HGHuangHuangComponentSystem.cs 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301
  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. namespace ET.Server
  5. {
  6. [FriendOf(typeof (HGHuangHuangComponent))]
  7. public static class HGHuangHuangComponentSystem
  8. {
  9. [ObjectSystem]
  10. public class HGHuangHuangComponentAwakeSystem: AwakeSystem<HGHuangHuangComponent>
  11. {
  12. protected override void Awake(HGHuangHuangComponent self)
  13. {
  14. Room room = self.GetParent<Room>();
  15. if (room == null)
  16. {
  17. Log.Error($"黄冈晃晃主逻辑组件获取不到主实体...");
  18. return;
  19. }
  20. Log.Info($"创建黄冈晃晃主逻辑组件...");
  21. self.Flag = false;
  22. self.Time = 0;
  23. self.State = 0;
  24. self.Players = new Player[room.MaxNum];
  25. self.CurrentRound = 0;
  26. self.ZhuangPos = 0;
  27. self.Rand = new[] { 0, 0 };
  28. self.AdmitDefeatList = new List<long>();
  29. self.CanHuIds = new List<Player>();
  30. self.CanPgIds = new List<Player>();
  31. self.OperableList = new List<Player>();
  32. self.ClickHuIds = new List<Player>();
  33. self.CardList = new List<int>();
  34. self.UpdateTime = 0;
  35. // 初始化牌库
  36. for (int i = 0; i < 4; i++)
  37. {
  38. foreach (int value in HGHuangHuangConst.Values)
  39. {
  40. self.CardList.Add(value);
  41. }
  42. RandomGenerator.Shuffle(self.CardList);
  43. }
  44. }
  45. }
  46. [ObjectSystem]
  47. public class HGHuangHuangComponentDestroySystem: DestroySystem<HGHuangHuangComponent>
  48. {
  49. protected override void Destroy(HGHuangHuangComponent self)
  50. {
  51. Log.Info($"销毁黄冈晃晃主逻辑组件...");
  52. }
  53. }
  54. [ObjectSystem]
  55. [FriendOf(typeof(Room))]
  56. public class HGHuangHuangComponentUpdateSystem : UpdateSystem<HGHuangHuangComponent>
  57. {
  58. protected override void Update(HGHuangHuangComponent self)
  59. {
  60. long timeNow = TimeHelper.ClientNow();
  61. // 每秒执行一次
  62. if (timeNow - self.UpdateTime <= 1000)
  63. {
  64. return;
  65. }
  66. self.UpdateTime = timeNow;
  67. Room room = self.GetParent<Room>();
  68. if (room == null)
  69. {
  70. Log.Error($"黄冈晃晃主逻辑组件获取不到主实体...");
  71. return;
  72. }
  73. switch (self.State)
  74. {
  75. case 0:
  76. // 等待状态
  77. Log.Debug($"检测: 黄冈晃晃-房间号:{room.RoomId}, 房间人数:{room.Players.Count}, 状态:检测是否可开局...");
  78. if (self.CheckReadyStart(room))
  79. {
  80. self.State = 1;
  81. self.Flag = false;
  82. self.Time = 0;
  83. }
  84. // 120秒未开始直接解散
  85. if (self.Time >= 120)
  86. {
  87. room.Dispose();
  88. }
  89. break;
  90. case 1:
  91. // 开局
  92. if (!self.Flag)
  93. {
  94. if (self.Time >= 3)
  95. {
  96. self.Start(room);
  97. self.Flag = true;
  98. self.Time = 0;
  99. Log.Debug($"检测: 黄冈晃晃-房间号:{room.RoomId}, 房间人数:{room.Players.Count}, 状态:开局...VS动画...");
  100. }
  101. }
  102. else
  103. {
  104. if (self.Time > 0)
  105. {
  106. self.State = 2;
  107. self.Flag = false;
  108. self.Time = 0;
  109. }
  110. }
  111. break;
  112. case 2:
  113. // 进行中
  114. if (!self.Flag)
  115. {
  116. self.Flag = true;
  117. self.Time = 0;
  118. // 摸牌
  119. self.DrawCard(room);
  120. }
  121. else
  122. {
  123. // 强制操作
  124. if (self.Time > 30)
  125. {
  126. }
  127. }
  128. break;
  129. case 3:
  130. // 已结束
  131. break;
  132. }
  133. self.Time++;
  134. }
  135. }
  136. /// <summary>
  137. /// 检测是否可开始 3秒倒计时开始
  138. /// </summary>
  139. /// <param name="self"></param>
  140. /// <param name="room"></param>
  141. /// <returns></returns>
  142. private static bool CheckReadyStart(this HGHuangHuangComponent self, Room room)
  143. {
  144. if (!room.IsStart() || self.State != 0)
  145. {
  146. return false;
  147. }
  148. // 通知客户端3秒倒计时
  149. foreach (Player player in room.GetAllPlayers().Values.Where(player => player != null))
  150. {
  151. MessageHelper.SendToClient(player, new G2C_ReadyStartPush(){ReadyStartTime = 3});
  152. }
  153. return true;
  154. }
  155. /// <summary>
  156. /// 发牌
  157. /// </summary>
  158. /// <param name="self"></param>
  159. /// <param name="room"></param>
  160. private static void SendCard(this HGHuangHuangComponent self, Room room)
  161. {
  162. foreach (Player player in room.GetAllPlayers().Values.Where(player => player != null))
  163. {
  164. for (int i = 0; i < 13; i++)
  165. {
  166. int card = self.CardList[0];
  167. player.RemainCards = CardHelper.Add(player.RemainCards, card);
  168. self.CardList.RemoveAt(0);
  169. }
  170. }
  171. }
  172. /// <summary>
  173. /// 游戏开局
  174. /// </summary>
  175. /// <param name="self"></param>
  176. /// <param name="room"></param>
  177. private static void Start(this HGHuangHuangComponent self, Room room)
  178. {
  179. self.CurrentRound += 1;
  180. // 摇骰子
  181. int rand1 = RandomGenerator.RandomNumber(1, 7);
  182. int rand2 = RandomGenerator.RandomNumber(1, 7);
  183. self.Rand = new[] { rand1, rand2 };
  184. // 定庄
  185. self.ZhuangPos = (rand1 + rand2) % 4;
  186. // 设置当前操作玩家
  187. self.CurrentPlayer = self.Players[self.ZhuangPos];
  188. // 设置当前摸牌玩家
  189. self.DrawCardPlayer = self.Players[self.ZhuangPos];
  190. // 发牌
  191. self.SendCard(room);
  192. // 广播
  193. foreach (Player player in room.GetAllPlayers().Values.Where(player => player != null))
  194. {
  195. player.State = 2;
  196. MessageHelper.SendToClient(player, new G2C_StartPush(){info = ProtoHelper.RoomToProto(room, player, null)});
  197. Log.Info($"游戏开局, 房间id={room.RoomId}, 玩家id={player.Id}, 玩家={player.Name}, 手牌信息={player.RemainCards}");
  198. }
  199. }
  200. /// <summary>
  201. /// 摸牌
  202. /// </summary>
  203. /// <param name="self"></param>
  204. /// <param name="room"></param>
  205. private static void DrawCard(this HGHuangHuangComponent self, Room room)
  206. {
  207. // 2个以上玩家认输或牌库没牌了直接结束
  208. if (self.AdmitDefeatList.Count > 2 || self.CardList.Count <= 0)
  209. {
  210. self.GameOver(room);
  211. return;
  212. }
  213. Player drawCardPlayer = self.DrawCardPlayer;
  214. if (drawCardPlayer == null)
  215. {
  216. Log.Error($"房间id={room.RoomId}, 摸牌玩家为空...");
  217. return;
  218. }
  219. // 摸牌
  220. int card = self.CardList[0];
  221. drawCardPlayer.RemainCards = CardHelper.Add(drawCardPlayer.RemainCards, card);
  222. self.CardList.RemoveAt(0);
  223. // 当前摸的牌
  224. self.DrawCard = card;
  225. // 吃,碰,杠,胡,过
  226. bool hasAct = false;
  227. // 检测摸牌人动作, 校验摸牌是否胡
  228. Struct.HuRes huRes = HGHuangHuangHelper.CheckHu(drawCardPlayer.RemainCards);
  229. if (huRes.Type != HGHuangHuangConst.HU_DEFAULT)
  230. {
  231. hasAct = true;
  232. drawCardPlayer.Act[3] = 1;
  233. self.CanHuIds.Add(drawCardPlayer);
  234. if (!self.OperableList.Contains(drawCardPlayer))
  235. {
  236. self.OperableList.Add(drawCardPlayer);
  237. }
  238. }
  239. // todo 玩家听牌状态不允许杠
  240. // 检测摸牌人动作, 校验摸牌是否杠
  241. List<Struct.Kezi> gang = HGHuangHuangHelper.IsDrawGang(drawCardPlayer);
  242. if (gang is { Count: > 0 })
  243. {
  244. hasAct = true;
  245. drawCardPlayer.Act[2] = 1;
  246. if (!self.OperableList.Contains(drawCardPlayer))
  247. {
  248. self.OperableList.Add(drawCardPlayer);
  249. }
  250. if (!self.CanPgIds.Contains(drawCardPlayer))
  251. {
  252. self.CanPgIds.Add(drawCardPlayer);
  253. }
  254. }
  255. // 过牌
  256. drawCardPlayer.Act[4] = hasAct? 1 : 0;
  257. if (drawCardPlayer.HuCards.Any(_card => _card > 0 && _card == self.DrawCard))
  258. {
  259. drawCardPlayer.Act[4] = 0;
  260. }
  261. // 推送摸牌广播
  262. foreach (Player player in room.GetAllPlayers().Values.Where(player => player != null))
  263. {
  264. MessageHelper.SendToClient(player, new G2C_DrawCardPush(){info = ProtoHelper.RoomToProto(room, player, drawCardPlayer)});
  265. Log.Info($"摸牌, 房间id={room.RoomId}, 玩家id={player.Id}, 玩家={player.Name}, 摸牌玩家={player.Id == drawCardPlayer.Id}, 手牌信息={player.RemainCards}, 摸的牌={card}");
  266. }
  267. }
  268. /// <summary>
  269. /// 结束
  270. /// </summary>
  271. /// <param name="self"></param>
  272. /// <param name="room"></param>
  273. private static void GameOver(this HGHuangHuangComponent self, Room room)
  274. {
  275. }
  276. }
  277. }