245 lines
4.6 KiB
Protocol Buffer
245 lines
4.6 KiB
Protocol Buffer
// Message2Client
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syntax = "proto3";
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package protobuf;
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import "MessageType.proto";
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message MessageOfMonkeySkill
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{
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int64 team_id = 1;
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int64 player_id = 2;
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double angle = 3;
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}
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message MessageOfCharacter
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{
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int64 guid = 1;
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int64 team_id = 2;
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int64 player_id = 3;
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CharacterType character_type = 4;
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// 主动状态
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CharacterState character_active_state = 5;
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// 被动状态
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bool is_blind = 6;
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int64 blind_time = 7;
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bool is_stunned = 8;
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int64 stunned_time = 9;
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bool is_invisible = 10;
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int64 invisible_time = 11;
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bool is_burned = 12;
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int64 burned_time = 13;
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double harm_cut = 14;
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int64 harm_cut_time = 15;
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CharacterState character_passive_state = 16; // 最新被动状态状态
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int32 x = 17;
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int32 y = 18;
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double facing_direction = 19;
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int32 speed = 20;
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int32 view_range = 21;
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int32 common_attack = 22;
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int64 common_attack_cd = 23;
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int32 common_attack_range = 24;
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int64 skill_attack_cd = 25;
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int32 economy_depletion = 26; // 经济资源消耗
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int32 kill_score = 27; // 击杀得分
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int32 hp = 28;
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// 其它装备都是直接消耗,不需要记录
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int32 shield_equipment = 29; // 装备护盾剩余值?
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int32 shoes_equipment = 30;
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int64 shoes_time = 31;
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bool is_purified = 32;
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int64 purified_time = 33;
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bool is_berserk = 34;
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int64 berserk_time = 35;
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// 加成资源的Buff
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int32 attack_buff_num = 36;
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int64 attack_buff_time = 37;
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int64 speed_buff_time = 38;
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int64 vision_buff_time = 39;
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}
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message MessageOfBarracks
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{
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int32 x = 1;
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int32 y = 2;
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int32 hp = 3; // 剩余的血量
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int64 team_id = 4;
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int32 id = 5;
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}
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message MessageOfSpring
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{
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int32 x = 1;
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int32 y = 2;
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int32 hp = 3; // 剩余的血量
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int64 team_id = 4;
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int32 id = 5;
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}
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message MessageOfFarm
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{
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int32 x = 1;
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int32 y = 2;
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int32 hp = 3; // 剩余的血量
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int64 team_id = 4;
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int32 id = 5;
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}
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message MessageOfTrap
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{
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TrapType trap_type = 1;
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int32 x = 2;
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int32 y = 3;
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int64 team_id = 4;
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int32 id = 5;
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}
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message MessageOfEconomyResource
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{
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EconomyResourceType economy_resource_type = 1;
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EconomyResourceState economy_resource_state = 2;
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int32 x = 3;
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int32 y = 4;
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int32 process = 5; // 采集进度 等价于血量
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int32 id = 6;
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}
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message MessageOfAdditionResource
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{
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AdditionResourceType addition_resource_type = 1;
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AdditionResourceState addition_resource_state = 2;
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int32 x = 3;
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int32 y = 4;
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int32 hp = 5;
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int32 id = 6;
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}
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message MessageOfMap
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{
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uint32 height = 1;
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uint32 width = 2;
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message Row
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{
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repeated PlaceType cols = 1;
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}
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repeated Row rows = 3;
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}
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message MessageOfTeam
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{
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int64 team_id = 1;
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int64 player_id = 2;
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int64 score = 3;
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int64 energy = 4;
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// int64 guid=5;
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}
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message MessageOfObj
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{
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oneof message_of_obj
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{
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MessageOfCharacter character_message = 1;
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MessageOfBarracks barracks_message = 2;
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MessageOfSpring spring_message = 3;
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MessageOfFarm farm_message = 4;
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MessageOfTrap trap_message = 5;
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MessageOfEconomyResource economy_resource_message = 6;
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MessageOfAdditionResource addition_resource_message = 7;
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MessageOfMap map_message = 8;
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MessageOfNews news_message = 9;
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MessageOfTeam team_message = 10;
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}
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}
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message MessageOfAll
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{
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int32 game_time = 1;
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int32 buddhists_team_score=2;
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int32 monsters_team_score=3;
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int32 buddhists_team_economy=4;
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int32 monsters_team_economy=5;
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int32 buddhists_hero_hp=6;
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int32 monsters_hero_hp=7;
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}
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message MessageToClient
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{
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repeated MessageOfObj obj_message = 1;
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GameState game_state = 2;
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MessageOfAll all_message = 3;
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}
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message MoveRes // 如果打算设计撞墙保留平行速度分量,且需要返回值则可用这个(大概没啥用)
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{
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int64 actual_speed = 1;
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double actual_angle = 2;
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bool act_success = 3;
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}
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message CreatCharacterRes
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{
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bool act_success = 1;
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int64 player_id = 2;
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}
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message BoolRes
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{
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bool act_success = 1;
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}
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message CharacterInfoRes
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{
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repeated MessageOfCharacter Character_info = 1;
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}
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message EcoRes
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{
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int64 economy = 1;
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}
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message MessageOfNews
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{
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oneof news // 一条新闻
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{
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string text_message = 1;
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bytes binary_message = 2;
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}
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int64 from_id = 3;
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int64 to_id = 4;
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int64 team_id = 5;
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}
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// message MsgRes // 用于获取队友发来的消息
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// {
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// bool have_message = 1; // 是否有待接收的消息
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// int64 from_player_id = 2;
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// string message_received = 3;
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// }
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