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
91 lines
1.7 KiB
Go
91 lines
1.7 KiB
Go
package service
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import (
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"blazing/cool"
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"blazing/modules/blazing/model"
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"context"
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)
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func (s *RoomService) Get(userid uint32) model.BaseHouseEx {
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//todo待测试
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var ttt model.BaseHouseEx
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cool.DBM(s.Model).Where("player_id", userid).Scan(&ttt)
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return ttt
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}
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func (s *RoomService) Add(id, count uint32) {
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//todo待测试
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var ttt model.BaseHouseEx
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m := s.GModel(s.Model)
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m.Scan(&ttt)
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if ttt.OwnedItems == nil {
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ttt.OwnedItems = make(map[uint32]uint32)
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}
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t, ok := ttt.OwnedItems[id]
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if ok {
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ttt.OwnedItems[id] = t + count
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} else {
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ttt.OwnedItems[id] = count
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}
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ttt.PlayerID = uint64(s.userid)
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m.Save(ttt)
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}
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func (s *RoomService) Set(id []model.FitmentShowInfo) {
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//todo待测试
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var ttt model.BaseHouseEx
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m := s.GModel(s.Model)
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m.Scan(&ttt)
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ttt.PlacedItems = id
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ttt.PlayerID = uint64(s.userid)
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m.Save(ttt)
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}
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func (s *RoomService) Show(cactime []uint32) {
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//todo待测试
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var ttt model.BaseHouseEx
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m := s.GModel(s.Model)
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m.Scan(&ttt)
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ttt.ShowPokemon = cactime
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ttt.PlayerID = uint64(s.userid)
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m.Save(ttt)
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}
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// /添加进来的物品一定是保证存在的
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type RoomService struct {
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BaseService
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}
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func NewRoomService(id uint32) *RoomService {
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return &RoomService{
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BaseService: BaseService{userid: id,
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Service: &cool.Service{Model: model.NewBaseHouse(), UniqueKey: map[string]string{
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"player_id": "角色名称不能重复",
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}, PageQueryOp: &cool.QueryOp{
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KeyWordField: []string{"player_id"},
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Where: func(ctx context.Context) [][]interface{} {
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var (
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//admin = cool.GetAdmin(ctx)
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//userId = admin.UserId
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)
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return [][]interface{}{
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// {"player_id", userId, true},
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// {"free", 0, true},
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}
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},
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}},
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},
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}
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}
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