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

@@ -17,18 +17,25 @@ func (h Controller) SET_FITMENT(data *room.SET_FITMENT, c *player.Player) (resul
return
}
func (h Controller) SET_Pet(data *room.C2S_PetShowList, c *player.Player) (result *room.S2C_PET_ROOM_SHOW, err errorcode.ErrorCode) {
func (h Controller) SET_Pet(data *room.C2S_PET_ROOM_SHOW, c *player.Player) (result *room.S2C_PET_ROOM_SHOW, err errorcode.ErrorCode) {
var showpet []uint32
for _, v := range data.PetShowList {
showpet = append(showpet, v.CatchTime)
c.Service.Room.Show(data.CatchTime)
}
c.Service.Room.Show(showpet)
result = &room.S2C_PET_ROOM_SHOW{}
r := c.Service.Room.Get(c.Info.UserID)
result.PetShowList = make([]pet.PetShortInfo, len(r.ShowPokemon))
for _, v := range r.ShowPokemon {
result.PetShowList = make([]pet.PetShortInfo, len(showpet))
for _, v := range showpet {
r1 := c.Service.Pet.PetInfo_One(v)
if r1.Data.ID == 0 {
continue
}
var r12 pet.PetShortInfo
copier.Copy(&r12, &r1)
copier.Copy(&r12, &r1.Data)
result.PetShowList = append(result.PetShowList, r12)
}
return
}