feat(room): 更新房间宠物展示逻辑并优化数据结构

- 修改 `OnGetRoomPetShowInfo` 方法,使用 `pet.PetShortInfo` 替代原有的 `room.PetShowInfo` 结构体
- 引入 `github.com/jinzhu/copier` 实现结构体字段自动复制
- 调整 `SET_Pet` 接口实现逻辑以支持批量设置展示中的宠物
- 更新 `PetRoomListOutboundInfo` 中 Pets 字段类型为 `[]pet.PetShortInfo`
- 将 `RoomService.Show` 方法参数由单个 uint32 改为切片 []uint32 以支持多宠物展示
- 修改数据库表名常量 `TableNameBaseHouse` 从 "base_house" 更名为 "room_house
This commit is contained in:
2025-12-13 23:25:04 +08:00
parent d198e7446a
commit 648e963562
5 changed files with 32 additions and 20 deletions

View File

@@ -4,8 +4,11 @@ import (
"blazing/common/socket/errorcode"
"blazing/modules/blazing/model"
"blazing/logic/service/pet"
"blazing/logic/service/player"
"blazing/logic/service/room"
"github.com/jinzhu/copier"
)
// 获取基地物品
@@ -24,14 +27,16 @@ func (h Controller) OnFitmentUsering(data *room.FitmentUseringInboundInfo, c *pl
// 获取基地展示精灵
func (h Controller) OnGetRoomPetShowInfo(data *room.PetRoomListInboundInfo, c *player.Player) (result *room.PetRoomListOutboundInfo, err errorcode.ErrorCode) {
result = &room.PetRoomListOutboundInfo{}
result.Pets = make([]room.PetShowInfo, 0)
result.Pets = make([]pet.PetShortInfo, 0)
r := c.Service.Room.Get(data.TargetUserID)
for _, v := range r.ShowPokemon {
pet := c.Service.Pet.PetInfo_One_ohter(data.TargetUserID, v)
if pet.Data.ID == 0 {
pet12 := c.Service.Pet.PetInfo_One_ohter(data.TargetUserID, v)
if pet12.Data.ID == 0 {
continue
}
result.Pets = append(result.Pets, room.PetShowInfo{CatchTime: v, TypeId: pet.Data.ID})
var pet1 pet.PetShortInfo
copier.Copy(&pet1, &pet12.Data)
result.Pets = append(result.Pets, pet1)
}