| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413 | syntax = "proto3";import "MsgStruct.proto";import "MsgEnum.proto";package com.fort23.protocol.protobuf;message CombatData{  repeated HeroData myHero = 1;  repeated HeroData enemyHero = 2;}message HeroData{  int64 heroGuid = 1;  int64 HP = 2;  int64 Defense = 3;  int64 Attack = 4;  //转码后  int64 AttackSpeed = 5;  int64 SkillChargeSpeed = 6;  int32 Awaken = 7;  int64 Power = 8;  int64 WeaponDps = 9;  int64 ShieldValue = 10;  int64 HeroDps = 11;  int64 Crit = 13;  int64 CritDamage = 14;  int32 HeroLevel = 24;  int64 HitOdds = 26;  int32 MaxSpaceEnergy = 27;  sint32 ID = 30;  // 评分  int32 score = 31;  int64 FallResistance = 32;  int64 DebuffDodge = 33;  int64 SmallSkillsSpeed = 34;  int64 DebuffHitOdds = 35;  int64 addCure = 36;  int64 Proficient = 37;  int64 MaxHarm = 38;}/* 英雄信息 */message CombatHero{  // 英雄ID  int32 id = 1;  // 英雄等级  int32 level = 2;  // 觉醒等级  int32 awakenLevel = 4;  // 英雄随身装备  repeated Equipment equipment = 5;  // 英雄装备武器  Weapon equipWeapon = 7;  // 英雄装备遗物列表  repeated Relic equipRelics = 14;  // 已装备秘石  Gem equipGem = 17;  // 英雄血量百分百  int32 hpPercent = 18;  // 技能能量百分比 默认是0  int32 skillEnergy = 19;}//模拟战斗game服请求验证服的信息message SimulationCombat{  CombatType combatType = 1;  repeated CombatHero myHero = 2;  int32 combatSeed = 3;  int32 levelBattleId = 4;  //  SimulationLevelBattle levelBattle = 4;  SimulationTestCombat SimulationTestCombat = 5;  SimulationFightTogether SimulationFightTogether = 6;  //随机数  //  int32 randomValue = 7;  //左边的英雄 这个准备不用了  repeated VerifyHero leftHero = 8;  //右边的英雄 这个准备不用了  repeated VerifyHero rightHero = 9;  //Buff列表  repeated StageBuff buffs = 10;  //队伍神器ID  int32 goldenRelicId = 11;  //客户端的战斗信息  CombatResult clientCombatResult = 12;  //左边英雄输入  repeated CombatInputCode leftInput=13;  //右边英雄输入(目前没有,看后面有PVP没)  repeated CombatInputCode rightInput=14;  // 副本ID  int32 challengeId = 15;  // 是否委托战斗  bool isAutoFight = 16;  // 图鉴信息  repeated Medal medals = 17;  // 怪物词缀(RogueLike战斗)  repeated MonsterGroup monsterGroups = 18;  // 节点序号(RogueLike战斗)  int32 nodeOrder = 19;  // Rogue配置ID(RogueLike战斗)  int32 rogueConfigId = 20;  // 冒险机关ID  int32 stageTrapId = 21;  // 冒险机关节点ID  int32 stageTrapNodeId = 22;  // 玩家飞艇等级  int32 playerLevel = 23;  //玩家ID  int64 playerId=24;}//模拟站到返回给game服的信息message SimulationCombatResponse{  CombatType combatType = 1;  SimulationFightTogetherResponse SimulationFightTogetherResponse = 2;  CombatResult combatResult = 3;}// 战斗结果信息message CombatResult {  // 我方的战斗结果英雄数据,需要传到服务器做校验  repeated HeroData myHeroData = 3;  // 敌方的战斗英雄数据,需要传到服务器做校验  repeated HeroData enemyHeroData = 4;  // 战斗是否胜利  bool isWin = 9;  // 通关时间  int32 time = 11;  //开始游戏时的数据  repeated HeroData myStartGameHeroData = 12;  // 开始游戏时的数据  repeated HeroData enemyStartGameHeroData = 13;}//共斗返回给game服务器的信息message SimulationFightTogetherResponse{  repeated FightTogetherPlayerInfo FightTogetherPlayerInfo = 1;  int32 levelBattleId = 2;  repeated FightTogetherInfo FightTogetherInfo = 3;  int32 combatSeed = 4;}message FightTogetherInfo{  int64 playerId = 1;  int32 port = 3;  string ip = 4;  uint32 conv = 5;}message SimulationFightTogether{  repeated FightTogetherPlayerInfo FightTogetherPlayerInfo = 1;  int32 levelBattleId = 2;  int32 roomId = 3;  // 战斗结束通知url  string notifyUrl = 4;}message SimulationLevelBattle{  int32 levelBattleId = 1;}message SimulationTestCombatHeroInfo{  CombatHero combatHero = 1;  //额外信息 combatHero+=heroData;  HeroData heroData = 2;  //英雄GUID  int32 guid = 3;}//模拟测试战斗message SimulationTestCombat{  repeated SimulationTestCombatHeroInfo myHero = 1;  repeated SimulationTestCombatHeroInfo enemyHero = 2;}enum InputCode{  Null = 0;  //使用技能  UseSkill = 1;  //堆叠  ToStack = 2;  //使用神器  UseArtifact = 3;}//战斗输入命令message CombatInputCode{  int32 heroguid = 1;  int32 heroid = 2;  InputCode inputCode = 3;  bool ToStackForIsUp = 4;  //游戏帧  int32 gameFrame = 5;  //编号  int64 serialNumber = 6;}message HeroUseSkill{  int32 skillID = 1;}message CombatSynchronizeRequest{  CombatSynchronizeType CombatSynchronizeType = 1;  FightTogetherCombatPrepareFinish FightTogetherCombatPrepareFinish = 2;  repeated CombatInputCode combatInputCode = 3;  //测试模拟的出战英雄  SimulationFightTogether TestSimulationFightTogether = 6;  //测试用的战斗开始标记  TestStartCombatSynchronize TestStartCombatSynchronize = 7;}message CombatSynchronizeResponse{  CombatSynchronizeType CombatSynchronizeType = 1;  CombatSynchronizeData CombatSynchronizeData = 4;  FightTogetherCombatPrepareStart FightTogetherCombatPrepareStart = 5;}message TestStartCombatSynchronize{}message CombatSynchronizeResponsePack{  repeated CombatSynchronizeResponse allCombatSynchronizeResponse = 1;  int64 time = 6;}message FightTogetherCombatPrepareFinish{  ///编号  int64 serialNumber = 2;  //玩家id  int32 playerId = 3;}message FightTogetherPlayerInfo{  repeated SimulationTestCombatHeroInfo myHero = 1;  ///编号  int64 serialNumber = 2;  //玩家id  int64 playerId = 3;  //神器ID  int32 relicId = 4;  //玩家端口  int32 serverPort = 5;  //玩家状态 0=空闲 1=准备 2=离开  int32 playerSate = 6;  //玩家名字  string playerName = 7;  //玩家等级  int32 level = 8;  // 选择的Buff  int32 buffId = 9;  // 玩家头像  int32 playerIcon = 10;  // 玩家称呼  int32 selectTitle = 11;  // 客户端端口  int32 clientPort = 12;  // 是否是机器人  bool isRobot = 13;  // 战斗力  int64 battlePower = 14;}message FightTogetherCombatPrepareStart{  repeated FightTogetherPlayerInfo myHero = 1;  int32 levelBattleId = 2;}message CreateHeroInfo{  repeated FightTogetherPlayerInfo myHero = 1;}//验证时的英雄数据message VerifyHero{  int32 heroGuid = 1;  int32 heroId = 2;  int64 maxHarm = 3;  //每一帧的数据  repeated VerifyHeroInfoForFrame verifyHeroInfo = 100;}message VerifyHeroInfoForFrame{  int32   frame = 1;  int32  hashCode = 2;  SynchronizeHeroInfoList SynchronizeHeroInfoKeyList = 101;}message CombatAddBuff{  int32 buffId = 1;  int64 targetSerialNumber = 2;  int32 targetHeroId = 3;  int64 sourceSerialNumber = 4;  int32 sourceHeroId = 5;  int64 buffTime = 6;}message CombatSynchronizeData{  CampInfo myCampInfo = 1;  CampInfo enemyCampInfo = 2;  //游戏帧  int32 gameFrame = 6;  int32 seedInext = 7;  int32 inextp = 8;  int32 randCount = 9;  int32 randCount2 = 10;  //游戏结束  bool isGameOver = 11;  bool isWin = 12;}message CampInfo{  repeated SynchronizeHeroInfo SynchronizeMyHeroInfo = 1;  repeated CombatInputCode SynchronizeMyCombatInputCode = 4;  repeated SynchronizeHarmInfo SynchronizeMyHarmInfo = 7;  repeated CombatAddBuff SynchronizeAddBuff = 14;}message SynchronizeHeroInfo{  int32 sourceHeroGuid = 1;  //英雄状态  int32 heroState = 4;  int64 serialNumber = 5;  int64 attHarm = 20;  int64 bearHarm = 21;  int64 recover = 22;  SynchronizeLocationInfo SynchronizeLocationInfo = 100;  SynchronizeHeroInfoList SynchronizeHeroInfoKeyList = 101;}message SynchronizeHeroInfoKeyValue{  string  key = 1;  int64 value = 2;}message SynchronizeHeroInfoByteKeyValue{  string  key = 1;  bytes value = 2;}//同步伤害message SynchronizeHarmInfo{  int64 value = 1;  int64 serialNumber = 2;  int64 targetSerialNumber = 3;  int32 targetHeroId = 4;  int64 sourceSerialNumber = 5;  int32 sourceHeroId = 6;  //1=伤害 2=恢复  int32 harmType = 7;  int32 attTypeValue = 8;  int32 harmTypeValue = 9;}message SynchronizeLocationInfo{  int64 x = 5;  int64 y = 6;  int64 rx = 7;  int64 rz = 8;}message SynchronizeHeroInfoList{  int64 hp = 1;}
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