syntax = "proto3";
package proto;

option go_package = "/csproto";

import "battle.proto";
import "common.proto";

message CS_DEV_CLEAR_BATTLE_INFO {
}
message CS_BATTLE_OP {
    BATTLE_CLIENT_DATA client_data = 1;
}
message SC_SPAWN_ENEMY {
    uint32 client_key = 1;
    repeated uint64 enemy_inst_ids = 2;
}
message SPAWN_SERVER_SUMMON_DATA {
    uint64 owner_inst_id = 1;
    uint64 summon_inst_id = 2;
}
message SC_ENTITY_PROPERTY_CHANGE {
    uint64 inst_id = 1;
    BATTLE_INFO info = 2;
}
message SC_BATTLE_DEBUG_INFO {
    string msg = 1;
    int32 reason = 2;
}
message SC_BATTLE_GENERATION_CHANGE {
    uint64 inst_id = 1;
    uint32 generation = 2;
}
message SC_RESET_BATTLE_STATUS {
    uint64 inst_id = 1;
    uint64 battle_inst_id = 2;
    BATTLE_MGR_INFO battle_info = 3;
    BATTLE_RESET_REASON reason = 4;
}
message SC_ATTACH_SERVER_SKILL {
    uint64 inst_id = 1;
    repeated SERVER_SKILL skills = 2;
    uint32 generation = 3;
}
message SC_UPDATE_SERVER_SKILL {
    uint64 inst_id = 1;
    repeated SERVER_SKILL skills = 2;
    uint32 generation = 3;
}
message SC_DETACH_SERVER_SKILL {
    uint64 inst_id = 1;
    repeated uint64 del_inst_ids = 2;
    uint32 generation = 3;
}
message SC_ADD_SERVER_BUFF {
    uint64 inst_id = 1;
    repeated SERVER_BUFF buffs = 2;
    uint32 generation = 3;
}
message SC_REMOVE_SERVER_BUFF {
    uint64 inst_id = 1;
    repeated uint64 del_inst_ids = 2;
    uint32 generation = 3;
}
message SC_BATTLE_SYNC_SEQ_ID {
    int32 last_max_seq_id = 1;
}
message GLOBAL_BUFF_INFO {
    int32 global_buff_num_id = 1;
    BATTLE_BLACKBOARD assigned_items = 2;
}
message SC_BATTLE_SYNC_GLOBAL_BUFF_INFO {
    repeated GLOBAL_BUFF_INFO global_buff_info = 1;
}
message SC_BATTLE_ADD_GLOBAL_BUFF {
    GLOBAL_BUFF_INFO global_buff_info = 1;
}
message SC_BATTLE_REMOVE_GLOBAL_BUFF {
    int32 global_buff_num_id = 1;
}
