package room import ( "blazing/logic/service/common" "blazing/logic/service/pet" "blazing/modules/player/model" ) // FitmentUseringInboundInfo FitmentUseringInboundInfo类,实现InboundMessage接口 type FitmentUseringInboundInfo struct { Head common.TomeeHeader `cmd:"10006" struc:"skip"` //玩家登录 // 需要获取基地信息的目标玩家账号ID TargetUserID uint32 `json:"targetUserId"` } type SET_FITMENT struct { Head common.TomeeHeader `cmd:"10008" struc:"skip"` //玩家登录 // RoomID 房间ID // 特殊规则:怀旧服官服固定为1,新服与用户ID(userid)相同 RoomID uint32 `json:"roomID"` FitmentsLen uint32 `json:"fitmentsLen" struc:"sizeof=Fitments"` // UsedList 已摆放家具列表 // 包含家具ID、坐标,且内嵌房间小屋ID;其中小屋的坐标(PosX/PosY)固定为0 Fitments []model.FitmentShowInfo `json:"usedList"` } // FitmentUseringOutboundInfo FitmentUseringOutboundInfo,实现OutboundMessage接口 type FitmentUseringOutboundInfo struct { // 玩家账号ID UserId uint32 ` json:"userId"` // 进入基地所有者的userid RoomId uint32 `codec:"auto" json:"roomId"` FitmentsLen uint32 `json:"fitmentsLen" struc:"sizeof=Fitments"` // 基地摆放物品的数组, 就算没有摆放物品, 也必带一个小屋的参数 Fitments []model.FitmentShowInfo `codec:"auto" json:"fitments"` } // PetShowInfo 宠物展示信息 type PetRoomListOutboundInfo struct { PetsLen uint32 `json:"petsLen" struc:"sizeof=Pets"` Pets []pet.PetShortInfo `json:"pets"` } type PetRoomListInboundInfo struct { Head common.TomeeHeader `cmd:"2324" struc:"skip"` //玩家登录 // 需要获取基地信息的目标玩家账号ID TargetUserID uint32 `json:"targetUserId"` } type FitmentAllInboundEmpty struct { Head common.TomeeHeader `cmd:"10007" struc:"skip"` } type FitmentAllOutboundInfo struct { FitmentsLen uint32 `json:"fitmentsLen" struc:"sizeof=Fitments"` // 基地摆放物品的数组, 就算没有摆放物品, 也必带一个小屋的参数 Fitments []FitmentItemInfo `codec:"auto" json:"fitments"` } // FitmentItemInfo type FitmentItemInfo struct { // Id 家具id 或 默认房型id: 500001( Id uint32 `json:"id"` // UsedCount 使用数量(默认房型id项目的使用数据固定为1)( UsedCount uint32 `json:"usedCount"` // AllCount 拥有数量(默认房型id项目的拥有数量固定为1)( AllCount uint32 `json:"allCount"` } type NullInfo struct { }