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
42 lines
976 B
Go
42 lines
976 B
Go
package controller
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import (
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"blazing/common/socket/errorcode"
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"blazing/logic/service/pet"
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"blazing/logic/service/player"
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"blazing/logic/service/room"
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"github.com/jinzhu/copier"
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)
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// 基地设置
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func (h Controller) SET_FITMENT(data *room.SET_FITMENT, c *player.Player) (result *room.NullInfo, err errorcode.ErrorCode) {
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c.Service.Room.Set(data.Fitments)
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return
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}
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func (h Controller) SET_Pet(data *room.C2S_PET_ROOM_SHOW, c *player.Player) (result *room.S2C_PET_ROOM_SHOW, err errorcode.ErrorCode) {
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var showpet []uint32
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for _, v := range data.PetShowList {
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showpet = append(showpet, v.CatchTime)
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}
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c.Service.Room.Show(showpet)
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result = &room.S2C_PET_ROOM_SHOW{}
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result.PetShowList = make([]pet.PetShortInfo, len(showpet))
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for _, v := range showpet {
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r1 := c.Service.Pet.PetInfo_One(v)
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if r1.Data.ID == 0 {
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continue
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}
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var r12 pet.PetShortInfo
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copier.Copy(&r12, &r1.Data)
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result.PetShowList = append(result.PetShowList, r12)
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}
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return
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}
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