samba/server/truco/room/trucoRoomHandler.go

892 lines
25 KiB
Go
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2025-06-04 09:51:39 +08:00
package room
import (
"fmt"
"samba/pkg/log"
"samba/proto"
"samba/server/game/baseroom"
. "samba/server/game/player"
"samba/server/truco/poker"
. "samba/server/truco/service"
"samba/stub"
"samba/util/model"
"samba/util/state"
"samba/util/util"
"time"
)
func (r *TrucoRoom) loadRobot(user *Player, seat *TrucoSeat) {
if user.IsRobot() {
init := false
for _, s := range r.Seats {
if !s.Empty() && s.Player().IsRobot() && s.Player().Robot != nil {
r.SetRobotTemper(seat.No(), s.Player().Robot.Cnf())
init = true
break
}
}
if !init {
if cnf := r.RandRobotCnf(); cnf != stub.RteUnknown {
//cnf = r.RobotCnfByTemper(stub.RteAplomb)
r.SetRobotTemper(seat.No(), cnf)
} else {
log.Error(r.SeatLog(seat, "rand robot error. cnf is nil"))
}
}
}
}
func (r *TrucoRoom) makePlayerToProto(seat *TrucoSeat, hidePoker bool) *proto.Player {
user := seat.Player()
protoPlayer := &proto.Player{
UserId: user.UID,
Mnick: user.MNick,
HeadUrl: user.HeadURL,
IconId: user.IconId,
AvatarFrame: user.AvatarFrame,
Sex: user.Sex,
Coin: 0,
TakeCoin: user.TakeCoin,
ClubTakeCoin: user.TakeClubCoin,
Poker: nil,
Seat: seat.No(),
IsRed: int(r.teamColor(seat.No())),
State: util.Tie(seat.FakeLeave(), 0, 1),
}
for _, pk := range seat.Pokers {
protoPlayer.Poker = append(protoPlayer.Poker, util.Tie[int](!hidePoker, pk.ToInt(), 0))
}
if seat.OutPoker != nil {
protoPlayer.OutPoker = seat.OutPoker.ToInt()
}
if r.ClubId() != 0 {
protoPlayer.ClubCoin = r.GetCoin(user.UID)
} else {
protoPlayer.Coin = r.GetCoin(user.UID)
}
return protoPlayer
}
func (r *TrucoRoom) makeProtoRoomInfo() *proto.NtfRoomInfo {
protoRoom := &proto.NtfRoomInfo{
RoomId: r.Id(),
RoomType: r.Type(),
ClubId: r.ClubId(),
Blind: r.RoomCnf.Blind,
CuttingPoker: 0,
Point: r.point,
RedScore: r.points[TcRed],
GreenScore: r.points[TcGreen],
RoundSettle: nil,
State: int(r.gameStep),
GameCount: r.smallGameCount,
Star: r.star,
}
if r.pokers.GhostPoker() != nil {
protoRoom.CuttingPoker = r.pokers.GhostPoker().ToInt()
}
if r.gameStep != GsGameSettle && r.gameStep != GsWaitGame {
for _, rs := range r.light {
protoRoom.RoundSettle = append(protoRoom.RoundSettle, int(rs))
}
}
return protoRoom
}
// 重进入
func (r *TrucoRoom) checkEnterRoom(user *Player) (code proto.ErrorCode, seat *TrucoSeat, isReentry bool) {
if r.ClubId() > 0 {
if userClubInfo, _ := model.NewUserClubInfoOp().Load(user.UID, r.ClubId()); userClubInfo == nil {
code = proto.NotInClub
return
}
}
code = proto.RoomFull
for _, st := range r.Seats {
if !st.Empty() && st.Player().UID == user.UID {
seat = st
isReentry = true
code = proto.Ok
st.SetFakeLeave(false)
break
}
}
if !isReentry {
for _, st := range r.Seats {
if st.Empty() {
seat = st
code = proto.Ok
st.SetPlayer(user)
st.SetFakeLeave(false)
break
}
}
}
return code, seat, isReentry
}
// 重进入房间
func (r *TrucoRoom) onReentryRoom(msg map[string]interface{}) {
_, _, uid, _ := ParseMsg(msg)
seat := r.GetSeat(uid)
if seat == nil {
log.Error(r.Log("player:%d seat is nil", uid))
return
}
r.OnEnterRoom(seat.Player())
}
// 加入房间
func (r *TrucoRoom) OnEnterRoom(user *Player) {
code, seat, isReentry := r.checkEnterRoom(user)
if code != proto.Ok {
r.SendMsg(user, proto.RspEnterRoomId, &proto.RspEnterRoom{Code: code}, false)
return
}
if !isReentry {
if user.IsRobot() {
r.loadRobot(user, seat)
}
r.addResource(seat.Player(), r.RoomCnf.MinCoin, model.ResTakeCoins, model.ReasonEnter)
log.Info(r.SeatLog(seat, "进入房间,携带金币:%v", r.GetTakeCoin(seat.Player())))
model.SetUserPlayingRoom(seat.Player().UID, r.Id(), true)
r.TriggerClubMemberPlaying(seat.Player().UID, true)
} else {
log.Info(r.SeatLog(seat, "重连进入房间"))
}
// 向玩家发送消息
rsp := &proto.RspEnterRoom{
Code: proto.Ok,
RoomId: r.Id(),
RoomType: r.Type(),
PlayType: r.PlayType(),
ClubId: r.ClubId(),
GameInfo: r.MakeClubPlayGameInfo(),
IsReentry: util.Tie(isReentry, 1, 0),
}
r.SendMsg(user, proto.RspEnterRoomId, rsp, false)
r.notifyRoomInfo(user)
r.notifyPlayerInfo(user, isReentry)
// 发送游戏开始消息
if !isReentry && r.SeatPlayerNum() == r.RoomCnf.MinPlayers {
ntf := &proto.NtfGameStart{Time: time.Now().Unix()}
r.Broadcast(proto.NtfStartGameId, ntf, false)
r.SetStatus(state.RsReadyStart)
r.gameStep = GsReadyGame
r.NewTimer(baseroom.TtGameReadyStart, time.Duration(stub.GGlobal.TrucoGameStartTime)*time.Second)
}
if isReentry {
rMsg := util.MakeMessage(proto.ReqReconnectId, &proto.ReqReconnect{RoomId: r.Id()}, user.UID, r.Id())
r.OnMessage(proto.ReqReconnectId, rMsg)
}
r.UpdateClubWaitingRoom()
}
func (r *TrucoRoom) leaveRoom(seat *TrucoSeat) {
//log.Debug(r.Log("games tep:%v room status:%v", GsWaitGame, state.RsWait))
if r.gameStep == GsWaitGame || r.Status() == state.RsWait {
r.addResource(seat.Player(), -r.GetTakeCoin(seat.Player()), model.ResTakeCoins, model.ReasonLeave)
log.Info(r.SeatLog(seat, "归还携带金币:%v", -r.GetTakeCoin(seat.Player())))
model.SetUserPlayingRoom(seat.Player().UID, r.Id(), false)
// 回收机器人
if seat.Player().IsRobot() {
log.Debug(r.SeatLog(seat, "清理并归还机器人"))
seat.Player().CleanRobot()
seat.Player().Robot = nil
if r.ClubId() > 0 {
ClubRobotMgr.Push(seat.Player(), r.ClubId())
} else {
RobotMgr.Push(seat.Player())
}
} else {
playingNum, err := model.DelRoomTypePlayerNum(r.RoomCnf, seat.Player().UID)
if err == nil && r.RoomCnf.Mode != int(stub.RmClub) {
// 金币场 广播虚假在玩人数
BroadcastMsg(proto.NtfPlayingNumId, &proto.NtfPlayingNum{RoomType: r.RoomCnf.Id, PlayingNum: model.CalculateFakeCount(playingNum)})
}
}
r.TriggerClubMemberPlaying(seat.Player().UID, false)
seat.SetPlayer(nil)
r.UpdateClubPlayingRoomInfo()
r.UpdateClubWaitingRoom()
} else {
seat.SetFakeLeave(true)
}
}
// 离开房间
func (r *TrucoRoom) onLeaveRoom(msg map[string]interface{}) {
_, _, uid, _ := ParseMsg(msg)
seat := r.GetSeat(uid)
if seat == nil {
log.Error(r.Log("player:%d seat is nil", uid))
return
}
log.Debug(r.SeatLog(seat, "玩家申请离开房间, room status:%v", r.gameStep))
// 向玩家发送消息
rsp := &proto.NtfLeaveRoom{
CurrentSeat: seat.No(),
RoomId: r.Id(),
}
r.SendMsg(seat.Player(), proto.RspLeaveRoomId, &proto.RspLeaveRoom{Code: proto.Ok, RoomId: r.Id(), CurrentSeat: seat.No()}, false)
if r.Status() == state.RsWait {
r.Broadcast(proto.NtfLeaveRoomId, rsp, false, seat.Player())
} else {
seat.SetFakeLeave(true)
r.notifyFakeLeave(seat)
}
r.leaveRoom(seat)
}
func (r *TrucoRoom) checkOutPoker(seat *TrucoSeat, req *proto.ReqPlayerOutPoker) (proto.ErrorCode, *poker.Poker) {
if !seat.CanAct() {
log.Error(r.SeatLog(seat, "不能行动"))
return proto.BadAction, nil
}
if r.gameStep >= GsGameSettle {
log.Error(r.SeatLog(seat, "game is over"))
return proto.BadAction, nil
}
if seat.No() != r.current {
log.Error(r.SeatLog(seat, "is not current:%v", r.current))
return proto.NotCurrent, nil
}
// 叫分中,不能出牌
if !r.canOutPoker() {
log.Error(r.SeatLog(seat, "out card error.because room status is call status"))
return proto.BadAction, nil
}
pokerPos := -1
for pos, p := range seat.Pokers {
if p.ToInt() == req.Poker {
pokerPos = pos
}
}
if pokerPos == -1 {
log.Error(r.SeatLog(seat, "has not poker:%v %v", req.Poker, poker.NewPoker(req.Poker).ToString()))
return proto.BadParam, nil
}
pk := seat.Pokers[pokerPos]
seat.Pokers = append(seat.Pokers[:pokerPos], seat.Pokers[pokerPos+1:]...)
return proto.Ok, pk
}
// 玩家出牌
func (r *TrucoRoom) onOutPoker(msg map[string]interface{}) {
_, _, uid, data := ParseMsg(msg)
req, err := util.MapToStructT[proto.ReqPlayerOutPoker](data)
if err != nil {
log.Error(r.Log(err.Error()))
return
}
seat := r.GetSeat(uid)
if seat == nil {
log.Error(r.Log("player:%d seat is nil", uid))
return
}
//log.Debug(r.SeatLog(seat, "申请出牌:%v玩家手牌:%v", poker.NewPoker(req.Poker).ToString(), poker.PokersToString(seat.pokers)))
code, outPoker := r.checkOutPoker(seat, req)
if code != proto.Ok {
rsp := &proto.RspPlayerOutPoker{Code: code, Poker: nil}
for _, p := range seat.Pokers {
rsp.Poker = append(rsp.Poker, p.ToInt())
}
if seat.OutPoker != nil {
rsp.OutPoker = seat.OutPoker.ToInt()
}
r.SendMsg(seat.Player(), proto.RspPlayerOutPokerId, rsp, false)
return
} else {
r.Broadcast(proto.NtfPlayerOutPokerId, &proto.NtfPlayerOutPoker{CurrentSeat: seat.No(), Poker: req.Poker}, false)
}
// 牌局回顾
r.record.AddAction(proto.NtfPlayerOutPokerId, &proto.NtfPlayerOutPoker{CurrentSeat: seat.No(), Poker: req.Poker})
if r.pokers.IsBigPoker(outPoker, stub.GGlobalAI.TrucoBiggerPoker) {
r.gameLog.Teams[r.teamColor(seat.No())].BigPoker++
}
seat.SetCanAct(false)
log.Debug(r.SeatLog(seat, "出牌:%v 剩余牌:%v", poker.NewPoker(req.Poker).ToString(), poker.PokersToString(seat.Pokers)))
//log.Debug(r.Log("cancel timer:TtPlayerAct"))
r.CancelTimer(baseroom.TtPlayerAct)
seat.OutPoker = outPoker
if r.isRoundOver() {
if r.roundSettle() {
// 对局结束,会清理部分数据
r.GameOver(nil)
}
} else {
r.NextSeat()
r.PlayerAct(r.CurrentPlayer())
}
}
func (r *TrucoRoom) checkSetDarkPoker(seat *TrucoSeat, req *proto.ReqSetDarkPoker) (proto.ErrorCode, *poker.Poker) {
if r.gameStep >= GsGameSettle {
log.Error(r.SeatLog(seat, "game is over"))
return proto.BadAction, nil
}
pokerPos := -1
for pos, p := range seat.Pokers {
if p.ToInt() == req.Poker {
pokerPos = pos
}
}
if pokerPos == -1 {
log.Error(r.SeatLog(seat, "has not poker:%v %v", req.Poker, poker.NewPoker(req.Poker).ToString()))
return proto.BadParam, nil
}
// 第一回合不能设置暗排
if r.round == 0 {
log.Error(r.SeatLog(seat, "第一回合不能设置暗排"))
return proto.NotSetDarkPoker, nil
}
pk := seat.Pokers[pokerPos]
return proto.Ok, pk
}
// 设置暗牌或恢复明牌
func (r *TrucoRoom) onSetDarkPoker(msg map[string]interface{}) {
_, _, uid, data := ParseMsg(msg)
req, err := util.MapToStructT[proto.ReqSetDarkPoker](data)
if err != nil {
log.Error(r.Log(err.Error()))
return
}
seat := r.GetSeat(uid)
if seat == nil {
log.Error(r.Log("player:%d seat is nil", uid))
return
}
code, outPoker := r.checkSetDarkPoker(seat, req)
if code != proto.Ok {
r.SendMsg(seat.Player(), proto.RspSetDarkPokerId, &proto.RspPlayerOutPoker{Code: code}, false)
return
}
outPoker.IsDark = !outPoker.IsDark
rsp := &proto.RspSetDarkPoker{Code: code, Poker: outPoker.ToInt()}
r.Broadcast(proto.RspSetDarkPokerId, rsp, false)
log.Debug(r.SeatLog(seat, "设置暗牌或恢复明牌:%v玩家手牌:%v", poker.NewPoker(req.Poker).ToString(), outPoker.ToString()))
// 牌局回顾
r.record.AddAction(proto.RspSetDarkPokerId, rsp)
}
func (r *TrucoRoom) checkPlayerAct(seat *TrucoSeat, req *proto.ReqPlayerAct) proto.ErrorCode {
if !seat.CanAct() {
log.Error(r.SeatLog(seat, "不能行动"))
return proto.BadAction
}
if r.gameStep != GsPlayerAct && r.gameStep != GsDecidingAct {
log.Error(r.SeatLog(seat, "gameStep:%v can not act", r.gameStep))
return proto.BadAction
}
// 玩家本轮操作中已操作过,不能重复操作
if lastAct := r.lastTeamAct(TcUnknown); lastAct != nil {
if _, ok := lastAct.actType[seat.No()]; ok {
return proto.BadAction
}
}
// 投降,直接判输,进入本局结算
if req.Raise == AtGiveUp.ToInt(r.PlayType()) {
return proto.Ok
}
colorPos := r.teamColor(seat.No())
switch req.Raise {
case AtTruco3.ToInt(r.PlayType()), AtP6.ToInt(r.PlayType()), AtP9.ToInt(r.PlayType()), AtP12.ToInt(r.PlayType()):
_, code := r.canRaise(colorPos, req.IsTruco, true)
return code
case AtAgree.ToInt(r.PlayType()):
return r.canAgree(colorPos)
default:
log.Error(r.SeatLog(seat, "req.sendRaise:%v is error", req.Raise))
return proto.BadParam
}
}
// 队友是否都已操作
func (r *TrucoRoom) isTeamAllOperated(teamColor TeamColor) bool {
teamAct := r.lastTeamAct(teamColor)
operated := true
for _, st := range r.Seats {
if r.teamColor(st.No()) == teamColor {
if _, ok := teamAct.actType[st.No()]; !ok {
operated = false
break
}
}
}
return operated
}
// 玩家放弃1v1则直接结算2v2则看队友是否也放弃
func (r *TrucoRoom) actGiveUp(seat *TrucoSeat) {
teamColor := r.teamColor(seat.No())
teamAct := r.lastTeamAct(teamColor)
operated := true
if r.IsMVM() {
operated = r.isTeamAllOperated(teamColor)
}
if teamAct.maxAct == AtGiveUp && operated {
r.GameOver(seat)
}
}
// 玩家行动回合,申请加分或弃牌或同意
func (r *TrucoRoom) onPlayerAct(msg map[string]interface{}) {
_, _, uid, data := ParseMsg(msg)
req, err := util.MapToStructT[proto.ReqPlayerAct](data)
if err != nil {
log.Error(r.Log(err.Error()))
return
}
seat := r.GetSeat(uid)
if seat == nil {
log.Error(r.Log("player:%d seat is nil", uid))
return
}
rsp := &proto.RspPlayerAct{Point: r.point}
if rsp.Code = r.checkPlayerAct(seat, req); rsp.Code != proto.Ok {
r.SendMsg(seat.Player(), proto.RspPlayerActId, rsp, false)
return
}
color := r.teamColor(seat.No())
seat.SetCanAct(false)
log.Debug(r.SeatLog(seat, "玩家申请操作:%v,操作回合:%v", IntToActType(req.Raise), r.round))
// 最近的一个操作是同意或者没有操作,本操作为放弃,则算主动放弃
nextLastAct := r.lastTeamAct(TcUnknown)
// 更新玩家选择
r.updateTeamAct(color, IntToActType(req.Raise), seat.No())
timerType := r.getActTimeType()
if timerType != baseroom.TtUnknown {
r.CancelTimer(timerType)
}
// 更新操作后的最近一个行动与nextLastAct不一定是同一个act
lastAct := r.lastTeamAct(TcUnknown)
rsp.NotOptSeat = -1
if r.IsMVM() && len(lastAct.actType) < r.RoomCnf.MinPlayers/2 {
ntfTeammateAct := &proto.NtfTeammateAct{CurrentSeat: seat.No(), Act: req.Raise}
// 广播给队友更新我的选择
r.BroadcastToColor(proto.NtfTeammateActId, ntfTeammateAct, color, false)
}
rsp.Point = r.point
rsp.IsTruco = util.Tie(len(r.actTypes) == 1, 1, 0)
rsp.CurrentSeat = seat.No()
rsp.Raise = lastAct.maxAct.ToInt(r.PlayType())
rsp.Star = r.star
if rsp.Raise == AtGiveUp.ToInt(r.PlayType()) && (nextLastAct == nil || nextLastAct.maxAct == AtAgree) {
rsp.IsTruco = 2
}
// 本队所有人都已操作完
if len(lastAct.actType) == r.RoomCnf.MinPlayers/2 {
if r.gameStep == GsDecidingAct {
r.gameStep = GsPlayerAct
}
if lastAct.maxAct == AtGiveUp {
// 广播给所有人
r.Broadcast(proto.RspPlayerActId, rsp, false)
// 牌局回顾
r.record.AddAction(proto.RspPlayerActId, rsp)
r.GameOver(seat)
} else if lastAct.maxAct == AtTruco3 || lastAct.maxAct == AtP6 || lastAct.maxAct == AtP9 || lastAct.maxAct == AtP12 {
r.lastTrucoColor = color
// 金币场 玩家接受truco,或者接受并加到P6P9,P12等情况倍数加1
if r.ClubId() == 0 && len(r.actTypes) > 1 {
r.star++
r.gameLog.Star = r.star
rsp.Star = r.star
}
actColor := r.rivalColor2(color)
for _, st := range r.Seats {
if r.teamColor(st.No()) == actColor {
st.SetCanAct(true)
log.Debug(r.SeatLog(st, "玩家可以操作"))
}
}
// 广播给所有人
r.Broadcast(proto.RspPlayerActId, rsp, false)
// 牌局回顾
r.record.AddAction(proto.RspPlayerActId, rsp)
r.notifyPlayerRspRaise()
r.NewTimer(baseroom.TtPlayerRspRaise, time.Duration(r.RoomCnf.ActTime+stub.GGlobal.TrucoActExTime)*time.Second, int(r.rivalColor2(color)))
} else if lastAct.maxAct == AtAgree {
// 金币场 玩家接受truco,倍数加1
if r.ClubId() == 0 {
r.star++
r.gameLog.Star = r.star
rsp.Star = r.star
}
// 广播给所有人
r.Broadcast(proto.RspPlayerActId, rsp, false)
// 牌局回顾
r.record.AddAction(proto.RspPlayerActId, rsp)
// 通知原玩家出牌
r.PlayerAct(r.CurrentPlayer())
}
}
}
// 游戏结束玩家申请展示手牌
func (r *TrucoRoom) onShowPoker(msg map[string]interface{}) {
_, _, uid, _ := ParseMsg(msg)
seat := r.GetSeat(uid)
if seat == nil {
log.Error(r.Log("player:%d seat is nil", uid))
return
}
log.Debug(r.SeatLog(seat, "申请展示手牌"))
if r.gameStep != GsGameSettle || len(seat.Pokers) == 0 {
r.SendMsg(seat.Player(), proto.RspShowPokerId, &proto.RspShowPoker{Code: proto.BadAction}, false)
return
}
r.SendMsg(seat.Player(), proto.RspShowPokerId, &proto.RspShowPoker{Code: proto.Ok}, false)
ntf := &proto.NtfShowPoker{CurrentSeat: seat.No()}
for _, pk := range seat.Pokers {
pk.IsDark = false
ntf.Poker = append(ntf.Poker, pk.ToInt())
}
r.Broadcast(proto.NtfShowPokerId, ntf, false)
r.gameLog.Teams[r.teamColor(seat.No())].Show++
}
// 玩家断线重连
func (r *TrucoRoom) onReconnect(msg map[string]interface{}) {
_, _, uid, _ := ParseMsg(msg)
seat := r.GetSeat(uid)
if seat == nil {
log.Error(r.Log("player:%d seat is nil", uid))
return
}
seat.SetFakeLeave(false)
r.notifyFakeLeave(seat)
//log.Debug(r.SeatLog(seat, "seat:%v 重连", seat.No()))
// 重连后取消托管状态
r.setPlayerHosting(seat.Player(), false)
rsp := &proto.RspReconnect{
Code: proto.Ok,
RoomInfo: r.makeProtoRoomInfo(),
Players: nil,
Dealer: r.dealer,
}
for _, st := range r.Seats {
if st.Empty() {
continue
}
rsp.Players = append(rsp.Players, r.makePlayerToProto(st, st.Player().UID != seat.Player().UID))
}
r.SendMsg(seat.Player(), proto.RspReconnectId, rsp, false)
if lastMsg, ok := r.LastMsg[uid]; ok {
ilm := lastMsg.Msg
if lm, ok1 := lastMsg.Msg.(*proto.NtfPlayerAct); ok1 && lastMsg.Tm.Unix() != 0 {
lm.Countdown -= int(time.Now().Unix() - lastMsg.Tm.Unix())
lm.Countdown = util.Tie(lm.Countdown < 0, 0, lm.Countdown)
} else if lm, ok1 := lastMsg.Msg.(*proto.NtfPlayerRspRaise); ok1 && lastMsg.Tm.Unix() != 0 {
lm.Countdown -= int(time.Now().Unix() - lastMsg.Tm.Unix())
lm.Countdown = util.Tie(lm.Countdown < 0, 0, lm.Countdown)
if teamAct := r.lastTeamAct(TeamColor(lm.TeamColor)); teamAct != nil {
for _, act := range teamAct.actType {
lm.Ally = append(lm.Ally, act.ToInt(r.PlayType()))
}
}
}
r.SendMsg(seat.Player(), lastMsg.MsgId, ilm, false)
log.Debug(r.SeatLog(seat, "重连补发消息:%v", lastMsg.MsgId))
}
}
// 服务器维护中
func (r *TrucoRoom) onMaintain(msg map[string]interface{}) {
r.onDisbandRoom(msg)
}
// gm解散房间
func (r *TrucoRoom) onDisbandRoom(_ map[string]interface{}) {
//_, _, _, data := ParseMsg(msg)
//req, err := util.MapToStructT[proto.NtfMaintain](data)
//if err != nil {
// log.Error(err.Error())
// return
//}
ntf := &proto.NtfMaintain{Code: proto.DisbandRoom}
r.CancelAllTimer()
r.gameStep = GsWaitGame
r.disband = state.RdtGm
r.Broadcast(proto.NtfMaintainId, ntf, false)
// 游戏结束
r.endTime = time.Now()
if r.record != nil {
log.Debug("r.record is not nil")
r.record.SetDisbandType(r)
r.record.AddAction(proto.NtfMaintainId, ntf)
r.SaveRecord(nil)
}
r.ReleaseRoom()
}
func (r *TrucoRoom) checkEmote(user *Player, req *proto.ReqEmote, rsp *proto.NtfEmote) {
rsp.Code = proto.Ok
rsp.EmoteId = req.EmoteId
rsp.DestSeat = req.DestSeat
it, ok := stub.GPayEmote[req.EmoteId]
if !ok {
// 免费表情
return
}
if it.Value < 1 {
rsp.Code = proto.Ok
return
}
resType, err := model.IntToRes(it.Type)
if err != nil {
log.Error(err.Error())
rsp.Code = proto.BadParam
return
}
rsp.ResType = it.Type
rsp.CostValue = it.Value
if resType == model.ResCoins {
op := model.NewUserResourceOp()
coins, err := op.Get(user.UID, model.ResCoins)
takeCoins, err1 := op.GetTakeCoin(user.UID)
if err1 != nil || err != nil {
rsp.Code = proto.Internal
log.Error(fmt.Sprintf("err:%v err1:%v", err, err1))
return
}
if coins-takeCoins < it.Value {
rsp.Code = proto.NotEnough
log.Debug(fmt.Sprintf("coins:%v takeCoins:%v emote cost:%v not enough", coins, takeCoins, it.Value))
return
}
r.addResource(user, -it.Value, model.ResCoins, model.ReasonEmote)
coins -= it.Value
rsp.ResVal = coins
} else {
op := model.NewUserResourceOp()
value, err := op.Get(user.UID, resType)
if err != nil {
rsp.Code = proto.Internal
log.Error(fmt.Sprintf("err:%v", err))
return
}
if value < it.Value {
rsp.Code = proto.NotEnough
log.Debug(fmt.Sprintf("resType:%v resValue:%v emote cost:%v not enough", resType, value, it.Value))
return
}
r.addResource(user, -it.Value, resType, model.ReasonEmote)
value -= it.Value
rsp.ResVal = value
}
return
}
// 游戏结束玩家申请展示手牌
func (r *TrucoRoom) onEmote(msg map[string]interface{}) {
_, _, uid, data := ParseMsg(msg)
seat := r.GetSeat(uid)
if seat == nil {
log.Error(r.Log("player:%d seat is nil", uid))
return
}
req, err := util.MapToStructT[proto.ReqEmote](data)
if err != nil {
log.Error(err.Error())
return
}
rsp := &proto.NtfEmote{Seat: seat.No()}
r.checkEmote(seat.Player(), req, rsp)
log.Debug(r.SeatLog(seat, "第%d小局,使用表情:%v", r.smallGameCount, Emote(req.EmoteId)))
isTeamEmote := Emote(req.EmoteId).IsSecret()
r.gameLog.TrucoPlayers[seat.No()].EmoteNum++
if isTeamEmote {
r.BroadcastToColor(proto.NtfEmoteId, rsp, r.teamColor(seat.No()), false)
} else {
if rsp.Code == proto.Ok {
r.Broadcast(proto.NtfEmoteId, rsp, false)
} else {
r.SendMsg(seat.Player(), proto.NtfEmoteId, rsp, false)
}
}
}
// 玩家准备
func (r *TrucoRoom) onReady(msg map[string]interface{}) {
_, _, uid, _ := ParseMsg(msg)
seat := r.GetSeat(uid)
if seat == nil {
log.Error(r.Log("player:%d seat is nil", uid))
return
}
log.Debug(r.SeatLog(seat, "收到玩家准备"))
seat.SetReady(true)
allReady := true
for _, st := range r.Seats {
if !st.Ready() {
allReady = false
break
}
}
if allReady {
r.CancelTimer(baseroom.TtGameReadyStart)
if r.SeatPlayerNum() == r.RoomCnf.MinPlayers && r.Status() != state.RsGaming {
r.ReInit()
r.GameStart()
}
}
// 游戏中,重连玩家发送准备后,设置为假离开后返回
if r.Status() == state.RsGaming {
r.SetFakeLeave(uid, false)
}
}
// 返回错误码,是否解散,解散发起人
func (r *TrucoRoom) checkUserDisbandRoom(uid int64, req *proto.ReqUserDisbandRoom) (proto.ErrorCode, bool, int64) {
if r.ClubId() < 1 {
return proto.BadParam, false, 0
}
if r.Status() == state.RsWait {
return proto.NotDisbandRoom, false, 0
}
// 申请解散
if req.Type == 0 {
if req.Agree == int(state.DtStart) {
r.disbandInfo = make(map[int64]int)
r.disbandTime = time.Now().Unix()
r.NewTimer(baseroom.TtDelDisbandRoomInfo, time.Second*(baseroom.DisbandRoomCd+2))
}
if r.disbandInfo == nil {
return proto.BadParam, false, 0
}
seat := r.GetSeat(uid)
if seat == nil {
return proto.BadParam, false, 0
}
r.disbandInfo[uid] = req.Agree
initiator := int64(0)
agree := 0
for k, v := range r.disbandInfo {
if v > 0 {
agree++
}
if v == 2 {
initiator = k
}
}
if agree == r.SeatPlayerNum() {
return proto.Ok, true, initiator
}
return proto.Ok, false, initiator
}
// 管理员强制解散
clubUser, err := model.NewUserClubInfoOp().Load(uid, r.ClubId())
if err != nil {
return proto.NotClubMgr, false, 0
}
if clubUser.Admin == 1 {
return proto.Ok, true, 0
}
if clubUser.Admin != 2 {
return proto.NotClubMgr, false, 0
}
perms := model.NewClubPermissionsOp().Load(r.ClubId())
for _, pi := range perms {
if pi == 1005 {
return proto.Ok, true, 0
}
}
return proto.NotClubMgr, false, 0
}
func (r *TrucoRoom) onUserDisbandRoom(msg map[string]interface{}) {
_, _, uid, data := ParseMsg(msg)
req, err := util.MapToStructT[proto.ReqUserDisbandRoom](data)
if err != nil {
log.Error(err.Error())
return
}
code, ok, initiator := r.checkUserDisbandRoom(uid, req)
rsp := proto.RspUserDisbandRoom{Code: code, RoomId: r.Id(), Type: req.Type}
SendMsgToGate(uid, proto.RspUserDisbandRoomId, rsp)
log.Debug(r.Log("user:%v 解散房间.reqType:%v 同意:%v", uid, req.Type, req.Agree))
ntf := &proto.NtfUserDisbandRoom{
RoomId: r.Id(),
CountDown: int(baseroom.DisbandRoomCd - (time.Now().Unix() - r.disbandTime)),
CountDownEx: 2,
Type: req.Type,
Agree: nil,
Against: nil,
Initiator: initiator,
}
if code == proto.Ok {
log.Debug(r.Log("解散时间:%v now:%v begin:%v 差值:%v", baseroom.DisbandRoomCd, time.Now().Unix(), r.disbandTime, time.Now().Unix()-r.disbandTime))
if ntf.CountDown < 0 || ntf.CountDown > 10 {
ntf.CountDown = 0
}
for user, agree := range r.disbandInfo {
if agree == 0 {
ntf.Against = append(ntf.Against, user)
} else {
ntf.Agree = append(ntf.Agree, user)
}
}
r.Broadcast(proto.NtfUserDisbandRoomId, ntf, true)
}
// 管理员解散房间,此时可能房间未开始,直接解散
if ok {
r.CancelAllTimer()
r.gameStep = GsWaitGame
// 游戏结束
r.endTime = time.Now()
r.disband = util.Tie(req.Type == 0, state.RdtMember, state.RdtMgr)
if r.record != nil {
r.record.SetDisbandType(r)
r.record.AddAction(proto.NtfUserDisbandRoomId, ntf)
r.SaveRecord(nil)
}
r.ReleaseRoom()
}
}
func (r *TrucoRoom) onHosting(msg map[string]any) {
_, _, uid, data := ParseMsg(msg)
req, err := util.MapToStructT[proto.ReqHosting](data)
if err != nil {
log.Error(err.Error())
return
}
seat := r.GetSeat(uid)
if seat == nil {
log.Error(r.Log("player:%d seat is nil", uid))
return
}
r.setPlayerHosting(seat.Player(), req.Enable)
}