public void ShowWeChat(string roomId) { this.roomId = roomId; GameHelp.SetRoomId(roomIdObj, Convert.ToInt32(roomId)); // roomIdText.text = $"房间号:{roomId}"; weChatBtn.gameObject.SetActive(true); }
public override void Dispose() { if (this.IsDisposed) { return; } base.Dispose(); GameHelp.DeleteAllItem(FaceObj); FaceObj = null; }
/// <summary> /// 改变玩家财富 /// </summary> /// <param name="self"></param> /// <param name="huaCount"></param> /// <param name="room"></param> /// <returns></returns> private static async Task ChangeWeath(GameControllerComponent self, int huaCount, Room room) { int amount = huaCount * self.RoomConfig.Multiples; if (huaCount > 0) { //改变财富 foreach (var gamer in room.GetAll()) { //自摸 if (room.IsZimo) { if (gamer.UserID == room.huPaiUid) { GameHelp.ChangeGamerGold(room, gamer, amount * 3, self.RoomConfig.Name + "结算"); gamer.ChangeGold = amount * 3; // await DBCommonUtil.ChangeWealth(gamer.UserID, 1, amount * 3,self.RoomConfig.Name + "结算"); UpdateTask(gamer, amount * 3); } else { // Log.Debug($"玩家:{gamer.UserID} 输了{amount}"); // await DBCommonUtil.ChangeWealth(gamer.UserID, 1, -amount, self.RoomConfig.Name + "结算"); GameHelp.ChangeGamerGold(room, gamer, -amount, self.RoomConfig.Name + "结算"); gamer.ChangeGold = -amount; } } else { if (gamer.UserID == room.huPaiUid) { // await DBCommonUtil.ChangeWealth(gamer.UserID, 1, amount, self.RoomConfig.Name + "结算"); GameHelp.ChangeGamerGold(room, gamer, amount, self.RoomConfig.Name + "结算"); gamer.ChangeGold = amount; UpdateTask(gamer, amount); } else { if (gamer.UserID == room.fangPaoUid) { // Log.Debug($"玩家:{gamer.UserID} 输了{amount}"); // await DBCommonUtil.ChangeWealth(gamer.UserID, 1, -amount, self.RoomConfig.Name + "结算"); GameHelp.ChangeGamerGold(room, gamer, -amount, self.RoomConfig.Name + "结算"); gamer.ChangeGold = -amount; } } } } } }
protected override async Task Run(Gamer gamer, Actor_GamerApplyRoomDismiss message) { try { Log.Info($"玩家{gamer.UserID}申请解散房间"); RoomComponent roomComponent = Game.Scene.GetComponent <RoomComponent>(); Room room = roomComponent.Get(gamer.RoomID); if (room == null) { return; } if (!room.IsFriendRoom) { return; } GameControllerComponent gameControllerComponent = room.GetComponent <GameControllerComponent>(); if (room.State == RoomState.Idle) { if (gamer.UserID != gameControllerComponent.RoomConfig.MasterUserId) { Log.Warning($"准备阶段只有房主才能解散,房主:{gameControllerComponent.RoomConfig.MasterUserId},gamer:{gamer.UserID}"); return; } else { if (room.CurrentJuCount > 0) { return; } room.Broadcast(new Actor_GamerReadyTimeOut() { Message = "房主解散房间" }); GameHelp.RoomDispose(room); return; } } room.Broadcast(new Actor_GamerApplyRoomDismiss()); room.WaitDismiss(60); } catch (Exception e) { Log.Error(e); } await Task.CompletedTask; }
/// <summary> /// 继续游戏 /// </summary> public void ContinueGamer() { players?.SetActive(false); this.changeTableBtn.gameObject.SetActive(true); this.readyBtn.gameObject.SetActive(true); this.desk.SetActive(false); this.trustship.SetActive(false); //碰刚按钮隐藏 this.giveUpBtn.gameObject.SetActive(false); this.huBtn.gameObject.SetActive(false); this.gangBtn.gameObject.SetActive(false); this.pengBtn.gameObject.SetActive(false); this.head.GetComponentInParent <RectTransform>().gameObject.SetActive(true); players.SetActive(false); isTreasureFinish = true; treasure.SetActive(false); faceCardObj.SetActive(false); //剩余牌数 restText.text = $""; GamerComponent gamerComponent = this.GetParent <UI>().GetComponent <GamerComponent>(); gamerComponent.IsPlayed = false; Gamer[] gamers = gamerComponent.GetAll(); foreach (var gamer in gamers) { if (gamer == null) { continue; } gamer?.GetComponent <HandCardsComponent>()?.ClearAll(); gamer?.GetComponent <GamerUIComponent>()?.zhuang.SetActive(false); gamer?.RemoveComponent <HandCardsComponent>(); } foreach (var face in FacePanel) { GameHelp.DeleteAllItem(face.gameObject); } }
/// <summary> /// 其他人的牌 /// </summary> /// <param name="messageMahjongs"></param> public void AddOtherCards(bool isBanker) { GameHelp.DeleteAllItem(CardBottom); this.grabObj = this.CreateCardSprite($"{this.Direction}_back1", this.grabPostionX, this.grabPostionY); if (!isBanker) { //grabObj.SetActive(false); grabObj.transform.localScale = Vector3.zero; } for (int i = 0; i < 13; i++) { GameObject cardSprite = this.CreateCardSprite($"{Direction}_back1", i * this.postionX, i * this.postionY); } if (Direction.Equals("left")) { grabObj.transform.SetAsLastSibling(); } }
public void AddCards(List <MahjongInfo> mahjongs) { Logic_NJMJ.getInstance().SortMahjong(mahjongs); handCards.Clear(); ItemCards.Clear(); GameHelp.DeleteAllItem(CardBottom); for (int i = 0; i < mahjongs.Count; i++) { if (i > 12) { AddCard(mahjongs[i], (mahjongs.Count - 1) * postionX + 30, 0, i); } else { AddCard(mahjongs[i], postionX * i, postionY * i, i); } } handCards = mahjongs; }
public static async Task GamerAgreeRoomDismiss(Gamer gamer) { try { RoomComponent roomComponent = Game.Scene.GetComponent <RoomComponent>(); Room room = roomComponent.Get(gamer.RoomID); if (room == null || !room.IsFriendRoom || gamer.DismissState != DismissState.None) { return; } gamer.DismissState = DismissState.Agree; room.Broadcast(new Actor_GamerAgreeRoomDismiss() { UserId = gamer.UserID }); Gamer[] gamers = room.GetAll(); if (gamers.Count(g => g.DismissState == DismissState.Agree) == 3) { room.roomDismissTokenSource?.Cancel(); room.Broadcast(new Actor_GamerReadyTimeOut() { Message = "房间已解散" }); GameHelp.RoomDispose(room); } } catch (Exception e) { Log.Error(e); } await Task.CompletedTask; }
public void ChangeGold(int amount) { Log.Debug("改变财富"); GameHelp.GoldChange(changeMoney.gameObject, amount); }
public static async Task GamerContinue(Gamer gamer) { try { Log.Info($"玩家{gamer.UserID}继续游戏"); RoomComponent roomComponent = Game.Scene.GetComponent <RoomComponent>(); Room room = roomComponent.Get(gamer.RoomID); if (room == null) { return; } GameControllerComponent gameControllerComponent = room.GetComponent <GameControllerComponent>(); OrderControllerComponent orderControllerComponent = room.GetComponent <OrderControllerComponent>(); gamer.ReadyTimeOut = 0; List <GamerInfo> Gamers = new List <GamerInfo>(); for (int i = 0; i < room.GetAll().Length; i++) { Gamer _gamer = room.GetAll()[i]; if (_gamer == null) { continue; } GamerInfo gamerInfo = new GamerInfo(); gamerInfo.UserID = _gamer.UserID; gamerInfo.SeatIndex = room.GetGamerSeat(_gamer.UserID); gamerInfo.IsReady = _gamer.IsReady; PlayerBaseInfo playerBaseInfo = await DBCommonUtil.getPlayerBaseInfo(gamerInfo.UserID); //判断金币是否不够 if (!room.IsFriendRoom) { if (playerBaseInfo.GoldNum < gameControllerComponent.RoomConfig.MinThreshold) { room.GamerBroadcast(_gamer, new Actor_GamerReadyTimeOut() { Message = "金币不足" }); room.Remove(_gamer.UserID); _gamer.Dispose(); if (room.Count == 0) { GameHelp.RoomDispose(room); return; } continue; } } PlayerInfo playerInfo = PlayerInfoFactory.Create(playerBaseInfo); gamerInfo.playerInfo = playerInfo; Gamers.Add(gamerInfo); } Actor_GamerEnterRoom actorGamerEnterRoom = new Actor_GamerEnterRoom() { RoomType = (int)gameControllerComponent.RoomConfig.Id, Gamers = Gamers }; if (room.IsFriendRoom) { actorGamerEnterRoom.RoomId = gameControllerComponent.RoomConfig.FriendRoomId; actorGamerEnterRoom.MasterUserId = gameControllerComponent.RoomConfig.MasterUserId; actorGamerEnterRoom.JuCount = gameControllerComponent.RoomConfig.JuCount; actorGamerEnterRoom.Multiples = gameControllerComponent.RoomConfig.Multiples; actorGamerEnterRoom.CurrentJuCount = room.CurrentJuCount; } room.Broadcast(actorGamerEnterRoom); // if (room.IsFriendRoom) // { await Actor_GamerReadyHandler.GamerReady(gamer, new Actor_GamerReady() { }); // } } catch (Exception e) { Log.Error(e); } await Task.CompletedTask; }
/// <summary> /// 给当前玩家发一张不是花牌的牌 /// </summary> /// <param name="room"></param> /// <param name="currentGamer"></param> /// <returns></returns> public static async Task <MahjongInfo> GrabMahjongNoHua(this Room room, Gamer currentGamer) { GameControllerComponent gameController = room.GetComponent <GameControllerComponent>(); HandCardsComponent cardsComponent = currentGamer.GetComponent <HandCardsComponent>(); var grabMahjong = GrabMahjong(room); if (grabMahjong == null) { Log.Info("没牌流局了"); await gameController.GameOver(0); return(null); } while (grabMahjong.m_weight >= Consts.MahjongWeight.Hua_HongZhong) { Actor_GamerBuHua actorGamerBuHua = new Actor_GamerBuHua() { Uid = currentGamer.UserID, weight = grabMahjong.weight }; room.Broadcast(actorGamerBuHua); //从手牌中删除花牌 Log.Info($"{currentGamer.UserID}补花,{grabMahjong.m_weight}"); cardsComponent.FaceCards.Add(grabMahjong); cardsComponent.FaceGangCards.Add(grabMahjong); #region 花杠 int temp = 0; foreach (var faceCard in cardsComponent.FaceCards) { if (faceCard.m_weight == grabMahjong.m_weight) { temp++; } } Logic_NJMJ.getInstance().SortMahjong(cardsComponent.FaceCards); //春夏秋冬 for (int i = 0; i < cardsComponent.FaceGangCards.Count - 3; i++) { if (cardsComponent.FaceCards[i + 3].m_weight - cardsComponent.FaceCards[i + 2].m_weight == 2 && cardsComponent.FaceCards[i + 2].m_weight - cardsComponent.FaceCards[i + 1].m_weight == 2 && cardsComponent.FaceCards[i + 1].m_weight - cardsComponent.FaceCards[i].m_weight == 2) { temp = 4; cardsComponent.FaceGangCards.RemoveAt(i + 3); cardsComponent.FaceGangCards.RemoveAt(i + 2); cardsComponent.FaceGangCards.RemoveAt(i + 1); cardsComponent.FaceGangCards.RemoveAt(i); } } if (temp == 4) { foreach (var _gamer in room.GetAll()) { if (_gamer.UserID == currentGamer.UserID) { GameHelp.ChangeGamerGold(room, _gamer, 20 * gameController.RoomConfig.Multiples * 3); } else { GameHelp.ChangeGamerGold(room, _gamer, -20 * gameController.RoomConfig.Multiples); } } room.LastBiXiaHu = true; } #endregion currentGamer.isGangEndBuPai = false; currentGamer.isGetYingHuaBuPai = true; grabMahjong = GrabMahjong(room); if (grabMahjong == null) { Log.Info("没牌流局了"); await gameController.GameOver(0); return(null);; } } room.StartTime(); return(grabMahjong); }
/// <summary> /// 游戏结束 /// </summary> /// <param name="self"></param> /// <param name="huaCount"></param> public static async Task GameOver(this GameControllerComponent self, int huaCount) { RoomComponent roomComponent = null; Room room = null; try { room = self.GetParent <Room>(); room.IsGameOver = true; room.tokenSource.Cancel(); roomComponent = Game.Scene.GetComponent <RoomComponent>(); DeskComponent deskComponent = room.GetComponent <DeskComponent>(); GameControllerComponent controllerComponent = room.GetComponent <GameControllerComponent>(); deskComponent.RestLibrary.Clear(); if (huaCount == 0) { //没牌 room.huPaiUid = 0; room.fangPaoUid = 0; room.LiangZhuangCount = 0; room.Broadcast(new Actor_GameFlow()); //流局 room.LastBiXiaHu = true; } await ChangeWeath(self, huaCount, room); if (room.huPaiUid != 0) { await DBCommonUtil.RecordWeekRankLog(room.huPaiUid, 0, 1); } Log.Info( $"当前{room.CurrentJuCount}局,改变了{room.GetAll()[0].ChangeGold},{room.GetAll()[1].ChangeGold},{room.GetAll()[2].ChangeGold},{room.GetAll()[3].ChangeGold}"); //更新任务 List <Task> tasks = new List <Task>(); Task updateTask = UpdateTask(room); Task updateChengjiu = UpdateChengjiu(room); Task updatePlayerInfo = UpdatePlayerInfo(room, huaCount); //记录对局 Task logGame = DBCommonUtil.Log_Game( controllerComponent.RoomConfig.Name, room.GetAll()[0].UserID, room.GetAll()[1].UserID, room.GetAll()[2].UserID, room.GetAll()[3].UserID, room.huPaiUid, self.RoomConfig.FriendRoomId, room.GetAll()[0].UserID + ";" + room.GetAll()[0].playerBaseInfo.Name + ";" + room.GetAll()[0].ChangeGold, room.GetAll()[1].UserID + ";" + room.GetAll()[1].playerBaseInfo.Name + ";" + room.GetAll()[1].ChangeGold, room.GetAll()[2].UserID + ";" + room.GetAll()[2].playerBaseInfo.Name + ";" + room.GetAll()[2].ChangeGold, room.GetAll()[3].UserID + ";" + room.GetAll()[3].playerBaseInfo.Name + ";" + room.GetAll()[3].ChangeGold ); tasks.Add(updateTask); tasks.Add(updateChengjiu); tasks.Add(updatePlayerInfo); tasks.Add(logGame); await Task.WhenAll(tasks); //设置在线时长 foreach (var gamer in room.GetAll()) { //在线 if (!gamer.isOffline) { gamer.EndTime = DateTime.Now; TimeSpan span = gamer.EndTime - gamer.StartTime; int totalSeconds = (int)span.TotalSeconds; //await DBCommonUtil.RecordGamerTime(gamer.EndTime, false, gamer.UserID); await DBCommonUtil.RecordGamerInfo(gamer.UserID, totalSeconds); } } foreach (var gamer in room.GetAll()) { if (gamer == null) { continue; } gamer.RemoveComponent <HandCardsComponent>(); gamer.IsReady = false; gamer.ReadyTimeOut = 0; gamer.isGangFaWanPai = false; gamer.isFaWanPaiTingPai = false; gamer.isGangEndBuPai = false; gamer.isGetYingHuaBuPai = false; gamer.IsCanPeng = false; gamer.IsCanGang = false; gamer.IsCanHu = false; gamer.IsWinner = false; gamer.IsTrusteeship = false; gamer.ChangeGold = 0; //离线踢出 if (gamer.isOffline && !room.IsFriendRoom) { Log.Info($"玩家{gamer.UserID}结束游戏后离线踢出,移除玩家"); room.Remove(gamer.UserID); gamer.isOffline = !gamer.isOffline; } } #region 好友房设置 if (room.IsFriendRoom) { //打完啦。可以解散了 if (room.CurrentJuCount == self.RoomConfig.JuCount) { //等待结算界面结束 await Game.Scene.GetComponent <TimerComponent>().WaitAsync(5000); Log.Debug("好友房间打完了"); room.Broadcast(new Actor_GamerReadyTimeOut() { Message = "房间解散" }); GameHelp.RoomDispose(room); return; } else { Log.Debug("还没打完"); room.StartReady(); } } #endregion room.State = RoomState.Idle; room.IsLianZhuang = true; //游戏房间进入准备房间 roomComponent.gameRooms.Remove(room.Id); roomComponent.idleRooms.Add(room.Id, room); //房间没人就释放 if (room.seats.Count == 0) { Log.Info($"房间释放:{room.Id}"); roomComponent.RemoveRoom(room); room?.Dispose(); } } catch (Exception e) { Log.Error("房间结算:" + e); //游戏房间进入准备房间 roomComponent?.gameRooms.Remove(room.Id); roomComponent?.idleRooms.Add(room.Id, room); } }
public static async Task PlayCard(Gamer gamer, Actor_GamerPlayCard message) { RoomComponent roomComponent = Game.Scene.GetComponent <RoomComponent>(); Room room = roomComponent.Get(gamer.RoomID); if (room == null || room.IsGameOver) { return; } try { MahjongInfo mahjongInfo = new MahjongInfo() { weight = (byte)message.weight, m_weight = (Consts.MahjongWeight)message.weight }; //加锁 if (room.IsPlayingCard) { Log.Warning("当前正在出牌,不能再出牌了"); return; } room.IsPlayingCard = true; GameControllerComponent gameController = room.GetComponent <GameControllerComponent>(); OrderControllerComponent orderController = room.GetComponent <OrderControllerComponent>(); DeskComponent deskComponent = room.GetComponent <DeskComponent>(); HandCardsComponent handCardsComponent = gamer.GetComponent <HandCardsComponent>(); if (handCardsComponent == null) { return; } List <MahjongInfo> mahjongInfos = handCardsComponent.GetAll(); if (orderController.CurrentAuthority != gamer.UserID) { Log.Warning("没有轮到当前玩家出牌:" + gamer.UserID); Log.Warning("当前出牌玩家:" + orderController.CurrentAuthority); room.IsPlayingCard = false; return; } int index = -1; for (int i = 0; i < mahjongInfos.Count; i++) { if (mahjongInfos[i].m_weight == mahjongInfo.m_weight) { index = i; break; } } if (index >= 0) { //停止倒计时 room?.tokenSource?.Cancel(); Log.Info($"玩家{gamer.UserID}出牌:" + mahjongInfo.m_weight); //当前出的牌 deskComponent.CurrentCard = mahjongInfo; deskComponent.CurrentAuthority = gamer.UserID; handCardsComponent.PlayCards.Add(mahjongInfo); mahjongInfos.RemoveAt(index); room.my_lastMahjong = mahjongInfo; Actor_GamerPlayCard actorGamerPlayCard = new Actor_GamerPlayCard() { weight = message.weight, Uid = gamer.UserID, index = message.index }; room.Broadcast(actorGamerPlayCard); gamer.IsCanHu = false; gamer.IsCanPeng = false; gamer.IsCanGang = false; #region 4个人连续出同样的牌,第一个出牌的人立即支付其他三人 List <MahjongInfo> list = new List <MahjongInfo>(); foreach (var _gamer in room.GetAll()) { HandCardsComponent cardsComponent = _gamer.GetComponent <HandCardsComponent>(); if (cardsComponent.PlayCards.Count > 0) { list.Add(cardsComponent.PlayCards[cardsComponent.PlayCards.Count - 1]); } } if (list.Count == 4) { bool flag = true; for (int i = 1; i < list.Count; i++) { if (list[0].m_weight != list[i].m_weight) { flag = false; break; } } if (flag) { Gamer nextGamer = orderController.FindNextGamer(gamer.UserID); //罚分 foreach (var _gamer in room.GetAll()) { if (_gamer.UserID == nextGamer.UserID) { GameHelp.ChangeGamerGold(room, _gamer, -10 * gameController.RoomConfig.Multiples * 3); } else { GameHelp.ChangeGamerGold(room, _gamer, 10 * gameController.RoomConfig.Multiples); } room.GamerBroadcast(_gamer, new Actor_ShowAnimType() { Type = 3, Count = 0 }); } room.LastBiXiaHu = true; } } #endregion #region 一个人出4张一样的牌 //4个人出一样的牌 int temp = 0; foreach (var playCard in handCardsComponent.PlayCards) { if (playCard.m_weight == mahjongInfo.m_weight) { temp++; } } if (temp == 4) { //罚分 foreach (var _gamer in room.GetAll()) { if (_gamer.UserID == gamer.UserID) { GameHelp.ChangeGamerGold(room, _gamer, -10 * gameController.RoomConfig.Multiples * 3); } else { GameHelp.ChangeGamerGold(room, _gamer, 10 * gameController.RoomConfig.Multiples); } room.GamerBroadcast(_gamer, new Actor_ShowAnimType() { Type = 3, Count = 0 }); } room.LastBiXiaHu = true; } #endregion #region 一人前四次出牌打出东南西北(不必按顺序),则其他每名玩家立即支付给该玩家 if (handCardsComponent.PlayCards.Count == 4) { int Feng_Dong = handCardsComponent.PlayCards.Count(a => a.m_weight == Consts.MahjongWeight.Feng_Dong); int Feng_Nan = handCardsComponent.PlayCards.Count(a => a.m_weight == Consts.MahjongWeight.Feng_Nan); int Feng_Xi = handCardsComponent.PlayCards.Count(a => a.m_weight == Consts.MahjongWeight.Feng_Xi); int Feng_Bei = handCardsComponent.PlayCards.Count(a => a.m_weight == Consts.MahjongWeight.Feng_Bei); if (Feng_Dong == 1 && Feng_Nan == 1 && Feng_Xi == 1 && Feng_Bei == 1) { //四连风 foreach (var _gamer in room.GetAll()) { if (_gamer.UserID == gamer.UserID) { GameHelp.ChangeGamerGold(room, _gamer, 5 * gameController.RoomConfig.Multiples * 3); } else { GameHelp.ChangeGamerGold(room, _gamer, -5 * gameController.RoomConfig.Multiples); } room.GamerBroadcast(_gamer, new Actor_ShowAnimType() { Type = 2, Count = 0 }); } } } #endregion #region 等待客户端有没有人碰杠胡 //等待客户端有没有人碰 bool isNeedWait = false; foreach (var _gamer in room.GetAll()) { if (_gamer == null) { continue; } if (_gamer.UserID == gamer.UserID) { continue; } HandCardsComponent currentCards = _gamer.GetComponent <HandCardsComponent>(); List <MahjongInfo> cards = _gamer.GetComponent <HandCardsComponent>().GetAll(); if (Logic_NJMJ.getInstance().isCanPeng(mahjongInfo, cards)) { Actor_GamerCanOperation canOperation = new Actor_GamerCanOperation(); canOperation.Uid = _gamer.UserID; _gamer.IsCanPeng = true; isNeedWait = true; canOperation.OperationType = 0; //Log.Info($"{_gamer.UserID}可碰:"+JsonHelper.ToJson(canOperation)); room.GamerBroadcast(_gamer, canOperation); } //明杠 if (Logic_NJMJ.getInstance().isCanGang(mahjongInfo, cards)) { Actor_GamerCanOperation canOperation = new Actor_GamerCanOperation(); canOperation.Uid = _gamer.UserID; _gamer.IsCanGang = true; isNeedWait = true; canOperation.OperationType = 1; //Log.Info($"{_gamer.UserID}可杠" + JsonHelper.ToJson(canOperation)); room.GamerBroadcast(_gamer, canOperation); } if (room.CanHu(mahjongInfo, cards)) { _gamer.huPaiNeedData.my_lastMahjong = room.my_lastMahjong; _gamer.huPaiNeedData.restMahjongCount = deskComponent.RestLibrary.Count; _gamer.huPaiNeedData.isSelfZhuaPai = orderController.CurrentAuthority == _gamer.UserID; _gamer.huPaiNeedData.isZhuangJia = currentCards.IsBanker; _gamer.huPaiNeedData.isGetYingHuaBuPai = _gamer.isGetYingHuaBuPai; _gamer.huPaiNeedData.isGangEndBuPai = _gamer.isGangEndBuPai; _gamer.huPaiNeedData.isGangFaWanPai = _gamer.isGangFaWanPai; _gamer.huPaiNeedData.isFaWanPaiTingPai = _gamer.isFaWanPaiTingPai; _gamer.huPaiNeedData.my_yingHuaList = currentCards.FaceCards; _gamer.huPaiNeedData.my_gangList = currentCards.GangCards; _gamer.huPaiNeedData.my_pengList = currentCards.PengCards; List <List <MahjongInfo> > tempList = new List <List <MahjongInfo> >(); for (int i = 0; i < room.GetAll().Length; i++) { if (_gamer.UserID == room.GetAll()[i].UserID) { continue; } tempList.Add(room.GetAll()[i].GetComponent <HandCardsComponent>().PengCards); } _gamer.huPaiNeedData.other1_pengList = tempList[0]; _gamer.huPaiNeedData.other2_pengList = tempList[1]; _gamer.huPaiNeedData.other3_pengList = tempList[2]; List <MahjongInfo> infos = new List <MahjongInfo>(cards); infos.Add(mahjongInfo); List <Consts.HuPaiType> huPaiTypes = Logic_NJMJ.getInstance().getHuPaiType(infos, _gamer.huPaiNeedData); Log.Info(JsonHelper.ToJson(_gamer.huPaiNeedData)); Log.Info(JsonHelper.ToJson(huPaiTypes)); if (huPaiTypes.Count > 0) { //判断小胡,4个花以上才能胡 if (huPaiTypes[0] == Consts.HuPaiType.Normal) { if (currentCards.PengGangCards.Count > 0 || currentCards.PengCards.Count > 0) { if (currentCards.FaceCards.Count >= 4) { _gamer.IsCanHu = true; isNeedWait = true; Actor_GamerCanOperation canOperation = new Actor_GamerCanOperation(); canOperation.Uid = _gamer.UserID; canOperation.OperationType = 2; room.GamerBroadcast(_gamer, canOperation); } } } else { _gamer.IsCanHu = true; isNeedWait = true; Actor_GamerCanOperation canOperation = new Actor_GamerCanOperation(); canOperation.Uid = _gamer.UserID; canOperation.OperationType = 2; room.GamerBroadcast(_gamer, canOperation); } } } } #endregion if (isNeedWait) { room.IsNeedWaitOperate = true; room.StartOperateTime(); } //没人可以操作就直接发牌 else { room.IsNeedWaitOperate = false; //发牌 room.GamerGrabCard(); room.IsPlayingCard = false; } } else { Log.Warning("玩家出牌不存在:" + message.weight); room.IsPlayingCard = false; } } catch (Exception e) { Log.Error(e); room.IsPlayingCard = false; } await Task.CompletedTask; }
public void SetGoldChange(int num) { GameHelp.ShowPlusGoldChange(changeMoney, num); }
public static async Task GamerReady(Gamer gamer, Actor_GamerReady message) { try { Log.Info($"收到玩家{gamer.UserID}准备"); RoomComponent roomComponent = Game.Scene.GetComponent <RoomComponent>(); Room room = roomComponent.Get(gamer.RoomID); if (room == null || gamer == null || gamer.IsReady || room.State == RoomState.Game) { return; } gamer.IsReady = true; //消息广播给其他人 room?.Broadcast(new Actor_GamerReady() { Uid = gamer.UserID }); Gamer[] gamers = room.GetAll(); //房间内有4名玩家且全部准备则开始游戏 if (room.Count == 4 && gamers.Where(g => g.IsReady).Count() == 4) { room.State = RoomState.Game; room.CurrentJuCount++; room.IsGameOver = false; room.RoomDispose(); #region 好友房扣钥匙 if (room.IsFriendRoom && room.CurrentJuCount == 1) { RoomConfig roomConfig = room.GetComponent <GameControllerComponent>().RoomConfig; await DBCommonUtil.DeleteFriendKey(roomConfig.MasterUserId, roomConfig.KeyCount, "好友房房主扣除钥匙"); } #endregion //设置比下胡 if (room.LastBiXiaHu) { room.IsBiXiaHu = true; } else { room.IsBiXiaHu = false; } room.LastBiXiaHu = false; if (roomComponent.gameRooms.TryGetValue(room.Id, out var itemRoom)) { roomComponent.gameRooms.Remove(room.Id); } roomComponent.gameRooms.Add(room.Id, room); roomComponent.idleRooms.Remove(room.Id); //添加用户 room.UserIds.Clear(); //初始玩家开始状态 foreach (var _gamer in gamers) { room.UserIds.Add(_gamer.UserID); if (_gamer.GetComponent <HandCardsComponent>() == null) { _gamer.AddComponent <HandCardsComponent>(); } _gamer.IsReady = false; } Log.Info($"{room.Id}房间开始,玩家:{JsonHelper.ToJson(room.UserIds)}"); GameControllerComponent gameController = room.GetComponent <GameControllerComponent>(); OrderControllerComponent orderController = room.GetComponent <OrderControllerComponent>(); DeskComponent deskComponent = room.GetComponent <DeskComponent>(); Gamer bankerGamer = null; HandCardsComponent bankerHandCards = null; if (room.IsLianZhuang) { if (room.huPaiUid != 0 && room.huPaiUid == room.BankerGamer?.UserID) { bankerGamer = room.Get(room.huPaiUid); bankerHandCards = bankerGamer.GetComponent <HandCardsComponent>(); bankerHandCards.IsBanker = true; room.BankerGamer = bankerGamer; //连庄 room.LastBiXiaHu = true; } else { int gamerSeat = room.GetGamerSeat(room.BankerGamer.UserID); int currentSeat; if (gamerSeat == 3) { currentSeat = 0; } else { currentSeat = ++gamerSeat; } bankerGamer = room.gamers[currentSeat]; bankerHandCards = bankerGamer.GetComponent <HandCardsComponent>(); bankerHandCards.IsBanker = true; room.BankerGamer = bankerGamer; } } else { if (room.IsFriendRoom) { GameControllerComponent controllerComponent = room.GetComponent <GameControllerComponent>(); long masterUserId = controllerComponent.RoomConfig.MasterUserId; bankerGamer = room.Get(masterUserId); } else { //随机庄家 int number = RandomHelper.RandomNumber(0, 12); int i = number % 4; bankerGamer = room.gamers[i]; } bankerHandCards = bankerGamer.GetComponent <HandCardsComponent>(); bankerHandCards.IsBanker = true; room.BankerGamer = bankerGamer; } //发牌 gameController.DealCards(); orderController.Start(bankerGamer.UserID); //去除花牌 foreach (var _gamer in gamers) { HandCardsComponent handCardsComponent = _gamer.GetComponent <HandCardsComponent>(); List <MahjongInfo> handCards = handCardsComponent.GetAll(); for (int j = handCards.Count - 1; j >= 0; j--) { MahjongInfo mahjongInfo = handCards[j]; if (mahjongInfo.m_weight >= Consts.MahjongWeight.Hua_HongZhong) { handCards.RemoveAt(j); mahjongInfo.weight = (byte)mahjongInfo.m_weight; handCardsComponent.FaceCards.Add(mahjongInfo); handCardsComponent.FaceGangCards.Add(mahjongInfo); } } //加牌 int handCardsCount = handCards.Count; for (int j = 0; j < 13 - handCardsCount; j++) { GetCardNotFace(deskComponent, handCardsComponent); } } //庄家多发一张牌 GetCardNotFace(deskComponent, bankerHandCards); // List<MahjongInfo> infos = bankerHandCards.GetAll(); // bankerHandCards.library = new List<MahjongInfo>(list); //给客户端传送数据 Actor_StartGame actorStartGame = new Actor_StartGame(); foreach (var itemGame in gamers) { GamerData gamerData = new GamerData(); HandCardsComponent handCardsComponent = itemGame.GetComponent <HandCardsComponent>(); List <MahjongInfo> mahjongInfos = handCardsComponent.library; foreach (var mahjongInfo in mahjongInfos) { mahjongInfo.weight = (byte)mahjongInfo.m_weight; } gamerData.UserID = itemGame.UserID; gamerData.handCards = mahjongInfos; gamerData.faceCards = handCardsComponent.FaceCards; if (handCardsComponent.IsBanker) { gamerData.IsBanker = true; } gamerData.SeatIndex = room.seats[itemGame.UserID]; gamerData.OnlineSeconds = await DBCommonUtil.GetRestOnlineSeconds(itemGame.UserID); actorStartGame.GamerDatas.Add(gamerData); } actorStartGame.restCount = deskComponent.RestLibrary.Count; GameControllerComponent gameControllerComponent = room.GetComponent <GameControllerComponent>(); if (room.IsFriendRoom) { actorStartGame.RoomType = 3; actorStartGame.CurrentJuCount = room.CurrentJuCount; } else { actorStartGame.RoomType = (int)gameControllerComponent.RoomConfig.Id; } //发送消息 room.Broadcast(actorStartGame); // Log.Debug("发送开始:" + JsonHelper.ToJson(actorStartGame)); //排序 var startTime = DateTime.Now; foreach (var _gamer in gamers) { HandCardsComponent handCardsComponent = _gamer.GetComponent <HandCardsComponent>(); //排序 handCardsComponent.Sort(); handCardsComponent.GrabCard = handCardsComponent.GetAll()[handCardsComponent.GetAll().Count - 1]; //设置玩家在线开始时间 _gamer.StartTime = startTime; //await DBCommonUtil.RecordGamerTime(startTime, true, _gamer.UserID); } foreach (var _gamer in room.GetAll()) { HandCardsComponent handCardsComponent = _gamer.GetComponent <HandCardsComponent>(); List <MahjongInfo> cards = handCardsComponent.GetAll(); if (handCardsComponent.IsBanker) { if (Logic_NJMJ.getInstance().isHuPai(cards)) { //ToDo 胡牌 Actor_GamerCanOperation canOperation = new Actor_GamerCanOperation(); canOperation.Uid = _gamer.UserID; _gamer.IsCanHu = true; canOperation.OperationType = 2; room.GamerBroadcast(_gamer, canOperation); _gamer.isGangFaWanPai = true; } } else { //检查听牌 List <MahjongInfo> checkTingPaiList = Logic_NJMJ.getInstance().checkTingPaiList(cards); if (checkTingPaiList.Count > 0) { Log.Info($"{_gamer.UserID}听牌:"); _gamer.isFaWanPaiTingPai = true; } } } //等客户端掷骰子 //是否超时 await Game.Scene.GetComponent <TimerComponent>().WaitAsync(10 * 1000); room.StartTime(); //扣服务费 if (!room.IsFriendRoom) { //不要动画 GameHelp.CostServiceCharge(room, false); } } } catch (Exception e) { Log.Error(e); } await Task.CompletedTask; }
protected override async Task Run(Gamer gamer, Actor_GamerOperation message) { try { RoomComponent roomComponent = Game.Scene.GetComponent <RoomComponent>(); Room room = roomComponent.Get(gamer.RoomID); room.IsOperate = true; room.IsPlayingCard = false; room.IsNeedWaitOperate = false; if (room.IsGameOver) { return; } DeskComponent deskComponent = room.GetComponent <DeskComponent>(); OrderControllerComponent orderController = room.GetComponent <OrderControllerComponent>(); GameControllerComponent gameController = room.GetComponent <GameControllerComponent>(); Gamer currentGamer = room.Get(orderController.CurrentAuthority); HandCardsComponent handCards = gamer.GetComponent <HandCardsComponent>(); if (handCards == null) { return; } List <MahjongInfo> mahjongInfos = handCards.GetAll(); Log.Info($"玩家{gamer.UserID}碰或刚{message.OperationType},当前出牌:{deskComponent.CurrentCard.m_weight}"); //胡牌 int huaCount = 0; if (message.OperationType == 2) { //自摸 bool isFinish = false; if (orderController.CurrentAuthority == gamer.UserID) { if (Logic_NJMJ.getInstance().isHuPai(mahjongInfos)) { huaCount = HuPai(gamer, room, mahjongInfos, true); room.huPaiUid = gamer.UserID; isFinish = true; } } //放炮 else { if (room.CanHu(deskComponent.CurrentCard, mahjongInfos)) { List <MahjongInfo> temp = new List <MahjongInfo>(mahjongInfos); temp.Add(deskComponent.CurrentCard); huaCount = HuPai(gamer, room, temp, false); isFinish = true; room.huPaiUid = gamer.UserID; room.fangPaoUid = orderController.CurrentAuthority; } } if (isFinish) { //游戏结束结算 await gameController.GameOver(huaCount); } gamer.IsCanHu = false; gamer.IsCanPeng = false; gamer.IsCanGang = false; } //放弃 else if (message.OperationType == 3) { Log.Debug("放弃:" + gamer.UserID); gamer.IsCanHu = false; gamer.IsCanPeng = false; gamer.IsCanGang = false; if (orderController.CurrentAuthority == gamer.UserID) { //room.tokenSource.Cancel(); } else { room.tokenSource.Cancel(); Log.Info($"{gamer.UserID}取消,发牌"); room.GamerGrabCard(); } } else { Actor_GamerOperation gamerOperation = new Actor_GamerOperation(); gamerOperation.Uid = gamer.UserID; gamerOperation.weight = deskComponent.CurrentCard.weight; //有没有人胡牌 while (true) { if (!GetCanHu(room, gamer)) { break; } await Game.Scene.GetComponent <TimerComponent>().WaitAsync(1000); } //游戏结束 if (room.IsGameOver) { Log.Warning("游戏结束不能碰刚"); return; } // 碰 if (message.OperationType == 0) { if (Logic_NJMJ.getInstance().isCanPeng(deskComponent.CurrentCard, mahjongInfos)) { room.tokenSource.Cancel(); //Log.Info("11111"); gamerOperation.OperationType = 0; gamerOperation.OperatedUid = deskComponent.CurrentAuthority; room.Broadcast(gamerOperation); //更新手牌 for (int i = 0; i < 2; i++) { int index = Logic_NJMJ.getInstance().GetIndex(mahjongInfos, deskComponent.CurrentCard); mahjongInfos.RemoveAt(index); } //Log.Info("222222"); handCards.PengCards.Add(deskComponent.CurrentCard); currentGamer.GetComponent <HandCardsComponent>().PlayCards.Remove(deskComponent.CurrentCard); //添加碰的人 PengOrBar pengOrBar = ComponentFactory.Create <PengOrBar>(); pengOrBar.OperateType = OperateType.Peng; pengOrBar.Weight = deskComponent.CurrentCard.weight; pengOrBar.UserId = deskComponent.CurrentAuthority; pengOrBar.BarType = BarType.None; handCards.PengOrBars.Add(pengOrBar); Log.Debug("PengOrBars:" + handCards.PengOrBars.Count); //碰完当前玩家出牌 orderController.CurrentAuthority = gamer.UserID; room.StartTime(); } } // 杠 else { HandCardsComponent handCardsComponent = gamer.GetComponent <HandCardsComponent>(); gamerOperation.OperationType = message.OperationType; bool isSuccess = false; //明杠 if (Logic_NJMJ.getInstance().isCanGang(deskComponent.CurrentCard, mahjongInfos)) { isSuccess = true; //更新手牌 for (int i = 0; i < 3; i++) { int index = Logic_NJMJ.getInstance().GetIndex(mahjongInfos, deskComponent.CurrentCard); mahjongInfos.RemoveAt(index); } handCards.GangCards.Add(deskComponent.CurrentCard); currentGamer.GetComponent <HandCardsComponent>().PlayCards.Remove(deskComponent.CurrentCard); //杠扣钱 GameHelp.ChangeGamerGold(room, gamer, 20 * gameController.RoomConfig.Multiples); GameHelp.ChangeGamerGold(room, currentGamer, -20 * gameController.RoomConfig.Multiples); //添加明杠 gamerOperation.OperatedUid = deskComponent.CurrentAuthority; PengOrBar pengOrBar = ComponentFactory.Create <PengOrBar>(); pengOrBar.OperateType = OperateType.Bar; pengOrBar.Weight = deskComponent.CurrentCard.weight; pengOrBar.UserId = deskComponent.CurrentAuthority; pengOrBar.BarType = BarType.LightBar; handCards.PengOrBars.Add(pengOrBar); } //暗杠 else if (Logic_NJMJ.getInstance().IsAnGang(handCardsComponent.GetAll(), out var weight)) { isSuccess = true; gamerOperation.weight = (int)weight; gamerOperation.OperationType = 4; MahjongInfo info = new MahjongInfo() { weight = (byte)weight, m_weight = (Consts.MahjongWeight)weight }; //更新手牌 for (int i = 0; i < 4; i++) { int index = Logic_NJMJ.getInstance().GetIndex(mahjongInfos, info); mahjongInfos.RemoveAt(index); } handCards.GangCards.Add(info); //杠扣钱 foreach (var _gamer in room.GetAll()) { if (_gamer.UserID == gamer.UserID) { GameHelp.ChangeGamerGold(room, _gamer, 10 * gameController.RoomConfig.Multiples * 3); } else { GameHelp.ChangeGamerGold(room, _gamer, -10 * gameController.RoomConfig.Multiples); } } //添加暗杠 gamerOperation.OperatedUid = 0; PengOrBar pengOrBar = ComponentFactory.Create <PengOrBar>(); pengOrBar.OperateType = OperateType.Bar; pengOrBar.Weight = (int)weight; pengOrBar.UserId = 0; pengOrBar.BarType = BarType.DarkBar; handCards.PengOrBars.Add(pengOrBar); } //碰杠 else if (Logic_NJMJ.getInstance().IsPengGang(handCardsComponent.PengCards, handCardsComponent.GetAll(), out var weight1)) { isSuccess = true; gamerOperation.weight = weight1; gamerOperation.OperationType = 5; MahjongInfo info = new MahjongInfo() { weight = (byte)weight1, m_weight = (Consts.MahjongWeight)weight1 }; //更新手牌 for (int i = 0; i < 1; i++) { int index = Logic_NJMJ.getInstance().GetIndex(mahjongInfos, info); mahjongInfos.RemoveAt(index); } handCardsComponent.PengCards.Remove(info); handCards.GangCards.Add(info); handCards.PengGangCards.Add(info); //添加碰杠 PengOrBar pengOrBar = null; foreach (var item in handCardsComponent.PengOrBars) { if (item.Weight == weight1 && item.OperateType == OperateType.Peng) { pengOrBar = item; } } if (pengOrBar == null) { Log.Error("碰刚的牌没有碰过"); return; } pengOrBar.OperateType = OperateType.Bar; pengOrBar.BarType = BarType.PengBar; gamerOperation.OperatedUid = pengOrBar.UserId; //杠扣钱 foreach (var _gamer in room.GetAll()) { if (_gamer.UserID == gamer.UserID) { GameHelp.ChangeGamerGold(room, _gamer, 20 * gameController.RoomConfig.Multiples); } else if (_gamer.UserID == pengOrBar.UserId) { GameHelp.ChangeGamerGold(room, _gamer, -20 * gameController.RoomConfig.Multiples); } } } if (isSuccess) { room.Broadcast(gamerOperation); //杠完之后不能 gamer.isFaWanPaiTingPai = false; gamer.isGangEndBuPai = true; gamer.isGetYingHuaBuPai = false; //杠完后是本人出牌 orderController.CurrentAuthority = gamer.UserID; //杠完之后抓牌 await room.GrabMahjongNoHua(gamer); #region 比下胡 累计2个暗杠或3个明杠(同一个玩家) int lightCount = handCards.PengOrBars.Count(c => c.BarType == BarType.LightBar); int darkCount = handCards.PengOrBars.Count(c => c.BarType == BarType.DarkBar); if (lightCount >= 3 || darkCount >= 2) { room.LastBiXiaHu = true; } #endregion } else { Log.Debug("不能杠"); } } } } catch (Exception e) { Log.Error(e); } await Task.CompletedTask; }
protected override async Task Run(Gamer gamer, Actor_GamerExitRoom message) { try { Log.Info($"玩家{gamer.UserID}退出房间"); RoomComponent roomComponent = Game.Scene.GetComponent <RoomComponent>(); Room room = roomComponent.Get(gamer.RoomID); if (room == null) { return; } if (room.State == RoomState.Game) { if (gamer.isOffline) { return; } gamer.isOffline = true; //玩家断开添加自动出牌组件 //if (gamer.GetComponent<TrusteeshipComponent>() == null) //gamer.AddComponent<TrusteeshipComponent>(); gamer.EndTime = DateTime.Now; TimeSpan span = gamer.EndTime - gamer.StartTime; int totalSeconds = (int)span.TotalSeconds; //await DBCommonUtil.RecordGamerTime(gamer.EndTime, false,gamer.UserID); await DBCommonUtil.RecordGamerInfo(gamer.UserID, totalSeconds); Log.Info($"玩家{gamer.UserID}断开,切换为自动模式"); } else { GameControllerComponent gameControllerComponent = room.GetComponent <GameControllerComponent>(); //好友房还没开局房主掉线,房间解散 if (room.IsFriendRoom && room.State == RoomState.Idle && room.CurrentJuCount == 0) { if (gameControllerComponent.RoomConfig.MasterUserId == gamer.UserID) { room.Broadcast(new Actor_GamerReadyTimeOut() { Message = "房主解散房间" }); GameHelp.RoomDispose(room); return; } } //好友房开局后,掉线后不能退出 if (room.IsFriendRoom && room.CurrentJuCount > 0 && room.CurrentJuCount < gameControllerComponent.RoomConfig.JuCount) { gamer.isOffline = true; Log.Info($"{gamer.UserID} 好友房开局后,掉线后不能退出"); return; } //玩家主动退出 通知gate if (message.IsFromClient) { ActorMessageSenderComponent actorMessageSenderComponent = Game.Scene.GetComponent <ActorMessageSenderComponent>(); ActorMessageSender actorMessageSender = actorMessageSenderComponent.Get(gamer.PlayerID); actorMessageSender.Send(new M2G_Actor_GamerExitRoom()); //消息广播给其他人 room.Broadcast(new Actor_GamerExitRoom() { Uid = gamer.UserID }); //房间移除玩家 Log.Info($"{gamer.UserID}主动退出,移除玩家"); room.Remove(gamer.UserID); } else //游戏崩溃 { //房间移除玩家 Log.Info($"{gamer.UserID}崩溃退出,移除玩家"); room.Remove(gamer.UserID); //消息广播给其他人 room.Broadcast(new Actor_GamerExitRoom() { Uid = gamer.UserID }); } gamer.Dispose(); //房间没人就释放 if (room.seats.Count == 0) { roomComponent.RemoveRoom(room); room?.Dispose(); } } } catch (Exception e) { Log.Error(e); } await Task.CompletedTask; }