// 逻辑脚本,方法以小写加下划线命名 例:get_money_func package ludo import ( "fmt" "server/game" "server/msg" "server/tools" "time" ) type RoomInfoWrapper struct { *msg.RoomInfo TimerManager *tools.TimerManager startOptTime time.Time } func init() { } // 清理解散的房间 func ClearRoomInfoWrapperDisbandRoom() { gameConfig.mu.Lock() defer gameConfig.mu.Unlock() for k := range gameConfig.BattleRoom { if gameConfig.BattleRoom[k].RoomStatus == msg.RoomStatus_END { delete(gameConfig.BattleRoom, k) } } } func runBattle(room_info *RoomInfoWrapper) { gameConfig.mu.Lock() defer gameConfig.mu.Unlock() // cur_color_key := getCurColorEventKey(room_info) // TimerManager.AddEvent(cur_color_key,) gameConfig.BattleRoom[room_info.Id] = room_info game.Module.AfterFunc(time.Second*time.Duration(3), func() { room_info.notify_player_sz() }) } func GetBattleRoomById(id int32) *RoomInfoWrapper { gameConfig.mu.Lock() defer gameConfig.mu.Unlock() room_info, exists := gameConfig.BattleRoom[id] if !exists { return nil } return room_info } // 根据玩家的骰子数进行相关处理 func (room_info *RoomInfoWrapper) process_sz(msg_body *msg.NotifyPlayerSzNumber) { if msg_body.SzNumber == 6 { canMoveList := room_info.getRolesBySzNumber(msg_body.Color, msg_body.SzNumber) if len(canMoveList) > 0 { room_info.notify_player_move(canMoveList) } else { room_info.setNextPlayerRound() room_info.notify_player_sz() } } else { notAtHomeRoles := room_info.getRoleNotAtHomeByColor(msg_body.Color) if len(notAtHomeRoles) <= 0 { //全部都在家 room_info.setNextPlayerRound() room_info.notify_player_sz() } else if len(notAtHomeRoles) == 4 { //全部都从家里出来了 canMoveList := room_info.getCanMoveRoles(notAtHomeRoles, msg_body.SzNumber) if len(canMoveList) > 0 { room_info.notify_player_move(canMoveList) } else { room_info.setNextPlayerRound() room_info.notify_player_sz() } } else { if len(notAtHomeRoles) == 1 { //只有一个选择,那么直接让他走 //如果一个玩家离终点剩余的步骤不等于筛子数,也将会跳到下个人回合 if room_info.roleIsCanMove(notAtHomeRoles[0].MId, msg_body.SzNumber) { room_info.send_role_move(msg_body.Color, notAtHomeRoles[0].MId) } else { room_info.setNextPlayerRound() room_info.notify_player_sz() } } else { canMoveList := room_info.getCanMoveRoles(notAtHomeRoles, msg_body.SzNumber) if len(canMoveList) > 0 { room_info.notify_player_move(canMoveList) } else { room_info.setNextPlayerRound() room_info.notify_player_sz() } } } } } // 根据玩家走的步数进行相关处理 func (room_info *RoomInfoWrapper) process_move(color msg.RoleType, szNumber int32, isAddRound bool, isFinish bool) { if room_info.IsOverGame() { //宣布游戏结束 room_info.notify_settlement() } else { if szNumber == 6 || isAddRound || isFinish { //加一个回合 } else { //下个人回合 room_info.setNextPlayerRound() } room_info.notify_player_sz() } } // 通知玩家结算 func (room_info *RoomInfoWrapper) notify_settlement() { message := &msg.NotifySettlement{} message.FinishColors = room_info.getFinishColors() room_info.notify_to_all_player(message) } // 通知玩家开始移动角色 func (room_info *RoomInfoWrapper) notify_player_move(list []*msg.RoleData) { cur_color := room_info.CurRoundColor if len(list) == 1 { room_info.send_role_move(cur_color, list[0].MId) } else { if room_info.containsRobot(cur_color) { //如果是机器人,思考一秒然后执行移动角色 room_info.delay_action_move_robot(1000, cur_color, list) } } room_info.StartCountdownPlayerOpt() message := &msg.NotifyPlayerOpt{ Color: room_info.CurRoundColor, Opt: msg.OptType_SELECT_ROLE, CanMoveRoles: list, OptTime: room_info.get_cur_color_opt_time(), } room_info.notify_to_all_player(message) room_info.setCurColorOpt(message) } // 通知玩家状态 func (room_info *RoomInfoWrapper) notify_player_status(color msg.RoleType, status msg.PlayerStatus, colors []*msg.ColorData) { message := &msg.NotifyPlayerStatus{ Color: color, Status: status, Colors: colors, } room_info.notify_to_all_player(message) } // 获取当前回合玩家的操作时间 func (room_info *RoomInfoWrapper) get_cur_color_opt_time() int32 { end := time.Now() // 计算整数秒(直接截断小数部分) seconds := int(end.Sub(room_info.startOptTime).Seconds()) opt_time := gameRule.OPT_TIME - int32(seconds) fmt.Printf("room_info.OptTime:%d,%d\n", seconds, opt_time) return opt_time } // 通知玩家要骰子 func (room_info *RoomInfoWrapper) notify_player_sz() { cur_color := room_info.CurRoundColor room_info.StartCountdownPlayerOpt() message := &msg.NotifyPlayerOpt{ Color: cur_color, Opt: msg.OptType_ZHI_SHAI_ZI, OptTime: room_info.get_cur_color_opt_time(), } room_info.notify_to_all_player(message) room_info.setCurColorOpt(message) } // 托管操作一次 func (room_info *RoomInfoWrapper) tuo_guan_opt() { curColorOpt := room_info.CurColorOptData.Opt curColor := room_info.CurRoundColor if curColorOpt == msg.OptType_SELECT_ROLE { role_id := room_info.CurColorOptData.CanMoveRoles[0].MId room_info.send_role_move(curColor, role_id) } else if curColorOpt == msg.OptType_ZHI_SHAI_ZI { room_info.send_sz(curColor) } message := &msg.NotifyPlayerStatus{ Color: curColor, TimeOutColor: room_info.getColorDataByColor(curColor), Status: msg.PlayerStatus_COLOR_TIME_OUT, } room_info.notify_to_all_player(message) } // 超过10秒玩家没有操作,将他的timeout 累计加1,然后给他托管一次 func (room_info *RoomInfoWrapper) time_out_tuo_guan() { cur_color := room_info.CurRoundColor color_data := room_info.getColorDataByColor(cur_color) color_data.TimeOutNum = color_data.TimeOutNum + 1 if color_data.TimeOutNum > 5 { //如果玩家累计5次托管行为,将玩家踢出房间 room_info.tick_color_of_room(cur_color) if room_info.IsOverGame() { //宣布游戏结束 room_info.notify_settlement() } } else { room_info.tuo_guan_opt() } } // 开始计时玩家操作 func (room_info *RoomInfoWrapper) StartCountdownPlayerOpt() { room_info.startOptTime = time.Now() room_info.OptTime = gameRule.OPT_TIME room_info.TimerManager.AddEvent(room_info.GetRoomTimeOutKey(), time.Duration(gameRule.OPT_TIME)*time.Second, room_info.time_out_tuo_guan) } // 取消玩家计时 func (room_info *RoomInfoWrapper) CancelCountdownPlayerOpt() { room_info.TimerManager.RemoveEvent(room_info.GetRoomTimeOutKey()) } // 房间里通知所有玩家 func (room_info *RoomInfoWrapper) notify_to_all_player(message interface{}) { for i := range room_info.Colors { user_id := room_info.Colors[i].MId user_agent := getAgentByUserId(user_id) if user_agent != nil { user_agent.WriteMsg(message) } } } // 给前端展示一段时间后,再操作 func (room_info *RoomInfoWrapper) delayActionNextRound(td int32, color msg.RoleType, szNumber int32, isAddRound bool, isFinish bool) { dtn := time.Duration(td) * time.Microsecond game.Module.Skeleton.AfterFunc(dtn, func() { room_info.process_move(color, szNumber, isAddRound, isFinish) }) } // 给前端展示一段时间后,再操作 func (room_info *RoomInfoWrapper) delay_action_sz(td int, msg_body *msg.NotifyPlayerSzNumber) { dtn := time.Duration(td) * time.Microsecond game.Module.Skeleton.AfterFunc(dtn, func() { room_info.process_sz(msg_body) }) } // 延迟后,移动机器人 func (room_info *RoomInfoWrapper) delay_action_move_robot(td int, color msg.RoleType, list []*msg.RoleData) { dtn := time.Duration(td) * time.Microsecond game.Module.Skeleton.AfterFunc(dtn, func() { role := getRandomItem(list) room_info.send_role_move(color, role.MId) }) } // 更新房间信息发送给玩家 func (room_info *RoomInfoWrapper) notify_update_room_info() { room_info.notify_to_all_player(&msg.NotifyUpdateRoomInfo{ RoomInfo: room_info.RoomInfo, }) } // 将玩家从房间踢出 func (room_info *RoomInfoWrapper) tick_color_of_room(color msg.RoleType) { room_info.tickColor(color) message := &msg.NotifyPlayerStatus{ Color: color, Status: msg.PlayerStatus_COLOR_KICK, Colors: room_info.Colors, } room_info.notify_to_all_player(message) } // 解散房间 func (room_info *RoomInfoWrapper) dismiss_room() { }