package logic //type PlayerPlanetCivilization struct { // CivilizationId uint32 `bson:"civilization_id"` // Id uint32 `bson:"id"` //} // //type PlayerPlanet struct { // Id uint32 `bson:"id" key:"1"` // Civilizations []*PlayerPlanetCivilization `bson:"civilizations"` //} // //func (this *PlayerPlanet) BuildMsgPlanet() *proto.Planet { // var msg = &proto.Planet{Id: this.Id} // for _, civilization := range this.Civilizations { // msg.CivilizationList = append(msg.CivilizationList, &proto.PlanetCivilization{CivilizationId: civilization.CivilizationId, Id: civilization.Id}) // } // return msg //} // //func (this *PlayerPlanet) FindCivilization(civilizationId uint32) (int, *PlayerPlanetCivilization) { // for i, civilization := range this.Civilizations { // if civilization.CivilizationId == civilizationId { // return i, civilization // } // } // return -1, nil //} // //func (this *Player) BuildMsgPlanetListAck() *proto.MsgPlanetListAck { // var list []*proto.Planet // for _, planet := range this.Planet { // list = append(list, planet.BuildMsgPlanet()) // } // return &proto.MsgPlanetListAck{List: list} //}