public void TestFuruRon()
        {
            Semaphore semaphore = new Semaphore(0, 4);

            LoveLive_MahjongClass.InitializeMahjongClass();

            MahjongLogic mahjongLogic = new MahjongLogic();

            // 反射,强行配置玩家顺序
            FieldInfo field = mahjongLogic.GetType().GetField("order", BindingFlags.NonPublic | BindingFlags.Instance);

            field.SetValue(mahjongLogic, new int[] { 0, 1, 2, 3 });
            field = mahjongLogic.GetType().GetField("playing", BindingFlags.NonPublic | BindingFlags.Instance);
            field.SetValue(mahjongLogic, 3);

            // 配置一些可以副露和荣和的牌组
            // 玩家A(等待杠Ruby)
            mahjongLogic.player_info[0].card_onhand = new List <MahjongCard>()
            {
                LoveLive_MahjongClass.GetCard(MahjongCardName.Ruby),
                LoveLive_MahjongClass.GetCard(MahjongCardName.Ruby),
                LoveLive_MahjongClass.GetCard(MahjongCardName.Ruby),
            };

            // 玩家B(等待吃Ruby(年级))
            mahjongLogic.player_info[1].card_onhand = new List <MahjongCard>()
            {
                LoveLive_MahjongClass.GetCard(MahjongCardName.Yoshiko),
                LoveLive_MahjongClass.GetCard(MahjongCardName.Hanamaru),
            };

            // 玩家C(等待荣Ruby)
            mahjongLogic.player_info[2].waiting.Add(LoveLive_MahjongClass.GetCard(MahjongCardName.Ruby));

            // 当前D (打出了Ruby)
            mahjongLogic.player_info[3].card_played.Add(LoveLive_MahjongClass.GetCard(MahjongCardName.Ruby));

            // 设置回调
            mahjongLogic.PlayerActionResponseCallback = delegate(List <PlayerAction> actions)
            {
                foreach (PlayerAction act in actions)
                {
                    Trace.WriteLine(act.ToString());
                }
                semaphore.Release();
            };

            mahjongLogic.PlayerActionAcceptedCallback = delegate(int playerId, bool accept)
            {
                Trace.WriteLine($"ID = {playerId}, Accept = {accept}");
                semaphore.Release();
            };

            // 强行设定状态机
            mahjongLogic.StartGamingThread();
            mahjongLogic.gameStateMachine.SetState(MahjongLogic.GameStateMachine.State.SendPlayerAction);
            mahjongLogic.gameStateMachine.ReleaseSemaphore();

            // 等待回调执行完毕后再继续
            semaphore.WaitOne();

            // 模拟发送消息
            mahjongLogic.SendPlayerAction(new PlayerAction(2)
            {
                actionType = PlayerActionType.Cancel
            });
            //mahjongLogic.SendPlayerAction(new PlayerAction(1) { actionType = PlayerActionType.Cancel });
            mahjongLogic.SendPlayerAction(new PlayerAction(0)
            {
                actionType = PlayerActionType.Pong
            });

            // 等待回调执行完毕后再继续
            semaphore.WaitOne();
            semaphore.WaitOne();
            semaphore.WaitOne();
        }
Esempio n. 2
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        public void CreatePlayerActionPanel(int playerId, bool[] actions)
        {
            int  location = GetPlayerLocation(playerId);
            Grid panel    = grdsPlayerAction[location];

            panel.Children.Clear();

            string[] actions_str = { "吃(年级)", "吃(小组)", "碰", "杠", "荣", "自摸", "取消" };

            for (int i = 0; i < 6; i++)
            {
                Button btnAction = new Button()
                {
                    HorizontalAlignment = HorizontalAlignment.Left,
                    VerticalAlignment   = VerticalAlignment.Top,
                    Width     = 60,
                    Content   = actions_str[i],
                    IsEnabled = actions[i],
                    Margin    = new Thickness(10 + (i * 63), 10, 0, 0),
                };

                int f_i = i;

                btnAction.Click += delegate
                {
                    if ((f_i == 0) || (f_i == 1))
                    {
                        // Chi
                        IEnumerable <PlayerAction> acts = (from action in playerActionGroup where action.Key == playerId select action).First().ToList();
                        PlayerActionType           type = ConvertType(f_i);
                        IEnumerable <PlayerAction> act  = from action in acts where action.actionType == type select action;
                        int q = ShowChiDetermineDialog(playerId, act);
                        mahjongLogic.SendPlayerAction(act.ToList()[q]);
                        grdsPlayerAction[location].Children.Clear();
                    }
                    else
                    {
                        IEnumerable <PlayerAction> acts = (from action in playerActionGroup where action.Key == playerId select action).First().ToList();
                        PlayerActionType           type = ConvertType(f_i);
                        PlayerAction act;

                        if (type == PlayerActionType.Kong)
                        {
                            act = (from action in acts
                                   where (action.actionType == PlayerActionType.Kong) || (action.actionType == PlayerActionType.Kong_Add) || (action.actionType == PlayerActionType.Kong_Self)
                                   select action).First();
                        }
                        else
                        {
                            act = (from action in acts where action.actionType == type select action).First();
                        }

                        mahjongLogic.SendPlayerAction(act);
                        grdsPlayerAction[location].Children.Clear();
                    }
                };

                panel.Children.Add(btnAction);
            }

            Button btnCancel = new Button()
            {
                HorizontalAlignment = HorizontalAlignment.Left,
                VerticalAlignment   = VerticalAlignment.Top,
                Width   = 60,
                Content = actions_str[6],
                Margin  = new Thickness(10 + (6 * 63), 10, 0, 0),
            };

            btnCancel.Click += delegate
            {
                mahjongLogic.SendPlayerAction(new PlayerAction(playerId)
                {
                    actionType = PlayerActionType.Cancel
                });
                grdsPlayerAction[location].Children.Clear();
            };

            panel.Children.Add(btnCancel);
        }