/// <summary>
        /// 准备开始游戏
        /// </summary>
        /// <param name="self"></param>
        public static void ReadyStartGame(this GameControllerComponent self)
        {
            Room room = self.GetParent <Room>();

            Gamer[] gamers = room.GetAll();

            //房间内有3名玩家且全部准备则开始游戏
            if (room.Count == 3 && gamers.Where(g => g.IsReady).Count() == 3)
            {
                //同步匹配服务器开始游戏
                room.State = RoomState.Game;
                MapHelper.SendMessage(new MP2MH_SyncRoomState_Ntt()
                {
                    RoomID = room.InstanceId, State = room.State
                });

                //初始玩家开始状态
                foreach (var _gamer in gamers)
                {
                    if (_gamer.GetComponent <HandCardsComponent>() == null)
                    {
                        _gamer.AddComponent <HandCardsComponent>();
                    }
                    _gamer.IsReady = false;
                }

                GameControllerComponent gameController = room.GetComponent <GameControllerComponent>();
                //洗牌发牌
                gameController.DealCards();

                List <GamerCardNum> gamersCardNum = new List <GamerCardNum>();
                Array.ForEach(gamers, (g) =>
                {
                    HandCardsComponent handCards = g.GetComponent <HandCardsComponent>();
                    //重置玩家身份
                    handCards.AccessIdentity = Identity.None;
                    //记录玩家手牌数
                    gamersCardNum.Add(new GamerCardNum()
                    {
                        UserID = g.UserID,
                        Num    = g.GetComponent <HandCardsComponent>().GetAll().Length
                    });
                });

                //发送玩家手牌和其他玩家手牌数
                foreach (var _gamer in gamers)
                {
                    ActorMessageSender  actorProxy       = _gamer.GetComponent <UnitGateComponent>().GetActorMessageSender();
                    Actor_GameStart_Ntt gameStartMessage = new Actor_GameStart_Ntt();
                    gameStartMessage.HandCards.AddRange(_gamer.GetComponent <HandCardsComponent>().GetAll());
                    gameStartMessage.GamersCardNum.AddRange(gamersCardNum);
                    actorProxy.Send(gameStartMessage);
                }

                //随机先手玩家
                gameController.RandomFirstAuthority();

                Log.Info($"房间{room.InstanceId}开始游戏");
            }
        }
        /// <summary>
        /// 准备开始游戏
        /// </summary>
        /// <param name="self"></param>
        public static void StartGame(this GameControllerComponent self)
        {
            LandlordsRoom room = self.GetParent <LandlordsRoom>();

            Gamer[] gamers = room.gamers;

            //房间内有3名玩家且全部准备则开始游戏
            //if(room.Count == 3 && gamers.Where(g => g.IsReady).Count() == 3){}

            //初始玩家开始状态
            foreach (var _gamer in gamers)
            {
                if (_gamer.GetComponent <HandCardsComponent>() == null)
                {
                    _gamer.AddComponent <HandCardsComponent>();
                }
            }

            GameControllerComponent gameController = room.GetComponent <GameControllerComponent>();

            //洗牌发牌
            gameController.DealCards();

            List <GamerCardNum> gamersCardNum = new List <GamerCardNum>();

            Array.ForEach(gamers, (g) =>
            {
                HandCardsComponent handCards = g.GetComponent <HandCardsComponent>();
                //重置玩家身份
                handCards.AccessIdentity = Identity.None;
                //记录玩家手牌数
                gamersCardNum.Add(new GamerCardNum()
                {
                    UserID = g.UserID,
                    Num    = g.GetComponent <HandCardsComponent>().GetAll().Length
                });
            });

            //发送玩家手牌和其他玩家手牌数
            foreach (var _gamer in gamers)
            {
                ActorMessageSenderComponent actorProxyComponent = Game.Scene.GetComponent <ActorMessageSenderComponent>();
                ActorMessageSender          actorProxy          = actorProxyComponent.Get(_gamer.ActorIDofClient);

                actorProxy.Send(new Actor_GameStart_Ntt()
                {
                    HandCards     = To.RepeatedField(_gamer.GetComponent <HandCardsComponent>().GetAll()),
                    GamersCardNum = To.RepeatedField(gamersCardNum)
                });
            }

            //随机先手玩家
            gameController.RandomFirstAuthority();

            Log.Info($"房间{room.Id}开始游戏");
        }
        protected override void Run(Gamer gamer, Actor_GamerGrabLandlordSelect_Ntt message)
        {
            Room room = Game.Scene.GetComponent <RoomComponent>().Get(gamer.RoomID);
            OrderControllerComponent orderController = room.GetComponent <OrderControllerComponent>();
            GameControllerComponent  gameController  = room.GetComponent <GameControllerComponent>();

            if (orderController.CurrentAuthority == gamer.UserID)
            {
                //保存抢地主状态
                orderController.GamerLandlordState[gamer.UserID] = message.IsGrab;

                if (message.IsGrab)
                {
                    orderController.Biggest   = gamer.UserID;
                    gameController.Multiples *= 2;
                    room.Broadcast(new Actor_SetMultiples_Ntt()
                    {
                        Multiples = gameController.Multiples
                    });
                }

                //转发消息
                Actor_GamerGrabLandlordSelect_Ntt transpond = new Actor_GamerGrabLandlordSelect_Ntt();
                transpond.IsGrab = message.IsGrab;
                transpond.UserID = gamer.UserID;
                room.Broadcast(transpond);

                if (orderController.SelectLordIndex >= room.Count)
                {
                    /*
                     * 地主:√ 农民1:× 农民2:×
                     * 地主:× 农民1:√ 农民2:√
                     * 地主:√ 农民1:√ 农民2:√ 地主:√
                     *
                     * */
                    if (orderController.Biggest == 0)
                    {
                        //没人抢地主则重新发牌
                        gameController.BackToDeck();
                        gameController.DealCards();

                        //发送玩家手牌
                        Gamer[]             gamers        = room.GetAll();
                        List <GamerCardNum> gamersCardNum = new List <GamerCardNum>();
                        Array.ForEach(gamers, _gamer => gamersCardNum.Add(new GamerCardNum()
                        {
                            UserID = _gamer.UserID,
                            Num    = _gamer.GetComponent <HandCardsComponent>().GetAll().Length
                        }));
                        Array.ForEach(gamers, _gamer =>
                        {
                            ActorMessageSender actorProxy    = _gamer.GetComponent <UnitGateComponent>().GetActorMessageSender();
                            Actor_GameStart_Ntt actorMessage = new Actor_GameStart_Ntt();
                            actorMessage.HandCards.AddRange(_gamer.GetComponent <HandCardsComponent>().GetAll());
                            actorMessage.GamersCardNum.AddRange(gamersCardNum);
                        });

                        //随机先手玩家
                        gameController.RandomFirstAuthority();
                        return;
                    }
                    else if ((orderController.SelectLordIndex == room.Count &&
                              ((orderController.Biggest != orderController.FirstAuthority.Key && !orderController.FirstAuthority.Value) ||
                               orderController.Biggest == orderController.FirstAuthority.Key)) ||
                             orderController.SelectLordIndex > room.Count)
                    {
                        gameController.CardsOnTable(orderController.Biggest);
                        return;
                    }
                }

                //当所有玩家都抢地主时先手玩家还有一次抢地主的机会
                if (gamer.UserID == orderController.FirstAuthority.Key && message.IsGrab)
                {
                    orderController.FirstAuthority = new KeyValuePair <long, bool>(gamer.UserID, true);
                }

                orderController.Turn();
                orderController.SelectLordIndex++;
                room.Broadcast(new Actor_AuthorityGrabLandlord_Ntt()
                {
                    UserID = orderController.CurrentAuthority
                });
            }
        }
Ejemplo n.º 4
0
        protected override Task Run(Room entity, PlayerReady message)
        {
            Gamer gamer = entity.Get(message.PlayerID);

            if (gamer != null)
            {
                gamer.IsReady = true;

                Gamer[] gamers = entity.GetAll();

                //转发玩家准备消息
                entity.Broadcast(message);
                Log.Info($"玩家{gamer.Id}准备");

                //房间内有3名玩家且全部准备则开始游戏
                if (entity.Count == 3 && gamers.Where(g => g.IsReady).Count() == 3)
                {
                    //同步匹配服务器开始游戏
                    entity.State = RoomState.Game;
                    MapHelper.SendMessage(new SyncRoomState()
                    {
                        RoomID = entity.Id, State = entity.State
                    });

                    //初始玩家开始状态
                    foreach (var _gamer in gamers)
                    {
                        if (_gamer.GetComponent <HandCardsComponent>() == null)
                        {
                            _gamer.AddComponent <HandCardsComponent>();
                        }
                        _gamer.IsReady = false;
                    }

                    GameControllerComponent gameController = entity.GetComponent <GameControllerComponent>();
                    //洗牌发牌
                    gameController.DealCards();

                    Dictionary <long, int> gamerCardsNum = new Dictionary <long, int>();
                    Array.ForEach(gamers, (g) =>
                    {
                        HandCardsComponent handCards = g.GetComponent <HandCardsComponent>();
                        //重置玩家身份
                        handCards.AccessIdentity = Identity.None;
                        //记录玩家手牌数
                        gamerCardsNum.Add(g.Id, handCards.CardsCount);
                    });

                    //发送玩家手牌和其他玩家手牌数
                    foreach (var _gamer in gamers)
                    {
                        ActorProxy actorProxy = _gamer.GetComponent <UnitGateComponent>().GetActorProxy();
                        actorProxy.Send(new GameStart()
                        {
                            GamerCards    = _gamer.GetComponent <HandCardsComponent>().GetAll(),
                            GamerCardsNum = gamerCardsNum
                        });
                    }

                    //随机先手玩家
                    gameController.RandomFirstAuthority();

                    Log.Info($"房间{entity.Id}开始游戏");
                }
            }

            return(Task.CompletedTask);
        }
Ejemplo n.º 5
0
        protected override async Task Run(Gamer gamer, C2M_GamerGrabLandlordSelect message)
        {
            Room room = Game.Scene.GetComponent <RoomComponent>().Get(gamer.RoomID);
            OrderControllerComponent orderController = room.GetComponent <OrderControllerComponent>();
            GameControllerComponent  gameController  = room.GetComponent <GameControllerComponent>();

            if (orderController.CurrentAuthority == gamer.UserID)
            {
                //保存抢地主状态
                orderController.GamerLandlordState[gamer.UserID] = message.IsGrab;

                if (message.IsGrab)
                {
                    orderController.Biggest   = gamer.UserID;
                    gameController.Multiples *= 2;
                    room.Broadcast(new M2C_SetMultiples()
                    {
                        Multiples = gameController.Multiples
                    });
                }

                //转发消息
                C2M_GamerGrabLandlordSelect transpond = new C2M_GamerGrabLandlordSelect();
                transpond.IsGrab = message.IsGrab;
                transpond.UserID = gamer.UserID;
                room.Broadcast(transpond);

                if (orderController.SelectLordIndex >= room.Count)
                {
                    /*
                     * 地主:√ 农民1:× 农民2:×
                     * 地主:× 农民1:√ 农民2:√
                     * 地主:√ 农民1:√ 农民2:√ 地主:√
                     *
                     * */
                    if (orderController.Biggest == 0)
                    {
                        //没人抢地主则重新发牌
                        gameController.BackToDeck();
                        gameController.DealCards();

                        //发送玩家手牌
                        Gamer[] gamers = room.GetAll();
                        Dictionary <long, int> gamerCardsNum = new Dictionary <long, int>();
                        Array.ForEach(gamers, _gamer => gamerCardsNum.Add(_gamer.UserID, _gamer.GetComponent <HandCardsComponent>().GetAll().Length));
                        Array.ForEach(gamers, _gamer =>
                        {
                            ActorProxy actorProxy = _gamer.GetComponent <UnitGateComponent>().GetActorProxy();
                            actorProxy.Send(new M2C_GameStart()
                            {
                                GamerCards    = _gamer.GetComponent <HandCardsComponent>().GetAll(),
                                GamerCardsNum = gamerCardsNum
                            });
                        });

                        //随机先手玩家
                        gameController.RandomFirstAuthority();
                        return;
                    }
                    else if ((orderController.SelectLordIndex == room.Count &&
                              ((orderController.Biggest != orderController.FirstAuthority.Key && !orderController.FirstAuthority.Value) ||
                               orderController.Biggest == orderController.FirstAuthority.Key)) ||
                             orderController.SelectLordIndex > room.Count)
                    {
                        gameController.CardsOnTable(orderController.Biggest);
                        return;
                    }
                }

                //当所有玩家都抢地主时先手玩家还有一次抢地主的机会
                if (gamer.UserID == orderController.FirstAuthority.Key && message.IsGrab)
                {
                    orderController.FirstAuthority = new KeyValuePair <long, bool>(gamer.UserID, true);
                }

                orderController.Turn(false);
                orderController.SelectLordIndex++;
                room.Broadcast(new M2C_AuthorityGrabLandlord()
                {
                    UserID = orderController.CurrentAuthority
                });
            }
            await Task.CompletedTask;
        }
Ejemplo n.º 6
0
        protected override Task Run(Room entity, GrabLordSelect message)
        {
            OrderControllerComponent orderController = entity.GetComponent <OrderControllerComponent>();
            GameControllerComponent  gameController  = entity.GetComponent <GameControllerComponent>();

            if (orderController.CurrentAuthority == message.PlayerId)
            {
                if (message.IsGrab)
                {
                    orderController.Biggest   = message.PlayerId;
                    gameController.Multiples *= 2;
                    entity.Broadcast(new GameMultiples()
                    {
                        Multiples = gameController.Multiples
                    });
                }

                //转发消息
                entity.Broadcast(message);

                if (orderController.SelectLordIndex >= entity.Count)
                {
                    /*
                     * 地主:√ 农民1:× 农民2:×
                     * 地主:× 农民1:√ 农民2:√
                     * 地主:√ 农民1:√ 农民2:√ 地主2:√
                     *
                     * */
                    if (orderController.Biggest == 0)
                    {
                        //没人抢地主则重新发牌
                        gameController.BackToDeck();
                        gameController.DealCards();

                        //发送玩家手牌
                        Gamer[] gamers = entity.GetAll();
                        Dictionary <long, int> gamerCardsNum = new Dictionary <long, int>();
                        Array.ForEach(gamers, gamer => gamerCardsNum.Add(gamer.Id, gamer.GetComponent <HandCardsComponent>().GetAll().Length));
                        Array.ForEach(gamers, gamer =>
                        {
                            ActorProxy actorProxy = gamer.GetComponent <UnitGateComponent>().GetActorProxy();
                            actorProxy.Send(new GameStart()
                            {
                                GamerCards    = gamer.GetComponent <HandCardsComponent>().GetAll(),
                                GamerCardsNum = gamerCardsNum
                            });
                        });

                        //随机先手玩家
                        gameController.RandomFirstAuthority();
                        return(Task.CompletedTask);
                    }
                    else if ((orderController.SelectLordIndex == entity.Count &&
                              ((orderController.Biggest != orderController.FirstAuthority.Key && !orderController.FirstAuthority.Value) ||
                               orderController.Biggest == orderController.FirstAuthority.Key)) ||
                             orderController.SelectLordIndex > entity.Count)
                    {
                        gameController.CardsOnTable(orderController.Biggest);
                        return(Task.CompletedTask);
                    }
                }

                //当所有玩家都抢地主时先手玩家还有一次抢地主的机会
                if (message.PlayerId == orderController.FirstAuthority.Key && message.IsGrab)
                {
                    orderController.FirstAuthority = new KeyValuePair <long, bool>(message.PlayerId, true);
                }

                orderController.Turn();
                orderController.SelectLordIndex++;
                entity.Broadcast(new SelectAuthority()
                {
                    PlayerId = orderController.CurrentAuthority
                });
            }
            return(Task.CompletedTask);
        }