示例#1
0
    private bool _ChessResult(Chess chess, PlayChess result)
    {
        bool over = false;

        //操作成功
        result.Suc = true;
        switch (chess)
        {
        case Chess.Null:
            //操作失败
            result.Suc = false;
            break;

        case Chess.None:
            result.Challenger = Chess.None;
            break;

        case Chess.Black:
            over = true;
            result.Challenger = Chess.Black;
            break;

        case Chess.White:
            over = true;
            result.Challenger = Chess.White;
            break;

        case Chess.Draw:
            over = true;
            result.Challenger = Chess.Draw;
            break;
        }

        return(over);
    }
示例#2
0
    private void _PlayChess(byte[] data)
    {
        PlayChess result = NetworkUtils.Deserialize <PlayChess>(data);

        if (!result.Suc)
        {
            Info.Instance.Print("下棋操作失败");
            return;
        }

        switch (result.Challenger)
        {
        case Chess.None:
            break;

        case Chess.Black:
            NetworkPlayer.Instance.OnPlayingChange(false);
            Info.Instance.Print("黑棋胜利");
            break;

        case Chess.White:
            NetworkPlayer.Instance.OnPlayingChange(false);
            Info.Instance.Print("白棋胜利");
            break;

        case Chess.Draw:
            NetworkPlayer.Instance.OnPlayingChange(false);
            Info.Instance.Print("平局");
            break;
        }

        //实例化棋子
        NetworkGameplay.Instance.InstChess(result.Chess, new Vec2(result.X, result.Y));
    }
示例#3
0
    /// <summary>
    /// 下棋请求
    /// </summary>
    public void PlayChessRequest(int roomId)
    {
        //进行棋盘操作检测
        Vec2 pos = NetworkGameplay.Instance.PlayChess();

        if (pos.X == -1)
        {
            return;
        }

        PlayChess request = new PlayChess();

        request.RoomId = roomId;
        request.Chess  = NetworkPlayer.Instance.Chess;
        request.X      = pos.X;
        request.Y      = pos.Y;
        byte[] data = NetworkUtils.Serialize(request);
        NetworkClient.Enqueue(MessageType.PlayChess, data);
    }
示例#4
0
    private void _PlayChess(Player player, byte[] data)
    {
        //结果
        PlayChess result = new PlayChess();

        PlayChess receive = NetworkUtils.Deserialize <PlayChess>(data);

        //逻辑检测(有该房间)
        if (Server.Rooms.ContainsKey(receive.RoomId))
        {
            //该房间中的玩家有资格下棋
            if (Server.Rooms[receive.RoomId].Players.Contains(player) &&
                Server.Rooms[receive.RoomId].State == Room.RoomState.Gaming &&
                receive.Chess == Server.Rooms[receive.RoomId].GamePlay.Turn)
            {
                //判断结果
                Chess chess = Server.Rooms[receive.RoomId].GamePlay.Calculate(receive.X, receive.Y);
                //检测操作:如果游戏结束
                bool over = _ChessResult(chess, result);

                if (result.Suc)
                {
                    result.Chess = receive.Chess;
                    result.X     = receive.X;
                    result.Y     = receive.Y;

                    Console.WriteLine($"玩家:{player.Name}下棋成功");

                    //向该房间中玩家与观察者广播结果
                    data = NetworkUtils.Serialize(result);
                    foreach (var each in Server.Rooms[receive.RoomId].Players)
                    {
                        each.Send(MessageType.PlayChess, data);
                    }
                    foreach (var each in Server.Rooms[receive.RoomId].OBs)
                    {
                        each.Send(MessageType.PlayChess, data);
                    }

                    if (over)
                    {
                        Console.WriteLine("游戏结束,房间关闭");
                        Server.Rooms[receive.RoomId].Close();
                    }
                }
                else
                {
                    Console.WriteLine($"玩家:{player.Name}下棋失败");
                    //向玩家发送失败操作结果
                    data = NetworkUtils.Serialize(result);
                    player.Send(MessageType.PlayChess, data);
                }
            }
            else
            {
                Console.WriteLine($"玩家:{player.Name}下棋失败");
                //向玩家发送失败操作结果
                data = NetworkUtils.Serialize(result);
                player.Send(MessageType.PlayChess, data);
            }
        }
        else
        {
            Console.WriteLine($"玩家:{player.Name}下棋失败");
            //向玩家发送失败操作结果
            data = NetworkUtils.Serialize(result);
            player.Send(MessageType.PlayChess, data);
        }
    }