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bl/modules/config/model/map_node.go

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package model
import (
"blazing/cool"
)
const (
TableNameMapNode = "config_map_node"
)
const (
MapNodeTypeBoss = 1
MapNodeTypeNPC = 2
MapNodeTypeScene = 3
MapNodeTypePortal = 4
)
// MapNode stores map node config used by the existing boss/node flow.
type MapNode struct {
*BaseConfig
*Event
MapID int32 `gorm:"not null;index;comment:'所属地图ID'" json:"map_id" description:"地图ID"`
NodeID uint32 `gorm:"not null;default:0;comment:'节点ID'" json:"node_id" description:"节点ID"`
NodeName string `gorm:"type:varchar(100);default:'';comment:'节点名称'" json:"node_name" description:"节点名称"`
WinBonusID int `gorm:"type:int;default:0;comment:'胜利奖励ID'" json:"win_bonus_id"`
FailBonusID int `gorm:"type:int;default:0;comment:'失败奖励ID'" json:"fail_bonus_id"`
IsBroadcast uint32 `gorm:"type:int;default:0;comment:'广播模型ID(0表示不广播)'" json:"is_broadcast"`
IsGroupBoss uint32 `gorm:"type:int;default:0;comment:'是否为组队Boss(0否1是)'" json:"is_group_boss" description:"是否为组队Boss"`
TriggerPlotID uint32 `gorm:"default:0;comment:'触发剧情ID0表示无剧情'" json:"trigger_plot_id" description:"触发剧情ID"`
BossIds []uint32 `gorm:"type:jsonb;comment:'塔层BOSS ID列表'" json:"boss_ids"`
}
func (*MapNode) TableName() string {
return TableNameMapNode
}
func (*MapNode) GroupName() string {
return "default"
}
func NewMapNode() *MapNode {
return &MapNode{
BaseConfig: NewBaseConfig(),
Event: &Event{},
}
}
func init() {
cool.CreateTable(&MapConfig{})
cool.CreateTable(&MapNode{})
}