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} //}