Beispiel #1
0
        public void GuoHaidi(string uid)
        {
            this.OutCardState = OutCardState.haidi;
            this.SetAllResetEvent();
            LinkedListNode <CsGamePlayer> node = FindPlayer(uid);

            this.haiGuoNumber++;

            //都没人要留局
            if (this.haiGuoNumber == this.Players.Count)
            {
                A1018Response.Builder rep1018 = A1018Response.CreateBuilder();
                rep1018.Card = this.cardArray[this.CardIndex];;
                var rep1018Array = rep1018.Build().ToByteArray();
                foreach (var row in Players)
                {
                    WebSocketServerWrappe.SendPackgeWithUser(row.PlayerUser.Uid, 1018, rep1018Array);
                }
                this.EndGame();
            }
            else
            {
                A1016Response.Builder rep1016 = A1016Response.CreateBuilder();
                rep1016.Uid = node.NextOrFirst().Value.PlayerUser.Uid;
                var rep1016Array = rep1016.Build().ToByteArray();
                foreach (var row in Players)
                {
                    WebSocketServerWrappe.SendPackgeWithUser(row.PlayerUser.Uid, 1016, rep1016Array);
                }
            }
        }
Beispiel #2
0
        /// <summary>
        /// 打牌
        /// </summary>
        /// <param name="uid"></param>
        /// <param name="card"></param>
        public void Da(string uid, int card)
        {
            if (uid != this.Player.Value.PlayerUser.Uid)
            {
                LogManager.Log.Debug("没有轮到" + uid + "打牌");
                return;
            }

            if (this.IsFrist)
            {
                foreach (var row in Players)
                {
                    if ((row.CheckKaiJuHu()) && row.PlayerUser.Uid != uid)
                    {
                        LogManager.Log.Debug("开局胡等待" + row.PlayerUser.Uid + "wait");
                        row.ResetEvent.WaitOne();
                        LogManager.Log.Debug("开局胡等待处理完毕" + row.PlayerUser.Uid + "wait");
                    }
                }
            }

            LogManager.Log.Debug("通过开局胡检查");
            this.IsFrist = false;
            this.Player.Value.DaCard(card);

            actionStorage.PushDa(uid, card);

            //为了记录打出的最后牌,为了断线重连状态保存
            this.CurrentCard.Clear();
            this.CurrentCard.Add(card);

            this.OutCardState = OutCardState.Normal;
            A1007Response.Builder response = A1007Response.CreateBuilder();
            response.Card = card;
            response.Uid  = uid;
            byte[] responseArray = response.Build().ToByteArray();

            foreach (var row in Players)
            {
                row.ResetEvent.Reset();
                WebSocketServerWrappe.SendPackgeWithUser(row.PlayerUser.Uid, 1007, responseArray);
            }

            LogManager.Log.Debug("当前玩家" + this.Player.Value.PlayerUser.Uid + "后续玩家" + this.Player.NextOrFirst().Value.PlayerUser.Uid);
            var prePlayer = this.Player.NextOrFirst();

            LogManager.Log.Debug("检查吃" + prePlayer.Value.PlayerUser.Uid + "是否可以吃" + card.GetItemValue() + "类型" + card.GetItemType());

            if (prePlayer.Value.CheckChi(card))
            {
                LogManager.Log.Debug(prePlayer.Value.PlayerUser.Uid + "手上的牌" + prePlayer.Value.PrintCards());
                LogManager.Log.Debug("吃" + prePlayer.Value.PlayerUser.Uid);
                prePlayer.Value.ResetEvent.WaitOne();
                if (this.OutCardState != OutCardState.Normal)
                {
                    return;
                }
            }

            foreach (var row in Players)
            {
                LogManager.Log.Debug(row.PlayerUser.Uid + "手上的牌" + row.PrintCards());

                if (row.PlayerUser.Uid != this.Player.Value.PlayerUser.Uid)
                {
                    if (row.CheckGang(card) || row.CheckPeng(card) || row.CheckHu(card))
                    {
                        LogManager.Log.Debug("等待玩家操作" + row.PlayerUser.Uid + "牌:" + card.GetItemValue());
                        row.ResetEvent.WaitOne();
                        LogManager.Log.Debug("等待玩家操作完毕" + row.PlayerUser.Uid + "牌:" + card.GetItemValue());
                        if (this.OutCardState != OutCardState.Normal)
                        {
                            return;
                        }
                        continue;
                    }
                }
            }

            this.Player = this.Player.NextOrFirst();
            //是最后一张牌发送海底命令
            if (this.CardIndex == cardArray.Length - 1)
            {
                A1016Response.Builder rep1016 = A1016Response.CreateBuilder();
                rep1016.Uid = this.Player.Value.PlayerUser.Uid;
                var rep1016Array = rep1016.Build().ToByteArray();
                foreach (var row in Players)
                {
                    WebSocketServerWrappe.SendPackgeWithUser(row.PlayerUser.Uid, 1016, rep1016Array);
                }
            }
            else
            {
                Mo(this.Player.Value.PlayerUser.Uid);
            }
        }
Beispiel #3
0
        /// <summary>
        /// 杠打牌
        /// </summary>
        /// <param name="uid"></param>
        /// <param name="card1"></param>
        /// <param name="card2"></param>
        public void GangDaPai(string uid, int card1, int card2)
        {
            LinkedListNode <CsGamePlayer> node = FindPlayer(uid);

            this.Player       = node;
            this.OutCardState = OutCardState.Normal;

            if (card1 != -1 && card2 != -1)
            {
                A1020Response.Builder response = A1020Response.CreateBuilder();
                response.Card1 = card1;
                response.Card2 = card2;
                response.Uid   = uid;
                byte[] responseArray = response.Build().ToByteArray();

                node.Value.zhuoCards.Add(card1);
                node.Value.zhuoCards.Add(card2);

                node.Value.NeedGangDaPai.Clear();

                this.CurrentCard.Clear();
                this.CurrentCard.Add(card1);
                this.CurrentCard.Add(card2);


                foreach (var row in Players)
                {
                    row.ResetEvent.Reset();
                    WebSocketServerWrappe.SendPackgeWithUser(row.PlayerUser.Uid, 1020, responseArray);
                }

                var prePlayer = this.Player.NextOrFirst();

                if (prePlayer.Value.CheckChi(card1) || prePlayer.Value.CheckChi(card2))
                {
                    prePlayer.Value.ResetEvent.WaitOne();
                    if (this.OutCardState != OutCardState.Normal)
                    {
                        return;
                    }
                }

                foreach (var row in Players)
                {
                    if (row.PlayerUser.Uid != this.Player.Value.PlayerUser.Uid)
                    {
                        if (row.CheckGang(card1) || row.CheckPeng(card1) || row.CheckHu(card1) ||
                            row.CheckGang(card2) || row.CheckPeng(card2) || row.CheckHu(card2))
                        {
                            row.ResetEvent.WaitOne();
                            if (this.OutCardState != OutCardState.Normal)
                            {
                                return;
                            }
                            continue;
                        }
                    }
                }
            }

            this.Player = this.Player.NextOrFirst();
            //是最后一张牌发送海底命令
            if (this.CardIndex == cardArray.Length - 1)
            {
                A1016Response.Builder rep1016 = A1016Response.CreateBuilder();
                rep1016.Uid = this.Player.Value.PlayerUser.Uid;
                var rep1016Array = rep1016.Build().ToByteArray();
                foreach (var row in Players)
                {
                    WebSocketServerWrappe.SendPackgeWithUser(row.PlayerUser.Uid, 1016, rep1016Array);
                }
            }
            else
            {
                Mo(this.Player.Value.PlayerUser.Uid);
            }
        }