567 lines
19 KiB
Go
567 lines
19 KiB
Go
package game
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import (
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"github.com/c-my/MahjongServer/config"
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"github.com/c-my/MahjongServer/message"
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"github.com/c-my/MahjongServer/model"
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"github.com/c-my/MahjongServer/rule"
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"log"
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)
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type MahjongManager struct {
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wall *model.Wall
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playerTile []model.PlayerTile
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rules rule.MahjongRule
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firstPlayer int
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gameRecvCh chan message.GameMsgRecv
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gameSendCh chan message.GameMsgSend
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tableOrderCh chan int
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gameResultCh chan message.GameResultMsg
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lastTableOrder int
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currentTableOrder int
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cancelList [4]bool
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lastMsgRecv message.GameMsgRecv
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}
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//NewMahjongManager return new Mahjong instance, with initiated game channels
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// and tile-wall
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func NewMahjongManager(gameRecvCh chan message.GameMsgRecv,
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gameSendCh chan message.GameMsgSend,
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tableOrderCh chan int,
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gameResultCh chan message.GameResultMsg,
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r rule.MahjongRule) *MahjongManager {
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mahjong := MahjongManager{}
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mahjong.rules = r
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mahjong.wall = model.NewWall(r.GenerateTiles)
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mahjong.playerTile = make([]model.PlayerTile, 4)
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mahjong.firstPlayer = 0
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mahjong.gameRecvCh = gameRecvCh
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mahjong.gameSendCh = gameSendCh
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mahjong.tableOrderCh = tableOrderCh
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mahjong.gameResultCh = gameResultCh
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return &mahjong
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}
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//Start will start the main loop of a game in a new goroutine
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func (m *MahjongManager) Start() {
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go m.gameLoop(m.gameRecvCh, m.gameSendCh)
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}
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func (m MahjongManager) GetFirstPlayer() {
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panic("implement me")
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}
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func (m *MahjongManager) gameLoop(gameRecvCh chan message.GameMsgRecv, gameSendCh chan message.GameMsgSend) {
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for {
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msg := <-gameRecvCh
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log.Printf("player:[%d], action:[%d] ", msg.TableOrder, msg.Action)
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switch msg.Action {
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case config.Start:
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//inform each player their order
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m.tableOrderCh <- m.firstPlayer
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m.handleStart(msg)
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case config.Discard:
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m.handleDiscard(msg, true)
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case config.Chow:
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m.handleChow(msg)
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case config.Pong:
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m.handlePong(msg)
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case config.ExposedKong:
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m.handleExposedKong(msg)
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case config.ConcealedKong:
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m.handleConcealedKong(msg)
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case config.AddedKong:
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m.handleAddedKong(msg)
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case config.Win:
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m.handleWin(msg)
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case config.Cancel:
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m.handleCancel(msg)
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}
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}
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}
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func (m *MahjongManager) handleStart(msg message.GameMsgRecv) {
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m.resetCancelList()
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m.dealTile()
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//m.dealTileTest()
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newTile := m.wall.FrontDraw()
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if newTile.IsEmpty() {
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m.gameResultCh <- getTieResult()
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return
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}
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//TODO:判断第一张牌能否碰、杠、胡
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availableActions := m.getAvailableActions(m.playerTile[msg.TableOrder].HandTiles, m.playerTile[msg.TableOrder].ShownTiles, newTile)
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m.playerTile[msg.TableOrder].HandTiles = append(m.playerTile[msg.TableOrder].HandTiles, newTile)
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model.SortTiles(m.playerTile[msg.TableOrder].HandTiles)
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var msgSend message.GameMsgSend
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msgSend = message.GameMsgSend{
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MsgType: config.GameMsgType,
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TableOrder: -1,
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CurrentTurn: msg.TableOrder,
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CurrentTile: newTile,
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AvailableActions: availableActions,
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LastTurn: msg.TableOrder,
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LastAction: config.Draw,
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PlayerTile: m.playerTile,
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WallCount: m.wall.Length(),
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}
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m.gameSendCh <- msgSend
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}
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func (m *MahjongManager) Draw(hand []model.Tile, shown []model.ShownTile, newTile model.Tile) {
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}
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func (m *MahjongManager) handleDiscard(msg message.GameMsgRecv, removeHand bool) {
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currentOrder := msg.TableOrder
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m.lastTableOrder = msg.TableOrder
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if removeHand { //从手牌中删除
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m.lastMsgRecv = msg
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hand := m.playerTile[msg.TableOrder].HandTiles
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m.playerTile[msg.TableOrder].HandTiles = model.RemoveTile(hand, msg.Tile, 1)
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}
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// 检查是否有人胡牌
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for i := 1; i <= 3; i++ {
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order := (currentOrder + i) % 4
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if m.cancelList[order] {
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continue
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}
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hand := m.playerTile[order].HandTiles
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shown := m.playerTile[order].ShownTiles
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if m.rules.CanWin(hand, shown, msg.Tile) {
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//send msg to this potential winner
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msgSend := message.GameMsgSend{
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MsgType: config.GameMsgType,
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TableOrder: -1,
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CurrentTurn: order,
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CurrentTile: msg.Tile,
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AvailableActions: []int{config.Win},
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LastTurn: msg.TableOrder,
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LastAction: config.Discard,
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PlayerTile: m.playerTile,
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WallCount: m.wall.Length(),
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}
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m.gameSendCh <- msgSend
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return
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}
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}
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// 检查是否有人碰、杠
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for i := 1; i <= 3; i++ {
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order := (currentOrder + i) % 4
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if m.cancelList[order] {
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continue
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}
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hand := m.playerTile[order].HandTiles
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if m.rules.CanExposedKong(hand, msg.Tile) {
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availableAction := make([]int, 0)
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chowTypes := make([]int, 0)
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availableAction = append(availableAction, config.Pong, config.ExposedKong)
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if i == 1 {
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canChow, types := m.rules.CanChow(hand, msg.Tile)
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if canChow {
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availableAction = append(availableAction, config.Chow)
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chowTypes = types
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}
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}
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msgSend := message.GameMsgSend{
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MsgType: config.GameMsgType,
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TableOrder: -1,
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CurrentTurn: order,
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CurrentTile: msg.Tile,
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AvailableActions: availableAction,
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LastTurn: msg.TableOrder,
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LastAction: config.Discard,
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ChowTypes: chowTypes,
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PlayerTile: m.playerTile,
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WallCount: m.wall.Length(),
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}
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m.gameSendCh <- msgSend
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return
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}
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if m.rules.CanPong(hand, msg.Tile) {
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availableAction := make([]int, 0)
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chowTypes := make([]int, 0)
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availableAction = append(availableAction, config.Pong)
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if i == 1 {
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canChow, types := m.rules.CanChow(hand, msg.Tile)
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if canChow {
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availableAction = append(availableAction, config.Chow)
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chowTypes = types
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}
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}
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msgSend := message.GameMsgSend{
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MsgType: config.GameMsgType,
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TableOrder: -1,
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CurrentTurn: order,
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CurrentTile: msg.Tile,
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AvailableActions: availableAction,
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LastTurn: msg.TableOrder,
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LastAction: config.Discard,
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ChowTypes: chowTypes,
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PlayerTile: m.playerTile,
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WallCount: m.wall.Length(),
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}
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m.gameSendCh <- msgSend
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return
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}
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}
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// 检查是否有人吃
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order := (currentOrder + 1) % 4
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nextHand := m.playerTile[order].HandTiles
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canChow, chowTypes := m.rules.CanChow(nextHand, msg.Tile)
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if !m.cancelList[order] && canChow {
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msgSend := message.GameMsgSend{
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MsgType: config.GameMsgType,
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TableOrder: -1,
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CurrentTurn: order,
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CurrentTile: msg.Tile,
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AvailableActions: []int{config.Chow},
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LastTurn: msg.TableOrder,
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LastAction: config.Discard,
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ChowTypes: chowTypes,
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PlayerTile: m.playerTile,
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WallCount: m.wall.Length(),
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}
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m.gameSendCh <- msgSend
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return
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}
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// 都没有
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// 加入打牌区
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dropTile := m.playerTile[msg.TableOrder].DropTiles
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m.playerTile[msg.TableOrder].DropTiles = append(dropTile, msg.Tile)
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//为下一位玩家发牌
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m.lastTableOrder = msg.TableOrder
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m.currentTableOrder = (msg.TableOrder + 1) % 4
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newTile := m.wall.FrontDraw()
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if newTile.IsEmpty() {
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m.gameResultCh <- getTieResult()
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return
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}
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availableActions := m.getAvailableActions(m.playerTile[m.currentTableOrder].HandTiles, m.playerTile[m.currentTableOrder].ShownTiles, newTile)
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m.playerTile[m.currentTableOrder].HandTiles = append(m.playerTile[m.currentTableOrder].HandTiles, newTile)
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model.SortTiles(m.playerTile[m.currentTableOrder].HandTiles)
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msgSend := message.GameMsgSend{
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MsgType: config.GameMsgType,
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TableOrder: -1,
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CurrentTurn: m.currentTableOrder,
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CurrentTile: newTile,
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AvailableActions: availableActions,
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LastTurn: msg.TableOrder,
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LastAction: config.Discard,
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PlayerTile: m.playerTile,
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WallCount: m.wall.Length(),
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}
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m.gameSendCh <- msgSend
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// end
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}
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func (m *MahjongManager) handleChow(msg message.GameMsgRecv) {
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m.resetCancelList()
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//更新手牌和明牌
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shown := m.playerTile[msg.TableOrder].ShownTiles
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// 删除手牌
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switch msg.ChowType {
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case config.LeftChow:
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mid := msg.Tile.GetRightTile()
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right := (*mid).GetRightTile()
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m.playerTile[msg.TableOrder].HandTiles = model.RemoveTile(m.playerTile[msg.TableOrder].HandTiles, *mid, 1)
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m.playerTile[msg.TableOrder].HandTiles = model.RemoveTile(m.playerTile[msg.TableOrder].HandTiles, *right, 1)
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m.playerTile[msg.TableOrder].ShownTiles = append(shown, model.ShownTile{
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ShownType: config.Chow,
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Tiles: []model.Tile{msg.Tile, *mid, *right},
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})
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case config.MidChow:
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left := msg.Tile.GetLeftTile()
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right := msg.Tile.GetRightTile()
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m.playerTile[msg.TableOrder].HandTiles = model.RemoveTile(m.playerTile[msg.TableOrder].HandTiles, *left, 1)
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m.playerTile[msg.TableOrder].HandTiles = model.RemoveTile(m.playerTile[msg.TableOrder].HandTiles, *right, 1)
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m.playerTile[msg.TableOrder].ShownTiles = append(shown, model.ShownTile{
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ShownType: config.Chow,
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Tiles: []model.Tile{*left, msg.Tile, *right},
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})
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case config.RightChow:
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mid := msg.Tile.GetLeftTile()
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left := (*mid).GetLeftTile()
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m.playerTile[msg.TableOrder].HandTiles = model.RemoveTile(m.playerTile[msg.TableOrder].HandTiles, *mid, 1)
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m.playerTile[msg.TableOrder].HandTiles = model.RemoveTile(m.playerTile[msg.TableOrder].HandTiles, *left, 1)
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m.playerTile[msg.TableOrder].ShownTiles = append(shown, model.ShownTile{
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ShownType: config.Chow,
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Tiles: []model.Tile{*left, *mid, msg.Tile},
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})
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}
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//发送消息
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msgSend := message.GameMsgSend{
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MsgType: config.GameMsgType,
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TableOrder: -1,
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CurrentTurn: msg.TableOrder,
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//CurrentTile: nil,
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AvailableActions: []int{config.Discard},
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LastTurn: msg.TableOrder,
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LastAction: config.Chow,
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PlayerTile: m.playerTile,
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WallCount: m.wall.Length(),
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}
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m.gameSendCh <- msgSend
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}
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// handlePong收到碰的消息,通知每个玩家,并等待该玩家发出打牌的消息
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func (m *MahjongManager) handlePong(msg message.GameMsgRecv) {
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m.resetCancelList()
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m.lastTableOrder = m.currentTableOrder
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m.currentTableOrder = msg.TableOrder
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hand := m.playerTile[msg.TableOrder].HandTiles
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shown := m.playerTile[msg.TableOrder].ShownTiles
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// 更新明牌
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m.playerTile[msg.TableOrder].ShownTiles = append(shown, model.ShownTile{
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ShownType: config.Pong,
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Tiles: []model.Tile{msg.Tile, msg.Tile, msg.Tile},
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})
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// 更新手牌
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newHand := model.RemoveTile(hand, msg.Tile, 2)
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m.playerTile[msg.TableOrder].HandTiles = newHand
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// 发送消息
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msgSend := message.GameMsgSend{
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MsgType: config.GameMsgType,
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TableOrder: -1,
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CurrentTurn: m.currentTableOrder,
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//CurrentTile: nil, //其他玩家不会管, 当前玩家会忽略
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AvailableActions: []int{config.Discard},
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LastTurn: m.currentTableOrder,
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LastAction: config.Pong,
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PlayerTile: m.playerTile,
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WallCount: m.wall.Length(),
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}
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m.gameSendCh <- msgSend
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}
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func (m *MahjongManager) handleExposedKong(msg message.GameMsgRecv) {
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m.resetCancelList()
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m.lastTableOrder = m.currentTableOrder
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m.currentTableOrder = msg.TableOrder
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// 更新手牌和明牌
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hand := m.playerTile[msg.TableOrder].HandTiles
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shown := m.playerTile[msg.TableOrder].ShownTiles
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newHand := model.RemoveTile(hand, msg.Tile, 3)
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newShown := append(shown, model.ShownTile{
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ShownType: config.ExposedKong,
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Tiles: []model.Tile{msg.Tile, msg.Tile, msg.Tile, msg.Tile},
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})
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m.playerTile[msg.TableOrder].HandTiles = newHand
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m.playerTile[msg.TableOrder].ShownTiles = newShown
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//为玩家发牌
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newTile := m.wall.BackDraw()
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if newTile.IsEmpty() {
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m.gameResultCh <- getTieResult()
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return
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}
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availableActions := m.getAvailableActions(m.playerTile[msg.TableOrder].HandTiles, m.playerTile[msg.TableOrder].ShownTiles, newTile)
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m.playerTile[msg.TableOrder].HandTiles = append(m.playerTile[msg.TableOrder].HandTiles, newTile)
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model.SortTiles(m.playerTile[msg.TableOrder].HandTiles)
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//发送消息
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msgSend := message.GameMsgSend{
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MsgType: config.GameMsgType,
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TableOrder: -1,
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CurrentTurn: msg.TableOrder,
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CurrentTile: newTile,
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AvailableActions: availableActions,
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LastTurn: msg.TableOrder,
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LastAction: config.ExposedKong,
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PlayerTile: m.playerTile,
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WallCount: m.wall.Length(),
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}
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m.gameSendCh <- msgSend
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}
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func (m *MahjongManager) handleConcealedKong(msg message.GameMsgRecv) {
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m.resetCancelList()
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// 更新手牌和明牌
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hand := m.playerTile[msg.TableOrder].HandTiles
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shown := m.playerTile[msg.TableOrder].ShownTiles
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newHand := model.RemoveTile(hand, msg.Tile, 4)
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newShown := append(shown, model.ShownTile{
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ShownType: config.ConcealedKong,
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Tiles: []model.Tile{msg.Tile, msg.Tile, msg.Tile, msg.Tile},
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})
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m.playerTile[msg.TableOrder].HandTiles = newHand
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m.playerTile[msg.TableOrder].ShownTiles = newShown
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//为玩家发牌
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newTile := m.wall.BackDraw()
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if newTile.IsEmpty() {
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m.gameResultCh <- getTieResult()
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return
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}
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availableActions := m.getAvailableActions(m.playerTile[msg.TableOrder].HandTiles, m.playerTile[msg.TableOrder].ShownTiles, newTile)
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m.playerTile[msg.TableOrder].HandTiles = append(m.playerTile[msg.TableOrder].HandTiles, newTile)
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model.SortTiles(m.playerTile[msg.TableOrder].HandTiles)
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//发送消息
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msgSend := message.GameMsgSend{
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MsgType: config.GameMsgType,
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TableOrder: -1,
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CurrentTurn: msg.TableOrder,
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CurrentTile: newTile,
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AvailableActions: availableActions,
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LastTurn: msg.TableOrder,
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LastAction: config.ConcealedKong,
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PlayerTile: m.playerTile,
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WallCount: m.wall.Length(),
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}
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m.gameSendCh <- msgSend
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}
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func (m *MahjongManager) handleAddedKong(msg message.GameMsgRecv) {
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m.resetCancelList()
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//更新手牌和明牌
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hand := m.playerTile[msg.TableOrder].HandTiles
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shown := m.playerTile[msg.TableOrder].ShownTiles
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m.playerTile[msg.TableOrder].HandTiles = model.RemoveTile(hand, msg.Tile, 1)
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pos := 0
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for i, v := range shown {
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if v.ShownType == config.Pong && v.Tiles[0].Equals(msg.Tile) {
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pos = i
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break
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}
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}
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newShown := make([]model.ShownTile, 0)
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newShown = append(newShown, shown[:pos]...)
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newShown = append(newShown, model.ShownTile{
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ShownType: config.AddedKong,
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Tiles: []model.Tile{msg.Tile, msg.Tile, msg.Tile, msg.Tile},
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})
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newShown = append(newShown, shown[pos+1:]...)
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m.playerTile[msg.TableOrder].ShownTiles = newShown
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//发牌
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newTile := m.wall.BackDraw()
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if newTile.IsEmpty() {
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m.gameResultCh <- getTieResult()
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return
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}
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availableActions := m.getAvailableActions(m.playerTile[msg.TableOrder].HandTiles, m.playerTile[msg.TableOrder].ShownTiles, newTile)
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m.playerTile[msg.TableOrder].HandTiles = append(m.playerTile[msg.TableOrder].HandTiles, newTile)
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model.SortTiles(m.playerTile[msg.TableOrder].HandTiles)
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//发送消息
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msgSend := message.GameMsgSend{
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MsgType: config.GameMsgType,
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TableOrder: -1,
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CurrentTurn: msg.TableOrder,
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CurrentTile: newTile,
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AvailableActions: availableActions,
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LastTurn: msg.TableOrder,
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LastAction: config.AddedKong,
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PlayerTile: m.playerTile,
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WallCount: m.wall.Length(),
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}
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m.gameSendCh <- msgSend
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}
|
|
|
|
func (m *MahjongManager) handleWin(msg message.GameMsgRecv) {
|
|
m.resetCancelList()
|
|
msgSend := message.GameResultMsg{
|
|
MsgType: config.GameResultMsgType,
|
|
Winner: msg.TableOrder,
|
|
FinalTile: msg.Tile,
|
|
}
|
|
m.gameResultCh <- msgSend
|
|
}
|
|
|
|
func (m *MahjongManager) handleCancel(msg message.GameMsgRecv) {
|
|
m.cancelList[msg.TableOrder] = true
|
|
m.handleDiscard(m.lastMsgRecv, false)
|
|
}
|
|
|
|
func (m *MahjongManager) getAvailableActions(hand []model.Tile, shown []model.ShownTile, newTile model.Tile) []int {
|
|
availableActions := make([]int, 0)
|
|
availableActions = append(availableActions, config.Discard)
|
|
if m.rules.CanConcealedKong(hand, newTile) {
|
|
availableActions = append(availableActions, config.ConcealedKong)
|
|
} else if m.rules.CanAddedKong(shown, newTile) {
|
|
availableActions = append(availableActions, config.AddedKong)
|
|
}
|
|
if m.rules.CanWin(hand, shown, newTile) {
|
|
availableActions = append(availableActions, config.Win)
|
|
}
|
|
return availableActions
|
|
}
|
|
|
|
func (m *MahjongManager) resetCancelList() {
|
|
m.cancelList[0] = false
|
|
m.cancelList[1] = false
|
|
m.cancelList[2] = false
|
|
m.cancelList[3] = false
|
|
}
|
|
|
|
func getTieResult() message.GameResultMsg {
|
|
return message.GameResultMsg{
|
|
MsgType: config.GameResultMsgType,
|
|
Winner: -1,
|
|
FinalTile: model.Tile{},
|
|
}
|
|
}
|
|
|
|
func (m *MahjongManager) dealTile() {
|
|
for i := 0; i < 3; i++ {
|
|
m.playerTile[0].HandTiles = append(m.playerTile[0].HandTiles, m.wall.FrontDraw())
|
|
m.playerTile[0].HandTiles = append(m.playerTile[0].HandTiles, m.wall.FrontDraw())
|
|
m.playerTile[0].HandTiles = append(m.playerTile[0].HandTiles, m.wall.FrontDraw())
|
|
m.playerTile[0].HandTiles = append(m.playerTile[0].HandTiles, m.wall.FrontDraw())
|
|
m.playerTile[1].HandTiles = append(m.playerTile[1].HandTiles, m.wall.FrontDraw())
|
|
m.playerTile[1].HandTiles = append(m.playerTile[1].HandTiles, m.wall.FrontDraw())
|
|
m.playerTile[1].HandTiles = append(m.playerTile[1].HandTiles, m.wall.FrontDraw())
|
|
m.playerTile[1].HandTiles = append(m.playerTile[1].HandTiles, m.wall.FrontDraw())
|
|
m.playerTile[2].HandTiles = append(m.playerTile[2].HandTiles, m.wall.FrontDraw())
|
|
m.playerTile[2].HandTiles = append(m.playerTile[2].HandTiles, m.wall.FrontDraw())
|
|
m.playerTile[2].HandTiles = append(m.playerTile[2].HandTiles, m.wall.FrontDraw())
|
|
m.playerTile[2].HandTiles = append(m.playerTile[2].HandTiles, m.wall.FrontDraw())
|
|
m.playerTile[3].HandTiles = append(m.playerTile[3].HandTiles, m.wall.FrontDraw())
|
|
m.playerTile[3].HandTiles = append(m.playerTile[3].HandTiles, m.wall.FrontDraw())
|
|
m.playerTile[3].HandTiles = append(m.playerTile[3].HandTiles, m.wall.FrontDraw())
|
|
m.playerTile[3].HandTiles = append(m.playerTile[3].HandTiles, m.wall.FrontDraw())
|
|
}
|
|
m.playerTile[0].HandTiles = append(m.playerTile[0].HandTiles, m.wall.FrontDraw())
|
|
m.playerTile[1].HandTiles = append(m.playerTile[1].HandTiles, m.wall.FrontDraw())
|
|
m.playerTile[2].HandTiles = append(m.playerTile[2].HandTiles, m.wall.FrontDraw())
|
|
m.playerTile[3].HandTiles = append(m.playerTile[3].HandTiles, m.wall.FrontDraw())
|
|
|
|
for i := 0; i <= 3; i++ {
|
|
m.playerTile[i].SortHand()
|
|
}
|
|
}
|
|
|
|
func (m *MahjongManager) dealTileTest() {
|
|
|
|
for i := 1; i <= 6; i++ {
|
|
m.playerTile[0].HandTiles = append(m.playerTile[0].HandTiles, model.Tile{Suit: model.Character, Number: i})
|
|
m.playerTile[1].HandTiles = append(m.playerTile[1].HandTiles, model.Tile{Suit: model.Character, Number: i}, model.Tile{Suit: model.Character, Number: i})
|
|
}
|
|
for i := 1; i <= 4; i++ {
|
|
m.playerTile[0].HandTiles = append(m.playerTile[0].HandTiles, model.Tile{Suit: model.Bamboo, Number: i})
|
|
m.playerTile[2].HandTiles = append(m.playerTile[2].HandTiles, model.Tile{Suit: model.Bamboo, Number: i}, model.Tile{Suit: model.Bamboo, Number: i}, model.Tile{Suit: model.Bamboo, Number: i})
|
|
}
|
|
m.playerTile[0].HandTiles = append(m.playerTile[0].HandTiles, model.Tile{Suit: model.Dragon, Number: 1})
|
|
m.playerTile[0].HandTiles = append(m.playerTile[0].HandTiles, model.Tile{Suit: model.Dragon, Number: 1})
|
|
m.playerTile[0].HandTiles = append(m.playerTile[0].HandTiles, model.Tile{Suit: model.Character, Number: 1})
|
|
m.playerTile[1].HandTiles = append(m.playerTile[1].HandTiles, model.Tile{Suit: model.Dragon, Number: 1})
|
|
m.playerTile[2].HandTiles = append(m.playerTile[2].HandTiles, model.Tile{Suit: model.Dragon, Number: 1})
|
|
|
|
for i := 0; i < 13; i++ {
|
|
m.playerTile[3].HandTiles = append(m.playerTile[3].HandTiles, m.wall.FrontDraw())
|
|
}
|
|
|
|
for i := 0; i <= 3; i++ {
|
|
m.playerTile[i].SortHand()
|
|
}
|
|
}
|