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- package teen
- import (
- "fmt"
- "server/game"
- "server/game/room"
- "server/msg"
- "time"
- )
- // 创建定时管理器
- var timerMgr = NewTimerManager()
- // 开始发牌,先给庄家发牌
- func startDealCard(r *room.Room) {
- initCardDeck(r)
- shuffleCardDeck(r.CardDeck)
- if r.Status == room.RoomStatusWaiting {
- r.Status = room.RoomStatusDealing
- dealer := r.GetDealerPlayer()
- // 找到庄家下家依次发牌
- for _, player := range r.GetPlayersBySitPos(dealer.SitPos) {
- player.HandCards = getThreeCards(r)
- player.WaitCard = false
- game.Module.Skeleton.AfterFunc(time.Second*1, func() {
- notifyPlayerDealCard(r, player.SitPos)
- // 如果等待的人数小于等于0,则开始通知庄家操作
- if len(r.GetWaitCardPlayers()) <= 0 {
- game.Module.Skeleton.Go(func() {
- notifyPlayerAction(r, dealer.SitPos)
- }, func() {
- r.Status = room.RoomStatusPlaying
- })
- }
- })
- }
- }
- }
- // 返回牌堆里3张牌,并从牌堆中移除
- func getThreeCards(room *room.Room) []room.Card {
- // 获取前三张牌
- threeCards := room.CardDeck[:3]
- // 移除这三张牌(保留剩余的牌)
- room.CardDeck = room.CardDeck[3:]
- // 返回这三张牌
- return threeCards
- }
- // 通知玩家发牌
- func notifyPlayerDealCard(room *room.Room, sitPos int) {
- //遍历所有玩家
- for _, player := range room.Players {
- if player.Agent != nil {
- player.Agent.WriteMsg(&msg.ReqDealCard{SitPos: int32(sitPos)})
- }
- }
- }
- // 通知玩家操作
- func notifyPlayerAction(room *room.Room, sitPos int) {
- player := room.GetPlayerBySitPos(sitPos)
- if player.Agent != nil {
- player.Agent.WriteMsg(&msg.ReqPlayerAction{SitPos: int32(sitPos)})
- }
- //玩家超过思考时间,则算起牌,否则算操作
- addPlayerOptTimeout(room, player, time.Second*time.Duration(GameConfig.ThinkTime))
- // game.Module.Skeleton.AfterFunc(time.Second*time.Duration(GameConfig.ThinkTime), func() {
- // })
- }
- // 添加玩家操作超时事件
- func addPlayerOptTimeout(room *room.Room, player *room.Player, timeout time.Duration) {
- eventID := fmt.Sprintf("player_%s_opt_%s", player.Id, player.SitPos)
- timerMgr.AddEvent(eventID, timeout, func() {
- // 超时处理逻辑,弃牌
- discardCard(room, player.SitPos)
- })
- }
- // 收到玩家操作
- func recvPlayerOptAction(room *room.Room, sitPos int, optType msg.PlayerOptType) {
- player := room.GetPlayerBySitPos(sitPos)
- if player.Agent != nil {
- cancelOptTimeout(player, sitPos)
- if optType == msg.PlayerOptType_OPT_LOOK_CARD { // 看牌
- lookCard(room, sitPos)
- } else if optType == msg.PlayerOptType_OPT_DISCARD { // 弃牌
- discardCard(room, sitPos)
- } else if optType == msg.PlayerOptType_OPT_CALL { // 跟注
- call(room, sitPos)
- } else if optType == msg.PlayerOptType_OPT_RAISE { // 加注
- raise(room, sitPos)
- } else if optType == msg.PlayerOptType_OPT_DOUBLE { // 加倍
- double(room, sitPos)
- } else if optType == msg.PlayerOptType_OPT_FOLD { // 放弃
- fold(room, sitPos)
- }
- }
- }
- // 发送消息给所有玩家
- func SendRoundMsgToAll(room *room.Room, msg *msg.ReqRound) {
- for _, player := range room.Players {
- if player.Agent != nil {
- player.Agent.WriteMsg(msg)
- }
- }
- }
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