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feat(proto): update with new rules

tags/0.1.0
DragonAura 2 years ago
parent
commit
c0dfb652c9
4 changed files with 62 additions and 14 deletions
  1. +50
    -9
      dependency/proto/Message2Clients.proto
  2. +1
    -1
      dependency/proto/Message2Server.proto
  3. +5
    -2
      dependency/proto/MessageType.proto
  4. +6
    -2
      dependency/proto/Services.proto

+ 50
- 9
dependency/proto/Message2Clients.proto View File

@@ -13,7 +13,7 @@ message MessageOfStudent
int32 fail_num = 5; // 挂科的科目数 int32 fail_num = 5; // 挂科的科目数
double time_until_skill_available = 6; double time_until_skill_available = 6;
PlaceType place = 7; PlaceType place = 7;
PropType prop = 8;
repeated PropType prop = 8;
StudentType student_type = 9; StudentType student_type = 9;
int64 guid = 10; int64 guid = 10;
StudentState state = 11; StudentState state = 11;
@@ -34,7 +34,7 @@ message MessageOfTricker
int32 damage = 4; // 对学生造成的心理伤害 int32 damage = 4; // 对学生造成的心理伤害
double time_until_skill_available = 5; double time_until_skill_available = 5;
PlaceType place = 6; PlaceType place = 6;
PropType prop = 7;
repeated PropType prop = 7;
TrickerType tricker_type = 8; TrickerType tricker_type = 8;
int64 guid = 9; int64 guid = 9;
bool movable = 10; // 是否进入了攻击后摇 bool movable = 10; // 是否进入了攻击后摇
@@ -87,6 +87,37 @@ message MessageOfPickedProp //for Unity,直接继承自THUAI5
int64 mapping_id = 5; int64 mapping_id = 5;
} }


message MessageOfClassroom
{
int32 x = 1;
int32 y = 2;
int32 progress = 3;
}

message MessageOfGate
{
int32 x = 1;
int32 y = 2;
int32 progress = 3;
}

message MessageOfDoor
{
int32 x = 1;
int32 y = 2;
bool is_open = 3;
}

message MessageOfMapObj
{
oneof message_of_map_obj
{
MessageOfClassroom classroom_message = 1;
MessageOfDoor door_message = 2;
MessageOfGate gate_message = 3;
}
}

message MessageOfMap message MessageOfMap
{ {
message Row message Row
@@ -94,17 +125,27 @@ message MessageOfMap
repeated PlaceType col = 1; repeated PlaceType col = 1;
} }
repeated Row row = 2; repeated Row row = 2;
repeated MessageOfMapObj map_obj_message = 3;
}

message MessageOfObj
{
oneof message_of_obj
{
MessageOfStudent student_message = 1;
MessageOfTricker tricker_message = 2;
MessageOfProp prop_message = 3;
MessageOfBullet bullet_message = 4;
MessageOfBombedBullet bombed_bullet_message = 5;
}
} }


message MessageToClient message MessageToClient
{ {
repeated MessageOfStudent student_message = 1;
repeated MessageOfTricker tricker_message = 2; // 是否真正repeated待定
repeated MessageOfProp prop_message = 3;
repeated MessageOfBullet bullet_message = 4;
repeated MessageOfBombedBullet bombed_bullet_message = 5;
MessageOfMap map_message = 6;
GameState game_state = 7;
repeated MessageOfObj obj_message = 1;
MessageOfMap map_message = 2;
GameState game_state = 3;
int32 finished_num = 4; // 完成的科目数
} }


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) 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)


+ 1
- 1
dependency/proto/Message2Server.proto View File

@@ -22,7 +22,7 @@ message MoveMsg
int64 time_in_milliseconds = 3; int64 time_in_milliseconds = 3;
} }


message PickMsg
message PropMsg
{ {
int64 player_id = 1; int64 player_id = 1;
PropType prop_type = 2; PropType prop_type = 2;


+ 5
- 2
dependency/proto/MessageType.proto View File

@@ -23,6 +23,8 @@ enum PlaceType // 地图中的所有物件类型
CLASSROOM = 4; CLASSROOM = 4;
GATE = 5; GATE = 5;
HIDDEN_GATE = 6; HIDDEN_GATE = 6;
WINDOW = 7;
DOOR = 8;
// 待补充有特殊效果的地形 // 待补充有特殊效果的地形


} }
@@ -109,6 +111,7 @@ enum GameState
{ {
NULL_GAME_STATE = 0; NULL_GAME_STATE = 0;
GAME_START = 1; GAME_START = 1;
GAME_RUNNING = 2;
GAME_END = 3;
STAGE_1 = 2; // 第一阶段:大门没有开
STAGE_2 = 3; // 第二阶段:大门已经开了
GAME_END = 4;
} }

+ 6
- 2
dependency/proto/Services.proto View File

@@ -13,7 +13,7 @@ service AvailableService


// 游戏过程中玩家执行操作的服务 // 游戏过程中玩家执行操作的服务
rpc Move (MoveMsg) returns (MoveRes); rpc Move (MoveMsg) returns (MoveRes);
rpc PickProp (PickMsg) returns (BoolRes);
rpc PickProp (PropMsg) returns (BoolRes);
rpc UseProp (IDMsg) returns (BoolRes); rpc UseProp (IDMsg) returns (BoolRes);
rpc UseSkill (IDMsg) returns (BoolRes); rpc UseSkill (IDMsg) returns (BoolRes);
rpc SendMessage (SendMsg) returns (BoolRes); rpc SendMessage (SendMsg) returns (BoolRes);
@@ -23,5 +23,9 @@ service AvailableService
rpc StartHealMate (IDMsg) returns (BoolRes); rpc StartHealMate (IDMsg) returns (BoolRes);
rpc Trick (TrickMsg) returns (BoolRes); // 攻击 rpc Trick (TrickMsg) returns (BoolRes); // 攻击
rpc Graduate (IDMsg) returns (BoolRes); // 相当于逃跑 rpc Graduate (IDMsg) returns (BoolRes); // 相当于逃跑
rpc OpenDoor (IDMsg) returns (BoolRes); // 开门
rpc CloseDoor (IDMsg) returns (BoolRes); // 关门
rpc SkipWindow (IDMsg) returns (BoolRes); // 窗户
rpc StartOpenGate (IDMsg) returns (BoolRes); // 开闸门
rpc EndAllAction (IDMsg) returns (BoolRes); // 结束所有动作
} }

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