Documentation ¶
Index ¶
- Constants
- Variables
- func NewAbdicate(opNickName string, targetNickName string, unionId int, opRId int, targetId int, ...)
- func NewAppoint(opNickName string, targetNickName string, unionId int, opRId int, targetId int, ...)
- func NewCreate(opNickName string, unionId int, opRId int)
- func NewDismiss(opNickName string, unionId int, opRId int)
- func NewExit(opNickName string, unionId int, opRId int)
- func NewJoin(targetNickName string, unionId int, opRId int, targetId int)
- func NewKick(opNickName string, targetNickName string, unionId int, opRId int, targetId int)
- func NewModNotice(opNickName string, unionId int, opRId int)
- type Army
- func (this *Army) AfterSet(name string, cell xorm.Cell)
- func (this *Army) BeforeInsert()
- func (this *Army) BeforeUpdate()
- func (this *Army) BelongToRId() []int
- func (this *Army) CheckConscript()
- func (this *Army) CheckSyncCell()
- func (this *Army) ClearConscript()
- func (this *Army) GetCamp() int8
- func (this *Army) IsCanOutWar() bool
- func (this *Army) IsCanView(rid, x, y int) bool
- func (this *Army) IsCellView() bool
- func (this *Army) IsIdle() bool
- func (this *Army) Position() (int, int)
- func (this *Army) PositionCanModify(position int) bool
- func (this *Army) Push()
- func (this *Army) PushMsgName() string
- func (this *Army) SyncExecute()
- func (this *Army) TPosition() (int, int)
- func (this *Army) TableName() string
- func (this *Army) ToGeneral()
- func (this *Army) ToProto() interface{}
- func (this *Army) ToSoldier()
- type CityFacility
- type Coalition
- type CoalitionApply
- func (this *CoalitionApply) BelongToRId() []int
- func (this *CoalitionApply) IsCanView(rid, x, y int) bool
- func (this *CoalitionApply) IsCellView() bool
- func (this *CoalitionApply) Position() (int, int)
- func (this *CoalitionApply) Push()
- func (this *CoalitionApply) PushMsgName() string
- func (this *CoalitionApply) SyncExecute()
- func (this *CoalitionApply) TPosition() (int, int)
- func (this *CoalitionApply) TableName() string
- func (this *CoalitionApply) ToProto() interface{}
- type CoalitionLog
- type Facility
- type General
- func (this *General) AfterSet(name string, cell xorm.Cell)
- func (this *General) BeforeInsert()
- func (this *General) BeforeUpdate()
- func (this *General) BelongToRId() []int
- func (this *General) DownSkill(skillId int, pos int) bool
- func (this *General) GetCamp() int8
- func (this *General) GetDefense() int
- func (this *General) GetDestroy() int
- func (this *General) GetForce() int
- func (this *General) GetSpeed() int
- func (this *General) GetStrategy() int
- func (this *General) IsActive() bool
- func (this *General) IsCanView(rid, x, y int) bool
- func (this *General) IsCellView() bool
- func (this *General) PosSkill(pos int) (*proto.GSkill, error)
- func (this *General) Position() (int, int)
- func (this *General) Push()
- func (this *General) PushMsgName() string
- func (this *General) SyncExecute()
- func (this *General) TPosition() (int, int)
- func (this *General) TableName() string
- func (this *General) ToProto() interface{}
- func (this *General) UpSkill(skillId int, cfgId int, pos int) bool
- type MapRoleBuild
- func (this *MapRoleBuild) BelongToRId() []int
- func (this *MapRoleBuild) BuildOrUp(cfg static_conf.BCLevelCfg)
- func (this *MapRoleBuild) CellRadius() int
- func (this *MapRoleBuild) ConvertToRes()
- func (this *MapRoleBuild) DelBuild(cfg static_conf.BCLevelCfg)
- func (this *MapRoleBuild) Init()
- func (this *MapRoleBuild) IsBusy() bool
- func (this *MapRoleBuild) IsCanView(rid, x, y int) bool
- func (this *MapRoleBuild) IsCellView() bool
- func (this *MapRoleBuild) IsHasTransferAuth() bool
- func (this *MapRoleBuild) IsHaveModifyLVAuth() bool
- func (this *MapRoleBuild) IsInGiveUp() bool
- func (this *MapRoleBuild) IsResBuild() bool
- func (this *MapRoleBuild) IsRoleFortress() bool
- func (this *MapRoleBuild) IsSysCity() bool
- func (this *MapRoleBuild) IsSysFortress() bool
- func (this *MapRoleBuild) IsWarFree() bool
- func (this *MapRoleBuild) Position() (int, int)
- func (this *MapRoleBuild) Push()
- func (this *MapRoleBuild) PushMsgName() string
- func (this *MapRoleBuild) Reset()
- func (this *MapRoleBuild) SyncExecute()
- func (this *MapRoleBuild) TPosition() (int, int)
- func (this *MapRoleBuild) TableName() string
- func (this *MapRoleBuild) ToProto() interface{}
- type MapRoleCity
- func (this *MapRoleCity) BelongToRId() []int
- func (this *MapRoleCity) CellRadius() int
- func (this *MapRoleCity) DurableChange(change int)
- func (this *MapRoleCity) IsCanView(rid, x, y int) bool
- func (this *MapRoleCity) IsCellView() bool
- func (this *MapRoleCity) IsWarFree() bool
- func (this *MapRoleCity) Level() int8
- func (this *MapRoleCity) Position() (int, int)
- func (this *MapRoleCity) Push()
- func (this *MapRoleCity) PushMsgName() string
- func (this *MapRoleCity) SyncExecute()
- func (this *MapRoleCity) TPosition() (int, int)
- func (this *MapRoleCity) TableName() string
- func (this *MapRoleCity) ToProto() interface{}
- type NationalMap
- type Role
- type RoleAttribute
- func (this *RoleAttribute) AddPosTag(x, y int, name string)
- func (this *RoleAttribute) AfterSet(name string, cell xorm.Cell)
- func (this *RoleAttribute) BeforeInsert()
- func (this *RoleAttribute) BeforeUpdate()
- func (this *RoleAttribute) BelongToRId() []int
- func (this *RoleAttribute) IsCanView(rid, x, y int) bool
- func (this *RoleAttribute) IsCellView() bool
- func (this *RoleAttribute) Position() (int, int)
- func (this *RoleAttribute) Push()
- func (this *RoleAttribute) PushMsgName() string
- func (this *RoleAttribute) RemovePosTag(x, y int)
- func (this *RoleAttribute) SyncExecute()
- func (this *RoleAttribute) TPosition() (int, int)
- func (this *RoleAttribute) TableName() string
- func (this *RoleAttribute) ToProto() interface{}
- type RoleRes
- func (this *RoleRes) BelongToRId() []int
- func (this *RoleRes) IsCanView(rid, x, y int) bool
- func (this *RoleRes) IsCellView() bool
- func (this *RoleRes) Position() (int, int)
- func (this *RoleRes) Push()
- func (this *RoleRes) PushMsgName() string
- func (this *RoleRes) SyncExecute()
- func (this *RoleRes) TPosition() (int, int)
- func (this *RoleRes) TableName() string
- func (this *RoleRes) ToProto() interface{}
- type Skill
- func (this *Skill) AfterSet(name string, cell xorm.Cell)
- func (this *Skill) ArmyIsIn(armId int) bool
- func (this *Skill) BeforeInsert()
- func (this *Skill) BeforeUpdate()
- func (this *Skill) BelongToRId() []int
- func (this *Skill) DownSkill(gId int)
- func (this *Skill) IsCanView(rid, x, y int) bool
- func (this *Skill) IsCellView() bool
- func (this *Skill) IsInLimit() bool
- func (this *Skill) Limit() int
- func (this *Skill) Position() (int, int)
- func (this *Skill) Push()
- func (this *Skill) PushMsgName() string
- func (this *Skill) SyncExecute()
- func (this *Skill) TPosition() (int, int)
- func (this *Skill) TableName() string
- func (this *Skill) ToProto() interface{}
- func (this *Skill) UpSkill(gId int)
- type WarReport
- func (this *WarReport) BelongToRId() []int
- func (this *WarReport) IsCanView(rid, x, y int) bool
- func (this *WarReport) IsCellView() bool
- func (this *WarReport) Position() (int, int)
- func (this *WarReport) Push()
- func (this *WarReport) PushMsgName() string
- func (this *WarReport) SyncExecute()
- func (this *WarReport) TPosition() (int, int)
- func (this *WarReport) TableName() string
- func (this *WarReport) ToProto() interface{}
- type Yield
Constants ¶
View Source
const ( ArmyCmdIdle = 0 //空闲 ArmyCmdAttack = 1 //攻击 ArmyCmdDefend = 2 //驻守 ArmyCmdReclamation = 3 //屯垦 ArmyCmdBack = 4 //撤退 ArmyCmdConscript = 5 //征兵 ArmyCmdTransfer = 6 //调动 )
View Source
const ( ArmyStop = 0 ArmyRunning = 1 )
View Source
const ( UnionDismiss = 0 //解散 UnionRunning = 1 //运行中 )
View Source
const ( UnionOpCreate = 0 //创建 UnionOpDismiss = 1 //解散 UnionOpJoin = 2 //加入 UnionOpExit = 3 //退出 UnionOpKick = 4 //踢出 UnionOpAppoint = 5 //任命 UnionOpAbdicate = 6 //禅让 UnionOpModNotice = 7 //修改公告 )
View Source
const ( GeneralNormal = 0 //正常 GeneralComposeStar = 1 //星级合成 GeneralConvert = 2 //转换 )
View Source
const ( MapBuildSysFortress = 50 //系统要塞 MapBuildSysCity = 51 //系统城市 MapBuildFortress = 56 //玩家要塞 )
View Source
const SkillLimit = 3
Variables ¶
View Source
var ArmyIsInView func(rid, x, y int) bool
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var GetCityCost func(cid int) int8
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var GetCityLv func(cid int) int8
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var GetDepotCapacity func(rid int) int
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var GetMainMembers func(unionId int) []int
View Source
var GetMaxDurable func(cid int) int
View Source
var GetParentId func(rid int) int
View Source
var GetRoleNickName func(rid int) string
View Source
var GetUnionId func(rid int) int
View Source
var GetUnionName func(unionId int) string
View Source
var GetYield func(rid int) Yield
View Source
var MapResTypeLevel func(x, y int) (bool, int8, int8)
View Source
var ServerId = 0
Functions ¶
func NewAbdicate ¶
func NewAppoint ¶
func NewDismiss ¶
func NewModNotice ¶
Types ¶
type Army ¶
type Army struct { Id int `xorm:"id pk autoincr"` RId int `xorm:"rid"` CityId int `xorm:"cityId"` Order int8 `xorm:"order"` Generals string `xorm:"generals"` Soldiers string `xorm:"soldiers"` ConscriptTimes string `xorm:"conscript_times"` //征兵结束时间,json数组 ConscriptCnts string `xorm:"conscript_cnts"` //征兵数量,json数组 Cmd int8 `xorm:"cmd"` FromX int `xorm:"from_x"` FromY int `xorm:"from_y"` ToX int `xorm:"to_x"` ToY int `xorm:"to_y"` Start time.Time `json:"-"xorm:"start"` End time.Time `json:"-"xorm:"end"` State int8 `xorm:"-"` //状态:0:running,1:stop GeneralArray [static_conf.ArmyGCnt]int `json:"-" xorm:"-"` SoldierArray [static_conf.ArmyGCnt]int `json:"-" xorm:"-"` ConscriptTimeArray [static_conf.ArmyGCnt]int64 `json:"-" xorm:"-"` ConscriptCntArray [static_conf.ArmyGCnt]int `json:"-" xorm:"-"` Gens [static_conf.ArmyGCnt]*General `json:"-" xorm:"-"` CellX int `json:"-" xorm:"-"` CellY int `json:"-" xorm:"-"` }
军队
func (*Army) BeforeInsert ¶
func (this *Army) BeforeInsert()
func (*Army) BeforeUpdate ¶
func (this *Army) BeforeUpdate()
func (*Army) BelongToRId ¶
func (*Army) CheckSyncCell ¶
func (this *Army) CheckSyncCell()
func (*Army) ClearConscript ¶
func (this *Army) ClearConscript()
func (*Army) PositionCanModify ¶
队伍指定的位置是否能变化(上下阵)
func (*Army) PushMsgName ¶
func (*Army) SyncExecute ¶
func (this *Army) SyncExecute()
type CityFacility ¶
type CityFacility struct { Id int `xorm:"id pk autoincr"` RId int `xorm:"rid"` CityId int `xorm:"cityId"` Facilities string `xorm:"facilities"` }
func (*CityFacility) Facility ¶
func (this *CityFacility) Facility() []Facility
func (*CityFacility) SyncExecute ¶
func (this *CityFacility) SyncExecute()
func (*CityFacility) TableName ¶
func (this *CityFacility) TableName() string
type Coalition ¶
type Coalition struct { Id int `xorm:"id pk autoincr"` Name string `xorm:"name"` Members string `xorm:"members"` MemberArray []int `xorm:"-"` CreateId int `xorm:"create_id"` Chairman int `xorm:"chairman"` ViceChairman int `xorm:"vice_chairman"` Notice string `xorm:"notice"` State int8 `xorm:"state"` Ctime time.Time `xorm:"ctime"` }
func (*Coalition) BeforeInsert ¶
func (this *Coalition) BeforeInsert()
func (*Coalition) BeforeUpdate ¶
func (this *Coalition) BeforeUpdate()
func (*Coalition) SyncExecute ¶
func (this *Coalition) SyncExecute()
type CoalitionApply ¶
type CoalitionApply struct { Id int `xorm:"id pk autoincr"` UnionId int `xorm:"union_id"` RId int `xorm:"rid"` State int8 `xorm:"state"` Ctime time.Time `xorm:"ctime"` }
func (*CoalitionApply) BelongToRId ¶
func (this *CoalitionApply) BelongToRId() []int
func (*CoalitionApply) IsCanView ¶
func (this *CoalitionApply) IsCanView(rid, x, y int) bool
func (*CoalitionApply) Position ¶
func (this *CoalitionApply) Position() (int, int)
func (*CoalitionApply) Push ¶
func (this *CoalitionApply) Push()
func (*CoalitionApply) PushMsgName ¶
func (this *CoalitionApply) PushMsgName() string
func (*CoalitionApply) SyncExecute ¶
func (this *CoalitionApply) SyncExecute()
func (*CoalitionApply) TPosition ¶
func (this *CoalitionApply) TPosition() (int, int)
func (*CoalitionApply) TableName ¶
func (this *CoalitionApply) TableName() string
func (*CoalitionApply) ToProto ¶
func (this *CoalitionApply) ToProto() interface{}
type CoalitionLog ¶
type CoalitionLog struct { Id int `xorm:"id pk autoincr"` UnionId int `xorm:"union_id"` OPRId int `xorm:"op_rid"` TargetId int `xorm:"target_id"` State int8 `xorm:"state"` Des string `xorm:"des"` Ctime time.Time `xorm:"ctime"` }
func (*CoalitionLog) TableName ¶
func (this *CoalitionLog) TableName() string
func (*CoalitionLog) ToProto ¶
func (this *CoalitionLog) ToProto() interface{}
type Facility ¶
type General ¶
type General struct { Id int `xorm:"id pk autoincr"` RId int `xorm:"rid"` CfgId int `xorm:"cfgId"` PhysicalPower int `xorm:"physical_power"` Level int8 `xorm:"level"` Exp int `xorm:"exp"` Order int8 `xorm:"order"` CityId int `xorm:"cityId"` CreatedAt time.Time `xorm:"created_at"` CurArms int `xorm:"arms"` HasPrPoint int `xorm:"has_pr_point"` UsePrPoint int `xorm:"use_pr_point"` AttackDis int `xorm:"attack_distance"` ForceAdded int `xorm:"force_added"` StrategyAdded int `xorm:"strategy_added"` DefenseAdded int `xorm:"defense_added"` SpeedAdded int `xorm:"speed_added"` DestroyAdded int `xorm:"destroy_added"` StarLv int8 `xorm:"star_lv"` Star int8 `xorm:"star"` ParentId int `xorm:"parentId"` Skills string `xorm:"skills"` SkillsArray []*proto.GSkill `xorm:"-"` State int8 `xorm:"state"` }
func (*General) BeforeInsert ¶
func (this *General) BeforeInsert()
func (*General) BeforeUpdate ¶
func (this *General) BeforeUpdate()
func (*General) BelongToRId ¶
func (*General) GetDefense ¶
func (*General) GetDestroy ¶
func (*General) GetStrategy ¶
func (*General) PushMsgName ¶
func (*General) SyncExecute ¶
func (this *General) SyncExecute()
type MapRoleBuild ¶
type MapRoleBuild struct { Id int `xorm:"id pk autoincr"` RId int `xorm:"rid"` Type int8 `xorm:"type"` Level int8 `xorm:"level"` OPLevel int8 `xorm:"op_level"` //操作level X int `xorm:"x"` Y int `xorm:"y"` Name string `xorm:"name"` Wood int `xorm:"-"` Iron int `xorm:"-"` Stone int `xorm:"-"` Grain int `xorm:"-"` Defender int `xorm:"-"` CurDurable int `xorm:"cur_durable"` MaxDurable int `xorm:"max_durable"` OccupyTime time.Time `xorm:"occupy_time"` EndTime time.Time `xorm:"end_time"` //建造或升级完的时间 GiveUpTime int64 `xorm:"giveUp_time"` }
func (*MapRoleBuild) BelongToRId ¶
func (this *MapRoleBuild) BelongToRId() []int
func (*MapRoleBuild) BuildOrUp ¶
func (this *MapRoleBuild) BuildOrUp(cfg static_conf.BCLevelCfg)
func (*MapRoleBuild) CellRadius ¶
func (this *MapRoleBuild) CellRadius() int
func (*MapRoleBuild) ConvertToRes ¶
func (this *MapRoleBuild) ConvertToRes()
func (*MapRoleBuild) DelBuild ¶
func (this *MapRoleBuild) DelBuild(cfg static_conf.BCLevelCfg)
func (*MapRoleBuild) Init ¶
func (this *MapRoleBuild) Init()
func (*MapRoleBuild) IsBusy ¶
func (this *MapRoleBuild) IsBusy() bool
func (*MapRoleBuild) IsCanView ¶
func (this *MapRoleBuild) IsCanView(rid, x, y int) bool
func (*MapRoleBuild) IsHaveModifyLVAuth ¶
func (this *MapRoleBuild) IsHaveModifyLVAuth() bool
是否有修改等级权限
func (*MapRoleBuild) IsInGiveUp ¶
func (this *MapRoleBuild) IsInGiveUp() bool
func (*MapRoleBuild) IsResBuild ¶
func (this *MapRoleBuild) IsResBuild() bool
func (*MapRoleBuild) IsRoleFortress ¶
func (this *MapRoleBuild) IsRoleFortress() bool
func (*MapRoleBuild) IsSysCity ¶
func (this *MapRoleBuild) IsSysCity() bool
func (*MapRoleBuild) IsSysFortress ¶
func (this *MapRoleBuild) IsSysFortress() bool
func (*MapRoleBuild) IsWarFree ¶
func (this *MapRoleBuild) IsWarFree() bool
func (*MapRoleBuild) Position ¶
func (this *MapRoleBuild) Position() (int, int)
func (*MapRoleBuild) Push ¶
func (this *MapRoleBuild) Push()
func (*MapRoleBuild) PushMsgName ¶
func (this *MapRoleBuild) PushMsgName() string
func (*MapRoleBuild) Reset ¶
func (this *MapRoleBuild) Reset()
func (*MapRoleBuild) SyncExecute ¶
func (this *MapRoleBuild) SyncExecute()
func (*MapRoleBuild) TPosition ¶
func (this *MapRoleBuild) TPosition() (int, int)
func (*MapRoleBuild) TableName ¶
func (this *MapRoleBuild) TableName() string
func (*MapRoleBuild) ToProto ¶
func (this *MapRoleBuild) ToProto() interface{}
type MapRoleCity ¶
type MapRoleCity struct { CityId int `xorm:"cityId pk autoincr"` RId int `xorm:"rid"` Name string `xorm:"name" validate:"min=4,max=20,regexp=^[a-zA-Z0-9_]*$"` X int `xorm:"x"` Y int `xorm:"y"` IsMain int8 `xorm:"is_main"` CurDurable int `xorm:"cur_durable"` CreatedAt time.Time `xorm:"created_at"` OccupyTime time.Time `xorm:"occupy_time"` // contains filtered or unexported fields }
func (*MapRoleCity) BelongToRId ¶
func (this *MapRoleCity) BelongToRId() []int
func (*MapRoleCity) CellRadius ¶
func (this *MapRoleCity) CellRadius() int
func (*MapRoleCity) DurableChange ¶
func (this *MapRoleCity) DurableChange(change int)
func (*MapRoleCity) IsCanView ¶
func (this *MapRoleCity) IsCanView(rid, x, y int) bool
func (*MapRoleCity) IsWarFree ¶
func (this *MapRoleCity) IsWarFree() bool
func (*MapRoleCity) Level ¶
func (this *MapRoleCity) Level() int8
func (*MapRoleCity) Position ¶
func (this *MapRoleCity) Position() (int, int)
func (*MapRoleCity) Push ¶
func (this *MapRoleCity) Push()
func (*MapRoleCity) PushMsgName ¶
func (this *MapRoleCity) PushMsgName() string
func (*MapRoleCity) SyncExecute ¶
func (this *MapRoleCity) SyncExecute()
func (*MapRoleCity) TPosition ¶
func (this *MapRoleCity) TPosition() (int, int)
func (*MapRoleCity) TableName ¶
func (this *MapRoleCity) TableName() string
func (*MapRoleCity) ToProto ¶
func (this *MapRoleCity) ToProto() interface{}
type NationalMap ¶
type Role ¶
type Role struct { RId int `xorm:"rid pk autoincr"` UId int `xorm:"uid"` NickName string `xorm:"nick_name" validate:"min=4,max=20,regexp=^[a-zA-Z0-9_]*$"` Balance int `xorm:"balance"` HeadId int16 `xorm:"headId"` Sex int8 `xorm:"sex"` Profile string `xorm:"profile"` LoginTime time.Time `xorm:"login_time"` LogoutTime time.Time `xorm:"logout_time"` CreatedAt time.Time `xorm:"created_at"` }
type RoleAttribute ¶
type RoleAttribute struct { Id int `xorm:"id pk autoincr"` RId int `xorm:"rid"` UnionId int `xorm:"-"` //联盟id ParentId int `xorm:"parent_id"` //上级id(被沦陷) CollectTimes int8 `xorm:"collect_times"` //征收次数 LastCollectTime time.Time `xorm:"last_collect_time"` //最后征收的时间 PosTags string `xorm:"pos_tags"` //位置标记 PosTagArray []proto.PosTag `xorm:"-"` }
func (*RoleAttribute) AddPosTag ¶
func (this *RoleAttribute) AddPosTag(x, y int, name string)
func (*RoleAttribute) BeforeInsert ¶
func (this *RoleAttribute) BeforeInsert()
func (*RoleAttribute) BeforeUpdate ¶
func (this *RoleAttribute) BeforeUpdate()
func (*RoleAttribute) BelongToRId ¶
func (this *RoleAttribute) BelongToRId() []int
func (*RoleAttribute) IsCanView ¶
func (this *RoleAttribute) IsCanView(rid, x, y int) bool
func (*RoleAttribute) Position ¶
func (this *RoleAttribute) Position() (int, int)
func (*RoleAttribute) Push ¶
func (this *RoleAttribute) Push()
func (*RoleAttribute) PushMsgName ¶
func (this *RoleAttribute) PushMsgName() string
func (*RoleAttribute) RemovePosTag ¶
func (this *RoleAttribute) RemovePosTag(x, y int)
func (*RoleAttribute) SyncExecute ¶
func (this *RoleAttribute) SyncExecute()
func (*RoleAttribute) TPosition ¶
func (this *RoleAttribute) TPosition() (int, int)
func (*RoleAttribute) TableName ¶
func (this *RoleAttribute) TableName() string
func (*RoleAttribute) ToProto ¶
func (this *RoleAttribute) ToProto() interface{}
type RoleRes ¶
type RoleRes struct { Id int `xorm:"id pk autoincr"` RId int `xorm:"rid"` Wood int `xorm:"wood"` Iron int `xorm:"iron"` Stone int `xorm:"stone"` Grain int `xorm:"grain"` Gold int `xorm:"gold"` Decree int `xorm:"decree"` //令牌 }
func (*RoleRes) BelongToRId ¶
func (*RoleRes) PushMsgName ¶
func (*RoleRes) SyncExecute ¶
func (this *RoleRes) SyncExecute()
type Skill ¶
type Skill struct { Id int `xorm:"id pk autoincr"` RId int `xorm:"rid"` CfgId int `xorm:"cfgId"` BelongGenerals string `xorm:"belong_generals"` Generals []int `xorm:"-"` }
func (*Skill) BeforeInsert ¶
func (this *Skill) BeforeInsert()
func (*Skill) BeforeUpdate ¶
func (this *Skill) BeforeUpdate()
func (*Skill) BelongToRId ¶
func (*Skill) PushMsgName ¶
func (*Skill) SyncExecute ¶
func (this *Skill) SyncExecute()
type WarReport ¶
type WarReport struct { Id int `xorm:"id pk autoincr"` AttackRid int `xorm:"a_rid"` DefenseRid int `xorm:"d_rid"` BegAttackArmy string `xorm:"b_a_army"` BegDefenseArmy string `xorm:"b_d_army"` EndAttackArmy string `xorm:"e_a_army"` EndDefenseArmy string `xorm:"e_d_army"` BegAttackGeneral string `xorm:"b_a_general"` BegDefenseGeneral string `xorm:"b_d_general"` EndAttackGeneral string `xorm:"e_a_general"` EndDefenseGeneral string `xorm:"e_d_general"` Result int `xorm:"result"` //0失败,1打平,2胜利 Rounds string `xorm:"rounds"` //回合 AttackIsRead bool `xorm:"a_is_read"` DefenseIsRead bool `xorm:"d_is_read"` DestroyDurable int `xorm:"destroy"` Occupy int `xorm:"occupy"` X int `xorm:"x"` Y int `xorm:"y"` CTime time.Time `xorm:"ctime"` }
func (*WarReport) BelongToRId ¶
func (*WarReport) PushMsgName ¶
func (*WarReport) SyncExecute ¶
func (this *WarReport) SyncExecute()
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