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- using System;
- using System.Collections.Generic;
- using System.Linq;
- namespace ET.Server
- {
- /// <summary>
- /// 出牌
- /// </summary>
- [MessageHandler(SceneType.Game)]
- public class C2G_DisCardHandler : AMRpcHandler<C2G_DisCard, G2C_DisCard>
- {
- protected override async ETTask Run(Session session, C2G_DisCard request, G2C_DisCard response, Action reply)
- {
- Player player = session.GetComponent<SessionPlayerComponent>().GetMyPlayer();
- if (player == null)
- {
- response.Error = ErrorCode.ERR_OperationError;
- response.Message = "玩家不存在或离线...";
- reply();
- return;
- }
-
- // 玩家是否进入房间
- if (player.RoomId <= 0)
- {
- response.Error = ErrorCode.ERR_OperationError;
- response.Message = "玩家不在房间,不可操作...";
- reply();
- return;
- }
- Scene scene = session.DomainScene();
-
- // 房间是否能找到
- Room room = scene.GetComponent<GameRoomComponent>().Get(player.RoomId);
- if (room == null)
- {
- response.Error = ErrorCode.ERR_OperationError;
- response.Message = "请求的房间不存在或已解散...";
- reply();
- return;
- }
-
- // todo 玩家房间是否已开始, 后面这个判断要调整
- // 房间状态
- HGHuangHuangComponent hgHuangHuangComponent = room.GetComponent<HGHuangHuangComponent>();
- if (hgHuangHuangComponent != null && hgHuangHuangComponent.State != 2)
- {
- response.Error = ErrorCode.ERR_OperationError;
- response.Message = "房间不在游戏中,不可出牌...";
- reply();
- return;
- }
-
- // 玩家状态
- if (player.State != 2)
- {
- response.Error = ErrorCode.ERR_OperationError;
- response.Message = "玩家不在游戏中,不可出牌...";
- reply();
- return;
- }
-
- if (request.Card <= 0 || !HGHuangHuangConst.Values.Contains(request.Card))
- {
- response.Error = ErrorCode.ERR_OperationError;
- response.Message = "出牌错误...";
- reply();
- return;
- }
-
- // 判断玩家是否可出牌
- if (hgHuangHuangComponent.CurrentPlayer.Id != player.Id)
- {
- response.Error = ErrorCode.ERR_OperationError;
- response.Message = "不是当前操作玩家,出牌错误...";
- reply();
- return;
- }
-
- // 出牌
- hgHuangHuangComponent.DisCard(room, player, request.Card, false);
-
- // 返回
- reply();
- await ETTask.CompletedTask;
- }
- }
- }
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