ecs/servers/game/logic/player_rig_warship.go

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2025-06-04 18:17:39 +08:00
package logic
//type PlayerRigWarship struct {
// Uid uint32 `bson:"uid" key:"1"`
// Id uint32 `bson:"id"`
// LevelId uint32 `bson:"level_id"`
// StarId uint32 `bson:"star_id"`
// Skills []uint32 `bson:"skills"`
// Setup bool `bson:"setup"`
//}
//
//func (this *PlayerRigWarship) BuildMsgRigWarship() *proto.RigWarship {
// return &proto.RigWarship{
// Uid: this.Uid,
// Id: this.Id,
// LevelId: this.LevelId,
// StarId: this.StarId,
// Skills: this.Skills,
// Setup: this.Setup,
// }
//}
//
//func (this *Player) addRigWarship(warshipTable *data.Warship) error {
// var err = this.CheckFunctionOpen1(4, uint32(len(this.RigWarship)))
// if err != nil {
// return err
// }
//
// var warshipLevelTable = this.manager.tables.WarshipLevelExtend.Get(warshipTable.Type, 1)
// if warshipLevelTable == nil {
// return proto.ErrDataTablesError
// }
//
// var warshipStarTable = this.manager.tables.WarshipStarExtend.Get(warshipTable.Id, 0)
// if warshipStarTable == nil {
// return proto.ErrDataTablesError
// }
//
// var exclude = map[int]struct{}{}
// var skills = make([]uint32, warshipTable.RandomSkillNum)
// for i := range skills {
// var warshipSkillTable = this.manager.tables.WarshipSkillExtend.Random(1, exclude)
// if warshipSkillTable == nil {
// return proto.ErrDataTablesError
// }
//
// var skillTable = this.manager.tables.SkillExtend.Get(warshipSkillTable.SkillId, 1)
// if skillTable == nil {
// return proto.ErrDataTablesError
// }
//
// skills[i] = uint32(skillTable.Id)
// exclude[skillTable.SkillId] = struct{}{}
// }
//
// var maxUid = uint32(0)
// for _, warship := range this.RigWarship {
// if warship.Uid > maxUid {
// maxUid = warship.Uid
// }
// }
//
// var warship = &PlayerRigWarship{
// Uid: maxUid + 1,
// Id: uint32(warshipTable.Id),
// LevelId: uint32(warshipLevelTable.Id),
// StarId: uint32(warshipStarTable.Id),
// Skills: skills,
// Setup: false,
// }
//
// this.RigWarship[warship.Uid] = warship
// this.SaveModel(warship)
//
// _ = this.Send(proto.ModIdRig, proto.MsgIdRigWarshipChange, &proto.MsgRigWarshipChangeAck{
// List: []*proto.RigWarshipChange{{RigWarship: warship.BuildMsgRigWarship(), ChangeType: uint32(proto.ChangeTypeAdd)}},
// })
//
// this.UpdateRigAttrs()
// return nil
//}
//
//func (this *Player) SetupWarship(warship *PlayerRigWarship) {
// var changeList []*proto.RigWarshipChange
//
// if this.Rig.Warship != 0 {
// var setup = this.RigWarship[this.Rig.Warship]
// if setup != nil {
// setup.Setup = false
// this.SaveModel(setup)
//
// changeList = append(changeList, &proto.RigWarshipChange{
// RigWarship: setup.BuildMsgRigWarship(),
// ChangeType: uint32(proto.ChangeTypeChange),
// })
// }
//
// this.Rig.Warship = 0
// }
//
// if warship != nil {
// warship.Setup = true
// this.SaveModel(warship)
//
// changeList = append(changeList, &proto.RigWarshipChange{
// RigWarship: warship.BuildMsgRigWarship(),
// ChangeType: uint32(proto.ChangeTypeChange),
// })
//
// this.Rig.Warship = warship.Uid
// }
//
// if len(changeList) > 0 {
// this.SaveField("rig.warship", this.Rig.Warship)
//
// _ = this.Send(proto.ModIdRig, proto.MsgIdRigWarshipChange, &proto.MsgRigWarshipChangeAck{
// List: changeList,
// })
//
// this.UpdateRigAttrs()
// }
//}
//
//func (this *Player) BuildMsgWarshipListAck() *proto.MsgRigWarshipListAck {
// var list []*proto.RigWarship
// for _, warship := range this.RigWarship {
// list = append(list, warship.BuildMsgRigWarship())
// }
// return &proto.MsgRigWarshipListAck{List: list}
//}