package event import ( eventBase "f1-game/internal/event/base" nameEvent "f1-game/internal/name/event" "f1-game/internal/pb" ) // 攻城事件 type TileSiege struct { eventBase.PairEvent[*pb.I32I32, bool] } func NewTileSiege(playerID int64, configID, siegeValue int32, dead bool) *TileSiege { return &TileSiege{ PairEvent: eventBase.NewPairEvent(playerID, nameEvent.Map_PlayerTileSiege, &pb.I32I32{ Key: configID, Value: siegeValue, }, dead), } } func (p *TileSiege) TileSiege() *pb.I32I32 { return p.Key() } func (p *TileSiege) IsDead() bool { return p.Value() }