package logic //type PlayerBattlePass struct { // Season uint32 `bson:"season" key:"1"` // Level uint32 `bson:"level"` // SceneId uint32 `bson:"scene_id"` // Advanced bool `bson:"advanced"` //} // //func (this *Player) chapterBattlePassLevelUnlock(sceneId uint32) { // var battlePass = this.BattlePass[this.Role.BattlePassSeason] // if battlePass == nil { // return // } // // battlePass.SceneId = sceneId // // var battlePassRewardTables = this.manager.tables.BattlePassRewardExtend.List(int(battlePass.Season)) // for _, battlePassRewardTable := range battlePassRewardTables { // if uint32(battlePassRewardTable.NeedCopy) == battlePass.SceneId { // battlePass.Level = uint32(battlePassRewardTable.Level) // } // if uint32(battlePassRewardTable.NeedCopy) > battlePass.SceneId { // break // } // } // // this.SaveModel(battlePass) // // _ = this.Send(proto.ModIdStore, proto.MsgIdBattlePassInfo, this.BuildMsgBattlePassInfoAck()) // // this.updateBattlePassReward(battlePass) //} // //func (this *Player) activateBattlePassAdvanced() error { // var battlePass = this.BattlePass[this.Role.BattlePassSeason] // if battlePass == nil { // return proto.ErrNotInBattlePassSeason // } // // battlePass.Advanced = true // this.SaveModel(battlePass) // // _ = this.Send(proto.ModIdStore, proto.MsgIdBattlePassInfo, this.BuildMsgBattlePassInfoAck()) // // this.updateBattlePassReward(battlePass) // return nil //} // //func (this *Player) BuildMsgBattlePassInfoAck() *proto.MsgBattlePassInfoAck { // var ack = &proto.MsgBattlePassInfoAck{Season: this.Role.BattlePassSeason} // var battlePass = this.BattlePass[this.Role.BattlePassSeason] // if battlePass != nil { // ack.Level = battlePass.Level // ack.SceneId = battlePass.SceneId // ack.Advanced = battlePass.Advanced // } // return ack //}