ecs/servers/game/logic/player_rig_remains.go

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1.3 KiB
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2025-06-04 18:17:39 +08:00
package logic
//type PlayerRigRemains struct {
// ItemId uint32 `bson:"item_id" key:"1"`
// Id uint32 `bson:"id"`
//}
//
//func (this *PlayerRigRemains) BuildMsgRigRemains() *proto.RigRemains {
// return &proto.RigRemains{ItemId: this.ItemId, Id: this.Id}
//}
//
//func (this *Player) addRigRemains(remainsTable *data.RigRemains) {
// if _, ok := this.RigRemains[uint32(remainsTable.ItemId)]; ok {
// return
// }
//
// var remains = &PlayerRigRemains{ItemId: uint32(remainsTable.ItemId), Id: uint32(remainsTable.Id)}
//
// this.RigRemains[remains.ItemId] = remains
// this.SaveModel(remains)
//
// _ = this.Send(proto.ModIdRig, proto.MsgIdRigRemainsChange, &proto.MsgRigRemainsChangeListAck{
// List: []*proto.RigRemainsChange{{RigRemains: remains.BuildMsgRigRemains(), ChangeType: uint32(proto.ChangeTypeAdd)}},
// })
//
// this.UpdateRigAttrs()
//
// this.CheckAchievement(proto.AchievementTypeRemains, 0, 1)
// this.CheckAchievement(proto.AchievementTypeRemainsLevel, uint32(remainsTable.Level), 1)
//}
//
//func (this *Player) BuildMsgRigRemainsListAck() *proto.MsgRigRemainsListAck {
//
// var list []*proto.RigRemains
// for _, remains := range this.RigRemains {
// list = append(list, remains.BuildMsgRigRemains())
// }
//
// return &proto.MsgRigRemainsListAck{List: list}
//}