson:"pveShop"`) 金币商店数据
|
||||
UserShopData allianceShop = 9; //@go_tags(`bson:"allianceShop"`) 金币商店数据
|
||||
UserShopData heroShop = 10; //@go_tags(`bson:"heroShop"`) 金币商店数据
|
||||
UserShopData smithyShop = 11; //@go_tags(`bson:"smithyShop"`) 金币商店数据
|
||||
}
|
||||
|
||||
// message DBShopItem {
|
||||
|
@ -1,69 +1,75 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "comm.proto";
|
||||
|
||||
|
||||
message Mastery{
|
||||
int32 lv =1;
|
||||
int32 value = 2;
|
||||
}
|
||||
|
||||
// 炉子信息
|
||||
message DBStove{
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
int32 lv = 3; // 炉子等级
|
||||
map<int32,int32> data = 4; // key 套装类型 value 熟练度
|
||||
map<int32,Mastery> data = 4; // key 图纸ID value 熟练度
|
||||
map<int32,int32> skill = 5; // 台子技能
|
||||
map<int32,int32> forge = 6; // key 套装类型 value 打造次数
|
||||
int32 temperature = 7;// 炉子温度
|
||||
int64 recoveTime = 8; // 恢复满时间
|
||||
int32 business = 9; //
|
||||
int64 recoveTime = 8; //@go_tags(`bson:"recoveTime"`) 恢复满时间
|
||||
map<int32,int32> hit = 9;
|
||||
}
|
||||
|
||||
// 商人信息
|
||||
message DBBusiness{
|
||||
map<int32,int32> shop = 1;
|
||||
message CustomerInfo{
|
||||
int32 customerId = 1; //顾客ID
|
||||
int32 suitId = 2; //套装ID 随机套装
|
||||
int32 equipCount = 3;//装备数量
|
||||
}
|
||||
|
||||
message DBBusinessData{
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
repeated DBBusiness data = 3;
|
||||
int32 count = 4; // 刷新次数
|
||||
int64 refreshTime = 5;//@go_tags(`bson:"refreshTime"`) 刷新开始时间
|
||||
message DBCustomer{
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`)
|
||||
repeated CustomerInfo customers = 3; // @go_tags(`bson:"customers"`) 顾客信息
|
||||
int32 total = 4; //@go_tags(`bson:"total"`) 顾客累计数
|
||||
int64 lastRefreshTime = 5; // @go_tags(`bson:"lastRefreshTime"`) 上次更新时间
|
||||
}
|
||||
|
||||
// 装备图鉴
|
||||
message DBTujian{
|
||||
message DBAtlas{
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
map<int32,ForgeData> tujian = 3; // 图鉴信息
|
||||
int32 slider = 4; // 进度
|
||||
map<string,ForgeList> atlas = 3; // 图鉴信息
|
||||
map<string,CollectData> collect = 4; // 收藏品图鉴信息
|
||||
int32 score = 5; // 总积分
|
||||
int32 award = 6; // 奖励进度
|
||||
|
||||
}
|
||||
message CollectData{
|
||||
string id = 1; // 收集图鉴id
|
||||
int32 score = 2;
|
||||
int64 time = 3; // 获得时间
|
||||
bool activate = 4; // 是否激活
|
||||
}
|
||||
message ForgeList{
|
||||
ForgeData data1 = 1;
|
||||
ForgeData data2 = 2;
|
||||
bool activate = 3; // 是否激活
|
||||
}
|
||||
message ForgeData{
|
||||
int32 forgeCount = 1; // 打造次数
|
||||
int32 lv = 2;
|
||||
int32 quality = 3;
|
||||
int32 score = 4;
|
||||
int64 time = 5; // 获得时间
|
||||
}
|
||||
|
||||
////////
|
||||
message Clang{
|
||||
int32 deskType = 1; // 台子类型
|
||||
int64 eTime = 2;
|
||||
int64 sTime = 3; // 订单开始时间
|
||||
}
|
||||
//玩家图鉴任务
|
||||
message DBTujianTask {
|
||||
string uid = 1; //@go_tags(`bson:"uid"`)
|
||||
repeated TujianTask tasks = 2; // @go_tags(`bson:"tasks"`) 任务列表
|
||||
}
|
||||
|
||||
message OrderClang{
|
||||
int32 deskType = 1; // 台子类型
|
||||
int32 count = 2; // 料理数量
|
||||
int32 needTime = 3; // 需要的时间
|
||||
message TujianTask{
|
||||
int32 taskId = 1; //@go_tags(`bson:"taskId"`) 任务ID
|
||||
int32 received = 2; //@go_tags(`bson:"received"`) 领取状态 0未领取 1待领取 2已领取
|
||||
}
|
||||
message DBSmithy {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
Clang clang = 3;// 正在制作中的数据
|
||||
repeated OrderClang orders = 4; //@go_tags(`bson:"orders"`) 订单数据
|
||||
repeated UserAssets items = 5; //@go_tags(`bson:"items"`) 已经做好装备
|
||||
map<int32,int32> skill = 6;//@go_tags(`bson:"skill"`) 锻造台等级
|
||||
int32 stoveLv = 7; //@go_tags(`bson:"stoveLv"`) 炉子等级
|
||||
int32 orderCostTime = 8; //@go_tags(`bson:"orderCostTime"`) 订单消耗的时常
|
||||
int64 ctime = 9; // 订单创建时间
|
||||
map<int32,int32> deskFloor = 10;//@go_tags(`bson:"deskFloor"`)台子保底
|
||||
int32 stoveFloor = 11;//@go_tags(`bson:"stoveFloor"`) 炉子保底
|
||||
int32 totalTime = 12;//@go_tags(`bson:"totalTime"`)
|
||||
}
|
@ -1,9 +1,8 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "smithy/smithy_db.proto";
|
||||
import "user/user_db.proto";
|
||||
|
||||
|
||||
import "equipment/equipment_db.proto";
|
||||
import "comm.proto";
|
||||
// 铁匠铺 获取炉子信息
|
||||
message SmithyGetStoveInfoReq {
|
||||
|
||||
@ -16,25 +15,16 @@ message SmithyGetStoveInfoResp {
|
||||
|
||||
// 打造装备
|
||||
message SmithyForgeEquipReq{
|
||||
int32 equipType = 1; // 装备类型
|
||||
int32 reelId = 1; // 卷轴ID
|
||||
int32 lava = 2;// 添加熔岩
|
||||
int32 quality = 3;// 精益制造
|
||||
int32 suiteId = 4;// 套装ID (非定制传0 )
|
||||
int32 position = 5; // 装备位置(没有指定位置传 -1)
|
||||
map<int32,int32> hit = 6;// 敲击数据 key 敲打 cid value 敲打次数
|
||||
}
|
||||
|
||||
message SmithyForgeEquipResp{
|
||||
int32 equip = 1; // 装备ID
|
||||
DBStove data = 2;
|
||||
}
|
||||
// 定制装备
|
||||
message SmithyOrderEquipReq{
|
||||
int32 suiteId = 1;// 套装ID
|
||||
int32 position = 2; // 装备位置
|
||||
int32 lava = 3;// 添加熔岩
|
||||
int32 quality = 4;// 精益制造
|
||||
}
|
||||
|
||||
message SmithyOrderEquipResp{
|
||||
int32 equip = 1; // 装备ID
|
||||
repeated DB_Equipment equip = 1; // 装备ID
|
||||
DBStove data = 2;
|
||||
}
|
||||
|
||||
@ -43,6 +33,7 @@ message SmithyOrderEquipResp{
|
||||
message SmithyStoveUpReq{
|
||||
|
||||
}
|
||||
|
||||
message SmithyStoveUpResp{
|
||||
DBStove data = 1;
|
||||
}
|
||||
@ -65,72 +56,72 @@ message SmithyToolsUpReq{
|
||||
message SmithyToolsUpResp{
|
||||
DBStove data = 1;
|
||||
}
|
||||
// 刷新商人
|
||||
message SmithyRefreshShopReq{
|
||||
// 顾客
|
||||
message SmithyCustomerReq{
|
||||
|
||||
}
|
||||
message SmithyRefreshShopResp{
|
||||
DBBusiness data = 1;
|
||||
message SmithyCustomerResp{
|
||||
repeated CustomerInfo customers = 1; //顾客及装备信息
|
||||
}
|
||||
|
||||
// 出售装备
|
||||
message SmithySellItemReq{
|
||||
int32 id = 1; // 装备ID
|
||||
int32 count = 2; // 数量
|
||||
message SmithySellReq{
|
||||
repeated string equipIds = 1; // 装备ID
|
||||
int32 customerId = 2; //顾客ID
|
||||
}
|
||||
|
||||
message SmithySellItemResp{
|
||||
DBBusiness data = 1;
|
||||
message SmithySellResp{
|
||||
int32 customerId = 1; //顾客ID
|
||||
repeated string equipIds =2; //出售的装备
|
||||
repeated CustomerInfo customers = 3;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////
|
||||
// 创建订单
|
||||
message SmithyCreateOrderReq {
|
||||
repeated OrderClang order = 1;// 烹饪时间不用传 后端会重新计算
|
||||
// 拒绝交易
|
||||
message SmithyRefuseReq{
|
||||
int32 customerId = 1; //顾客ID
|
||||
}
|
||||
message SmithyRefuseResp{
|
||||
repeated CustomerInfo customers = 1;
|
||||
}
|
||||
|
||||
message SmithyCreateOrderResp {
|
||||
DBSmithy data = 1;
|
||||
}
|
||||
|
||||
// 领取奖励
|
||||
message SmithyGetRewardReq{
|
||||
}
|
||||
|
||||
message SmithyGetRewardResp{
|
||||
DBSmithy data = 1;
|
||||
}
|
||||
|
||||
// 技能升级
|
||||
message SmithyDeskSkillLvReq{
|
||||
int32 deskType = 1; // 台子类型
|
||||
}
|
||||
|
||||
message SmithyDeskSkillLvResp{
|
||||
DBSmithy data = 1;
|
||||
}
|
||||
|
||||
// 炉子技能升级
|
||||
message SmithyStoveSkillLvReq{
|
||||
// 查看图鉴信息
|
||||
message SmithyAtlasListReq{
|
||||
|
||||
}
|
||||
|
||||
message SmithyStoveSkillLvResp{
|
||||
DBSmithy data = 1;
|
||||
message SmithyAtlasListResp{
|
||||
DBAtlas data = 1;
|
||||
}
|
||||
|
||||
message SmithyGetRandUserReq{
|
||||
int32 people = 1;//人数
|
||||
// 图鉴激活更新
|
||||
message SmithyAtlasActivateReq{
|
||||
string id = 1; // 图鉴ID
|
||||
}
|
||||
|
||||
message SmithyGetRandUserResp{
|
||||
repeated DBUser user = 1;
|
||||
message SmithyAtlasActivateResp{
|
||||
DBAtlas data = 1;
|
||||
}
|
||||
|
||||
message SmithyGetListReq {
|
||||
// 图鉴信息奖励任务领取
|
||||
message SmithyAtlasAwardReq{
|
||||
|
||||
}
|
||||
// 返回进度信息
|
||||
message SmithyGetListResp {
|
||||
DBSmithy data = 1;
|
||||
message SmithyAtlasAwardResp{
|
||||
DBAtlas data = 1; // 奖励信息
|
||||
repeated UserAssets res = 2; // 获得的奖励
|
||||
}
|
||||
|
||||
//图鉴任务奖励领取
|
||||
message SmithyTaskAwardReq{
|
||||
int32 taskId = 1;
|
||||
}
|
||||
message SmithyTaskAwardResp{
|
||||
int32 taskId = 1;
|
||||
}
|
||||
|
||||
//图鉴任务查询
|
||||
message SmithyTasklistReq{
|
||||
|
||||
}
|
||||
message SmithyTasklistResp{
|
||||
repeated TujianTask tasks= 1; //任务列表
|
||||
}
|
||||
|
9
src/pb/proto/sys/sys_db.proto
Normal file
9
src/pb/proto/sys/sys_db.proto
Normal file
@ -0,0 +1,9 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
message DBOpenCond {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
map<string,int32> cond = 3; // 功能开启条件 key opencond配置id value:0 自动激活 1 已经激活
|
||||
}
|
||||
|
@ -7,4 +7,20 @@ message SysFuncListReq {
|
||||
|
||||
message SysFuncListResp {
|
||||
repeated string funcIds = 1; //功能ID
|
||||
}
|
||||
}
|
||||
|
||||
message SysFuncGetListReq {
|
||||
repeated string keys = 1; //功能ID
|
||||
}
|
||||
|
||||
message SysFuncGetListResp {
|
||||
map<string,int32> cond = 1; // 功能开启条件 key opencond配置id value:0 自动激活 1 已经激活
|
||||
}
|
||||
// 手动激活
|
||||
message SysFuncActivateReq {
|
||||
string cid = 1; // opencond表的key
|
||||
}
|
||||
|
||||
message SysFuncActivateResp {
|
||||
string cid = 1;
|
||||
}
|
||||
|
@ -55,4 +55,5 @@ message DBRtaskRecord {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
map<int32, rtaskData> vals = 3; //@go_tags(`bson:"vals"`) 任务记录值
|
||||
int64 ctime = 4; //@go_tags(`bson:"ctime"`) 创建时间
|
||||
}
|
@ -33,4 +33,22 @@ message DBTrollRecord{
|
||||
int32 gold = 3; // 收益
|
||||
int32 pos = 4; // 商人位置
|
||||
int64 time = 5; // 交易时间
|
||||
}
|
||||
}
|
||||
|
||||
message DBGoods{
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
int32 period = 2; // 变动周期
|
||||
int32 curPeriod = 3; // 当前变动周期
|
||||
int32 weight = 4; // 周期权重
|
||||
int32 price = 5; // 当前价格
|
||||
int32 time = 6; // 刷新时间
|
||||
}
|
||||
|
||||
message DBTroll {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
int32 useCount = 3; // 当前背包使用的数量
|
||||
map<int32,int32> items = 4; // 背包数据
|
||||
map<int32,DBGoods> goods = 5; // 货物 key 货物ID
|
||||
int32 lv = 6;// 商队等级
|
||||
}
|
||||
|
@ -39,6 +39,10 @@ message DBUser {
|
||||
int64 lastRecoverPsSec =
|
||||
26; //@go_tags(`bson:"lastRecoverPsSec"`) 上次体会恢复时间
|
||||
int32 moongold = 27; //@go_tags(`bson:"moongold"`) 纯净月髓
|
||||
int32 talent1 = 28; //@go_tags(`bson:"talent1"`) 阵营1天赋点
|
||||
int32 talent2 = 29; //@go_tags(`bson:"talent2"`) 阵营2天赋点
|
||||
int32 talent3 = 30; //@go_tags(`bson:"talent3"`) 阵营3天赋点
|
||||
int32 talent4 = 31; //@go_tags(`bson:"talent4"`) 阵营4天赋点
|
||||
}
|
||||
|
||||
message DBUserSetting {
|
||||
@ -62,9 +66,10 @@ message DBUserSetting {
|
||||
message DBSign {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
int64 signTime = 3; //@go_tags(`bson:"signTime"`) 玩家登录时间
|
||||
int64 signTime = 3; //@go_tags(`bson:"signTime"`) 玩家签到时间
|
||||
int32 signCount = 4; //@go_tags(`bson:"signCount"`) 玩家累计签到次数
|
||||
int32 group = 5; // 签到组id
|
||||
int32 cid = 6; //记录循环签到值,客户端忽略这个字段
|
||||
int64 rTime = 7; //@go_tags(`bson:"rTime"`) 刷新时间
|
||||
int32 group = 5; //记录循环签到值
|
||||
int32 day = 6; // 今天是这个月第几天
|
||||
repeated int32 puzzle= 7; //@go_tags(`bson:"puzzle"`) 拼图游戏完成情况 // 0 未签到 1 已签到 2 玩了游戏
|
||||
int32 tips = 8; // 提示次数
|
||||
}
|
@ -191,9 +191,27 @@ message UserGetServerDataReq {}
|
||||
|
||||
message UserGetServerDataResp { DBServerData data = 1; }
|
||||
|
||||
message UserSignReq {}
|
||||
message UserSignReq {
|
||||
}
|
||||
// 推送签到信息
|
||||
message UserSignResp {
|
||||
DBSign data = 1;
|
||||
bool reward = 2; // 是否领奖
|
||||
}
|
||||
|
||||
//拼图领奖
|
||||
message UserPuzzleAwardReq {
|
||||
int32 index = 1;
|
||||
}
|
||||
//拼图领奖 回应
|
||||
message UserPuzzleAwardResp {
|
||||
int32 index = 2;
|
||||
}
|
||||
|
||||
// 修改提示次数
|
||||
message UserChangeTipsReq {
|
||||
int32 tips = 1;
|
||||
}
|
||||
|
||||
message UserChangeTipsResp {
|
||||
DBSign data = 1;
|
||||
}
|
@ -34,4 +34,7 @@ message DBUserExpand {
|
||||
int32 sociatyTicketBuyNum = 32;//@go_tags(`bson:"sociatyTicketBuyNum"`) 公会boss挑战券购买次数
|
||||
int32 sociatyTicket = 33;//@go_tags(`bson:"sociatyTicket"`) 公会boss挑战券数量
|
||||
map<int32,int32> mline = 34;//@go_tags(`bson:"mline"`) 主线关卡最大进度 key难度val是关卡ID
|
||||
repeated int32 suiteId = 35;//@go_tags(`bson:"suiteId"`) 套装Id
|
||||
int32 globalbuff = 36; //@go_tags(`bson:"globalbuff"`) 全局buff
|
||||
map<int32, int32> race = 37; // key 阵营ID 1~4 value 总好感度
|
||||
}
|
@ -3,12 +3,17 @@ option go_package = ".;pb";
|
||||
|
||||
message DBWorldtask {
|
||||
string uid = 1; //@go_tags(`bson:"uid"`) 玩家ID
|
||||
map<int32, Worldtask> lastTaskIds =
|
||||
2; //@go_tags(`bson:"lastTaskId"`) 上一次完成的任务 key:groupId val:任务ID
|
||||
repeated Worldtask taskList = 3; //@go_tags(`bson:"taskList"`) 任务列表
|
||||
repeated int32 taskList = 3; //@go_tags(`bson:"taskList"`) 任务列表
|
||||
map<int32, Worldtask> currentTask = 4; //@go_tags(`bson:"currentTask"`) 正在进行的任务
|
||||
map<int32,int32> chapters = 5; //@go_tags(`bson:"chapters"`) key章节ID v状态 1已解锁2已领取
|
||||
int64 daliyRefreshTime = 6; //@go_tags(`bson:"daliyRefreshTime"`)
|
||||
int64 weekRefreshTime = 7; //@go_tags(`bson:"weekRefreshTime"`)
|
||||
}
|
||||
|
||||
message Worldtask {
|
||||
int32 taskId = 1; //@go_tags(`bson:"taskIds"`) 任务ID
|
||||
int32 taskType= 3; //@go_tags(`bson:"taskType"`) 任务类型 1 日/周常 2随机任务 3支线剧情
|
||||
int32 npcStatus = 5; //@go_tags(`bson:"npcStatus"`) NPC任务完成状态0未完成 1完成
|
||||
repeated int32 condiIds = 6; //@go_tags(`bson:"condiIds"`) 任务完成条件
|
||||
int32 deliverNpc = 7; //@go_tags(`bson:"deliverNpc"`) 交付NPC完成状态0未完成 1完成
|
||||
}
|
@ -2,27 +2,57 @@ syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "battle/battle_msg.proto";
|
||||
import "worldtask/worldtask_db.proto";
|
||||
import "errorcode.proto";
|
||||
|
||||
// 我的世界任务
|
||||
message WorldtaskMineReq {}
|
||||
|
||||
message WorldtaskMineResp { DBWorldtask task = 1; }
|
||||
|
||||
//接受任务
|
||||
message WorldtaskAcceptReq{
|
||||
int32 groupId = 1;
|
||||
int32 taskId = 2;
|
||||
}
|
||||
message WorldtaskAcceptResp{
|
||||
ErrorCode Code = 1;
|
||||
}
|
||||
|
||||
//任务完成条件推送
|
||||
message WorldtaskCompletecondisPush{
|
||||
int32 groupId = 1;
|
||||
int32 taskId = 2;
|
||||
repeated int32 condiIds = 3;
|
||||
}
|
||||
|
||||
//校验任务完成条件
|
||||
message WorldtaskCompleteCondiReq{
|
||||
int32 groupId = 1;
|
||||
int32 taskId = 2;
|
||||
int32 condiId = 3;
|
||||
}
|
||||
|
||||
message WorldtaskCompleteCondiResp{
|
||||
ErrorCode code = 1;
|
||||
int32 taskId = 2;
|
||||
int32 condiId = 3;
|
||||
}
|
||||
|
||||
// 完成任务
|
||||
message WorldtaskFinishReq {
|
||||
int32 groupId = 1; //分组ID
|
||||
int32 taskId = 2; //任务ID
|
||||
}
|
||||
message WorldtaskFinishResp {
|
||||
int32 groupId = 1;
|
||||
ErrorCode code = 1;
|
||||
int32 taskId = 2;
|
||||
repeated string newheros = 3; //获得的新英雄
|
||||
int32 olv = 4; //以前的等级
|
||||
int32 condiId = 3;
|
||||
}
|
||||
|
||||
//任务完成条件达成的推送
|
||||
message WorldtaskNexttaskPush {
|
||||
int32 nextTaskId = 1; //下一个任务ID
|
||||
map<int32, Worldtask> nextTask = 1;
|
||||
repeated int32 finishedTaskIds = 2;// 当前完成的任务
|
||||
}
|
||||
|
||||
// 开始战斗
|
||||
@ -37,18 +67,27 @@ message WorldtaskBattleStartResp {
|
||||
|
||||
// 战斗完成
|
||||
message WorldtaskBattleFinishReq {
|
||||
int32 taskId = 1; //任务ID
|
||||
int32 battleConfId = 2; //战斗配表ID
|
||||
BattleReport report = 3; //战报
|
||||
int32 groupId = 1;
|
||||
int32 taskId = 2; //任务ID
|
||||
int32 condiId = 3; //完成条件ID
|
||||
int32 battleConfId = 4; //战斗配表ID
|
||||
BattleReport report = 5; //战报
|
||||
}
|
||||
|
||||
message WorldtaskBattleFinishResp {
|
||||
int32 taskId = 1; //任务ID
|
||||
repeated string newheros = 2; //获得的新英雄
|
||||
int32 olv = 3; //以前的等级
|
||||
}
|
||||
|
||||
// 当前完成的任务列表推送
|
||||
message WorldtaskFinishIdsPush {
|
||||
repeated Worldtask taskList = 1; //完成的任务 key:groupId val:任务ID
|
||||
}
|
||||
|
||||
// 章节奖励领取
|
||||
message WorldtaskChapterrewardReq{
|
||||
int32 groupId = 1;
|
||||
}
|
||||
|
||||
message WorldtaskChapterrewardResp{
|
||||
ErrorCode code = 1;
|
||||
}
|
9
src/pb/temop/academy_db.proto
Normal file
9
src/pb/temop/academy_db.proto
Normal file
@ -0,0 +1,9 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
//训练营数据
|
||||
message DBAcademy {
|
||||
string uid = 1;
|
||||
map<int32, bool> level = 2;
|
||||
map<string,bool> hero = 3;
|
||||
}
|
44
src/pb/temop/academy_msg.proto
Normal file
44
src/pb/temop/academy_msg.proto
Normal file
@ -0,0 +1,44 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "academy_db.proto";
|
||||
import "battle_msg.proto";
|
||||
import "errorcode.proto";
|
||||
|
||||
///基础信息获取
|
||||
message AcademyInfoReq {}
|
||||
message AcademyInfoResp { DBAcademy info = 1; }
|
||||
|
||||
//挑战
|
||||
message AcademyChallengeReq { int32 level = 1; }
|
||||
message AcademyChallengeResp {
|
||||
ErrorCode code = 1; //是否成功
|
||||
int32 level = 2;
|
||||
BattleInfo info = 3;
|
||||
}
|
||||
|
||||
//领取
|
||||
message AcademyReceiveReq {
|
||||
int32 level = 1;
|
||||
int32 group = 2;
|
||||
BattleReport report = 3; //战报
|
||||
}
|
||||
message AcademyReceiveResp { bool issucc = 1; }
|
||||
|
||||
|
||||
//教学请求
|
||||
message AcademyTeachingReq {
|
||||
string heroId = 1;
|
||||
}
|
||||
message AcademyTeachingResp {
|
||||
ErrorCode code = 1; //是否成功
|
||||
string heroId = 2;
|
||||
BattleInfo info = 3;
|
||||
}
|
||||
|
||||
|
||||
//领取教学奖励
|
||||
message AcademyTeachingReceiveReq {
|
||||
string heroId = 1;
|
||||
BattleReport report = 2; //战报
|
||||
}
|
||||
message AcademyTeachingReceiveResp { bool issucc = 1; }
|
96
src/pb/temop/arena_db.proto
Normal file
96
src/pb/temop/arena_db.proto
Normal file
@ -0,0 +1,96 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "hero_db.proto";
|
||||
//玩家战斗阵型
|
||||
message DBPlayerBattleFormt {
|
||||
int32 leadpos = 1; //队长位置
|
||||
repeated DBHero formt = 2;
|
||||
}
|
||||
|
||||
//玩家基本信息
|
||||
message ArenaPlayer {
|
||||
string uid = 1;
|
||||
string name = 2;
|
||||
string avatar = 3; //@go_tags(`bson:"avatar"`) 头像
|
||||
int32 lv = 4; //@go_tags(`bson:"lv"`) 等级
|
||||
int32 dan = 5; //段位
|
||||
int32 integral = 6;
|
||||
int32 rank = 7; //排名
|
||||
DBPlayerBattleFormt defend = 8; //防守
|
||||
bool isai = 9; //是否是ai
|
||||
int32 mformatid = 10; // AIId
|
||||
int32 changeintegral = 11; //变化积分
|
||||
}
|
||||
|
||||
enum BattleRecordState {
|
||||
AttackWin = 0;
|
||||
AttackLost = 1;
|
||||
DefendkWin = 2;
|
||||
DefendLost = 3;
|
||||
WaitingRevenge = 4;
|
||||
RevengeFailed = 5;
|
||||
RevengeSucceeded = 6;
|
||||
RevengeEnd = 7;
|
||||
}
|
||||
|
||||
message DBHeroBase {
|
||||
string oid = 1; //英雄的唯一id
|
||||
string cid = 2; //英雄配置id
|
||||
int32 star = 3; //英雄星级
|
||||
int32 lv = 4; //英雄等级
|
||||
}
|
||||
//战斗记录
|
||||
message DBArenaBattleRecord {
|
||||
string bid = 1; //战斗id
|
||||
int64 time = 2; //战斗时间
|
||||
bool iswin = 3; //是否胜利
|
||||
bool isdefend = 4; //是否防守
|
||||
string rivalid = 5; //对手id
|
||||
string rivalname = 6; //对手名称
|
||||
int32 leadpos = 7; //队长位置
|
||||
repeated DBHeroBase formt = 8; //阵营
|
||||
int32 addintegral = 9; //积分变化
|
||||
BattleRecordState State = 10; //记录状态
|
||||
}
|
||||
|
||||
//竞技场用户数据
|
||||
message DBArenaUser {
|
||||
string uid = 1; //用户id
|
||||
string name = 2; //玩家名称
|
||||
string avatar = 3; //@go_tags(`bson:"avatar"`) 头像
|
||||
int32 lv = 4; //@go_tags(`bson:"lv"`) 等级
|
||||
int32 integral = 5; //积分
|
||||
// int32 ticket = 6; //挑战券
|
||||
int32 dan = 7; //段位
|
||||
DBPlayerBattleFormt attack = 8; //进攻阵型
|
||||
DBPlayerBattleFormt defend = 9; //防守阵型
|
||||
int32 streak = 10; //连胜
|
||||
int32 attackrate = 11; //进攻胜率
|
||||
int32 defendrate = 12; //防守胜率
|
||||
int32 rank = 13; //排名
|
||||
int32 buynum = 14; //购买次数
|
||||
repeated DBArenaBattleRecord record = 15; //战斗记录
|
||||
int64 lastrtickettime = 16; //最后领劵时间
|
||||
int32 attackwinuum = 17; //进攻胜利次数
|
||||
int32 attacktotaluum = 18; //进攻总次数
|
||||
int32 defendwinuum = 19; //防守胜利
|
||||
int32 defendtotaluum = 20; //防守总
|
||||
repeated double loc = 21; //地图索引 匹配系统使用
|
||||
bool isdef = 22; //是否设置防守
|
||||
map<int32, DBNpc> npc = 23; // npc Cd
|
||||
int32 prededuction = 24; //预扣字段
|
||||
}
|
||||
|
||||
// npc数据
|
||||
message DBNpc {
|
||||
int32 id = 1;
|
||||
int64 cd = 2;
|
||||
int32 index = 3;
|
||||
}
|
||||
|
||||
|
||||
//修改用户积分
|
||||
message RPCModifyIntegralReq {
|
||||
string uid = 1;
|
||||
int32 integral = 2;
|
||||
}
|
100
src/pb/temop/arena_msg.proto
Normal file
100
src/pb/temop/arena_msg.proto
Normal file
@ -0,0 +1,100 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "arena_db.proto";
|
||||
import "battle_msg.proto";
|
||||
import "errorcode.proto";
|
||||
|
||||
//竞技场信息 请求
|
||||
message ArenaInfoReq {}
|
||||
//竞技场信息 回应
|
||||
message ArenaInfoResp { DBArenaUser info = 1; }
|
||||
//竞技场信息 请求 别人的
|
||||
message ArenaOtherInfoReq { string otherId = 1; }
|
||||
//竞技场信息 回应
|
||||
message ArenaOtherInfoResp { DBArenaUser info = 1; }
|
||||
|
||||
//设置进攻阵型
|
||||
message ArenaSetAttFormtReq {
|
||||
int32 leadpos = 1; //队长位置
|
||||
repeated string formt = 2; //进攻阵型
|
||||
}
|
||||
//设置进攻阵型
|
||||
message ArenaSetAttFormtResp { bool issucc = 1; }
|
||||
//设置防守阵型
|
||||
message ArenaSetDefFormtReq {
|
||||
int32 leadpos = 1; //队长位置
|
||||
repeated string formt = 2; //防守阵型
|
||||
}
|
||||
//设置防守阵型
|
||||
message ArenaSetDefFormtResp { bool issucc = 1; }
|
||||
|
||||
//竞技场匹配 请求
|
||||
message ArenaMatcheReq {}
|
||||
//竞技场匹配 回应
|
||||
message ArenaMatcheResp { repeated ArenaPlayer players = 1; }
|
||||
|
||||
//竞技场挑战 请求
|
||||
message ArenaChallengeReq {
|
||||
string playerid = 1;
|
||||
bool isai = 2; //是否是ai
|
||||
int32 mformatId = 3; // AIId
|
||||
BattleFormation battle = 4; //战斗类型
|
||||
}
|
||||
//竞技场挑战 回应
|
||||
message ArenaChallengeResp {
|
||||
ErrorCode code = 1; //是否成功
|
||||
BattleInfo info = 2;
|
||||
}
|
||||
//领取战斗奖励
|
||||
message ArenaChallengeRewardReq {
|
||||
bool iswin = 1; //是否胜利
|
||||
bool isai = 2; //对手是否是ai
|
||||
int32 aiintegral = 3; // ai 积分
|
||||
string ainame = 4; // ai名称
|
||||
BattleReport report = 5; //战报
|
||||
string revengeid = 6; //复仇id
|
||||
}
|
||||
message ArenaChallengeRewardResp { bool issucc = 1; }
|
||||
|
||||
//竞技场排行榜 请求
|
||||
message ArenaRankReq {}
|
||||
//竞技场排行榜 回应
|
||||
message ArenaRankResp { repeated ArenaPlayer players = 1;DBArenaUser info = 2; }
|
||||
|
||||
//购买票据
|
||||
message ArenaBuyReq { int32 buyNum = 1; }
|
||||
message ArenaBuyResp {
|
||||
bool issucc = 1; //是否成功
|
||||
int32 ticket = 2; //当前挑战次数
|
||||
}
|
||||
|
||||
//删除战斗记录
|
||||
message ArenaDelRewardReq {
|
||||
string bid = 1; //战斗id
|
||||
}
|
||||
message ArenaDelRewardResp {
|
||||
bool issucc = 1; //是否成功
|
||||
string bid = 2; //战斗id
|
||||
}
|
||||
|
||||
//剧情战斗 请求
|
||||
message ArenaPlotReq {
|
||||
int32 pid = 1; //剧情id
|
||||
BattleFormation battle = 2; //战斗类型
|
||||
}
|
||||
|
||||
message ArenaPlotResp {
|
||||
ErrorCode code = 1; //是否成功
|
||||
int32 pid = 2; //剧情id
|
||||
BattleInfo info = 3;
|
||||
}
|
||||
//剧情战斗奖励领取 请求
|
||||
message ArenaPlotRewardReq {
|
||||
int32 pid = 1; //剧情id
|
||||
BattleReport report = 2; //战报
|
||||
}
|
||||
|
||||
message ArenaPlotRewardResp {
|
||||
bool issucc = 1;
|
||||
map<int32, DBNpc> npc = 2; // npc Cd
|
||||
}
|
16
src/pb/temop/atlas_db.proto
Normal file
16
src/pb/temop/atlas_db.proto
Normal file
@ -0,0 +1,16 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
message DBPandaAtlas{
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
map<string,CollectInfo> collect = 3; // 收藏品图鉴信息
|
||||
int32 score = 4; // 总积分
|
||||
int32 award = 5; // 奖励进度
|
||||
|
||||
}
|
||||
message CollectInfo{
|
||||
int32 score = 1;
|
||||
int64 time = 2; // 获得时间
|
||||
bool activate = 3; // 是否激活
|
||||
}
|
31
src/pb/temop/atlas_msg.proto
Normal file
31
src/pb/temop/atlas_msg.proto
Normal file
@ -0,0 +1,31 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "atlas_db.proto";
|
||||
import "comm.proto";
|
||||
|
||||
// 查看图鉴信息
|
||||
message AtlasGetListReq{
|
||||
|
||||
}
|
||||
|
||||
message AtlasGetListResp{
|
||||
DBPandaAtlas data = 1;
|
||||
}
|
||||
|
||||
// 图鉴激活更新
|
||||
message AtlasActivateReq{
|
||||
string id = 1; // 图鉴ID
|
||||
}
|
||||
|
||||
message AtlasActivateResp{
|
||||
DBPandaAtlas data = 1;
|
||||
}
|
||||
|
||||
// 图鉴信息奖励任务领取
|
||||
message AtlasAwardReq{
|
||||
|
||||
}
|
||||
message AtlasAwardResp{
|
||||
DBPandaAtlas data = 1; // 奖励信息
|
||||
repeated UserAssets res = 2; // 获得的奖励
|
||||
}
|
18
src/pb/temop/auto_db.proto
Normal file
18
src/pb/temop/auto_db.proto
Normal file
@ -0,0 +1,18 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "battle_db.proto";
|
||||
import "battle_msg.proto";
|
||||
// 自动战斗
|
||||
message DBAutoBattle {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
bool autoWin = 3 ; //@go_tags(`bson:"autoWin"`) 失败自动停止
|
||||
bool maxExp = 4 ; //@go_tags(`bson:"maxExp"`)雄达到满级则停止连续战斗
|
||||
bool autoBuy = 5 ; //@go_tags(`bson:"autoBuy"`) 自动购买
|
||||
int32 autoSell = 6; //@go_tags(`bson:"autoSell"`) 自动出售星级装备
|
||||
PlayType ptype = 7; // 类型
|
||||
int32 bossId = 8; //@go_tags(`bson:"bossId"`)
|
||||
int32 difficulty = 9;
|
||||
BattleFormation battle = 10; // 阵容信息
|
||||
}
|
||||
|
46
src/pb/temop/auto_msg.proto
Normal file
46
src/pb/temop/auto_msg.proto
Normal file
@ -0,0 +1,46 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "battle_db.proto";
|
||||
import "battle_msg.proto";
|
||||
import "comm.proto";
|
||||
|
||||
message AutoBattleChallengeReq {
|
||||
int32 bossId = 1; // boos 类型
|
||||
int32 difficulty = 2; // 难度
|
||||
BattleFormation battle = 3;
|
||||
bool autoWin = 4 ; // 失败自动停止
|
||||
bool maxExp = 5 ; //雄达到满级则停止连续战斗
|
||||
bool autoBuy = 6 ; // 自动购买
|
||||
int32 autoSell = 7; // 自动出售星级装备
|
||||
PlayType ptype = 8; // 类型
|
||||
}
|
||||
|
||||
message AutoBattleChallengeResp {
|
||||
BattleInfo info = 1;
|
||||
}
|
||||
|
||||
message AutoBattleOverReq {
|
||||
PlayType ptype = 1; // 类型
|
||||
BattleReport report = 2; //战报
|
||||
}
|
||||
|
||||
// 客户端通知服务器打赢了
|
||||
message AutoBattleOverResp {
|
||||
repeated UserAtno asset = 1;// GameRe // 推送atn
|
||||
BattleInfo info = 2;
|
||||
bool over = 3; // 是否结束
|
||||
}
|
||||
// 自动战斗结束
|
||||
// message AutoBattleOverEnvPush {
|
||||
// bool success = 1;
|
||||
// }
|
||||
|
||||
// 主动结束战斗
|
||||
message AutoBattleStopReq {
|
||||
PlayType ptype = 1; // 类型
|
||||
}
|
||||
|
||||
// 客户端通知服务器打赢了
|
||||
message AutoBattleStopResp {
|
||||
PlayType ptype = 1; // 类型
|
||||
}
|
90
src/pb/temop/battle_db.proto
Normal file
90
src/pb/temop/battle_db.proto
Normal file
@ -0,0 +1,90 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "comm.proto";
|
||||
|
||||
enum BattleType {
|
||||
nil = 0;
|
||||
pve = 1; //pve
|
||||
pvp = 2; //异步pvp
|
||||
pvb = 3; //boos战斗
|
||||
eve = 4; //eve对战
|
||||
rtpvp = 5; //实时pvp
|
||||
lpev = 6; //连续战斗
|
||||
}
|
||||
|
||||
//玩法类型
|
||||
enum PlayType {
|
||||
null = 0; //无效类型
|
||||
mainline = 1; //主线玩法
|
||||
pagoda = 2; //爬塔
|
||||
rtask = 3; //随机任务战斗
|
||||
hunting = 4; //狩猎
|
||||
viking = 5; //维京远征
|
||||
moonfantasy = 6; //月之秘境
|
||||
arena = 7; //竞技场
|
||||
academy = 8; //联盟学院
|
||||
heroteaching =9; //英雄教学
|
||||
combat = 10; //新关卡
|
||||
enchant = 11; //附魔副本
|
||||
sociaty = 12; //工会战
|
||||
friendsmeet = 13; //好友切磋
|
||||
practicenpc = 14; //武馆NPC
|
||||
}
|
||||
|
||||
//战斗状态
|
||||
enum BBattleState {
|
||||
in = 0;
|
||||
end = 2;
|
||||
}
|
||||
|
||||
//战斗阵型信息
|
||||
enum DBBattleComp {
|
||||
draw = 0; //平局
|
||||
red = 1; //红方
|
||||
bule = 2; //蓝方
|
||||
}
|
||||
|
||||
message BattleRole {
|
||||
int32 tid = 1; // 临时id
|
||||
string oid = 2; // 玩家英雄数据库id
|
||||
int32 pos = 3; // 站位坐标
|
||||
string heroID = 4; //@go_tags(`bson:"heroID"`) 英雄的配置表ID
|
||||
int32 star = 5; // 英雄星级
|
||||
int32 lv = 6; // 英雄等级
|
||||
int32 captainSkill = 7; //@go_tags(`bson:"captainSkill"`) 队长技能
|
||||
int32 mainSuitSkill = 8; ///@go_tags(`bson:"mainSuitSkill"`) 主套装技能
|
||||
int32 subSuitSkill = 9; ///@go_tags(`bson:"subSuitSkill"`) 副套装技能
|
||||
repeated SkillData normalSkill = 10; //@go_tags(`bson:"normalSkill"`) 普通技能
|
||||
repeated SkillData equipSkill = 11; //@go_tags(`bson:"equipSkill"`) 普通技能
|
||||
int32 PandaBuff = 12; //熊猫buff技能id
|
||||
map<string, int32> property = 13; // 属性相关
|
||||
bool ishelp = 14; //是否是助战英雄
|
||||
int32 isboos = 15; //是否是boos
|
||||
int32 monsterid = 16; //怪物id
|
||||
int32 currhp = 17; //当前血量
|
||||
}
|
||||
|
||||
//战斗阵型信息
|
||||
message DBBattleFormt {
|
||||
int32 leadpos = 1; //队长位置
|
||||
repeated BattleRole team = 2; //自己的战队
|
||||
repeated BattleRole systeam = 3; //系统辅助战队
|
||||
repeated BattleRole backupteam = 4; //后援战队
|
||||
}
|
||||
|
||||
//战斗记录
|
||||
message DBBattleRecord {
|
||||
string id = 1; //战斗记录id
|
||||
string title = 2; //战斗标题
|
||||
BattleType btype = 3; //战斗类型
|
||||
PlayType ptype = 4; //玩法类型
|
||||
string plevel = 5; //玩法关卡
|
||||
BBattleState state = 6; //战斗状态
|
||||
string redCompId = 7; //红方阵营id
|
||||
repeated DBBattleFormt redflist = 8; //红方阵型列表
|
||||
string blueCompId = 9; //蓝方阵营id
|
||||
repeated DBBattleFormt buleflist = 10; //红方阵型列表
|
||||
repeated DBBattleComp roundresult = 11; //战斗场次结果
|
||||
DBBattleComp result = 12; //最终结果
|
||||
repeated int32 tasks = 13; //任务列表
|
||||
}
|
193
src/pb/temop/battle_msg.proto
Normal file
193
src/pb/temop/battle_msg.proto
Normal file
@ -0,0 +1,193 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "battle_db.proto";
|
||||
import "hero_db.proto";
|
||||
import "google/protobuf/any.proto";
|
||||
|
||||
message LineUp {
|
||||
string cid = 1; // 配置表id
|
||||
int32 star = 2; // 星级
|
||||
int32 lv = 3; // 等级
|
||||
}
|
||||
|
||||
//战斗布阵请求
|
||||
message BattleFormation {
|
||||
int32 leadpos = 1; //队长位置
|
||||
repeated string format = 2; //自己英雄阵容信息 0-5
|
||||
repeated string friendformat = 3; //助战好友
|
||||
}
|
||||
// pve 战斗创建请求 (此请求 为服务端间使用 客户端可忽略)
|
||||
message BattleEVEReq {
|
||||
PlayType ptype = 1; //玩法类型
|
||||
string title = 2; //战斗标题
|
||||
BattleFormation format = 3; //布阵信息
|
||||
repeated int32 sysformat = 4; //系统辅助
|
||||
repeated int32 backupformat = 5; //后援辅助
|
||||
repeated int32 buleformat = 6; //蓝方
|
||||
}
|
||||
// pve 战斗创建请求 (此请求 为服务端间使用 客户端可忽略)
|
||||
message BattlePVEReq {
|
||||
PlayType ptype = 1; //玩法类型
|
||||
string title = 2; //战斗标题
|
||||
BattleFormation format = 4; //布阵信息
|
||||
repeated int32 mformat = 5; //敌方增容信息
|
||||
}
|
||||
|
||||
//战斗布阵请求
|
||||
message PVPFormation {
|
||||
string uid = 1; //用户id
|
||||
int32 leadpos = 2; //队长位置
|
||||
repeated DBHero format = 3; //自己英雄阵容信息 0-5
|
||||
}
|
||||
// pvp 异步 战斗创建请求 (此请求 为服务端间使用 客户端可忽略)
|
||||
message BattlePVPReq {
|
||||
PlayType ptype = 1; //玩法类型
|
||||
string title = 2; //战斗标题
|
||||
PVPFormation redformat = 4; //布阵信息
|
||||
PVPFormation buleformat = 5; //布阵信息
|
||||
}
|
||||
|
||||
// pvp 同步 战斗创建请求 (此请求 为服务端间使用 客户端可忽略)
|
||||
message BattleRTPVPReq {
|
||||
PlayType ptype = 1; //玩法类型
|
||||
string title = 2; //战斗标题
|
||||
string redCompId = 6; //红方阵营id
|
||||
repeated BattleFormation redformat = 7; //红方阵型列表
|
||||
string blueCompId = 8; //蓝方阵营id
|
||||
repeated BattleFormation bulefformat = 9; //红方阵型列表
|
||||
}
|
||||
|
||||
|
||||
// 连续pve战斗
|
||||
message BattleLPVEReq {
|
||||
PlayType ptype = 1; //玩法类型
|
||||
string title = 2; //战斗标题
|
||||
string scene = 3; //战斗场景
|
||||
BattleFormation format = 4; //布阵信息
|
||||
int32 monsterleadpos = 5; //队长位置
|
||||
repeated BattleRole monsters = 6; //怪物列表
|
||||
}
|
||||
|
||||
|
||||
// pvb 战斗创建请求 (工会boos战专用)
|
||||
message BattlePVBReq {
|
||||
PlayType ptype = 1; //玩法类型
|
||||
string title = 2; //战斗标题
|
||||
repeated BattleFormation format = 4; //布阵信息
|
||||
repeated int32 mformat = 5; //敌方增容信息
|
||||
}
|
||||
|
||||
//战斗开始推送
|
||||
message BattleInfo {
|
||||
string id = 1; //战斗id
|
||||
string title = 2; //战斗标题
|
||||
int32 rulesid = 3; //规则id
|
||||
BattleType btype = 4; //战斗类型
|
||||
PlayType ptype = 5; //玩法类型
|
||||
string redCompId = 6; //红方阵营id
|
||||
repeated DBBattleFormt redflist = 7; //红方阵型列表
|
||||
string blueCompId = 8; //蓝方阵营id
|
||||
repeated DBBattleFormt buleflist = 9; //红方阵型列表
|
||||
repeated int32 tasks = 10; //任务列表
|
||||
}
|
||||
|
||||
message BattleCmd {
|
||||
string cmdtype = 1;
|
||||
uint32 index = 2;
|
||||
bytes value = 3;
|
||||
}
|
||||
|
||||
//战报数据
|
||||
message BattleReport {
|
||||
BattleInfo info = 1;
|
||||
int32 Costtime = 2; //战斗时长 单位ms
|
||||
int32 winSide = 3; //胜利方 1 - red 2 = blue
|
||||
repeated BattleCmd incmd = 4; //输入指令
|
||||
repeated BattleCmd outcmd = 5; //输出指令
|
||||
repeated int32 completetask = 6; //完成任务
|
||||
int32 death = 7; // 死亡人数
|
||||
int32 round = 8; // 回合数
|
||||
int32 harm = 9; //伤害积分
|
||||
repeated BattleRole alive = 10; //存活列表
|
||||
}
|
||||
|
||||
//公用消息结构代码
|
||||
message BattleRpcMessage {
|
||||
uint64 rid = 1; //服务回调id
|
||||
string method = 2; //方法名
|
||||
google.protobuf.Any data = 3; //战斗消息对象
|
||||
}
|
||||
|
||||
//战斗校验结果
|
||||
message BattleCheckResults {
|
||||
bool ischeck = 1; //是否校验成功
|
||||
}
|
||||
|
||||
//创建战斗服务 请求
|
||||
message BattleGetInfoReq {
|
||||
string battleid = 1;
|
||||
}
|
||||
|
||||
//创建战斗服务 请求回应
|
||||
message BattleGetInfoResp {
|
||||
string battleid = 1;
|
||||
BattleStateInfo info = 2;
|
||||
}
|
||||
|
||||
//创建战斗服务 请求
|
||||
message BattleCreateServerReq {
|
||||
BattleInfo info= 1;
|
||||
}
|
||||
|
||||
//创建战斗服务 请求回应
|
||||
message BattleCreateServerResp {
|
||||
bool issucc= 1;
|
||||
}
|
||||
|
||||
//创建战斗服务 请求
|
||||
message BattleInCmdReq {
|
||||
string battleid = 1;
|
||||
int32 side = 2;
|
||||
BattleCmd in = 3;
|
||||
}
|
||||
|
||||
|
||||
//创建战斗服务 请求
|
||||
message BattleInCmdResp {
|
||||
string battleid = 1;
|
||||
BattleCmd in = 2;
|
||||
bool issucc = 3;
|
||||
}
|
||||
|
||||
//战斗服务 指令推送
|
||||
message BattleOutCmdPush {
|
||||
string battleid = 1;
|
||||
repeated BattleCmd cmd = 2;
|
||||
}
|
||||
|
||||
//战斗服务 结束推送
|
||||
message BattleFinishPush {
|
||||
string battleid = 1;
|
||||
int32 winSide = 2;
|
||||
}
|
||||
|
||||
|
||||
//战斗认输 请求
|
||||
message BattleConcedeReq {
|
||||
string battleid = 1;
|
||||
int32 side = 2;
|
||||
}
|
||||
|
||||
|
||||
// 战斗认输 回应
|
||||
message BattleConcedeResp {
|
||||
bool issucc = 1;
|
||||
}
|
||||
|
||||
//战斗状态数据
|
||||
message BattleStateInfo
|
||||
{
|
||||
BattleInfo info = 1;
|
||||
repeated BattleCmd outCmds = 2;
|
||||
repeated BattleCmd inputCmds = 3;
|
||||
}
|
157
src/pb/temop/battle_struct.proto
Normal file
157
src/pb/temop/battle_struct.proto
Normal file
@ -0,0 +1,157 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "battle_db.proto";
|
||||
import "battle_msg.proto";
|
||||
|
||||
//修改行动值
|
||||
message ComModifyOperate{
|
||||
int32 to = 1;
|
||||
float nv =2; //行动值
|
||||
bool reset = 3;//是否是清零
|
||||
}
|
||||
//战斗开始
|
||||
message ComStartFight{
|
||||
int32 reserve =1;
|
||||
}
|
||||
//初始化战斗角色
|
||||
message ComInitFight{
|
||||
int32 curWave =1; //波次
|
||||
int32 redEntryRid =2; // side=1
|
||||
int32 buleEntryRid =3; // side = 2;
|
||||
int32 playType = 4; //玩法类型
|
||||
repeated BattleRole roles = 5; //角色列表
|
||||
}
|
||||
// 删除角色
|
||||
message ComDeleteRole{
|
||||
int32 to = 1;
|
||||
}
|
||||
//战斗结束指令
|
||||
message ComEndFight{
|
||||
string fightId = 1;
|
||||
int32 winSide =2;
|
||||
int32 totalRound =3; //经历回合
|
||||
int32 RedDeath = 4; //红方死亡统计
|
||||
int32 buleDeath = 5; //蓝方死亡统计
|
||||
}
|
||||
//技能信息
|
||||
message ComSkillInfo{
|
||||
int32 skillId = 1;
|
||||
int32 lv = 2;
|
||||
int32 maxCd = 3;
|
||||
int32 cd = 4;
|
||||
bool showEffect = 5;//是否显示CD恢复特效
|
||||
}
|
||||
//回合开始
|
||||
message ComStartAction{
|
||||
int32 from = 1; //当前出手角色
|
||||
int32 target = 2; //预选攻击目标
|
||||
int32 curRound = 3;
|
||||
repeated ComSkillInfo skillInfo = 4;
|
||||
}
|
||||
|
||||
//角色技能CD
|
||||
message ComSkillCDAction{
|
||||
int32 from = 1;
|
||||
repeated ComSkillInfo skillInfo = 2;
|
||||
}
|
||||
//回合结束
|
||||
message ComStopAction{
|
||||
int32 from = 1; //当前结束回合角色
|
||||
}
|
||||
//等待输入技能
|
||||
message ComWaitInputSkill{
|
||||
bool auto = 1;
|
||||
int32 side = 2;
|
||||
int32 skillId = 3;
|
||||
int32 target = 4;
|
||||
int32 curRound = 5;
|
||||
}
|
||||
//主技能命令
|
||||
message ComSkillAtk{
|
||||
int32 from = 1;
|
||||
int32 skillid = 2;
|
||||
int32 lv = 3;
|
||||
int32 param = 4;
|
||||
int32 target = 5; //释放目标
|
||||
repeated ComSkillAfterAtk comList = 6;
|
||||
string aniName = 7; //预览使用
|
||||
}
|
||||
//子技能
|
||||
message ComSkillAfterAtk{
|
||||
int32 skillid = 1;
|
||||
int32 from = 2;
|
||||
repeated int32 target= 4; //子技能目标(弹道类技能会用到)
|
||||
repeated BattleCmd comList = 5;
|
||||
}
|
||||
//buff
|
||||
message ComMondifyBuff{
|
||||
int32 to = 1;
|
||||
int64 gid = 2; //唯一实体id
|
||||
int32 buffId = 3; //配置id
|
||||
int32 overlapNum = 4; //叠加层数
|
||||
float param = 5; //参数 - 护盾量
|
||||
int32 operate = 6; // 0 移除 1 添加 2 修改
|
||||
}
|
||||
//复活
|
||||
message ComRebirth{
|
||||
int32 to = 1;
|
||||
}
|
||||
//血量变化
|
||||
message ComModifyHealth{
|
||||
int32 to = 1;
|
||||
int32 from = 2;
|
||||
bool baoji = 3;
|
||||
bool hideDmg = 4;
|
||||
int32 modifyType = 5;
|
||||
float num = 6;
|
||||
int32 nhp = 7;
|
||||
int32 mhp = 8;
|
||||
}
|
||||
//教学任务更新
|
||||
message ComTeachTask{
|
||||
int32 id = 1;
|
||||
int32 count = 2;
|
||||
}
|
||||
//剧情
|
||||
message ComStory{
|
||||
int32 id = 1;
|
||||
int32 storyId = 2;
|
||||
}
|
||||
//剧情
|
||||
message ComGuide{
|
||||
int32 id = 1;
|
||||
int32 guideId = 2;
|
||||
}
|
||||
//中途创建角色
|
||||
message ComCreateRoles{
|
||||
int32 side = 1;
|
||||
int32 entryRid = 2;
|
||||
int32 playType = 3;
|
||||
repeated BattleRole roles = 4;
|
||||
}
|
||||
//播放特效
|
||||
message ComPlayEffect{
|
||||
string effectName = 1;
|
||||
int32 side = 2;
|
||||
}
|
||||
//出手倒计时
|
||||
message ComEmitCountdown
|
||||
{
|
||||
int32 reserve =1;
|
||||
}
|
||||
|
||||
//特殊效果飘字
|
||||
message ComEffectTips
|
||||
{
|
||||
EffectTipsType type = 1;
|
||||
int32 to = 2;
|
||||
}
|
||||
enum EffectTipsType {
|
||||
Eff_Success = 0;
|
||||
Not_Success = 1; //没有成功
|
||||
Immunity = 2; //免疫
|
||||
Resist = 3; //抵抗
|
||||
Not_Gain = 4; //无法获得增益
|
||||
Not_Control = 5; //免疫控制
|
||||
Not_Action = 6; //无法行动
|
||||
}
|
42
src/pb/temop/chat_db.proto
Normal file
42
src/pb/temop/chat_db.proto
Normal file
@ -0,0 +1,42 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
enum ChatChannel {
|
||||
World = 0; //世界频道
|
||||
Union = 1; //工会频道
|
||||
Private = 2; //私有频道
|
||||
CrossServer = 3; //跨服频道
|
||||
System = 4; //系统频道
|
||||
}
|
||||
|
||||
//聊天消息类型
|
||||
enum ChatType {
|
||||
Text = 0; //文泵聊天消息
|
||||
Moonfantasy = 1; //月子秘境消息
|
||||
Share = 2; //分享类型
|
||||
HeroShare = 3; //英雄分享
|
||||
EquipmentShare = 4; //装备分享
|
||||
ItemShare = 5; //道具分享
|
||||
}
|
||||
|
||||
message DBChat {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
ChatChannel channel = 2; //频道
|
||||
ChatType ctype = 3; //消息类型
|
||||
string suid = 4; //发送用户id
|
||||
int32 slv = 5; //发送者等级
|
||||
string ruid = 6; //接收用户id channel == Private 有效
|
||||
int32 channelId = 7; //@go_tags(`bson:"channelId"`) ID跨服频道 频道Id
|
||||
string unionId = 8; //@go_tags(`bson:"unionId"`)工会id
|
||||
string stag = 9; //区服id
|
||||
string avatar = 10; //用户头像
|
||||
string uname = 11; //用户名
|
||||
string content = 12; //内容
|
||||
int64 ctime = 13; //创建时间
|
||||
int64 appendInt = 14; //@go_tags(`bson:"appendInt"`) 聊天附加数据
|
||||
string appendStr = 15; //@go_tags(`bson:"appendStr"`) 聊天附加数据
|
||||
string appendBool = 16; //@go_tags(`bson:"appendBool"`) 聊天附加数据
|
||||
bytes appendBytes = 17; //@go_tags(`bson:"appendBytes"`) 聊天附加数据
|
||||
bool display = 18; //@go_tags(`bson:"display"`)是否显示到跑马灯
|
||||
repeated string appendStrs = 19; //@go_tags(`bson:"appendStrs"`) 聊天附加数据
|
||||
}
|
78
src/pb/temop/chat_msg.proto
Normal file
78
src/pb/temop/chat_msg.proto
Normal file
@ -0,0 +1,78 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "chat_db.proto";
|
||||
|
||||
//聊天消息推送
|
||||
message ChatMessagePush { DBChat chat = 1; }
|
||||
|
||||
//申请跨服频道号
|
||||
message ChatCrossChannelReq {}
|
||||
//申请跨服频道号 回应
|
||||
message ChatCrossChannelResp { int32 channelId = 1; }
|
||||
|
||||
//申请切换频道
|
||||
message ChatChanageChannelReq { int32 channelId = 1; }
|
||||
//申请切换频道 回应
|
||||
message ChatChanageChannelResp {
|
||||
int32 channelId = 1;
|
||||
bool isSucc = 2;
|
||||
}
|
||||
|
||||
//请求聊天消息
|
||||
message ChatGetListReq {
|
||||
ChatChannel channel = 1; //频道
|
||||
int32 channelId = 2; //跨服频道id
|
||||
string unionId = 3; //工会id
|
||||
}
|
||||
|
||||
//请求聊天消息 回应
|
||||
message ChatGetListResp { repeated DBChat chats = 1; }
|
||||
|
||||
// //跨服请求聊天消息
|
||||
// message ChatGetCrossListReq {
|
||||
// ChatChannel channel = 1; //频道
|
||||
// int32 channelId = 2; //跨服频道id
|
||||
// }
|
||||
|
||||
// //跨服请求聊天消息 回应
|
||||
// message ChatGetCrossListResp { repeated DBChat chats = 1; }
|
||||
|
||||
//消息发送请求
|
||||
message ChatSendReq {
|
||||
string avatar = 1; //用户头像
|
||||
string uname = 2; //用户名
|
||||
int32 ulv = 3; //用户等级
|
||||
ChatChannel channel = 4; //频道
|
||||
string targetId = 5; //目标用户id
|
||||
ChatType ctype = 6; //消息类型
|
||||
string content = 7; //内容
|
||||
int64 appendInt = 8; //@go_tags(`bson:"appendInt"`) 聊天附加数据
|
||||
string appendStr = 9; //@go_tags(`bson:"appendStr"`) 聊天附加数据
|
||||
string appendBool = 10; //@go_tags(`bson:"appendBool"`) 聊天附加数据
|
||||
bytes appendBytes = 11; //@go_tags(`bson:"appendInt"`) 聊天附加数据
|
||||
}
|
||||
|
||||
//消息发送请求 回应
|
||||
message ChatSendResp {
|
||||
bool issucc = 1; //是否成功
|
||||
}
|
||||
|
||||
// //跨服消息发送请求
|
||||
// message ChatSendCrossReq {
|
||||
// string avatar = 1; //用户头像
|
||||
// string uname = 2; //用户名
|
||||
// int32 ulv = 3; //用户等级
|
||||
// ChatChannel channel = 4; //频道
|
||||
// string targetId = 5; //目标用户id
|
||||
// ChatType ctype = 6; //消息类型
|
||||
// string content = 7; //内容
|
||||
// int64 appendInt = 8; //@go_tags(`bson:"appendInt"`) 聊天附加数据
|
||||
// string appendStr = 9; //@go_tags(`bson:"appendStr"`) 聊天附加数据
|
||||
// string appendBool = 10; //@go_tags(`bson:"appendBool"`) 聊天附加数据
|
||||
// bytes appendBytes = 11; //@go_tags(`bson:"appendInt"`) 聊天附加数据
|
||||
// }
|
||||
|
||||
// //跨服消息发送请求 回应
|
||||
// message ChatSendCrossResp {
|
||||
// bool issucc = 1; //是否成功
|
||||
// }
|
16
src/pb/temop/combat_db.proto
Normal file
16
src/pb/temop/combat_db.proto
Normal file
@ -0,0 +1,16 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
message DBCombatUser {
|
||||
string uid = 1; //uid
|
||||
map<int32, DBCombatLevel> level = 2; //关卡信息
|
||||
}
|
||||
|
||||
message DBCombatLevel {
|
||||
int32 id = 1;
|
||||
map<string,string> data = 2; //管卡信息
|
||||
repeated int32 passmanster= 3; //通关怪物列表
|
||||
repeated int32 passdrop= 4; //通关宝箱列表
|
||||
bool pass = 5; //是否通关
|
||||
int32 progress = 6; //进度
|
||||
}
|
69
src/pb/temop/combat_msg.proto
Normal file
69
src/pb/temop/combat_msg.proto
Normal file
@ -0,0 +1,69 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "errorcode.proto";
|
||||
import "comm.proto";
|
||||
import "combat_db.proto";
|
||||
import "battle_msg.proto";
|
||||
|
||||
|
||||
//关卡进入请求
|
||||
message CombatInReq {
|
||||
int32 id = 1; //关卡id
|
||||
}
|
||||
|
||||
//关卡进入请求
|
||||
message CombatInResp {
|
||||
DBCombatLevel level = 2; //管卡信息
|
||||
}
|
||||
|
||||
message CombatUpdateLevelReq {
|
||||
int32 level = 1; //管卡id
|
||||
map<string,string> data = 2; //坐标
|
||||
}
|
||||
|
||||
message CombatUpdateLevelResp {
|
||||
bool succ = 1; //是否成功
|
||||
int32 level = 2; //管卡id
|
||||
}
|
||||
|
||||
//战斗请求
|
||||
message CombatChallengeReq {
|
||||
int32 level = 1; //管卡id
|
||||
int32 manster = 2; //怪物id
|
||||
BattleFormation battle = 3; //布阵信息
|
||||
}
|
||||
|
||||
//战斗请求 回应
|
||||
message CombatChallengeResp {
|
||||
ErrorCode code = 1; //是否成功
|
||||
int32 level = 2; //管卡id
|
||||
int32 manster = 3;
|
||||
BattleInfo info = 4;
|
||||
}
|
||||
|
||||
//战斗奖励领取
|
||||
message CombatChallengeReceiveReq {
|
||||
int32 level = 1; //管卡id
|
||||
int32 manster = 2;
|
||||
BattleReport report = 3; //战报
|
||||
}
|
||||
//战斗奖励领取
|
||||
message CombatChallengeReceiveResp {
|
||||
bool issucc = 1;
|
||||
int32 level = 2; //管卡id
|
||||
bool pass = 3; //是否通关
|
||||
}
|
||||
|
||||
//宝箱获取请求
|
||||
message CombatDropReq {
|
||||
int32 level = 1; //管卡id
|
||||
int32 drop = 2; //宝箱id
|
||||
}
|
||||
|
||||
//宝箱获取请求
|
||||
message CombatDropResp {
|
||||
ErrorCode code = 1; //是否成功
|
||||
repeated UserAssets atns = 2; //获取物品
|
||||
int32 level = 3; //管卡id
|
||||
bool pass = 4; //是否通关
|
||||
}
|
191
src/pb/temop/comm.proto
Normal file
191
src/pb/temop/comm.proto
Normal file
@ -0,0 +1,191 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "errorcode.proto";
|
||||
import "google/protobuf/any.proto";
|
||||
|
||||
message ErrorData {
|
||||
string title = 1;
|
||||
int32 dataint = 2;
|
||||
string datastring = 3;
|
||||
}
|
||||
|
||||
//用户消息流结构1
|
||||
message UserMessage {
|
||||
string MainType = 1; //用户消息处理 模块名 例如:user 对应项目中 user的模块
|
||||
string SubType = 2; //用户消息处理函数名 例如:login 对应项目中 user的模块中
|
||||
// api_login 的处理函数
|
||||
string servicePath = 3; // 消息路由地址 部分消息前端确定转发给谁 \worker\worker0
|
||||
google.protobuf.Any data = 4;
|
||||
string sec = 5; //密文
|
||||
}
|
||||
|
||||
//代理用户转发消息结构
|
||||
message AgentMessage {
|
||||
string Ip = 1;
|
||||
string UserSessionId = 2;
|
||||
string UserId = 3;
|
||||
string ServiceTag = 4;
|
||||
string GatewayServiceId = 5;
|
||||
string MainType = 6;
|
||||
string SubType = 7;
|
||||
google.protobuf.Any Message = 8;
|
||||
}
|
||||
|
||||
// RPC 服务固定回复结构
|
||||
message RPCMessageReply {
|
||||
ErrorCode Code = 1;
|
||||
string ErrorMessage = 2;
|
||||
ErrorData ErrorData = 3;
|
||||
repeated UserMessage Reply = 4;
|
||||
}
|
||||
|
||||
//用户代理绑定Uid请求
|
||||
message AgentBuildReq {
|
||||
string UserSessionId = 1;
|
||||
string UserId = 2;
|
||||
string WorkerId = 3;
|
||||
}
|
||||
//用户代理解绑请求
|
||||
message AgentUnBuildReq { string UserSessionId = 1; }
|
||||
|
||||
//向用户代理发送消息请求
|
||||
message AgentSendMessageReq {
|
||||
string UserSessionId = 1;
|
||||
repeated UserMessage Reply = 2;
|
||||
}
|
||||
|
||||
//发送批量消息
|
||||
message BatchMessageReq {
|
||||
repeated string UserSessionIds = 1;
|
||||
string MainType = 2;
|
||||
string SubType = 3;
|
||||
google.protobuf.Any Data = 4;
|
||||
}
|
||||
|
||||
//发送广播消息
|
||||
message BroadCastMessageReq {
|
||||
string MainType = 1; //服务名
|
||||
string SubType = 2;
|
||||
google.protobuf.Any Data = 3;
|
||||
}
|
||||
|
||||
//关闭用户代理
|
||||
message AgentCloseeReq { string UserSessionId = 1; }
|
||||
|
||||
//通知用户登录
|
||||
message NoticeUserLoginReq {
|
||||
string Ip = 1;
|
||||
string UserSessionId = 2;
|
||||
string UserId = 3;
|
||||
string ServiceTag = 4;
|
||||
string GatewayServiceId = 5;
|
||||
}
|
||||
|
||||
//通知用户登录
|
||||
message NoticeUserCreateReq {
|
||||
string Ip = 1;
|
||||
string UserSessionId = 2;
|
||||
string UserId = 3;
|
||||
string ServiceTag = 4;
|
||||
string GatewayServiceId = 5;
|
||||
}
|
||||
|
||||
//通知用户离线
|
||||
message NoticeUserCloseReq {
|
||||
string Ip = 1;
|
||||
string UserSessionId = 2;
|
||||
string UserId = 3;
|
||||
string ServiceTag = 4;
|
||||
string GatewayServiceId = 5;
|
||||
}
|
||||
|
||||
//英雄属性类型
|
||||
enum HeroAttributesType {
|
||||
Hp = 0; //血量
|
||||
Atk = 1; //攻击
|
||||
Def = 2; //防御
|
||||
Speed = 3; //速度
|
||||
Crit = 4; //暴击
|
||||
}
|
||||
|
||||
message SkillData {
|
||||
int32 skillID = 1;
|
||||
int32 skillLv = 2;
|
||||
}
|
||||
|
||||
//用户资产数据 对标*cfg.Game_atn 数据结构
|
||||
message UserAssets {
|
||||
string A = 1;
|
||||
string T = 2;
|
||||
int32 N = 3;
|
||||
}
|
||||
|
||||
// ATNO 类型
|
||||
message UserAtno {
|
||||
string A = 1;
|
||||
string T = 2;
|
||||
int32 N = 3;
|
||||
string O = 4;
|
||||
}
|
||||
|
||||
message TaskParam {
|
||||
int32 first = 1; //限定条件
|
||||
int32 second = 2; //次数
|
||||
}
|
||||
|
||||
message RtaskParam {
|
||||
int32 param1 = 1;
|
||||
int32 param2 = 2;
|
||||
int32 param3 = 3;
|
||||
}
|
||||
|
||||
message UIdReq { string uid = 1; }
|
||||
|
||||
message NameReq { string name = 1; }
|
||||
|
||||
message EmptyReq {}
|
||||
message EmptyResp {}
|
||||
// rpc 通用请求消息 1
|
||||
message RPCGeneralReqA1 { string param1 = 1; }
|
||||
// rpc 通用请求消息 1
|
||||
message RPCGeneralReqA2 {
|
||||
string param1 = 1;
|
||||
string param2 = 2;
|
||||
}
|
||||
// rpc 通用请求消息 1
|
||||
message RPCGeneralReqA3 {
|
||||
string param1 = 1;
|
||||
string param2 = 2;
|
||||
string param3 = 3;
|
||||
}
|
||||
// rpc 通用请求消息 1
|
||||
message RPCGeneralReqA4 {
|
||||
string param1 = 1;
|
||||
string param2 = 2;
|
||||
string param3 = 3;
|
||||
string param4 = 4;
|
||||
}
|
||||
|
||||
// rpc 通用请求消息 1
|
||||
message RPCRTaskReq {
|
||||
string uid = 1;
|
||||
int32 taskType = 2;
|
||||
repeated int32 param = 3;
|
||||
}
|
||||
|
||||
//服务列表信息
|
||||
message ServiceDBInfo{
|
||||
string serverid = 1; //@go_tags(`bson:"serverid"`)
|
||||
string serverName = 2; //@go_tags(`bson:"serverName"`)
|
||||
string owner = 3; //@go_tags(`bson:"owner"`)
|
||||
string cross = 4; //@go_tags(`bson:"cross"`)
|
||||
string crossId = 5; //@go_tags(`bson:"crossId"`)
|
||||
string singleserver = 6; //@go_tags(`bson:"singleserver"`)
|
||||
int64 opentime = 7; //@go_tags(`bson:"opentime"`)
|
||||
bool redisIsCluster = 8; //@go_tags(`bson:"redisIsCluster"`)
|
||||
repeated string redisAddr = 9; //@go_tags(`bson:"redisAddr"`)
|
||||
string redisPassword = 10; //@go_tags(`bson:"redisPassword"`)
|
||||
int32 redisDb = 11; //@go_tags(`bson:"redisDb"`)
|
||||
string MongodbUrl = 12; //@go_tags(`bson:"MongodbUrl"`)
|
||||
string mongodbDatabase = 13; //@go_tags(`bson:"mongodbDatabase"`)
|
||||
}
|
31
src/pb/temop/dispatch_db.proto
Normal file
31
src/pb/temop/dispatch_db.proto
Normal file
@ -0,0 +1,31 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
// 玩家派遣信息
|
||||
message DBDispatch {
|
||||
string uid = 1; //@go_tags(`bson:"uid"`)
|
||||
Noticeboard nb = 2; //@go_tags(`bson:"nb"`) 公告栏
|
||||
}
|
||||
|
||||
// 公告栏
|
||||
message Noticeboard {
|
||||
int32 lv = 1; //@go_tags(`bson:"lv"`) 公告栏等级
|
||||
int32 noticeType =2; //@go_tags(`bson:"noticeType"`) 公告栏类型
|
||||
repeated DispatchTask tasks = 3; //@go_tags(`bson:"tasks"`) 当前公告任务
|
||||
int32 freeCount = 4; //@go_tags(`bson:"freeCount"`) 已使用的免费次数
|
||||
int32 refreshCount = 5; //@go_tags(`bson:"refreshCount"`) 已刷新次数
|
||||
int32 weekCount = 6; //@go_tags(`bson:"weekCount"`) 周任务数
|
||||
int32 taskCount = 7; //@go_tags(`bson:"taskCount"`) 任务数
|
||||
repeated int32 weekReceived = 8; //@go_tags(`bson:"weekReceived"`) //已领取的周任务索引ID
|
||||
int64 updateTime = 9; //@go_tags(`bson:"updateTime"`) 更新时间
|
||||
}
|
||||
|
||||
// 派遣任务
|
||||
message DispatchTask{
|
||||
int32 taskId = 1; //@go_tags(`bson:"taskId"`) 任务ID
|
||||
int32 status = 2; //@go_tags(`bson:"status"`) 任务状态 默认0 1任务中 2任务完成
|
||||
int64 duration = 3; //@go_tags(`bson:"duration"`) 持续截至时间
|
||||
int64 leftTime = 4; //@go_tags(`bson:"leftTime"`) 任务截至时间
|
||||
repeated string heroIds = 5; //go_tags(`bson:"heroIds"`) 派遣的英雄
|
||||
bool exaward = 6; //@go_tags(`bson:"exaward"`) 是否获取额外奖励
|
||||
}
|
58
src/pb/temop/dispatch_msg.proto
Normal file
58
src/pb/temop/dispatch_msg.proto
Normal file
@ -0,0 +1,58 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "dispatch_db.proto";
|
||||
|
||||
// 玩家公告
|
||||
message DispatchNoticeReq{}
|
||||
|
||||
message DispatchNoticeResp{
|
||||
Noticeboard dispatch = 1;
|
||||
}
|
||||
|
||||
//刷新公告
|
||||
message DispatchRefreshReq{}
|
||||
|
||||
message DispatchRefreshResp{
|
||||
int32 freeCount = 1; //已使用的免费次数
|
||||
int32 refreshCount = 2; //已刷新次数
|
||||
}
|
||||
|
||||
message DispatchTaskRsp{
|
||||
int32 taskId =1;
|
||||
bool exaward = 2;
|
||||
}
|
||||
|
||||
// 领取任务奖励
|
||||
message DispatchReceiveReq{
|
||||
int32 taskId = 1; //任务ID
|
||||
}
|
||||
message DispatchReceiveResp{
|
||||
DispatchTaskRsp rsp = 1;
|
||||
}
|
||||
|
||||
//一键领取任务奖励
|
||||
message DispatchAutoReceiveReq{}
|
||||
|
||||
message DispatchAutoReceiveResp{
|
||||
repeated DispatchTaskRsp task = 1; //领取奖励的任务ID
|
||||
}
|
||||
|
||||
// 派遣
|
||||
message DispatchDoReq{
|
||||
int32 taskId = 1;
|
||||
repeated string heroIds = 2;
|
||||
}
|
||||
|
||||
message DispatchDoResp{
|
||||
bool isSucc = 1; //派遣是否成功
|
||||
}
|
||||
|
||||
// 周奖励领取
|
||||
message DispatchWeekReciveReq{
|
||||
int32 idx = 1; // 奖励节点索引号从0开始
|
||||
}
|
||||
|
||||
message DispatchWeekReciveResp{
|
||||
int32 idx= 1;
|
||||
}
|
||||
|
26
src/pb/temop/enchant_db.proto
Normal file
26
src/pb/temop/enchant_db.proto
Normal file
@ -0,0 +1,26 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "battle_msg.proto";
|
||||
|
||||
message DBEnchant {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
map<int32,int64> boss = 3; // key boss 类型 value 积分
|
||||
int32 buyCount = 4;//@go_tags(`bson:"buyCount"`) 购买次数
|
||||
int64 cTime = 5; //@go_tags(`bson:"cTime"`) 修改时间
|
||||
map<int32,int32> bossTime = 6; //@go_tags(`bson:"bossTime"`)
|
||||
int64 recoveryTime = 7; //@go_tags(`bson:"recoveryTime"`) // 开始恢复的时间
|
||||
}
|
||||
|
||||
// 排行榜
|
||||
message DBEnchantRank {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
int32 bosstype = 3; // boss类型塔类型
|
||||
string nickname = 4;// 昵称
|
||||
int32 lv = 5; // 玩家等级
|
||||
int32 leadpos = 6; //队长位置
|
||||
repeated LineUp line = 7; // 阵容数据
|
||||
int32 costTime = 8; //@go_tags(`bson:"costTime"`) 闯关耗时 单位s
|
||||
int64 score = 9; //@go_tags(`bson:"score"`)
|
||||
}
|
52
src/pb/temop/enchant_msg.proto
Normal file
52
src/pb/temop/enchant_msg.proto
Normal file
@ -0,0 +1,52 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "enchant_db.proto";
|
||||
import "battle_msg.proto";
|
||||
message EnchantGetListReq {
|
||||
|
||||
}
|
||||
|
||||
message EnchantGetListResp {
|
||||
DBEnchant data = 1;
|
||||
}
|
||||
|
||||
// 挑战
|
||||
message EnchantChallengeReq {
|
||||
int32 bossType = 1; // boos 类型
|
||||
BattleFormation battle = 2;
|
||||
}
|
||||
|
||||
message EnchantChallengeResp {
|
||||
BattleInfo info = 1;
|
||||
int32 bossType = 2; // boos 类型
|
||||
}
|
||||
|
||||
message EnchantChallengeOverReq {
|
||||
int32 bossType = 1; // boos 类型
|
||||
BattleReport report = 2; //战报
|
||||
int64 score = 3; //获得积分 或伤害
|
||||
}
|
||||
|
||||
// 客户端通知服务器打赢了
|
||||
message EnchantChallengeOverResp {
|
||||
DBEnchant data = 1;
|
||||
}
|
||||
|
||||
// 购买
|
||||
message EnchantBuyReq {
|
||||
int32 count = 1;// 购买次数
|
||||
}
|
||||
|
||||
message EnchantBuyResp {
|
||||
DBEnchant data = 1;
|
||||
}
|
||||
|
||||
// 排行榜
|
||||
message EnchantRankListReq{
|
||||
int32 boosType = 1; // boss 类型
|
||||
bool friend = 2; // 是否是好友榜
|
||||
}
|
||||
|
||||
message EnchantRankListResp{
|
||||
repeated DBEnchantRank ranks = 1; // 排行数据 有序的 注意boss类型
|
||||
}
|
41
src/pb/temop/equipment_db.proto
Normal file
41
src/pb/temop/equipment_db.proto
Normal file
@ -0,0 +1,41 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
//装备属性词条
|
||||
message EquipmentAttributeEntry {
|
||||
int32 Id = 1; //属性词条主键id 唯一
|
||||
int32 libraryid = 2; //属性词条id 非唯一
|
||||
string AttrName = 3; //属性名
|
||||
int32 Lv = 4; //属性等级
|
||||
int32 Value = 5; //属性值
|
||||
int32 BaseValue = 6; //基础属性
|
||||
int32 EnchValue =7; //附魔属性
|
||||
}
|
||||
|
||||
//装备技能词条 特殊装备/武器or饰品
|
||||
message EquipmentSkillEntry {
|
||||
int32 Id = 1; //属性词条主键id 唯一
|
||||
int32 libraryid = 2; //属性词条id 非唯一
|
||||
string AttrName = 3; //属性名
|
||||
int32 SkillId = 4; //技能id
|
||||
int32 Lv = 5; //属性等级
|
||||
}
|
||||
|
||||
//武器数据
|
||||
message DB_Equipment {
|
||||
string Id = 1; //@go_tags(`bson:"_id"`) 装备id
|
||||
string cId = 2; //@go_tags(`bson:"cId"`) 配置Id
|
||||
string uId = 3; //@go_tags(`bson:"uid"`) 所属玩家Id
|
||||
string heroId = 4; //@go_tags(`bson:"heroId"`) 挂在的英雄卡片id 未装备 填 ''
|
||||
int32 lv = 5; //@go_tags(`bson:"lv"`) 装备强化等级
|
||||
int32 keepFailNum = 6; //@go_tags(`bson:"keepFailNum"`) 连续强化失败次数
|
||||
EquipmentAttributeEntry mainEntry =
|
||||
7; //@go_tags(`bson:"mainEntry"`) 装备主词条
|
||||
repeated EquipmentAttributeEntry adverbEntry =
|
||||
8; //@go_tags(`bson:"adverbEntry"`) 装备副词条
|
||||
uint32 overlayNum = 9; //@go_tags(`bson:"overlayNum"`) 叠加数量
|
||||
bool isInitialState = 10; //@go_tags(`bson:"isInitialState"`) 是否初始状态
|
||||
bool islock = 11; //@go_tags(`bson:"islock"`) 是否锁
|
||||
repeated EquipmentSkillEntry adverbskill =
|
||||
12; //@go_tags(`bson:"adverbskill"`) 装备副技能
|
||||
}
|
96
src/pb/temop/equipment_msg.proto
Normal file
96
src/pb/temop/equipment_msg.proto
Normal file
@ -0,0 +1,96 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "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;
|
||||
}
|
376
src/pb/temop/errorcode.proto
Normal file
376
src/pb/temop/errorcode.proto
Normal file
@ -0,0 +1,376 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
// go:generate stringer -type ErrorCode -linecomment
|
||||
enum ErrorCode {
|
||||
Success = 0; //成功
|
||||
GatewayException = 1; //网关执行异常
|
||||
NoFindService = 10; //没有找到远程服务器
|
||||
NoFindServiceHandleFunc = 11; //远程服务器未找到执行方法
|
||||
RpcFuncExecutionError = 12; //Rpc方法执行错误
|
||||
CacheReadError = 13; //缓存读取失败
|
||||
SqlExecutionError = 14; //数据库执行错误
|
||||
ReqParameterError = 15; //请求参数错误
|
||||
SignError = 16; //签名串错误
|
||||
InsufficientPermissions = 17; //权限不足
|
||||
NoLogin = 18; //未登录
|
||||
UserSessionNobeing = 19; //用户不存在
|
||||
StateInvalid = 20; //无效状态
|
||||
DBError = 21; //数据库操作失败
|
||||
SystemError = 22; //通用错误
|
||||
DecodeError = 23; //加密串解码错误
|
||||
TimestampTimeout = 24; //加密串时间戳超时
|
||||
PbError = 25; // pb错误
|
||||
AgentUidEmpty = 26; // AgentUid空
|
||||
Exception = 100; //程序执行异常
|
||||
Unknown = 101; //未知错误
|
||||
ResNoEnough = 102; //资源不足
|
||||
ConfigurationException = 103; //配置异常
|
||||
ConfigNoFound = 104; //配置未找到
|
||||
UserLogined = 105; //已在其它终端登录
|
||||
NoOpened = 106; //模块未开放
|
||||
DataNotFound = 107; //数据为找到
|
||||
|
||||
// user
|
||||
SecKeyInvalid = 1000; //秘钥无效
|
||||
SecKey = 1001; //秘钥格式错误
|
||||
BindUser = 1002; //用户绑定错误
|
||||
GoldNoEnough = 1003; // 金币不足
|
||||
DiamondNoEnough = 1004; // 钻石不足
|
||||
RoleCreated = 1005; //已创角
|
||||
UserNickNameExist = 1006; //昵称已存在
|
||||
VeriCodeNoValid = 1007; //验证码无效
|
||||
VeriCodeExpired = 1008; //验证码过期
|
||||
UserResetData = 1009; //初始化用户失败
|
||||
UserModiNameCount = 1010; //名称修改次数不足
|
||||
UserNickNameEmpty = 1011; //昵称空
|
||||
UserExpandNull = 1012; //扩展数据空
|
||||
UserExpNoEnough = 1013; //经验不足
|
||||
UserFriendNoEnough = 1014; //友情点不足
|
||||
UserSociatyCoinNoEnough = 1015; //公会币不足
|
||||
UserArenaCoinNoEnough = 1016; //竞技场币不足
|
||||
UserVitNoEnough = 1017; //体力不足
|
||||
UserVitLimit = 1018; //体力达到最大上限
|
||||
UserMoongoldNoEnough=1019; //纯净月髓不足
|
||||
UserOffline = 1020; //玩家不在线
|
||||
UserNofound = 1021; //未查询到玩家
|
||||
UserSign = 1022; //签到状态不对
|
||||
OpenCondErr = 1023; //功能开启条件未达到
|
||||
OpenCondActivate = 1024; //功能开启条件已激活
|
||||
UserTalent1NoEnough = 1025; //阵营1天赋点
|
||||
UserTalent2NoEnough = 1026; //阵营2天赋点
|
||||
UserTalent3NoEnough = 1027; //阵营3天赋点
|
||||
UserTalent4NoEnough = 1028; //阵营4天赋点
|
||||
|
||||
// friend
|
||||
FriendNotSelf = 1100; //不能是自己
|
||||
FriendSelfMax = 1101; //超出好友最大数量
|
||||
FriendTargetMax = 1102; //超出目标好友最大数量
|
||||
FriendSelfNoData = 1103; //无好友记录
|
||||
FriendTargetNoData = 1104; //无目标好友记录
|
||||
FriendYet = 1105; //已是好友
|
||||
FriendApplyYet = 1106; //已申请该好友
|
||||
FriendSelfBlackYet = 1107; //已在自己黑名单中
|
||||
FriendTargetBlackYet = 1108; //已在对方的黑名单中
|
||||
FriendApplyError = 1109; //申请失败
|
||||
FriendBlackMax = 1110; //黑名单最大数量
|
||||
FriendSearchNameEmpty = 1111; //查询昵称为空
|
||||
FriendZaned = 1112; //已点赞
|
||||
FriendZanreceived = 1113; //已领取点赞
|
||||
FriendZanSelf = 1114; //不能给自己点赞
|
||||
FriendPointLimit = 1115; //友情点上线
|
||||
FriendNoreceived = 1116; //未更换助战没有可领取的奖励
|
||||
FriendQiecuoTimeout = 1117; //切磋请求超时
|
||||
FriendQiecuoRequested = 1118; //已发送切磋请求
|
||||
FriendQiecuoNoRequest = 1119; //无切磋请求
|
||||
FriendQiecuoing = 1120; //好友切磋中
|
||||
FriendQiecuoTargetPk = 1121; //目标已经在战斗
|
||||
FriendTicketNoEnough = 1122; //挑战券
|
||||
// item
|
||||
ItemsNoEnough = 1200; //背包物品不足
|
||||
ItemsNoFoundGird = 1201; //背包未找到物品格子
|
||||
ItemsGridNumUpper = 1202; //背包格子数量已达上限
|
||||
ItemsGirdAmountUpper = 1203; //背包格子容量已达上限
|
||||
ItemsUseNotSupported = 1204; //暂不支持使用
|
||||
ItemsUseNoCanSell = 1205; //道具不支持出售
|
||||
ItemsBuyPsUpperLimit = 1206; //体力购买达到上限
|
||||
|
||||
// hero
|
||||
HeroNoExist = 1300; //英雄不存在
|
||||
HeroNoEnough = 1301; //英雄数量不足
|
||||
HeroMaxLv = 1302; //英雄达到最大等级
|
||||
HeroInitCreat = 1303; //初始化英雄
|
||||
HeroColorErr = 1304; // 品质不匹配
|
||||
HeroSkillUpErr = 1305; // 技能升级失败
|
||||
HeroMaxResonate = 1306; // 达到最大共鸣次数
|
||||
HeroNoResonate = 1307; // 没有共鸣
|
||||
HeroNotNeedResonate = 1308; // 不需要重置共鸣
|
||||
HeroNoEnergy = 1309; // 没有能量点数
|
||||
HeroCreate = 1310; // 创建卡失败
|
||||
HeroEquipUpdate = 1311; // 更新装备失败
|
||||
HeroMaxAwaken = 1312; // 达到最大觉醒等级
|
||||
HeroIsLock = 1313; // 英雄被锁定不能被消耗
|
||||
HeroMaxCount = 1314; // 英雄达到最大数量
|
||||
HeroCostTypeErr = 1315; // 消耗英雄参数不匹配
|
||||
HeroStarErr = 1316; // 不满足升星条件
|
||||
HeroTypeErr = 1317; // 升级英雄类型不对
|
||||
HeroExpTypeErr = 1318; // 技能升级卡类型不对
|
||||
HeroAddMaxExp = 1319; // 升级经验卡溢出 检查传入的数量
|
||||
HeroStarLvErr = 1320; // 升星等级不够
|
||||
HeroMaxStarLv = 1321; // 达到最大升星等级
|
||||
DrawCardTypeNotFound = 1322; // 抽卡类型不匹配
|
||||
HeroMaxSkillLv = 1323; // 达到最大技能等级
|
||||
HeroAlreadyKongFuStatus = 1324; // 已经是练功状态
|
||||
HeroLvNoEnough = 1325; // 英雄等级不足
|
||||
HeroIsRegister = 1326; // 英雄已经登记过
|
||||
|
||||
// equipment
|
||||
EquipmentOnFoundEquipment = 1400; // 未找到武器
|
||||
EquipmentLvlimitReached = 1401; // 武器等级已达上限
|
||||
EquipmentIsWorn = 1402; // 武器已经穿戴
|
||||
EquipmentNoCanSell = 1403; // 装备不能出售
|
||||
EquipmentSuiteNotFound = 1404; // 套装未找到
|
||||
|
||||
// mainMainline
|
||||
MainlineNotFindChapter = 1500; // 没有找到主线关卡信息
|
||||
MainlineIDFailed = 1501; // 关卡ID 错误
|
||||
MainlineNotFound = 1502; // 主线关卡不存在
|
||||
MainlinePreNotFound = 1503; // 前置关卡不匹配
|
||||
MainlineRepeatReward = 1504; // 重复领奖
|
||||
MainlineCompleteReward = 1505; // 通关才能领奖
|
||||
MainlineNoEnoughStar = 1506; // 扫荡通关星级不够
|
||||
|
||||
// task
|
||||
TaskInit = 1600; //初始化失败
|
||||
TaskReset = 1601; //重置任务失败
|
||||
TaskHandle = 1602; //任务处理失败
|
||||
TaskReceived = 1603; //已领取
|
||||
TaskActiveInit = 1604; //初始化活跃度失败
|
||||
TaskActiveNofound = 1605; //未找到用户活跃度配置
|
||||
TaskActiveNoenough = 1606; //活跃值未达标
|
||||
TaskNoFinished = 1607; //任务未完成
|
||||
TaskFinished = 1608; //已完成
|
||||
TaskTagEmpty = 1609; //任务类型空
|
||||
TaskIdEmpty = 1610; //任务ID空
|
||||
TaskNotFound = 1611; //未找到用户任务
|
||||
|
||||
// shop
|
||||
ShopGoodsIsSoldOut = 1700; //商品已售罄
|
||||
ShopNoSurplusRefreshNum = 1701; //剩余刷新次数已用完
|
||||
// mail
|
||||
MailErr = 1800; // 邮件不存在
|
||||
// pagoda
|
||||
PagodaNotFound = 1900; // 找不到塔数据
|
||||
PagodaLevlErr = 1901; // 挑战关卡数据不匹配
|
||||
PagodaGetRewardErr = 1902; // 重复领取
|
||||
PagodaConditionErr = 1903; // 条件不足
|
||||
PagodaUnlock = 1904; // 未解锁 前置条件不足
|
||||
// martialhall
|
||||
MartialhallNotUnlocked = 2000; //没有解锁
|
||||
MartialhallInUse = 2001; //已经在使用
|
||||
MartialhallUnlocked = 2002; //已解锁
|
||||
MartialhallNoUnlocked = 2003; //有未解锁柱子
|
||||
MartialhallAtlasError = 2004; // 武馆图鉴领取错误
|
||||
MartialhallAtlasNoReward = 2005; // 武馆图鉴不满足领取条件
|
||||
// 美食馆
|
||||
GourmetMoreOrderTime = 2101; // 超过订单时长
|
||||
GourmetSkillMaxLv = 2102; // 技能已经达到满级
|
||||
|
||||
// rtask
|
||||
RtaskFinished = 2201; //任务已完成
|
||||
RtaskUnFinished = 2202; //任务未完成
|
||||
RtaskNoRtask = 2203; //任务未开启
|
||||
RtaskRewarded = 2204; //已获取奖励
|
||||
RtaskPreNoFinish = 2205; //前置未完成
|
||||
RtaskCondiNoReach = 2206; //未达到限定条件
|
||||
RtaskNoLastOne = 2207; //不是最后一个任务
|
||||
RtaskCondiNoFound = 2208; //未找到符合的条件配置
|
||||
|
||||
// viking
|
||||
VikingLvErr = 2301; // 关卡难度不匹配
|
||||
VikingBoosType = 2302; // BOSS 类型不对
|
||||
VikingBuyMaxCount = 2303; // 购买达到最大次数
|
||||
VikingMaxChallengeCount = 2304; // 挑战达到最大次数
|
||||
|
||||
// moonfantasy 月之秘境
|
||||
MoonfantasyHasExpired = 2401; // boos 连接已失效
|
||||
MoonfantasyJoinUp = 2402; // boos 参与人数已达上限
|
||||
MoonfantasyDareUp = 2403; // boos 挑战次数已达上限
|
||||
MoonfantasyBattleNoEnd = 2404; // boos 战斗未结束
|
||||
MoonfantasyBattleNoWin = 2405; // boos 战斗魏未胜利
|
||||
MoonfantasyNoJoin = 2406; // boos 未加入战斗序列
|
||||
MoonfantasyNotEnoughbattles = 2407; // boos 挑战次数不足
|
||||
|
||||
BattleNoFoundRecord = 2501; // 未找到记录
|
||||
|
||||
LinestoryTaskFinished = 2601; //任务已完成
|
||||
LinestoryNoReceive = 2602; //章节奖励不能领取
|
||||
LinestoryTaskDisabledEnter = 2603; //禁止进入
|
||||
LinestoryChapterNoOpen = 2604; //章节未开启
|
||||
LinestoryPreNoComplete = 2605; //前置任务未完成
|
||||
|
||||
// hunting
|
||||
HuntingLvErr = 2701; // 关卡难度不匹配
|
||||
HuntingBoosType = 2702; // BOSS 类型不对
|
||||
HuntingBuyMaxCount = 2703; // 购买达到最大次数
|
||||
HuntingMaxChallengeCount = 2704; // 挑战达到最大次数
|
||||
HuntingNoChallengeCount = 2705; // 挑战次数不足
|
||||
|
||||
// Enchant
|
||||
EnchantLvErr = 2711; // 关卡难度不匹配
|
||||
EnchantBoosType = 2712; // BOSS 类型不对
|
||||
EnchantBuyMaxCount = 2713; // 购买达到最大次数
|
||||
EnchantMaxChallengeCount = 2714; // 挑战达到最大次数
|
||||
EnchantNoChallengeCount = 2715; // 挑战达到最大次数
|
||||
// library
|
||||
LibraryMaxLv = 2801; // 达到最大等级
|
||||
LibraryNoData = 2802; // 没找到羁绊数据
|
||||
LibraryActivation = 2803; // 已经是激活状态
|
||||
LibraryReward = 2804; // 已经领取奖励
|
||||
LibraryLvReward = 2805; // 领奖等级没达到
|
||||
LibraryFetterTaskNoFound = 2806; //未找到羁绊任务数据
|
||||
LibraryPreTaskNoFinished = 2807; //前置任务未完成
|
||||
|
||||
// Battle
|
||||
BattleValidationFailed = 2901; //战斗校验失败
|
||||
BattleNoWin = 2902; //战斗失败
|
||||
BattleCreateFailed = 2903; //创建战斗失败
|
||||
BattleInCmdFailed = 2904; //战斗指令输入失败
|
||||
BattleUserOff = 2905; //由用户离线
|
||||
BattleCapskillCheckFailed = 2906; //战斗队长技校验失败
|
||||
BattleNoKeep = 2907; //战斗不存在
|
||||
|
||||
// sociaty
|
||||
SociatyNoFound = 3000; //公会不存在
|
||||
SociatyAdded = 3001; //已在公会里
|
||||
SociatyDiamondNoEnough = 3002; //钻石不足
|
||||
SociatyNoMember = 3003; //不是公会成员
|
||||
SociatyNoRight = 3004; //无权限
|
||||
SociatyNoAdded = 3005; //未加入公会
|
||||
SociatyDismiss = 3006; //解散失败
|
||||
SociatyQuit = 3007; //退会失败
|
||||
SociatyAgree = 3008; //申请-同意失败
|
||||
SociatyRefuse = 3009; //申请-拒绝失败
|
||||
SociatyLogParams = 3010; //公会日志参数错误
|
||||
SociatyMasterNoDiss = 3011; //会长不能被踢出
|
||||
SociatySettingJob = 3012; //设置职位失败
|
||||
SociatySetting = 3013; //公会修改失败
|
||||
SociatyNoAccuse = 3014; //无需弹劾
|
||||
SociatySign = 3015; //签到失败
|
||||
SociatySigned = 3016; //已签到
|
||||
SociatyCDLimit = 3017; // CD时间限制
|
||||
SociatyApplyMax = 3018; //最大申请该公会人数
|
||||
SociatySelfSetting = 3019; // 不能设置自己
|
||||
SociatyMemberCountLimit = 3020; //超出人数限制
|
||||
SociatyRewardReceived = 3021; //奖励已领取
|
||||
SociatyRewardReceive = 3022; //奖励领取失败
|
||||
SociatyResource = 3023; //更新公会资源失败
|
||||
SociatyBelongTo = 3025; //已是公会成员
|
||||
SociatyApplied = 3026; //已申请
|
||||
SociatyAppyLvNoEnough = 3027; //申请等级不满足
|
||||
SociatyTaskValidation = 3028; //任务未完成
|
||||
SociatyActivityNoEnough = 3029; //活跃度不足
|
||||
SociatyAcitvityReceive = 3030; //活跃度领取失败
|
||||
SociatyDismissed = 3031; //公会已解散
|
||||
SociatyNameExist = 3032; //公会名存在
|
||||
SociatyQuitNoAllowed = 3033; //会长不允许退公会
|
||||
SociatyNoMaster = 3034; //无会长
|
||||
SociatyNoFormation = 3035; //无阵容
|
||||
SociatyTicketsNoEnough = 3036; //挑战券不足
|
||||
SociatySportsNoinit = 3037; //赛季未初始
|
||||
SociatySportsEnd = 3038; //赛季已结束
|
||||
SociatyTeamUnlock = 3039; //队伍解锁条件不满足
|
||||
SociatyTaskNoFound = 3040; //未找到boss任务
|
||||
SociatyTaskNoFinished = 3041; //任务未完成
|
||||
SociatyTaskReceived = 3042; //任务奖励已领取
|
||||
|
||||
// arena
|
||||
ArenaTicketBuyUp = 3101; //票据上限
|
||||
ArenaTicketNotEnough = 3102; //票据不足
|
||||
ArenaTicketNpcInCd = 3103; // cd中
|
||||
// talent
|
||||
TalentRepeatLearn = 3201; // 天赋已学习
|
||||
TalentErrData = 3202; /// 天赋不存在
|
||||
TalentUnLockerBefore = 3203; //先解锁前置天赋
|
||||
TalentResetState = 3204; //当前天赋已经是重置状态
|
||||
// trolltrain
|
||||
TrollBuyMax = 3301; //买入上限
|
||||
TrollSellMax = 3302; // 卖出上限
|
||||
TrollMaxSellCount = 3303; // 单日最大交易次数
|
||||
TrollMaxItemCount = 3304; //背包格子达到上限
|
||||
TrollRepeatedReward = 3305; //奖励重复领取
|
||||
// horoscope
|
||||
HoroscopeNotTurnedOn = 3401; //未开启
|
||||
HoroscopeRestCDNoEnd = 3402; //重置cd未结束
|
||||
// privileges
|
||||
PrivilegeNotFound = 3501; // 特权没激活
|
||||
PrivilegeRenewTime = 3502; // 特权续费时间没到
|
||||
VipLvError = 3503; // Vip等级不足
|
||||
VipGiftError = 3504; // Vip礼包购买失败
|
||||
VipBuyRepeat = 3505; // Vip礼包重复购买
|
||||
|
||||
// growtask
|
||||
GrowtaskReceive = 3601; //子任务奖励领取失败
|
||||
GrowtaskAdvReceive = 3602; //进阶奖励领取失败
|
||||
|
||||
// pay
|
||||
PayBuyNumNotEnough = 3701; //支付次数不足
|
||||
PayRenewTimeErr = 3702; // 续费时间没达到要求
|
||||
PayOrderCompleted = 3703; // 订单已完成
|
||||
// worldtask
|
||||
WorldtaskFinish = 3801; //任务完成失败
|
||||
WorldtaskLvNotEnough = 3802; //等级不满足
|
||||
WorldtaskNoAccept = 3803; //不能接取
|
||||
WorldtaskNoComplete = 3804; //任务条件未完成
|
||||
WorldtaskFinihed = 3805; //任务已完成
|
||||
WorldtaskLastUnFinished = 3806; //上个任务未完成
|
||||
WorldtaskGroupIdNosame = 3807; //组ID不一致
|
||||
WorldtaskChapterUnFinished =3808; //章节任务未完成
|
||||
WorldtaskChapterReceived =3809; //章节奖励已领取
|
||||
WorldtaskNoProcess = 3810; //无需处理
|
||||
|
||||
// academy
|
||||
AcademyTaskNoCompleteTask = 3901; //未完成任务
|
||||
// AutoBattle
|
||||
AutoBattleNoData = 4001; //没有正在自动战斗的数据
|
||||
AutoBattleStatesErr = 4002; // 自动战斗状态错误
|
||||
|
||||
// smithy
|
||||
SmithyNoReel = 4101;// 没有激活图纸信息
|
||||
SmithyNoTemperature = 4102;// 炉温不够不能打造
|
||||
SmithyStoveMaxLv = 4103;// 炉子达到最大等级
|
||||
SmithyCustomerLimit = 4104; //顾客上限
|
||||
SmithyCustomerEquipNoEnough = 4105; //装备回收数量不足
|
||||
SmithyMaxTemperature = 4106; // 炉温达上限
|
||||
SmithyLackLava = 4107; // 缺少熔岩
|
||||
SmithyAtlasMaxLv = 4108; // 图鉴奖励满级
|
||||
SmithyAtlasLackLv = 4109; // 图鉴奖励等级不足
|
||||
SmithyTaskNoFinished = 4110; //图鉴任务未完成
|
||||
SmithyTaskReceived = 4111; //图鉴任务奖励已领
|
||||
SmithyNoFoundAtlas = 4112; // 没有找到图鉴数据
|
||||
SmithyNoActivateAtlas = 4113; // 没有图鉴更新数据
|
||||
SmithyLvToolsFailed = 4114; //
|
||||
SmithyLvToolsPre = 4115; // 前置条件不足
|
||||
SmithyAtlasTypeErr = 4116; //图鉴类型错误
|
||||
|
||||
// dispatch
|
||||
DispatchHeroNoReached = 4201; //英雄条件未达标
|
||||
DispatchNoFree = 4202; //免费次数用尽
|
||||
DispatchTicketNoEnough = 4203; //门票不足
|
||||
DispatchHeroAssigned = 4204; //英雄已派遣
|
||||
DispatchTaskExpired = 4205; //任务已过期
|
||||
DispatchRefreshMax = 4206; //达到最大刷新次数
|
||||
DispatchNoFinished = 4207; //任务未完成
|
||||
DispatchHeroNoEnough = 4208; //派遣英雄数量不足
|
||||
|
||||
//practice
|
||||
PracticeQiecuoing = 4301; //武馆切磋中
|
||||
PracticeSent = 4302; //邀请已发送 10秒内请勿重复邀请
|
||||
PracticeInviteTimeOut = 4303; //邀请超时
|
||||
PracticePillarMaxLv = 4304; //木桩已到满级
|
||||
PracticeYouQiecuoing = 4305; //你有切磋未完成
|
||||
PracticeTargetQiecuoing = 4306; //目标正在切磋中
|
||||
|
||||
//parkour
|
||||
ParkourMemberFull = 4401; //队伍成员已满
|
||||
ParkourInviteOverdue = 4402; //邀请已过期
|
||||
}
|
23
src/pb/temop/forum_db.proto
Normal file
23
src/pb/temop/forum_db.proto
Normal file
@ -0,0 +1,23 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
enum CommentState {
|
||||
Release = 0; //发布
|
||||
Offline = 1; //下架
|
||||
}
|
||||
|
||||
//评论数据
|
||||
message DBComment {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string heroid = 2; //英雄id
|
||||
string heroobjid = 3; //目标英雄的实例id
|
||||
string uid = 4; //发送用户id
|
||||
string stage = 5; //区服id
|
||||
string avatar = 6; //用户头像
|
||||
string uname = 7; //用户名
|
||||
int32 ulv = 8;
|
||||
CommentState state = 9; //状态
|
||||
int64 ctime = 10; //发布时间
|
||||
string content = 11; //内容
|
||||
int32 starlist = 12; //点赞数
|
||||
}
|
53
src/pb/temop/forum_msg.proto
Normal file
53
src/pb/temop/forum_msg.proto
Normal file
@ -0,0 +1,53 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "forum_db.proto";
|
||||
import "hero_db.proto";
|
||||
import "equipment_db.proto";
|
||||
|
||||
//获取评论列表
|
||||
message ForumGetListReq {
|
||||
string herocid = 1; //英雄配置id
|
||||
}
|
||||
|
||||
//获取评论回应
|
||||
message ForumGetListResp { repeated DBComment comment = 1; }
|
||||
|
||||
//发布评论请求
|
||||
message ForumReleaseCommentReq {
|
||||
string avatar = 1; //用户头像
|
||||
string uname = 2; //用户名
|
||||
int32 ulv = 3; //用户等级
|
||||
string herocid = 4; //英雄的配置id
|
||||
string herooid = 5; //英雄的实例id
|
||||
string content = 6; //评论内容
|
||||
}
|
||||
|
||||
//发布评论回应
|
||||
message ForumReleaseCommentResp { DBComment comment = 1; }
|
||||
|
||||
//查看英雄信息请求
|
||||
message ForumWatchHeroReq {
|
||||
string uid = 1; //用户id
|
||||
string stag = 2; //区服id
|
||||
string herocId = 3; //用户cid
|
||||
string herooId = 4; //英雄实例id
|
||||
}
|
||||
//查看英雄信息回应
|
||||
message ForumWatchHeroResp {
|
||||
DBHero hero = 1;
|
||||
repeated DB_Equipment equipID = 2; // 装备详细信息
|
||||
}
|
||||
|
||||
//请求点赞 请求
|
||||
message ForumLikeReq {
|
||||
string herocid = 1; //英雄配置id
|
||||
string cid = 2; //评论id
|
||||
bool islike = 3; //是否点赞
|
||||
}
|
||||
|
||||
//请求点赞 回应
|
||||
message ForumLikeResp {
|
||||
string cid = 1; //评论id
|
||||
bool islike = 2; //是否点赞
|
||||
bool issucc = 3; //成功失败
|
||||
}
|
35
src/pb/temop/friend_db.proto
Normal file
35
src/pb/temop/friend_db.proto
Normal file
@ -0,0 +1,35 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "hero_db.proto";
|
||||
|
||||
message DBFriend {
|
||||
string uid = 1; //@go_tags(`bson:"uid"`) 用户ID
|
||||
repeated string friendIds = 2; //@go_tags(`bson:"friendIds"`) 好友ID
|
||||
repeated string applyIds = 3; //@go_tags(`bson:"applyIds"`) 申请用户ID
|
||||
repeated string blackIds = 4; //@go_tags(`bson:"blackIds"`) 黑名单ID
|
||||
repeated string zanIds = 5; //@go_tags(`bson:"zanIds"`) 点赞好友ID
|
||||
repeated string getZandIds = 6; //@go_tags(`bson:"getZandIds"`) 已接收赞好友ID
|
||||
string assistHeroId = 7; //@go_tags(`bson:"assistHeroId"`) 助战英雄ID
|
||||
int32 received = 8; //@go_tags(`bson:"received"`) 领取奖励状态0未领1可领2已领
|
||||
int64 updateTime = 9; //@go_tags(`bson:"updateTime"`) 更新时间
|
||||
DBHero hero = 10; //@go_tags(`bson:"hero"`) 助战英雄副本
|
||||
int32 assistScore = 11; //@go_tags(`bson:"zhuzhanScore"`) 助战分数合计
|
||||
repeated AssistRecord record = 12; //@go_tags(`bson:"record"`) 助战记录
|
||||
}
|
||||
|
||||
//助战记录
|
||||
message AssistRecord {
|
||||
string uid = 1; //@go_tags(`bson:"uid"`) 好友Id
|
||||
int64 assistTime = 2; //@go_tags(`bson:"zhuzhanTime"`) 上次助战时间
|
||||
string assistHeroId = 3; //@go_tags(`bson:"assistHeroId"`) 助战英雄
|
||||
}
|
||||
|
||||
//切磋请求记录
|
||||
message QiecuoRecord{
|
||||
string uid = 1; //@go_tags(`bson:"uid"`) 切磋发起人
|
||||
string targetId = 2; //@go_tags(`bson:"targetId"`) 切磋接受人
|
||||
int32 status = 3; //@go_tags(`bson:"status"`) 0默认 1已发送 2已接收
|
||||
string matchId = 4; //@go_tags(`bson:"matchId"`) 战斗ID
|
||||
int64 timestamp = 5; //@go_tags(`bson:"timestamp"`) 切磋时间戳
|
||||
int64 endTime = 6; //@go_tags(`bson:"endTime"`) 战斗结束时间戳
|
||||
}
|
190
src/pb/temop/friend_msg.proto
Normal file
190
src/pb/temop/friend_msg.proto
Normal file
@ -0,0 +1,190 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
import "friend_db.proto";
|
||||
|
||||
message FriendBase {
|
||||
string userId = 1; // ID
|
||||
string NickName = 2; //昵称
|
||||
int32 level = 3; //等级
|
||||
string avatar = 4; //头像
|
||||
int64 strength = 5; //战力
|
||||
string serverId = 6; //服务编号
|
||||
int64 offlineTime = 7; //最近一次下线时间 -1在线
|
||||
bool isApplied = 8; //是否已申请加好友
|
||||
bool isZaned = 9; //是否已点赞
|
||||
bool isGetZaned = 10; //是否已获赞
|
||||
string heroObjId = 11; //助战英雄ID
|
||||
int32 score = 12; //助战分数
|
||||
int64 updateTime = 13; //更新时间
|
||||
}
|
||||
|
||||
//好友列表
|
||||
message FriendListReq {}
|
||||
|
||||
message FriendListResp { repeated FriendBase list = 1; }
|
||||
|
||||
// 随机的在线玩家
|
||||
message FriendRandlistReq {}
|
||||
message FriendRandlistResp { repeated FriendBase list = 1; }
|
||||
|
||||
//申请好友
|
||||
message FriendApplyReq {
|
||||
string friendId = 1; //好友ID
|
||||
}
|
||||
message FriendApplyResp {
|
||||
string userId = 1; //用户ID
|
||||
string friendId = 2; //好友ID
|
||||
}
|
||||
|
||||
//删除好友
|
||||
message FriendDelReq {
|
||||
string friendId = 1; //好友ID
|
||||
}
|
||||
|
||||
message FriendDelResp {
|
||||
string friendId = 1; //好友ID
|
||||
string userId = 2; //用户ID
|
||||
}
|
||||
|
||||
//同意
|
||||
message FriendAgreeReq {
|
||||
repeated string friendIds = 1; //被同意的用户
|
||||
}
|
||||
message FriendAgreeResp {
|
||||
int32 Num = 1; //操作的数量
|
||||
}
|
||||
|
||||
//拒绝
|
||||
message FriendRefuseReq {
|
||||
repeated string friendIds = 1; //被拒绝的用户
|
||||
}
|
||||
message FriendRefuseResp {
|
||||
int32 Num = 1; //操作的数量
|
||||
}
|
||||
|
||||
//好友申请列表
|
||||
message FriendApplyListReq {}
|
||||
message FriendApplyListResp { repeated FriendBase list = 1; }
|
||||
|
||||
//好友搜索
|
||||
message FriendSearchReq {
|
||||
string nickName = 1; //好友昵称
|
||||
}
|
||||
|
||||
message FriendSearchResp { repeated FriendBase friends = 1; }
|
||||
|
||||
//黑名单
|
||||
message FriendBlackListReq {}
|
||||
|
||||
message FriendBlackListResp { repeated FriendBase friends = 1; }
|
||||
|
||||
//添加黑名单
|
||||
message FriendAddBlackReq { string friendId = 1; }
|
||||
|
||||
message FriendAddBlackResp {
|
||||
string friendId = 1;
|
||||
string userId = 2;
|
||||
}
|
||||
|
||||
//删除黑名单
|
||||
message FriendDelBlackReq { string friendId = 1; }
|
||||
|
||||
message FriendDelBlackResp {
|
||||
string friendId = 1;
|
||||
string userId = 2;
|
||||
}
|
||||
|
||||
//好友数量
|
||||
message FriendTotalReq { string friendId = 1; }
|
||||
|
||||
message FriendTotalResp {
|
||||
string friendId = 1;
|
||||
int32 total = 2; //好友数量
|
||||
}
|
||||
|
||||
// 点赞列表
|
||||
message FriendZanlistReq {}
|
||||
message FriendZanlistResp { repeated FriendBase list = 1; }
|
||||
|
||||
// 点赞
|
||||
message FriendZanReq { repeated string friendIds = 1; }
|
||||
|
||||
message FriendZanResp { bool flag = 1; }
|
||||
|
||||
//接收点赞
|
||||
message FriendZanreceiveReq { repeated string friendIds = 1; }
|
||||
|
||||
message FriendZanreceiveResp { bool flag = 1; }
|
||||
|
||||
// 设置助战英雄
|
||||
message FriendAssistheroReq { string heroObjId = 1; }
|
||||
message FriendAssistheroResp {
|
||||
string heroObjId = 1;
|
||||
int32 received = 2; //领取奖励状态0未领1可领2已领
|
||||
}
|
||||
|
||||
//助战列表
|
||||
message FriendAssistlistReq {}
|
||||
message FriendAssistlistResp {
|
||||
repeated FriendBase list = 1; //好友助战排行
|
||||
string heroObjId = 2; //助战英雄
|
||||
repeated AssistRecord record = 3; //我的助战记录
|
||||
}
|
||||
|
||||
// 助战奖励
|
||||
message FriendGetrewardReq {}
|
||||
message FriendGetrewardResp { int32 received = 1; }
|
||||
|
||||
// 助战英雄更新推送
|
||||
message FriendAssistHeroUpdatePush {
|
||||
FriendBase friend = 1; //好友
|
||||
}
|
||||
|
||||
//好友助战英雄列表
|
||||
message FriendAssistHeroListReq {}
|
||||
message FriendAssistHeroListResp { repeated FriendBase friends = 1; }
|
||||
|
||||
// 查询是否已申请目标玩家为好友或目标玩家是否已是好友
|
||||
message FriendGetRelationReq{
|
||||
string targetUid = 1; //目标玩家ID
|
||||
}
|
||||
|
||||
message FriendGetRelationResp{
|
||||
string targetUid = 1;
|
||||
bool status = 2; //已是好友或已申请返回true
|
||||
}
|
||||
|
||||
// 切磋请求
|
||||
message FriendQiecuoReq{
|
||||
string targetUid = 1; //切磋目标玩家UID
|
||||
}
|
||||
|
||||
message FriendQiecuoResp{
|
||||
string targetUid =1; //切磋目标
|
||||
string uid = 2; //发起者
|
||||
}
|
||||
|
||||
//接受切磋
|
||||
message FriendAcceptReq{
|
||||
string uid = 1; //切磋发起者
|
||||
}
|
||||
|
||||
message FriendAcceptResp{
|
||||
bool isSucc = 1;
|
||||
}
|
||||
|
||||
//拒绝切磋
|
||||
message FriendStopReq{
|
||||
string uid = 1; //切磋发起者
|
||||
}
|
||||
|
||||
message FriendStopResp{
|
||||
bool isSucc = 1;
|
||||
|
||||
}
|
||||
|
||||
message FriendQiecuonotifyPush{
|
||||
string uid = 1; //发起者(切磋)
|
||||
int32 notifyType = 2; //1发起通知 2接受通知 3拒绝通知
|
||||
}
|
12
src/pb/temop/gateway_msg.proto
Normal file
12
src/pb/temop/gateway_msg.proto
Normal file
@ -0,0 +1,12 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
//网关心跳 请求
|
||||
message GatewayHeartbeatReq {
|
||||
|
||||
}
|
||||
|
||||
//网关心跳 请求回应
|
||||
message GatewayHeartbeatResp {
|
||||
int64 timestamp = 1;
|
||||
}
|
11
src/pb/temop/gm_msg.proto
Normal file
11
src/pb/temop/gm_msg.proto
Normal file
@ -0,0 +1,11 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
///gm 命令请求
|
||||
message GMCmdReq {
|
||||
string Cmod = 1;
|
||||
}
|
||||
///gm 命令请求 回应
|
||||
message GMCmdResp {
|
||||
bool IsSucc = 1;
|
||||
}
|
34
src/pb/temop/gourmet_db.proto
Normal file
34
src/pb/temop/gourmet_db.proto
Normal file
@ -0,0 +1,34 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "comm.proto";
|
||||
|
||||
message DBGourmetAtlas {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
map<string,int32> atlas = 3;//@go_tags(`bson:"atlas"`)
|
||||
}
|
||||
// 正在烹饪的食物
|
||||
message Cooking{
|
||||
int32 foodType = 1; // 料理类型
|
||||
int64 eTime = 2; // 结束时间戳
|
||||
int64 sTime = 3; // 开始时间戳
|
||||
}
|
||||
|
||||
// 队列里的烹饪食品
|
||||
message OrderCook{
|
||||
int32 foodType = 1; // 料理类型
|
||||
int32 foodCount = 2; // 料理数量
|
||||
int32 cookTime = 3; // 剩余烹饪时间
|
||||
}
|
||||
message DBGourmet {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
Cooking cookingFood = 3; //@go_tags(`bson:"cookingFood"`) 正在烹饪的食品
|
||||
repeated OrderCook foods = 4; //@go_tags(`bson:"foods"`) 等待烹饪的食品
|
||||
repeated UserAssets items = 5; //@go_tags(`bson:"items"`) 已经做好的食品
|
||||
map<int32,int32> skill = 6; //@go_tags(`bson:"skill"`) 技能ID
|
||||
map<int32,int32> specialSkill = 7; //@go_tags(`bson:"specialSkill"`) 通用技能
|
||||
int32 orderCostTime = 8; //@go_tags(`bson:"orderCostTime"`) 订单消耗的时常
|
||||
int64 ctime = 9; // 订单创建时间
|
||||
int32 totalTime = 10;//@go_tags(`bson:"totalTime"`)
|
||||
}
|
73
src/pb/temop/gourmet_msg.proto
Normal file
73
src/pb/temop/gourmet_msg.proto
Normal file
@ -0,0 +1,73 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "gourmet_db.proto";
|
||||
import "user_db.proto";
|
||||
|
||||
message GourmetCreateFoodReq {
|
||||
string cid = 1; // 食谱ID
|
||||
map<string,int32> material = 2;
|
||||
}
|
||||
|
||||
message GourmetCreateFoodResp {
|
||||
string cid = 1; // 获得的食谱
|
||||
bool firstGet = 2; // 是否首次获得
|
||||
}
|
||||
message GourmetActivateAtlasReq {
|
||||
string cid = 1; // 图鉴ID
|
||||
}
|
||||
|
||||
message GourmetActivateAtlasResp {
|
||||
map<string,int32> atlas = 1;
|
||||
}
|
||||
|
||||
// 图鉴
|
||||
message GourmetAtlasReq {
|
||||
|
||||
}
|
||||
|
||||
message GourmetAtlasResp {
|
||||
map<string,int32> atlas = 1;
|
||||
}
|
||||
|
||||
|
||||
message GourmetGetListReq {
|
||||
|
||||
}
|
||||
// 返回进度信息
|
||||
message GourmetGetListResp {
|
||||
DBGourmet data = 1;
|
||||
}
|
||||
|
||||
// 创建订单
|
||||
message GourmetCreateOrderReq {
|
||||
repeated OrderCook order = 1;// 烹饪时间不用传 后端会重新计算
|
||||
}
|
||||
|
||||
message GourmetCreateOrderResp {
|
||||
DBGourmet data = 1;
|
||||
}
|
||||
|
||||
// 领取奖励
|
||||
message GourmetGetRewardReq{
|
||||
}
|
||||
|
||||
message GourmetGetRewardResp{
|
||||
DBGourmet data = 1;
|
||||
}
|
||||
|
||||
// 技能升级
|
||||
message GourmetSkillLvReq{
|
||||
int32 skillType = 1; // 技能id
|
||||
}
|
||||
|
||||
message GourmetSkillLvResp{
|
||||
DBGourmet data = 1;
|
||||
}
|
||||
|
||||
message GourmetGetRandUserReq{
|
||||
int32 people = 1;//人数
|
||||
}
|
||||
|
||||
message GourmetGetRandUserResp{
|
||||
repeated DBUser user = 1;
|
||||
}
|
30
src/pb/temop/growtask_db.proto
Normal file
30
src/pb/temop/growtask_db.proto
Normal file
@ -0,0 +1,30 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
message DBGrowtask {
|
||||
string uid = 1; //@go_tags(`bson:"uid"`) 用户ID
|
||||
repeated Growtask initTaskList =
|
||||
2; //@go_tags(`bson:"initTaskList"`) 初级任务列表
|
||||
repeated Growtask midTaskList =
|
||||
3; //@go_tags(`bson:"midTaskList"`) 中级任务列表
|
||||
repeated Growtask highTaskList =
|
||||
4; //@go_tags(`bson:"highTaskList"`) 高级任务列表
|
||||
int32 curTaskType = 5; //@go_tags(`bson:"curTaskType"`) 进行中的任务类型
|
||||
int32 advReceive = 6; //@go_tags(`bson:"advReceive"`) 已领取的进阶奖励ID
|
||||
}
|
||||
|
||||
//任务状态
|
||||
enum GrowtaskStatus {
|
||||
Lock = 0; //锁定
|
||||
Ongoing = 1; //进行中
|
||||
Wait = 2; //待领奖
|
||||
Finish = 3; //完成
|
||||
}
|
||||
|
||||
message Growtask {
|
||||
int32 id = 1; //@go_tags(`bson:"id"`) 配置ID
|
||||
int32 taskType = 2; //@go_tags(`bson:"taskType"`) 任务类型
|
||||
GrowtaskStatus status = 3; //@go_tags(`bson:"status"`) 任务状态
|
||||
int32 fstask = 4; //@go_tags(`bson:"fstask"`) 任务条件
|
||||
int32 preTask = 5; //@go_tags(`bson:"preTask"`) 前置任务ID
|
||||
}
|
27
src/pb/temop/growtask_msg.proto
Normal file
27
src/pb/temop/growtask_msg.proto
Normal file
@ -0,0 +1,27 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "growtask_db.proto";
|
||||
|
||||
// 成长任务列表
|
||||
message GrowtaskListReq {
|
||||
int32 taskType = 1; //任务类型1初级2中级3高级
|
||||
}
|
||||
message GrowtaskListResp {
|
||||
repeated Growtask taskList = 1;
|
||||
int32 curTaskType = 2; // 进行中的任务类型
|
||||
int32 advReceive = 3; //已领取的进阶奖励ID
|
||||
int32 curTaskId = 4; // 当前未完成的任务ID
|
||||
}
|
||||
|
||||
//子任务奖励领取
|
||||
message GrowtaskReceiveReq {
|
||||
int32 taskId = 1; //子任务ID
|
||||
}
|
||||
message GrowtaskReceiveResp { int32 taskId = 1; }
|
||||
|
||||
//进阶奖励领取
|
||||
message GrowtaskAdvReceiveReq {
|
||||
int32 taskType = 1; //任务类型
|
||||
}
|
||||
|
||||
message GrowtaskAdvReceiveResp { int32 taskType = 1; }
|
69
src/pb/temop/hero_db.proto
Normal file
69
src/pb/temop/hero_db.proto
Normal file
@ -0,0 +1,69 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "comm.proto";
|
||||
|
||||
enum HeroType {
|
||||
HeroTypeNil = 0;
|
||||
HeroTypeKongFu = 1;
|
||||
}
|
||||
|
||||
message DBHero {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2;
|
||||
string heroID = 3; //@go_tags(`bson:"heroID"`) 英雄的配置表ID
|
||||
int32 star = 4; // 英雄星级
|
||||
int32 lv = 5; // 英雄等级
|
||||
int32 exp = 6; // 英雄经验
|
||||
int32 juexingLv = 7; //@go_tags(`bson:"juexingLv"`) 觉醒等级
|
||||
int32 captainSkill = 8; //@go_tags(`bson:"captainSkill"`) 队长技能
|
||||
repeated SkillData normalSkill = 9; //@go_tags(`bson:"normalSkill"`) 普通技能
|
||||
map<string, int32> property = 10; // 属性相关
|
||||
map<string, int32> addProperty = 11; //@go_tags(`bson:"addProperty"`) 附加属性相关
|
||||
int32 cardType = 12; //@go_tags(`bson:"cardType"`) 卡片类型(升星卡、经验卡、技能升级卡)
|
||||
int32 curSkin = 13; //@go_tags(`bson:"curSkin"`) 当前装备的皮肤ID
|
||||
repeated int32 skins = 14; // 所有皮肤ID
|
||||
bool block = 15; // 锁定
|
||||
repeated string equipID = 16; //@go_tags(`bson:"equipID"`) 装备 objID
|
||||
int32 sameCount = 17; // @go_tags(`bson:"sameCount"`) 卡片叠加数量
|
||||
int32 suiteId = 18; //@go_tags(`bson:"suiteId"`) 套装Id
|
||||
int32 suiteExtId = 19; // go_tags(`bson:"suiteExtId"`) 扩展套装Id
|
||||
map<string, int32> juexProperty = 20; //@go_tags(`bson:"juexProperty"`) //hp
|
||||
HeroType status = 21; //@go_tags(`bson:"status"`) 状态 (1 练功)
|
||||
int32 suite1Star = 22; //@go_tags(`bson:"suite1Star"`)
|
||||
int32 suite2Star = 23; //@go_tags(`bson:"suite2Star"`)
|
||||
int32 suite1Lv = 24; //@go_tags(`bson:"suite1Lv"`)
|
||||
int32 suite2Lv = 25; //@go_tags(`bson:"suite2Lv"`)
|
||||
map<string, int32> talentProperty = 26; //@go_tags(`bson:"talentProperty"`) // 天赋属性
|
||||
repeated SkillData equipSkill = 27; //@go_tags(`bson:"equipSkill"`) 装备技能
|
||||
map<string, int32> horoscopeProperty = 28; //@go_tags(`bson:"horoscopeProperty"`) //星座属性加成
|
||||
int32 fulllvenr = 29; //@go_tags(`bson:"fulllvenr"`) //满级登记分组 武馆使用
|
||||
string kongfuUid = 30; //@go_tags(`bson:"kongfuUid"`)// 英雄在谁家练功
|
||||
}
|
||||
|
||||
|
||||
//英雄扩展数据
|
||||
message DBHeroRecord {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID 主键id
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
int32 star4 = 3; // 4星保底
|
||||
int32 star5 = 4; // 5星保底
|
||||
int64 mtime = 5; // 修改时间
|
||||
int32 drawcount = 6; // 普通卡牌累计抽取次数
|
||||
map<string,int32> condition = 7; // key recharge、login 等 value 累计抽卡次数
|
||||
map<string,int32> star5Hero = 8;// 第totalcount 次抽到的5星英雄 key 英雄id
|
||||
int32 totalcount = 9;// 总的累计抽卡次数
|
||||
int32 daycount = 10; // 今天抽卡次数
|
||||
int32 onebuy = 11; // 单次购买次数
|
||||
int32 tenbuy = 12; // 十连购买次数
|
||||
int32 inevitable = 13;//第2-30次抽奖必出一个5星英雄
|
||||
int32 inevitable1 = 14;//第30-50次抽奖必出一个5星英雄
|
||||
map<int32,int32> race = 15; // key 阵营类型 value count
|
||||
}
|
||||
|
||||
// 英雄天赋系统
|
||||
message DBHeroTalent {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID 主键id
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
string heroId = 3; // 英雄ID
|
||||
map<int32, int32> talent = 4; // 已经学习过的天赋
|
||||
}
|
182
src/pb/temop/hero_msg.proto
Normal file
182
src/pb/temop/hero_msg.proto
Normal file
@ -0,0 +1,182 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "hero_db.proto";
|
||||
import "comm.proto";
|
||||
|
||||
//英雄基础信息
|
||||
message HeroInfoReq {
|
||||
string uid = 1; // uid 查自己不传也可以
|
||||
repeated string heroId = 2; //英雄唯一ID
|
||||
}
|
||||
message HeroInfoResp {
|
||||
string uid = 1;
|
||||
repeated DBHero base = 2;
|
||||
}
|
||||
|
||||
//英雄列表
|
||||
message HeroListReq {}
|
||||
|
||||
message HeroListResp { repeated DBHero list = 1; }
|
||||
|
||||
/// 卡牌养成: 强化(卡牌升级、卡牌升星、技能升级)
|
||||
/// 卡牌养成: 共鸣(共鸣消耗、材料返回、能量点使用)
|
||||
/// 卡牌养成: 觉醒(英雄觉醒、材料消耗)
|
||||
|
||||
message MapStringInt32 {
|
||||
string Key = 1;
|
||||
int32 Value = 2;
|
||||
}
|
||||
|
||||
// 卡牌升级
|
||||
message HeroStrengthenUplvReq {
|
||||
string heroObjID = 1; // 英雄对象ID
|
||||
map<string,int32> item = 2;// key itemid value 数量
|
||||
}
|
||||
|
||||
// 卡牌升级返回
|
||||
message HeroStrengthenUplvResp {
|
||||
DBHero hero = 1; // 英雄对象
|
||||
}
|
||||
|
||||
// 卡牌升星
|
||||
message HeroStrengthenUpStarReq {
|
||||
string heroObjID = 1; // 英雄对象ID
|
||||
}
|
||||
|
||||
// 卡牌升星返回
|
||||
message HeroStrengthenUpStarResp {
|
||||
DBHero hero = 1; // 英雄对象
|
||||
}
|
||||
|
||||
// 卡牌技能升级
|
||||
message HeroStrengthenUpSkillReq {
|
||||
string heroObjID = 1; // 英雄对象ID
|
||||
repeated string item = 2;//
|
||||
}
|
||||
|
||||
// 卡牌技能升级返回
|
||||
message HeroStrengthenUpSkillResp {
|
||||
DBHero hero = 1; // 英雄对象
|
||||
}
|
||||
|
||||
// 觉醒
|
||||
message HeroAwakenReq {
|
||||
string heroObjID = 1; // 英雄对象ID
|
||||
}
|
||||
|
||||
// 觉醒返回
|
||||
message HeroAwakenResp {
|
||||
DBHero hero = 1; // 英雄对象
|
||||
}
|
||||
|
||||
|
||||
//英雄属性推送
|
||||
message HeroPropertyPush {
|
||||
string heroId = 1; //英雄唯一ID
|
||||
map<string, int32> property = 2; //基础属性
|
||||
map<string, int32> addProperty = 3; //附加属性
|
||||
}
|
||||
|
||||
// 英雄锁定
|
||||
message HeroLockReq { string heroid = 1; }
|
||||
|
||||
// 英雄锁定返回
|
||||
message HeroLockResp {
|
||||
DBHero hero = 1; // 英雄对象
|
||||
}
|
||||
|
||||
// 测试用(获取指定星级等级的英雄)
|
||||
message HeroGetSpecifiedReq {
|
||||
string heroCoinfigID = 1; // 英雄配置ID
|
||||
int32 Amount = 2; // 数量
|
||||
int32 star = 3; // 星级
|
||||
int32 lv = 4; // 等级
|
||||
}
|
||||
|
||||
message HeroGetSpecifiedResp {
|
||||
DBHero hero = 1; // 英雄对象
|
||||
}
|
||||
|
||||
// 抽卡
|
||||
message HeroDrawCardReq {
|
||||
int32 drawType = 1; // 抽卡类型 0 普通
|
||||
int32 drawCount = 2;// 抽卡次数
|
||||
}
|
||||
|
||||
message AtnoData{
|
||||
repeated UserAtno atno = 1;
|
||||
}
|
||||
message HeroDrawCardResp {
|
||||
repeated AtnoData data = 1;
|
||||
}
|
||||
|
||||
// 英雄变化推送
|
||||
message HeroChangePush{
|
||||
repeated DBHero list = 1;
|
||||
}
|
||||
|
||||
message HeroDrawCardFloorReq {
|
||||
}
|
||||
// 获取抽卡保底次数
|
||||
message HeroDrawCardFloorResp {
|
||||
int32 star4 = 1;
|
||||
int32 star5 = 2;
|
||||
int32 onebuy = 3; // 单次购买次数
|
||||
int32 tenbuy = 4; // 十连购买次数
|
||||
}
|
||||
|
||||
// 英雄融合
|
||||
message HeroFusionReq{
|
||||
string heroId = 1; // 英雄配置表id
|
||||
map<string,int32> heros= 2; // key heroObjID value 数量
|
||||
}
|
||||
|
||||
message HeroFusionResp{
|
||||
string heroid = 1; // 获得新英雄
|
||||
}
|
||||
|
||||
// 天赋学习
|
||||
message HeroTalentListReq {
|
||||
|
||||
}
|
||||
|
||||
message HeroTalentListResp {
|
||||
repeated DBHeroTalent telnet = 1;
|
||||
}
|
||||
|
||||
// 天赋学习
|
||||
message HeroTalentLearnReq {
|
||||
int32 talentID = 1; // 天赋ID
|
||||
string objId = 2; // 对象唯一id
|
||||
string heroid = 3; //配置表的英雄id
|
||||
}
|
||||
|
||||
message HeroTalentLearnResp {
|
||||
DBHeroTalent telnet = 1;
|
||||
int32 talentID = 2; // 刚学习的天赋ID
|
||||
}
|
||||
|
||||
// 重置天赋
|
||||
message HeroTalentResetReq {
|
||||
string objId = 1; // 对象唯一id
|
||||
}
|
||||
|
||||
message HeroTalentResetResp {
|
||||
DBHeroTalent telnet = 1;
|
||||
}
|
||||
|
||||
message HeroBuyReq{
|
||||
int32 buyType = 1; //类型
|
||||
int32 buyCount =2;// 购买的数量
|
||||
}
|
||||
|
||||
message HeroBuyResp{
|
||||
bool IsSucc = 1;
|
||||
int32 onebuy = 3; // 单次购买次数
|
||||
int32 tenbuy = 4; // 十连购买次数
|
||||
}
|
||||
|
||||
// 首次获得英雄
|
||||
message HeroFirstGetPush {
|
||||
repeated string heroId = 1; //英雄id
|
||||
}
|
9
src/pb/temop/horoscope_db.proto
Normal file
9
src/pb/temop/horoscope_db.proto
Normal file
@ -0,0 +1,9 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
//星座图数据
|
||||
message DBHoroscope {
|
||||
string uid = 1; //@go_tags(`bson:"_id"`)
|
||||
map<int32, int32> nodes = 2; //节点信息 key:是节点id value:等级
|
||||
int64 lastrest = 3; //上次重置时间
|
||||
}
|
27
src/pb/temop/horoscope_msg.proto
Normal file
27
src/pb/temop/horoscope_msg.proto
Normal file
@ -0,0 +1,27 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "horoscope_db.proto";
|
||||
|
||||
//获取用户星座图信息
|
||||
message HoroscopeInfoReq {}
|
||||
|
||||
//获取用户星座图信息 回应
|
||||
message HoroscopeInfoResp { DBHoroscope info = 1; }
|
||||
|
||||
//升级节点
|
||||
message HoroscopeUpgradeReq {
|
||||
int32 nid = 1; //配置文件里的Id 升级的目标数据
|
||||
}
|
||||
//升级节点
|
||||
message HoroscopeUpgradeResp {
|
||||
int32 nid = 1; //成长线id 配置文件里面的 节点 字段
|
||||
int32 lv = 2;
|
||||
}
|
||||
|
||||
//重置请求
|
||||
message HoroscopeResetReq {}
|
||||
//重置请求 回应
|
||||
message HoroscopeResetResp {
|
||||
bool issucc = 1;
|
||||
DBHoroscope info = 2;
|
||||
}
|
27
src/pb/temop/hunting_db.proto
Normal file
27
src/pb/temop/hunting_db.proto
Normal file
@ -0,0 +1,27 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "battle_msg.proto";
|
||||
|
||||
message DBHunting {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
map<int32,int32> boss = 3; // key boss 类型 value 难度
|
||||
int32 buyCount = 4;//@go_tags(`bson:"buyCount"`) 购买次数
|
||||
int64 cTime = 5; //@go_tags(`bson:"cTime"`) 修改时间
|
||||
map<string,int32> bossTime = 6; //@go_tags(`bson:"bossTime"`)
|
||||
int64 recoveryTime = 7; //@go_tags(`bson:"recoveryTime"`) // 开始恢复的时间
|
||||
}
|
||||
|
||||
// 狩猎排行榜
|
||||
message DBHuntingRank {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
int32 difficulty = 3; // 难度
|
||||
int32 bosstype = 4; // boss类型塔类型
|
||||
string nickname = 5;// 昵称
|
||||
string icon = 6; // 玩家头像
|
||||
int32 lv = 7; // 玩家等级
|
||||
int32 leadpos = 8; //队长位置
|
||||
repeated LineUp line = 9; // 阵容数据
|
||||
int32 costTime = 10; //@go_tags(`bson:"costTime"`) 闯关耗时 单位s
|
||||
}
|
54
src/pb/temop/hunting_msg.proto
Normal file
54
src/pb/temop/hunting_msg.proto
Normal file
@ -0,0 +1,54 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "hunting_db.proto";
|
||||
import "battle_msg.proto";
|
||||
message HuntingGetListReq {
|
||||
|
||||
}
|
||||
|
||||
message HuntingGetListResp {
|
||||
DBHunting data = 1;
|
||||
}
|
||||
|
||||
// 挑战
|
||||
message HuntingChallengeReq {
|
||||
int32 bossType = 1; // boos 类型
|
||||
int32 difficulty = 2; // 难度
|
||||
BattleFormation battle = 3;
|
||||
}
|
||||
|
||||
message HuntingChallengeResp {
|
||||
BattleInfo info = 1;
|
||||
int32 bossType = 2; // boos 类型
|
||||
int32 difficulty = 3; // 难度
|
||||
}
|
||||
|
||||
message HuntingChallengeOverReq {
|
||||
int32 bossType = 1; // boos 类型
|
||||
int32 difficulty = 2; // 难度
|
||||
BattleReport report = 3; //战报
|
||||
}
|
||||
|
||||
// 客户端通知服务器打赢了
|
||||
message HuntingChallengeOverResp {
|
||||
DBHunting data = 1;
|
||||
}
|
||||
|
||||
// 购买
|
||||
message HuntingBuyReq {
|
||||
int32 count = 1;// 购买次数
|
||||
}
|
||||
|
||||
message HuntingBuyResp {
|
||||
DBHunting data = 1;
|
||||
}
|
||||
|
||||
// 排行榜
|
||||
message HuntingRankListReq{
|
||||
int32 boosType = 1; // boss 类型
|
||||
bool friend = 2; // 是否是好友榜
|
||||
}
|
||||
|
||||
message HuntingRankListResp{
|
||||
repeated DBHuntingRank ranks = 1; // 排行数据 有序的 注意boss类型
|
||||
}
|
15
src/pb/temop/items_db.proto
Normal file
15
src/pb/temop/items_db.proto
Normal file
@ -0,0 +1,15 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
|
||||
//背包格子
|
||||
message DB_UserItemData {
|
||||
string gridId = 1; //@go_tags(`bson:"_id"`) 背包格子Id
|
||||
string uId = 2; //@go_tags(`bson:"uid"`) 用户id
|
||||
string itemId = 3; //@go_tags(`bson:"itemId"`) 存放物品的Id
|
||||
uint32 amount = 4; //@go_tags(`bson:"amount"`) 存放物品的数量
|
||||
int64 cTime = 5; //@go_tags(`bson:"cTime"`) 物品获取时间
|
||||
int64 eTime = 6; //@go_tags(`bson:"eTime"`) 物品过期时间
|
||||
bool isNewItem = 7; //@go_tags(`bson:"isNewItem"`) 是否是新的
|
||||
int64 lastopt = 8; //@go_tags(`bson:"lastopt"`) 最后操作时间
|
||||
}
|
120
src/pb/temop/items_msg.proto
Normal file
120
src/pb/temop/items_msg.proto
Normal file
@ -0,0 +1,120 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "items_db.proto";
|
||||
import "comm.proto";
|
||||
|
||||
//查询用户背包请求
|
||||
message ItemsGetlistReq {
|
||||
int32 IType = 1; //道具类型
|
||||
}
|
||||
|
||||
//查询用户背包请求 回应
|
||||
message ItemsGetlistResp {
|
||||
repeated DB_UserItemData Grids = 1; //用户背包列表
|
||||
}
|
||||
|
||||
//背包变化推送
|
||||
message ItemsChangePush {
|
||||
repeated DB_UserItemData Grids = 1; //变化数据
|
||||
}
|
||||
|
||||
//使用物品请求
|
||||
message ItemsUseItemReq {
|
||||
string GridId = 1; //格子Id
|
||||
uint32 Amount = 2; //使用数量
|
||||
int32 Select = 3; //选择下标
|
||||
}
|
||||
|
||||
//使用物品请求 回应
|
||||
message ItemsUseItemResp {
|
||||
string GridId = 1; //格子Id
|
||||
uint32 Amount = 2; //使用数量
|
||||
bool issucc = 3; //是否成功
|
||||
}
|
||||
|
||||
//出售道具请求sailitem
|
||||
message ItemsSellItemReq {
|
||||
string GridId = 1; //格子Id
|
||||
string ItemId = 2; //物品Id
|
||||
uint32 Amount = 3; //使用数量
|
||||
}
|
||||
|
||||
//出售道具请求 回应
|
||||
message ItemsSellItemResp {
|
||||
string GridId = 1; //格子Id
|
||||
uint32 Amount = 2; //使用数量
|
||||
bool issucc = 3; //是否成功
|
||||
}
|
||||
|
||||
//分解道具 请求
|
||||
message ItemsDecomposeReq {
|
||||
string GridId = 1; //格子Id
|
||||
string ItemId = 2; //物品Id
|
||||
uint32 Amount = 3; //使用数量
|
||||
}
|
||||
|
||||
//分解道具 请求回应
|
||||
message ItemsDecomposeResp {
|
||||
string GridId = 1; //格子Id
|
||||
uint32 Amount = 2; //使用数量
|
||||
bool issucc = 3; //是否成功
|
||||
}
|
||||
|
||||
//购买体力
|
||||
message ItemsBuyPhysicalReq {
|
||||
uint32 Amount = 2; //购买数量
|
||||
}
|
||||
|
||||
//购买体力
|
||||
message ItemsBuyPhysicalResp {
|
||||
bool issucc = 1; //是否成功
|
||||
int32 PhysicalBuyNum = 2; //体力购买次数
|
||||
repeated UserAssets asets = 3 ; //获取资源
|
||||
}
|
||||
|
||||
//批量出售接口
|
||||
message ItemsSellinbulkReq {
|
||||
repeated string grids = 1; //格子Id
|
||||
repeated uint32 amount = 2; //出售数量
|
||||
}
|
||||
|
||||
//批量出售接口
|
||||
message ItemsSellinbulkResp {
|
||||
repeated string grids = 1; //格子Id
|
||||
repeated uint32 amount = 2; //出售数量
|
||||
repeated bool issucc = 3; //是否成功
|
||||
}
|
||||
|
||||
//购买统一入场门票请求
|
||||
message ItemsBuyUnifiedTicketReq {
|
||||
int32 BuyNum = 1;
|
||||
}
|
||||
//购买统一入场门票请求回应
|
||||
message ItemsBuyUnifiedTicketResp {
|
||||
bool issucc = 1;
|
||||
int32 buyunifiedticket = 2; //购买统一入场门票次数
|
||||
int64 recovertimeunifiedticket = 3;//同意门票恢复时间
|
||||
}
|
||||
|
||||
//刷新统一入场卷
|
||||
message ItemsRefreshUnifiedTicketReq {
|
||||
|
||||
}
|
||||
|
||||
message ItemsRefreshUnifiedTicketResp {
|
||||
|
||||
}
|
||||
|
||||
|
||||
//魔药合成请求
|
||||
message ItemsPotionSynthesisReq {
|
||||
int32 id = 1; //配方id
|
||||
int32 succnum = 2; //成功数量
|
||||
int32 num = 3; //炼制数量
|
||||
}
|
||||
//魔药合成请求 回应
|
||||
message ItemsPotionSynthesisResp {
|
||||
bool succ = 1;
|
||||
int32 id = 2; //配方id
|
||||
int32 num = 3; //炼制数量
|
||||
}
|
42
src/pb/temop/library_db.proto
Normal file
42
src/pb/temop/library_db.proto
Normal file
@ -0,0 +1,42 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
message DBLibrary {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
int32 fid = 3; // 配置表id 羁绊id
|
||||
map<string, int32> hero = 4; // key: hid value: id
|
||||
map<int32, int32> prize = 5; //是否领奖 key 好感度等级
|
||||
int32 fetterlv = 6; // 当前羁绊等级
|
||||
int32 storyid = 7; // 故事id 用来判断是否领奖
|
||||
bool activation = 8; // 是否激活
|
||||
|
||||
}
|
||||
|
||||
// 羁绊英雄数据
|
||||
message DBHeroFetter {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
string heroid = 3; // 英雄配置表id
|
||||
repeated int32 history = 4; // 传记往事ID
|
||||
int32 favorlv = 5; // 好感度等级
|
||||
int32 favorexp = 6; // 好感度经验
|
||||
repeated int32 stroyprize = 7; // 剧情奖励
|
||||
repeated int32 lvprize = 8; // 等级奖励
|
||||
}
|
||||
|
||||
//羁绊剧情
|
||||
message DBFetterstory {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
map<int32, FetterTasks> feeterTask =
|
||||
3; //@go_tags(`bson:"feeterTask"`) 已开启的羁绊任务 key:羁绊ID
|
||||
}
|
||||
|
||||
message FetterTasks { repeated int32 tasks = 1; }
|
||||
|
||||
// 羁绊任务
|
||||
message FetterTask {
|
||||
int32 taskId = 1; //@go_tags(`bson:"taskId"`) 任务Id
|
||||
int32 status = 2; //@go_tags(`bson:"status"`) 状态 0锁定 1已完成
|
||||
}
|
63
src/pb/temop/library_msg.proto
Normal file
63
src/pb/temop/library_msg.proto
Normal file
@ -0,0 +1,63 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "library_db.proto";
|
||||
|
||||
// 获取羁绊信息
|
||||
message LibraryGetListReq {}
|
||||
|
||||
message LibraryGetListResp { repeated DBLibrary data = 1; }
|
||||
// 获取英雄详细羁绊数据
|
||||
message LibraryGetFetterListReq {}
|
||||
|
||||
message LibraryGetFetterListResp { repeated DBHeroFetter data = 1; }
|
||||
|
||||
// 领取奖励
|
||||
message LibraryGetRewardReq {
|
||||
string objId = 1;
|
||||
int32 fetterlv = 2; // 羁绊等级
|
||||
}
|
||||
|
||||
message LibraryGetRewardResp { DBLibrary data = 1; }
|
||||
// 领取剧情奖励
|
||||
message LibraryGetStoryRewardReq {
|
||||
string hid = 1; // 英雄ID
|
||||
int32 history = 2; // 传记往事id
|
||||
int32 rightend = 3; // 对应配置表 rightend
|
||||
}
|
||||
|
||||
message LibraryGetStoryRewardResp { DBHeroFetter data = 1; }
|
||||
|
||||
// 给英雄赠送礼物
|
||||
message LibraryUseGiftReq {
|
||||
string heroid = 1; // 英雄id
|
||||
map<string, int32> items = 2; // key 道具ID value 数量
|
||||
}
|
||||
|
||||
message LibraryUseGiftResp { DBHeroFetter data = 1; }
|
||||
|
||||
// 激活羁绊
|
||||
message LibraryActivationFetterReq {
|
||||
string oid = 1; //对象id
|
||||
}
|
||||
|
||||
message LibraryActivationFetterResp { DBLibrary data = 1; }
|
||||
|
||||
// 羁绊数据变化推送
|
||||
message LibraryChangePush {
|
||||
repeated DBLibrary data = 1;
|
||||
repeated DBHeroFetter fetter = 2; // 羁绊详细信息
|
||||
}
|
||||
|
||||
// 领取等级奖励
|
||||
message LibraryLvRewardReq {
|
||||
string oid = 1; // 对象唯一id
|
||||
int32 lv = 2; // 好感度等级
|
||||
}
|
||||
|
||||
message LibraryLvRewardResp { DBHeroFetter data = 1; }
|
||||
|
||||
// 羁绊剧情-我的主线任务
|
||||
message LibraryFetterstoryTaskReq {
|
||||
int32 fetterId = 1; //羁绊ID
|
||||
}
|
||||
message LibraryFetterstoryTaskResp { repeated FetterTask list = 1; }
|
23
src/pb/temop/linestory_db.proto
Normal file
23
src/pb/temop/linestory_db.proto
Normal file
@ -0,0 +1,23 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
message DBLinestory {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
map<int32, TaskChapter> taskChapter =
|
||||
3; //@go_tags(`bson:"taskChapter"`) 已开启的章节 key:章节ID
|
||||
}
|
||||
|
||||
// 章节
|
||||
message TaskChapter {
|
||||
int32 receive =
|
||||
1; //@go_tags(`bson:"receive"`) 章节奖励领取状态 0未领 1待领取 2已领取
|
||||
int32 status = 2; //@go_tags(`bson:"status"`) 完成状态 0未完成 1已完成
|
||||
repeated int32 taskIds = 3; //@go_tags(`bson:"taskIds"`) 完成的任务
|
||||
}
|
||||
|
||||
// 主线任务
|
||||
message TaskMain {
|
||||
int32 taskId = 1; //@go_tags(`bson:"taskId"`) 任务Id
|
||||
int32 status = 2; //@go_tags(`bson:"status"`) 状态 0锁定 1已完成
|
||||
}
|
22
src/pb/temop/linestory_msg.proto
Normal file
22
src/pb/temop/linestory_msg.proto
Normal file
@ -0,0 +1,22 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "linestory_db.proto";
|
||||
import "comm.proto";
|
||||
|
||||
// 支线剧情章节
|
||||
message LinestoryChapterReq {}
|
||||
|
||||
message LinestoryChapterResp { map<int32, TaskChapter> taskChapter = 1; }
|
||||
|
||||
// 支线剧情-我的主线任务
|
||||
message LinestoryMaintaskReq {
|
||||
int32 chapterId = 1; //章节ID
|
||||
}
|
||||
message LinestoryMaintaskResp { repeated TaskMain list = 1; }
|
||||
|
||||
// 章节奖励领取
|
||||
message LinestoryReceiveReq { int32 chapterId = 1; }
|
||||
message LinestoryReceiveResp {
|
||||
int32 chapterId = 1;
|
||||
repeated UserAssets userAssets = 2;
|
||||
}
|
17
src/pb/temop/mail_db.proto
Normal file
17
src/pb/temop/mail_db.proto
Normal file
@ -0,0 +1,17 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "comm.proto";
|
||||
|
||||
message DBMailData {
|
||||
string ObjId = 1; // @go_tags(`bson:"_id"`) ID
|
||||
string Uid = 2;
|
||||
string Title = 3; // 邮件标题
|
||||
string Contex = 4; // 邮件内容
|
||||
uint64 CreateTime = 5; // 发送时间
|
||||
uint64 DueTime = 6; // 过期时间
|
||||
bool Check = 7; // 是否查看
|
||||
bool Reward = 8; // 附件领取状态
|
||||
repeated UserAssets Items = 9; // 附件
|
||||
string Cid = 10; // 邮件的配置表ID
|
||||
repeated string Param = 11;
|
||||
}
|
61
src/pb/temop/mail_msg.proto
Normal file
61
src/pb/temop/mail_msg.proto
Normal file
@ -0,0 +1,61 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "mail_db.proto";
|
||||
import "comm.proto";
|
||||
|
||||
message MailGetListReq {
|
||||
|
||||
}
|
||||
|
||||
// 查询邮件信息
|
||||
message MailGetListResp {
|
||||
repeated DBMailData Mails = 1;
|
||||
}
|
||||
|
||||
// 查看邮件
|
||||
message MailReadMailReq {
|
||||
string ObjID = 1;
|
||||
}
|
||||
|
||||
message MailReadMailResp {
|
||||
DBMailData Mail = 1;
|
||||
}
|
||||
|
||||
// 领取附件
|
||||
message MailGetUserMailAttachmentReq {
|
||||
string ObjID = 1;
|
||||
}
|
||||
|
||||
message MailGetUserMailAttachmentResp {
|
||||
DBMailData Mail = 1;
|
||||
}
|
||||
|
||||
// 删除某个邮件
|
||||
message MailDelMailReq {
|
||||
string ObjID = 1;
|
||||
}
|
||||
|
||||
message MailDelMailResp {
|
||||
string ObjID = 1; // 返回删除邮件id
|
||||
}
|
||||
|
||||
// 推送邮件
|
||||
message MailGetNewMailPush{
|
||||
DBMailData Mail = 1; // 推送新的邮件信息
|
||||
}
|
||||
// 领取所有附件
|
||||
message MailGetAllMailAttachmentReq {
|
||||
|
||||
}
|
||||
|
||||
message MailGetAllMailAttachmentResp {
|
||||
repeated UserAssets res = 1; //资源类型
|
||||
repeated string ids = 2; // 已经领取的邮件唯一id
|
||||
}
|
||||
message MailDelAllMailReq {
|
||||
|
||||
}
|
||||
|
||||
message MailDelAllMailResp {
|
||||
repeated DBMailData Mails = 1;
|
||||
}
|
18
src/pb/temop/mainline_db.proto
Normal file
18
src/pb/temop/mainline_db.proto
Normal file
@ -0,0 +1,18 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
enum AwaredType {
|
||||
TypeNil = 0;
|
||||
TypeAvailable = 1; // 可领取
|
||||
TypeReceived = 2; // 已领取
|
||||
}
|
||||
message DBMainline {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
int32 chapterId = 3; //@go_tags(`bson:"chapterId"`) 章节ID
|
||||
int32 mainlineId = 4; //@go_tags(`bson:"mainlineId"`) 主线关卡ID
|
||||
AwaredType awaredID = 5; //@go_tags(`bson:"awaredID"`) 是否领奖(设置int是考虑后续扩展有多个宝箱情况)
|
||||
repeated int32 branchID = 6; // @go_tags(`bson:"branchID"`) 记录所有通关的关卡数据
|
||||
int32 intensity = 7; // 难度
|
||||
int32 ps = 8;// 预扣的体力
|
||||
}
|
53
src/pb/temop/mainline_msg.proto
Normal file
53
src/pb/temop/mainline_msg.proto
Normal file
@ -0,0 +1,53 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "mainline_db.proto";
|
||||
import "battle_msg.proto";
|
||||
// 查询关卡进度
|
||||
message MainlineGetListReq {
|
||||
|
||||
}
|
||||
// 返回进度信息
|
||||
message MainlineGetListResp {
|
||||
repeated DBMainline data = 1;
|
||||
}
|
||||
|
||||
// 领取关卡宝箱
|
||||
message MainlineGetRewardReq {
|
||||
string chapterObj = 1; // 章节唯一对象id
|
||||
}
|
||||
|
||||
message MainlineGetRewardResp {
|
||||
DBMainline data = 1; //当前章节信息
|
||||
}
|
||||
|
||||
// 挑战关卡
|
||||
message MainlineChallengeReq {
|
||||
string chapterObj = 1; // 章节唯一对象id
|
||||
uint32 mainlineId = 2; // 小关ID
|
||||
int32 leadpos = 3; //队长位置
|
||||
repeated string teamids = 4; //阵容信息
|
||||
}
|
||||
|
||||
message MainlineChallengeResp {
|
||||
BattleInfo info = 1;
|
||||
string chapterObj = 2; // 章节唯一对象id
|
||||
uint32 mainlineId = 3; // 小关ID
|
||||
}
|
||||
|
||||
// 客户端通知服务器打赢了
|
||||
message MainlineChallengeOverReq {
|
||||
string chapterObj = 1; // 章节唯一对象id
|
||||
uint32 mainlineId = 2; // 小关ID
|
||||
BattleReport report = 3; //战报
|
||||
}
|
||||
|
||||
message MainlineChallengeOverResp {
|
||||
DBMainline data = 1; //当前章节信息
|
||||
repeated string newheros = 2; //获得的新英雄
|
||||
int32 olv = 3; //以前的等级
|
||||
}
|
||||
|
||||
// 推送新章节
|
||||
message MainlineNewChapterPush{
|
||||
DBMainline data = 1;
|
||||
}
|
32
src/pb/temop/martialhall_db.proto
Normal file
32
src/pb/temop/martialhall_db.proto
Normal file
@ -0,0 +1,32 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
enum PillarState {
|
||||
NoUse = 0; //未使用
|
||||
Useing = 1; //使用中
|
||||
Receive = 2; //待领取
|
||||
}
|
||||
|
||||
///练功柱子
|
||||
message DBPillar {
|
||||
int32 index = 1; //柱子下标
|
||||
bool isunlock = 2; //是否解锁
|
||||
PillarState state = 3; //状态
|
||||
string hero = 4; //当前练功英雄
|
||||
int64 start = 5; //开始时间
|
||||
int64 end = 6; //结束时间
|
||||
int64 lastbill = 7; //上次结账时间
|
||||
int32 reward = 8; //奖励
|
||||
}
|
||||
|
||||
//练功房
|
||||
message DBMartialhall {
|
||||
string id = 1; //组件id
|
||||
string uid = 2; //用户id
|
||||
int32 lv = 3; //武馆等级
|
||||
DBPillar pillar1 = 4; //柱子1
|
||||
DBPillar pillar2 = 5; //柱子2
|
||||
DBPillar pillar3 = 6; //柱子3
|
||||
DBPillar pillar4 = 7; //柱子4
|
||||
DBPillar pillar5 = 8; //柱子5
|
||||
}
|
45
src/pb/temop/martialhall_msg.proto
Normal file
45
src/pb/temop/martialhall_msg.proto
Normal file
@ -0,0 +1,45 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "martialhall_db.proto";
|
||||
|
||||
///信息请求
|
||||
message MartialhallInfoReq {}
|
||||
///信息请求 回应
|
||||
message MartialhallInfoResp { DBMartialhall info = 1; }
|
||||
///练功请求
|
||||
message MartialhallPracticeReq {
|
||||
int32 pillar = 1; //柱子
|
||||
string hero = 2; //英雄
|
||||
int32 time = 3; //修炼时长
|
||||
}
|
||||
///练功请求 回应
|
||||
message MartialhallPracticeResp {
|
||||
bool issucc = 1; //是否成功
|
||||
DBMartialhall info = 2;
|
||||
}
|
||||
|
||||
///领取 请求
|
||||
message MartialhallReceiveReq { int32 pillar = 1; }
|
||||
///领取 回应
|
||||
message MartialhallReceiveResp {
|
||||
int32 pillar = 1;
|
||||
}
|
||||
|
||||
///升级 请求
|
||||
message MartialhallUpgradeReq {}
|
||||
|
||||
///升级 请求回应
|
||||
message MartialhallUpgradeResp {
|
||||
bool issucc = 1;
|
||||
DBMartialhall info = 2;
|
||||
}
|
||||
|
||||
///解锁 请求
|
||||
message MartialhallUnLockReq {
|
||||
int32 pillar = 1; //柱子
|
||||
}
|
||||
///解锁 请求 回应
|
||||
message MartialhallUnLockResp {
|
||||
bool issucc = 1;
|
||||
DBMartialhall info = 2;
|
||||
}
|
13
src/pb/temop/mline_db.proto
Normal file
13
src/pb/temop/mline_db.proto
Normal file
@ -0,0 +1,13 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
message DBMline {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
int32 cType = 3; //@go_tags(`bson:"cType"`) 章节类型
|
||||
int32 chapterId = 4; //@go_tags(`bson:"chapterId"`) 章节ID
|
||||
int32 stageId = 5; //@go_tags(`bson:"stageId"`) 主线关卡ID
|
||||
map<int32,int32> star = 6;// 关卡对应的星级 (key 关卡ID value 星数)
|
||||
map<int32,bool> award = 7; //@go_tags(`bson:"award"`) (key 配置表星级)
|
||||
map<int32,int32> ps = 8;// 预扣的体力
|
||||
}
|
58
src/pb/temop/mline_msg.proto
Normal file
58
src/pb/temop/mline_msg.proto
Normal file
@ -0,0 +1,58 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "mline_db.proto";
|
||||
import "battle_msg.proto";
|
||||
import "comm.proto";
|
||||
|
||||
// 查询关卡进度
|
||||
message MlineGetListReq {
|
||||
int32 cType = 1; // 章节类型
|
||||
}
|
||||
|
||||
// 返回进度信息
|
||||
message MlineGetListResp {
|
||||
repeated DBMline data = 1;
|
||||
}
|
||||
|
||||
// 领取关卡宝箱
|
||||
message MlineGetRewardReq {
|
||||
int32 cId = 1; // 章节配置表唯一ID
|
||||
int32 star = 2; // 星级奖励
|
||||
}
|
||||
|
||||
message MlineGetRewardResp {
|
||||
DBMline data = 1; //当前章节信息
|
||||
repeated UserAssets reward = 2; // 奖励
|
||||
}
|
||||
|
||||
// 挑战关卡
|
||||
message MlineChallengeReq {
|
||||
int32 stageId = 1; // 小关ID
|
||||
BattleFormation battle = 2;
|
||||
}
|
||||
|
||||
message MlineChallengeResp {
|
||||
BattleInfo info = 1;
|
||||
int32 stageId = 2; // 小关ID
|
||||
}
|
||||
|
||||
// 客户端通知服务器打赢了
|
||||
message MlineChallengeOverReq {
|
||||
int32 stageId = 1; // 小关ID
|
||||
BattleReport report = 3; //战报
|
||||
}
|
||||
|
||||
message MlineChallengeOverResp {
|
||||
DBMline data = 1; //当前章节信息
|
||||
repeated UserAssets reward = 2; // 奖励
|
||||
}
|
||||
|
||||
// 扫荡关卡
|
||||
message MlineCleanStageReq {
|
||||
int32 stageId = 1; // 小关ID
|
||||
}
|
||||
|
||||
message MlineCleanStageResp {
|
||||
int32 stageId = 1; // 小关ID
|
||||
repeated UserAssets reward = 2; // 奖励
|
||||
}
|
39
src/pb/temop/moonfantasy_db.proto
Normal file
39
src/pb/temop/moonfantasy_db.proto
Normal file
@ -0,0 +1,39 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
message UserInfo {
|
||||
string uid = 1; //用户id
|
||||
string name = 2; //昵称
|
||||
string avatar = 3; // 头像
|
||||
int32 lv = 4; //等级
|
||||
}
|
||||
|
||||
//月之秘境
|
||||
message DBMoonFantasy {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //用户id
|
||||
string monster = 3; //怪物id
|
||||
int64 ctime = 4; //创建时间
|
||||
repeated UserInfo join = 5; //参与人数
|
||||
int32 numup = 6; //人数上限
|
||||
int32 unitmup = 7; //单人可挑战次数
|
||||
int64 expir = 8; //过期时间
|
||||
map<string, int32> record = 9; //挑战记录
|
||||
}
|
||||
|
||||
//用户参与的月之秘境列表
|
||||
message DBUserMFantasy {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //用户id
|
||||
int32 triggerNum = 3; //@go_tags(`bson:"triggerNum"`) 月之秘境触发次数
|
||||
// int32 ticket = 4; //@go_tags(`bson:"ticket"`)挑战券
|
||||
int32 buyNum = 5; //@go_tags(`bson:"buyNum"`) 月之秘境挑战次数
|
||||
int64 lastTrigger = 6; //@go_tags(`bson:"lastTrigger"`) 月之秘境最后触发时间
|
||||
int64 lastrtickettime = 7;//@go_tags(`bson:"lastrtickettime"`) 最后回复劵时间
|
||||
}
|
||||
|
||||
//RPC 触发请求
|
||||
message RPCTargetMFReq {
|
||||
string uid = 1; //用户id
|
||||
string boosid = 2; //怪物id
|
||||
}
|
63
src/pb/temop/moonfantasy_msg.proto
Normal file
63
src/pb/temop/moonfantasy_msg.proto
Normal file
@ -0,0 +1,63 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "errorcode.proto";
|
||||
import "moonfantasy_db.proto";
|
||||
import "battle_msg.proto";
|
||||
|
||||
//获取秘境列表请求
|
||||
message MoonfantasyGetListReq {}
|
||||
//获取秘境列表请求 回应
|
||||
message MoonfantasyGetListResp {
|
||||
int32 battleNum = 1; //剩余挑战次数
|
||||
int32 buyNum = 2; //已购买次数
|
||||
repeated DBMoonFantasy dfantasys = 3; //秘境列表
|
||||
}
|
||||
|
||||
///推送触发秘境
|
||||
message MoonfantasyTriggerPush {
|
||||
bool issucc = 1; //是否成功
|
||||
string mid = 2; //唯一id //挑战时需要传递的数据
|
||||
string monster = 3; //怪物id
|
||||
}
|
||||
|
||||
///询问秘境
|
||||
message MoonfantasyAskReq {
|
||||
string mid = 1; //唯一id
|
||||
}
|
||||
|
||||
message MoonfantasyAskResp {
|
||||
ErrorCode code = 1; //是否成功
|
||||
DBMoonFantasy info = 2; //秘境信息 可能为空
|
||||
}
|
||||
|
||||
///挑战秘境
|
||||
message MoonfantasyBattleReq {
|
||||
string mid = 1; //唯一id
|
||||
BattleFormation battle = 2; //战斗类型
|
||||
}
|
||||
|
||||
message MoonfantasyBattleResp {
|
||||
ErrorCode code = 1; //是否成功
|
||||
string mid = 2; //怪物id
|
||||
BattleInfo info = 3;
|
||||
}
|
||||
|
||||
///领取战斗奖励
|
||||
message MoonfantasyReceiveReq {
|
||||
string bid = 2; //战斗id 后续需要这个id来领取奖励
|
||||
string mid = 3; //怪物id
|
||||
BattleReport report = 4; //战报
|
||||
}
|
||||
|
||||
///领取战斗奖励
|
||||
message MoonfantasyReceiveResp {
|
||||
bool issucc = 1; //是否成功
|
||||
}
|
||||
|
||||
///购买挑战次数
|
||||
message MoonfantasyBuyReq { int32 BuyNum = 1; }
|
||||
///购买挑战次数 回应
|
||||
message MoonfantasyBuyResp {
|
||||
bool issucc = 1; //是否成功
|
||||
int32 BattleNum = 2; //当前挑战次数
|
||||
}
|
12
src/pb/temop/notify_db.proto
Normal file
12
src/pb/temop/notify_db.proto
Normal file
@ -0,0 +1,12 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
//系统公告数据结构
|
||||
message DBSystemNotify {
|
||||
string id = 1; //数据公告Id
|
||||
string title = 2; //公告标题
|
||||
string content = 3; //公告内容
|
||||
bool istop = 4; //是否置顶
|
||||
int64 ctime = 5; //创建时间
|
||||
int64 rtime = 6; //发布时间
|
||||
}
|
25
src/pb/temop/notify_msg.proto
Normal file
25
src/pb/temop/notify_msg.proto
Normal file
@ -0,0 +1,25 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "comm.proto";
|
||||
import "errorcode.proto";
|
||||
import "notify_db.proto";
|
||||
import "google/protobuf/any.proto";
|
||||
|
||||
//统一错误码推送
|
||||
message NotifyErrorNotifyPush {
|
||||
string ReqMainType = 1; // 请求协议模块 模块名 例如:user 对应项目中 user的模块
|
||||
string ReqSubType = 2; // 请求协议函数 例如:login 对应项目中 user的模块中
|
||||
// api_login 的处理函数
|
||||
ErrorCode Code = 3; // 执行返回错误码 对应 errorcode.proto 枚举
|
||||
google.protobuf.Any arg = 4; //参数信息
|
||||
ErrorData err = 5; //错误数据
|
||||
}
|
||||
|
||||
//获取系统公告 请求
|
||||
message NotifyGetListReq {}
|
||||
|
||||
//获取系统公告 回应
|
||||
message NotifyGetListResp {
|
||||
int64 LastReadTime = 1; //最后一次阅读时间
|
||||
repeated DBSystemNotify SysNotify = 2; //公告列表
|
||||
}
|
30
src/pb/temop/pagoda_db.proto
Normal file
30
src/pb/temop/pagoda_db.proto
Normal file
@ -0,0 +1,30 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "battle_msg.proto";
|
||||
|
||||
message DBPagoda {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
int32 pagodaId = 3; //@go_tags(`bson:"pagodaId"`) 塔层
|
||||
map<int32,bool> reward = 4; // 是否领奖
|
||||
int32 type = 5;
|
||||
bool complete = 6; // 是否通关
|
||||
int32 passCheckID = 7; // 战令领奖ID
|
||||
int32 vipPassCheckID = 8; // vip战令领奖ID
|
||||
map<int32,int32> data = 9; // key 页签 value 层数
|
||||
}
|
||||
|
||||
|
||||
// 爬塔数据明细
|
||||
message DBPagodaRecord {
|
||||
string id = 1; //@go_tags(`bson:"_id"`) ID
|
||||
string uid = 2; //@go_tags(`bson:"uid"`) 用户ID
|
||||
int32 pagodaId = 3; //@go_tags(`bson:"pagodaId"`) 塔层
|
||||
int32 type = 4; // 塔类型
|
||||
string nickname = 5;// 昵称
|
||||
string icon = 6; // 头像
|
||||
int32 lv = 7; // 等级
|
||||
int32 leadpos = 8; //队长位置
|
||||
repeated LineUp line = 9; // 阵容数据
|
||||
int32 costTime = 10; //@go_tags(`bson:"costTime"`) 闯关耗时 单位s
|
||||
}
|
79
src/pb/temop/pagoda_msg.proto
Normal file
79
src/pb/temop/pagoda_msg.proto
Normal file
@ -0,0 +1,79 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
import "pagoda_db.proto";
|
||||
import "battle_msg.proto";
|
||||
import "comm.proto";
|
||||
// 查询塔进度
|
||||
message PagodaGetListReq {
|
||||
|
||||
}
|
||||
// 返回进度信息
|
||||
message PagodaGetListResp {
|
||||
DBPagoda data = 1;
|
||||
}
|
||||
|
||||
// 领取关卡宝箱
|
||||
message PagodaGetRewardReq {
|
||||
int32 id = 1; // 对应 task_reward 表中的id
|
||||
}
|
||||
|
||||
message PagodaGetRewardResp {
|
||||
DBPagoda data = 1;
|
||||
}
|
||||
|
||||
message PagodaChallengeReq {
|
||||
int32 cid = 1; // 塔的配置id
|
||||
BattleFormation battle = 3;
|
||||
}
|
||||
|
||||
message PagodaChallengeResp {
|
||||
BattleInfo info = 1;
|
||||
int32 cid = 2; // 塔的配置id
|
||||
}
|
||||
|
||||
// 客户端通知服务器打赢了
|
||||
message PagodaChallengeOverReq {
|
||||
int32 cid = 1; // 塔的配置id
|
||||
BattleReport report = 3; //战报
|
||||
}
|
||||
|
||||
message PagodaChallengeOverResp {
|
||||
DBPagoda data = 1;
|
||||
}
|
||||
|
||||
// 排行榜
|
||||
message PagodaRankListReq{
|
||||
int32 cid = 1; //
|
||||
bool friend = 2; // true 好友榜
|
||||
}
|
||||
|
||||
message PagodaRankListResp{
|
||||
repeated DBPagodaRecord ranks = 1;
|
||||
}
|
||||
|
||||
// 查询玩家最佳通关记录数据
|
||||
message PagodaQueryRecordReq{
|
||||
|
||||
}
|
||||
|
||||
message PagodaQueryRecordResp{
|
||||
DBPagodaRecord data = 1;
|
||||
}
|
||||
|
||||
// 激活赛季塔
|
||||
message PagodaActivateReq{
|
||||
|
||||
}
|
||||
|
||||
message PagodaActivateResp{
|
||||
DBPagoda data = 1;
|
||||
}
|
||||
// 领取战令奖励
|
||||
message PagodaWarOrderReq{
|
||||
|
||||
}
|
||||
|
||||
message PagodaWarOrderResp{
|
||||
DBPagoda data = 1;
|
||||
repeated UserAssets itmes = 2;// 获得的奖励
|
||||
}
|
36
src/pb/temop/pandatakekan_db.proto
Normal file
36
src/pb/temop/pandatakekan_db.proto
Normal file
@ -0,0 +1,36 @@
|
||||
syntax = "proto3";
|
||||
option go_package = ".;pb";
|
||||
|
||||
enum PandataPillarState {
|
||||
NoUse = 0; //未使用
|
||||
Useing = 1; //使用中
|
||||
Receive = 2; //待领取
|
||||
}
|
||||
///熊猫柱子
|
||||
message DBPandataPillar {
|
||||
int32 index = 1; //柱子下标
|
||||
bool isunlock = 2; //是否解锁
|
||||
PandataPillarState state = 3; //状态
|
||||
string hero = 4; //当前练功英雄
|
||||
int64 start = 5; //开始时间
|
||||
int64 end = 6; //结束时间
|
||||
int64 lastbill = 7; //上次结账时间
|
||||
int32 reward = 8; //奖励
|
||||
}
|
||||
|
||||
//熊猫武馆教习
|
||||
message DBPandataTeacher {
|
||||
string id = 1; //id
|
||||
string cid = 2; //配置id
|
||||
string student =3; //学员id 有表示正在教学,没有表示没有教学
|
||||
}
|
||||
|
||||
//练功房
|
||||
message DBPandataKekan {
|
||||
string id = 1; //id
|
||||
string uid = 2; //用户id
|
||||
DBPandataPillar pillar1 = 4; //柱子1
|
||||
DBPandataPillar pillar2 = 5; //柱子2
|
||||
DBPandataPillar pillar3 = 6; //柱子3
|
||||
DBPandataPillar pillarf = 7; //好友柱子
|
||||
}
|
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Reference in New Issue
Block a user