syntax = "proto3"; package goingtunneling; option go_package = "./proto"; message Position { int32 posX = 1; int32 posY = 2; } message Player { uint32 playerID = 1; PlayerLocation location = 2; } message PlayerLocation { Position position = 1; uint32 orientation = 2; } message Bullet { Position position = 1; uint32 direction = 2; Color color = 3; uint32 id = 4; bool super = 5; } message Color { uint32 red = 1; uint32 green = 2; uint32 blue = 3; uint32 alpha = 4; } message BulletParticle { Position position = 1; uint32 expirationTimer = 2; Color color = 3; uint32 id = 4; } message ServerInfo { uint32 maxEnergy = 1; uint32 maxAmmunition = 2; uint32 maxShields = 3; uint32 mapWidth = 4; uint32 mapHeight = 5; uint32 normalShotCost = 6; uint32 superShotCost = 7; uint32 reloadCost = 8; uint32 movementCost = 9; uint32 diggingCost = 10; uint32 shootDiggingBonus = 11; uint32 shootCooldown = 12; uint32 rechargeCooldown = 13; uint32 rechargeOpponentCooldown = 14; uint32 repairCooldown = 15; uint32 diggingCooldown = 16; uint32 movementCooldown = 17; uint32 movementCooldownNoEnergy = 18; uint32 diggingCooldownNoEnergy = 19; uint32 reloadCooldown = 20; uint32 blastRadius = 21; uint32 playerID = 22; uint32 playerColorID = 23; } message PlayerUpdate { uint32 energy = 1; uint32 ammo = 2; uint32 shields = 3; } message BaseLocation { Position position = 1; Player owner = 2; Color color = 3; } message TileUpdate { Position position = 1; uint32 kind = 2; } message WorldUpdate { repeated Player players = 1; repeated BaseLocation base = 2; repeated Bullet bullets = 3; repeated BulletParticle bulletParticles = 4; repeated TileUpdate tileUpdate = 5; } message ClientBound { oneof clientBoundMessage { ServerInfo serverInfo = 1; PlayerUpdate playerUpdate = 2; PlayerLocation playerLocationUpdate = 3; WorldUpdate worldUpdate = 4; PlayerStartResponse playerStartResponse = 5; } } message DigBlock { Position position = 1; bool isShooting = 2; } message Shoot { bool super = 1; } message PlayerAction { oneof playerAction { DigBlock digBlock = 1; Shoot shoot = 2; } } message PlayerStartRequest { string version = 1; } message PlayerStartResponse { string version = 1; } message ServerBound { oneof serverBoundMessage { PlayerLocation playerPosition = 1; PlayerAction playerAction = 2; PlayerStartRequest playerStartRequest = 3; } }