package logic //type PlayerBattlePassRewrad struct { // Id uint32 `bson:"id"` // Ordinary uint32 `bson:"ordinary"` // Advanced uint32 `bson:"advanced"` //} // //func (this *PlayerBattlePassRewrad) BuildMsgBattlePassReward() *proto.BattlePassRewardStatus { // return &proto.BattlePassRewardStatus{Id: this.Id, Ordinary: this.Ordinary, Advanced: this.Advanced} //} // //func (this *Player) updateBattlePassReward(battlePass *PlayerBattlePass) { // var statusList []*proto.BattlePassRewardStatus // for index, battlePassReward := range this.BattlePassReward { // if proto.RewardStatus(battlePassReward.Ordinary) != proto.RewardStatusUnable && (!battlePass.Advanced || proto.RewardStatus(battlePassReward.Advanced) != proto.RewardStatusUnable) { // continue // } // // var battlePassRewardTable = this.manager.tables.BattlePassReward.Get(int(battlePassReward.Id)) // if battlePassRewardTable == nil { // continue // } // // if uint32(battlePassRewardTable.Level) > battlePass.Level { // break // } // // if proto.RewardStatus(battlePassReward.Ordinary) == proto.RewardStatusUnable { // battlePassReward.Ordinary = uint32(proto.RewardStatusCanGet) // } // if battlePass.Advanced { // if proto.RewardStatus(battlePassReward.Advanced) == proto.RewardStatusUnable { // battlePassReward.Advanced = uint32(proto.RewardStatusCanGet) // } // } // // this.SaveArray("battle_pass_reward", index, battlePassReward) // // statusList = append(statusList, battlePassReward.BuildMsgBattlePassReward()) // } // // if len(statusList) > 0 { // _ = this.Send(proto.ModIdStore, proto.MsgIdBattlePassRewardStatusChange, &proto.MsgBattlePassRewardListAck{StatusList: statusList}) // } // return //} // //func (this *Player) BuildMsgBattlePassRewardListAck() *proto.MsgBattlePassRewardListAck { // var statusList []*proto.BattlePassRewardStatus // for _, rewrad := range this.BattlePassReward { // statusList = append(statusList, rewrad.BuildMsgBattlePassReward()) // } // return &proto.MsgBattlePassRewardListAck{StatusList: statusList} //}