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MessageType.proto 2.2 kB

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  1. // MessageType
  2. syntax = "proto3";
  3. package protobuf;
  4. enum PlaceType // 地图中的所有物件类型
  5. {
  6. NULL_PLACE_TYPE = 0;
  7. // 地图情况,其中Gate是总体的大门,HiddenGate是地窖
  8. WALL = 1;
  9. GRASS = 2;
  10. MACHINE = 3;
  11. GATE = 4;
  12. HIDDEN_GATE = 5;
  13. // 待补充有特殊效果的地形
  14. }
  15. enum ShapeType // 形状类型
  16. {
  17. NULL_SHAPE_TYPE = 0;
  18. CIRCLE = 1; // 人类、屠夫、可拾取道具等为圆形
  19. SQUARE = 2; // 地形均为方形
  20. }
  21. enum PropType // 地图中的可拾取道具类型
  22. {
  23. NULL_PROP_TYPE = 0;
  24. PTYPE1 = 1;
  25. PTYPE2 = 2;
  26. PTYPE3 = 3;
  27. PTYPE4 = 4;
  28. }
  29. enum HumanBuffType // 人类可用的增益效果类型
  30. {
  31. NULL_HBUFF_TYPE = 0;
  32. HBUFFTYPE1 = 1;
  33. HBUFFTYPE2 = 2;
  34. HBUFFTYPE3 = 3;
  35. HBUFFTYPE4 = 4;
  36. }
  37. enum ButcherBuffType // 屠夫可用的增益效果类型
  38. {
  39. NULL_BBUFF_TYPE = 0;
  40. BBUFFTYPE1 = 1;
  41. BBUFFTYPE2 = 2;
  42. BBUFFTYPE3 = 3;
  43. BBUFFTYPE4 = 4;
  44. }
  45. // 特别说明:由于Human阵营和Butcher阵营有显著的隔离,且暂定职业、主动技能和被动效果相互绑定,故不按照THUAI5的方式区分ActiveSkillType和PassiveSkillType,而是选择了按照阵营来给不同阵营赋予不同的职业(及技能)。
  46. enum PlayerType
  47. {
  48. HUMAN_PLAYER = 0;
  49. BUTCHER_PLAYER = 1;
  50. }
  51. enum HumanType
  52. {
  53. NULL_HUMAN_TYPE = 0;
  54. HUMANTYPE1 = 1;
  55. HUMANTYPE2 = 2;
  56. HUMANTYPE3 = 3;
  57. HUMANTYPE4 = 4;
  58. }
  59. enum ButcherType
  60. {
  61. NULL_BUTCHER_TYPE = 0;
  62. BUTCHERTYPE1 = 1;
  63. BUTCHERTYPE2 = 2;
  64. BUTCHERTYPE3 = 3;
  65. BUTCHERTYPE4 = 4;
  66. }
  67. // 取消了大包之后,MessageType的枚举是否有必要保留还有待商榷
  68. // enum MessageType
  69. // {
  70. // // 公共信息类型
  71. // Move = 0;
  72. // PickProp = 1;
  73. // UseProp = 2;
  74. // UseSkill = 3;
  75. // Map = 4;
  76. // Send = 5;
  77. // // 人类限定信息类型
  78. // FixMachine = 6;
  79. // SaveHuman = 7;
  80. // // 屠夫限定信息类型
  81. // Attack = 8;
  82. // CarryHuman = 9;
  83. // ReleaseHuman = 10;
  84. // HangHuman = 11;
  85. // // 游戏相关信息类型
  86. // AddPlayer = 12;
  87. // InvalidPlayer = 13;
  88. // ValidPlayer = 14;
  89. // StartGame = 15;
  90. // Gaming = 16;
  91. // EndGame = 17;
  92. // }