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- // 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() {
- }
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