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phase.go
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phase.go
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package game
import (
"github.com/CuteReimu/FengSheng/config"
"github.com/CuteReimu/FengSheng/protos"
)
// DrawPhase 摸牌阶段
type DrawPhase struct {
Player IPlayer
}
func (dp *DrawPhase) Resolve() (next Fsm, continueResolve bool) {
game := dp.Player.GetGame()
if !dp.Player.IsAlive() {
return &NextTurn{player: dp.Player}, true
}
logger.Info(dp.Player, "的回合开始了")
for _, p := range game.GetPlayers() {
p.NotifyDrawPhase(dp.Player)
}
dp.Player.Draw(config.GetHandCardCountEachTurn())
return &MainPhaseIdle{Player: dp.Player}, true
}
// MainPhaseIdle 出牌阶段空闲时点
type MainPhaseIdle struct {
Player IPlayer
}
func (mp *MainPhaseIdle) Resolve() (next Fsm, continueResolve bool) {
game := mp.Player.GetGame()
if !mp.Player.IsAlive() {
return &NextTurn{player: mp.Player}, true
}
for _, p := range game.GetPlayers() {
p.NotifyMainPhase(mp.Player, 30)
}
return mp, false
}
type OnUseCard struct {
WhoseTurn IPlayer
Player IPlayer
Card ICard
AskWhom IPlayer
ResolveFunc func() (next Fsm, continueResolve bool)
}
func (uc *OnUseCard) Resolve() (next Fsm, continueResolve bool) {
if nextFsm, continueResolve, ok := uc.WhoseTurn.GetGame().DealListeningSkills(); ok {
return nextFsm, continueResolve
}
return &OnUseCardNext{OnUseCard: uc}, true
}
type OnUseCardNext struct {
OnUseCard *OnUseCard
}
func (uc *OnUseCardNext) Resolve() (next Fsm, continueResolve bool) {
askWhom := uc.OnUseCard.AskWhom.Location()
players := uc.OnUseCard.AskWhom.GetGame().GetPlayers()
for {
askWhom = (askWhom + 1) % len(players)
if askWhom == uc.OnUseCard.Player.Location() {
return uc.OnUseCard.ResolveFunc()
}
if players[askWhom].IsAlive() {
uc.OnUseCard.AskWhom = players[askWhom]
return uc.OnUseCard, true
}
}
}
// SendPhaseStart 情报传递阶段开始时,选择传递一张情报
type SendPhaseStart struct {
Player IPlayer
}
func (sp *SendPhaseStart) Resolve() (next Fsm, continueResolve bool) {
game := sp.Player.GetGame()
if sp.Player.IsAlive() {
if len(sp.Player.GetCards()) == 0 {
logger.Info(sp.Player, "没有情报可传,输掉了游戏")
game.GetDeck().Discard(sp.Player.DeleteAllMessageCards()...)
sp.Player.SetLose(true)
sp.Player.SetAlive(false)
for _, p := range game.GetPlayers() {
p.NotifyDie(sp.Player.Location(), true)
}
}
}
if !sp.Player.IsAlive() {
return &NextTurn{player: sp.Player}, true
}
for _, p := range game.GetPlayers() {
p.NotifySendPhaseStart(sp.Player, 20)
}
return sp, false
}
// OnSendCard 选择了将要传递一张情报时
type OnSendCard struct {
WhoseTurn IPlayer
MessageCard ICard
Dir protos.Direction
TargetPlayer IPlayer
LockedPlayers []IPlayer
}
func (sc *OnSendCard) Resolve() (next Fsm, continueResolve bool) {
game := sc.WhoseTurn.GetGame()
logger.Info(sc.WhoseTurn, "传出了", sc.MessageCard, ",方向是", protos.Direction_name[int32(sc.Dir)], "传给了", sc.TargetPlayer)
sc.WhoseTurn.DeleteCard(sc.MessageCard.GetId())
for _, p := range game.GetPlayers() {
p.NotifySendMessageCard(sc.WhoseTurn, sc.TargetPlayer, sc.LockedPlayers, sc.MessageCard, sc.Dir)
}
logger.Info("情报到达", sc.TargetPlayer, "面前")
return &SendPhaseIdle{
WhoseTurn: sc.WhoseTurn,
MessageCard: sc.MessageCard,
Dir: sc.Dir,
InFrontOfWhom: sc.TargetPlayer,
LockedPlayers: sc.LockedPlayers,
}, true
}
// SendPhaseIdle 情报传递阶段空闲时点
type SendPhaseIdle struct {
WhoseTurn IPlayer
MessageCard ICard
Dir protos.Direction
InFrontOfWhom IPlayer
LockedPlayers []IPlayer
IsMessageCardFaceUp bool
}
func (sp *SendPhaseIdle) Resolve() (next Fsm, continueResolve bool) {
game := sp.WhoseTurn.GetGame()
for _, p := range game.GetPlayers() {
p.NotifySendPhase(sp.WhoseTurn, sp.InFrontOfWhom, sp.LockedPlayers, sp.MessageCard, sp.Dir, sp.IsMessageCardFaceUp, 20)
}
return sp, false
}
// MessageMoveNext 情报传递阶段,情报移到下一个人
type MessageMoveNext struct {
SendPhase *SendPhaseIdle
}
func (mm *MessageMoveNext) Resolve() (next Fsm, continueResolve bool) {
game := mm.SendPhase.WhoseTurn.GetGame()
if mm.SendPhase.Dir == protos.Direction_Up {
if mm.SendPhase.WhoseTurn.IsAlive() {
mm.SendPhase.InFrontOfWhom = mm.SendPhase.WhoseTurn
logger.Info("情报到达", mm.SendPhase.InFrontOfWhom, "面前")
return mm.SendPhase, true
} else {
return &NextTurn{player: mm.SendPhase.WhoseTurn}, true
}
} else {
inFrontOfWhom := mm.SendPhase.InFrontOfWhom.Location()
for {
if mm.SendPhase.Dir == protos.Direction_Left {
inFrontOfWhom = (inFrontOfWhom + len(game.GetPlayers()) - 1) % len(game.GetPlayers())
} else {
inFrontOfWhom = (inFrontOfWhom + 1) % len(game.GetPlayers())
}
mm.SendPhase.InFrontOfWhom = game.GetPlayers()[inFrontOfWhom]
if mm.SendPhase.InFrontOfWhom.IsAlive() {
logger.Info("情报到达", mm.SendPhase.InFrontOfWhom, "面前")
return mm.SendPhase, true
} else if mm.SendPhase.WhoseTurn == mm.SendPhase.InFrontOfWhom {
return &NextTurn{player: mm.SendPhase.WhoseTurn}, true
}
}
}
}
// OnChooseReceiveCard 选择接收情报时
type OnChooseReceiveCard struct {
WhoseTurn IPlayer
MessageCard ICard
InFrontOfWhom IPlayer
IsMessageCardFaceUp bool
}
func (cr *OnChooseReceiveCard) Resolve() (next Fsm, continueResolve bool) {
game := cr.WhoseTurn.GetGame()
logger.Info(cr.InFrontOfWhom, "选择接收情报")
for _, p := range game.GetPlayers() {
p.NotifyChooseReceiveCard(cr.InFrontOfWhom)
}
return &FightPhaseIdle{
WhoseTurn: cr.WhoseTurn,
MessageCard: cr.MessageCard,
InFrontOfWhom: cr.InFrontOfWhom,
WhoseFightTurn: cr.InFrontOfWhom,
IsMessageCardFaceUp: cr.IsMessageCardFaceUp,
}, true
}
// FightPhaseIdle 争夺阶段空闲时点
type FightPhaseIdle struct {
WhoseTurn IPlayer
MessageCard ICard
InFrontOfWhom IPlayer
WhoseFightTurn IPlayer
IsMessageCardFaceUp bool
}
func (fp *FightPhaseIdle) Resolve() (next Fsm, continueResolve bool) {
game := fp.WhoseTurn.GetGame()
for _, p := range game.GetPlayers() {
p.NotifyFightPhase(fp.WhoseTurn, fp.InFrontOfWhom, fp.WhoseFightTurn, fp.MessageCard, fp.IsMessageCardFaceUp, 20)
}
return fp, false
}
// FightPhaseNext 争夺阶段即将询问下一个人时
type FightPhaseNext struct {
FightPhase *FightPhaseIdle
}
func (fp *FightPhaseNext) Resolve() (next Fsm, continueResolve bool) {
game := fp.FightPhase.WhoseFightTurn.GetGame()
whoseFightTurn := fp.FightPhase.WhoseFightTurn.Location()
for {
whoseFightTurn = (whoseFightTurn + 1) % len(game.GetPlayers())
if whoseFightTurn == fp.FightPhase.InFrontOfWhom.Location() {
return &ReceivePhase{
WhoseTurn: fp.FightPhase.WhoseTurn,
MessageCard: fp.FightPhase.MessageCard,
InFrontOfWhom: fp.FightPhase.InFrontOfWhom,
}, true
} else if game.GetPlayers()[whoseFightTurn].IsAlive() {
break
}
}
nextPhase := fp.FightPhase
nextPhase.WhoseFightTurn = game.GetPlayers()[whoseFightTurn]
return nextPhase, true
}
// ReceivePhase 情报接收阶段
type ReceivePhase struct {
WhoseTurn IPlayer
MessageCard ICard
InFrontOfWhom IPlayer
}
func (rp *ReceivePhase) Resolve() (next Fsm, continueResolve bool) {
player := rp.InFrontOfWhom
if player.IsAlive() {
player.AddMessageCards(rp.MessageCard)
logger.Info(player, "成功接收情报")
for _, p := range player.GetGame().GetPlayers() {
p.NotifyReceivePhase(rp.WhoseTurn, rp.InFrontOfWhom, rp.MessageCard)
}
return &ReceivePhaseSenderSkill{
WhoseTurn: rp.WhoseTurn,
MessageCard: rp.MessageCard,
ReceiveOrder: []IPlayer{rp.InFrontOfWhom},
InFrontOfWhom: rp.InFrontOfWhom,
}, true
}
return &NextTurn{player: rp.WhoseTurn}, true
}
// ReceivePhaseSenderSkill 接收情报时,传出者的技能
type ReceivePhaseSenderSkill struct {
WhoseTurn IPlayer
MessageCard ICard
ReceiveOrder []IPlayer
InFrontOfWhom IPlayer
}
func (rp *ReceivePhaseSenderSkill) Resolve() (next Fsm, continueResolve bool) {
if nextFsm, continueResolve, ok := rp.WhoseTurn.GetGame().DealListeningSkills(); ok {
return nextFsm, continueResolve
}
return &ReceivePhaseReceiverSkill{
WhoseTurn: rp.WhoseTurn,
MessageCard: rp.MessageCard,
ReceiveOrder: rp.ReceiveOrder,
InFrontOfWhom: rp.InFrontOfWhom,
}, true
}
// ReceivePhaseReceiverSkill 接收情报时,接收者的技能
type ReceivePhaseReceiverSkill struct {
WhoseTurn IPlayer
MessageCard ICard
ReceiveOrder []IPlayer
InFrontOfWhom IPlayer
}
func (rp *ReceivePhaseReceiverSkill) Resolve() (next Fsm, continueResolve bool) {
if nextFsm, continueResolve, ok := rp.InFrontOfWhom.GetGame().DealListeningSkills(); ok {
return nextFsm, continueResolve
}
return &CheckWinOrDie{
WhoseTurn: rp.WhoseTurn,
ReceiveOrder: rp.ReceiveOrder,
AfterDieResolve: &NextTurn{player: rp.WhoseTurn},
}, true
}
// CheckWinOrDie 判断是否胜利或者有人濒死
type CheckWinOrDie struct {
WhoseTurn IPlayer
ReceiveOrder []IPlayer
AfterDieResolve Fsm
}
func (cw *CheckWinOrDie) Resolve() (next Fsm, continueResolve bool) {
game := cw.WhoseTurn.GetGame()
var stealer IPlayer
var redPlayers, bluePlayers []IPlayer
for _, p := range game.GetPlayers() {
if p.IsAlive() && !p.HasNoIdentity() && !p.IsLose() {
identity, secretTask := p.GetIdentity()
switch identity {
case protos.Color_Black:
if secretTask == protos.SecretTask_Stealer {
stealer = p
}
case protos.Color_Red:
redPlayers = append(redPlayers, p)
case protos.Color_Blue:
bluePlayers = append(bluePlayers, p)
}
}
}
var declareWinner []IPlayer
var winner []IPlayer
var dyingQueue []IPlayer
var redWin, blueWin bool
for i := range cw.ReceiveOrder {
player := cw.ReceiveOrder[i]
var red, blue, black int
for _, card := range player.GetMessageCards() {
for _, color := range card.GetColors() {
switch color {
case protos.Color_Black:
black++
case protos.Color_Red:
red++
case protos.Color_Blue:
blue++
}
}
}
identity, secretTask := player.GetIdentity()
switch identity {
case protos.Color_Black:
if secretTask == protos.SecretTask_Collector && (red >= 3 || blue >= 3) {
declareWinner = append(declareWinner, player)
winner = append(winner, player)
}
case protos.Color_Red:
if red >= 3 {
declareWinner = append(declareWinner, player)
redWin = true
}
case protos.Color_Blue:
if blue >= 3 {
declareWinner = append(declareWinner, player)
blueWin = true
}
}
if black >= 3 {
dyingQueue = append(dyingQueue, player)
}
}
if redWin {
winner = append(winner, redPlayers...)
}
if blueWin {
winner = append(winner, bluePlayers...)
}
if len(declareWinner) > 0 && stealer != nil && cw.WhoseTurn.Location() == stealer.Location() {
declareWinner = []IPlayer{stealer}
winner = []IPlayer{stealer}
}
if len(declareWinner) > 0 {
logger.Info(declareWinner, "宣告胜利,胜利者有", winner)
for _, p := range game.GetPlayers() {
p.NotifyWin(declareWinner, winner)
}
return nil, false
}
return &StartWaitForChengQing{
WhoseTurn: cw.WhoseTurn,
DyingQueue: dyingQueue,
AfterDieResolve: cw.AfterDieResolve,
}, true
}
// StartWaitForChengQing 判断是否需要濒死求澄清
type StartWaitForChengQing struct {
WhoseTurn IPlayer
DyingQueue []IPlayer
DiedQueue []IPlayer
AfterDieResolve Fsm
}
func (cq *StartWaitForChengQing) Resolve() (next Fsm, continueResolve bool) {
if len(cq.DyingQueue) == 0 {
return &CheckKillerWin{
WhoseTurn: cq.WhoseTurn,
DiedQueue: cq.DiedQueue,
AfterDieResolve: cq.AfterDieResolve,
}, true
}
whoDie := cq.DyingQueue[0]
logger.Info(whoDie, "濒死")
cq.DyingQueue = cq.DyingQueue[1:]
fsm := &WaitForChengQing{
WhoseTurn: cq.WhoseTurn,
WhoDie: whoDie,
AskWhom: cq.WhoseTurn,
DyingQueue: cq.DyingQueue,
DiedQueue: cq.DiedQueue,
AfterDieResolve: cq.AfterDieResolve,
}
if whoDie.IsAlive() {
return fsm, true
}
return &WaitNextForChengQing{WaitForChengQing: fsm}, true
}
// WaitForChengQing 濒死求澄清
type WaitForChengQing struct {
WhoseTurn IPlayer
WhoDie IPlayer
AskWhom IPlayer
DyingQueue []IPlayer
DiedQueue []IPlayer
AfterDieResolve Fsm
}
func (cq *WaitForChengQing) Resolve() (next Fsm, continueResolve bool) {
logger.Info("正在询问", cq.AskWhom, "是否使用澄清")
for _, p := range cq.AskWhom.GetGame().GetPlayers() {
p.NotifyAskForChengQing(cq.WhoDie, cq.AskWhom)
}
return cq, false
}
// UseChengQingOnDying 濒死求澄清时,使用了澄清
type UseChengQingOnDying struct {
WaitForChengQing *WaitForChengQing
}
func (cq *UseChengQingOnDying) Resolve() (next Fsm, continueResolve bool) {
var count int
for _, card := range cq.WaitForChengQing.WhoDie.GetCards() {
for _, color := range card.GetColors() {
if color == protos.Color_Black {
count++
break
}
}
}
if count >= 3 {
return cq.WaitForChengQing, true
}
return &StartWaitForChengQing{
WhoseTurn: cq.WaitForChengQing.WhoseTurn,
DyingQueue: cq.WaitForChengQing.DyingQueue,
DiedQueue: cq.WaitForChengQing.DiedQueue,
AfterDieResolve: cq.WaitForChengQing.AfterDieResolve,
}, true
}
// WaitNextForChengQing 濒死求澄清时,询问下一个人
type WaitNextForChengQing struct {
WaitForChengQing *WaitForChengQing
}
func (cq *WaitNextForChengQing) Resolve() (next Fsm, continueResolve bool) {
game := cq.WaitForChengQing.AskWhom.GetGame()
askWhom := cq.WaitForChengQing.AskWhom.Location()
for {
askWhom = (askWhom + 1) % len(game.GetPlayers())
if askWhom == cq.WaitForChengQing.WhoseTurn.Location() {
logger.Info("无人拯救,", cq.WaitForChengQing.WhoDie, "已死亡")
cq.WaitForChengQing.WhoDie.SetAlive(false)
cq.WaitForChengQing.DiedQueue = append(cq.WaitForChengQing.DiedQueue, cq.WaitForChengQing.WhoDie)
return &StartWaitForChengQing{
WhoseTurn: cq.WaitForChengQing.WhoseTurn,
DyingQueue: cq.WaitForChengQing.DyingQueue,
DiedQueue: cq.WaitForChengQing.DiedQueue,
AfterDieResolve: cq.WaitForChengQing.AfterDieResolve,
}, true
}
if game.GetPlayers()[askWhom].IsAlive() {
cq.WaitForChengQing.AskWhom = game.GetPlayers()[askWhom]
return cq.WaitForChengQing, true
}
}
}
// CheckKillerWin 判断镇压者获胜条件,或者只剩一个人存活
type CheckKillerWin struct {
WhoseTurn IPlayer
DiedQueue []IPlayer
AfterDieResolve Fsm
}
func (ck *CheckKillerWin) Resolve() (next Fsm, continueResolve bool) {
if len(ck.DiedQueue) == 0 {
return ck.AfterDieResolve, true
}
game := ck.WhoseTurn.GetGame()
var killer IPlayer
for _, p := range game.GetPlayers() {
if p.IsAlive() && !p.HasNoIdentity() && !p.IsLose() {
if identity, task := p.GetIdentity(); identity == protos.Color_Black && task == protos.SecretTask_Killer {
killer = p
break
}
}
}
if killer != nil && ck.WhoseTurn.Location() == killer.Location() {
for _, whoDie := range ck.DiedQueue {
var count int
for _, card := range whoDie.GetMessageCards() {
for _, color := range card.GetColors() {
if color != protos.Color_Black {
count++
break
}
}
}
if count >= 2 {
logger.Info(killer, "宣告胜利,胜利者有", []IPlayer{killer})
for _, p := range game.GetPlayers() {
p.NotifyWin([]IPlayer{killer}, []IPlayer{killer})
}
return nil, false
}
}
}
var alivePlayer IPlayer
for _, p := range game.GetPlayers() {
if p.IsAlive() {
if alivePlayer == nil {
alivePlayer = p
} else {
// 至少有2个人存活,游戏继续
return &DieSkill{
WhoseTurn: ck.WhoseTurn,
DiedQueue: ck.DiedQueue,
AskWhom: ck.DiedQueue[0],
AfterDieResolve: ck.AfterDieResolve,
}, true
}
}
}
if alivePlayer == nil {
// 全部死亡,游戏结束
logger.Info("全部死亡,游戏结束")
for _, p := range game.GetPlayers() {
p.NotifyWin(([]IPlayer)(nil), ([]IPlayer)(nil))
}
return nil, false
}
// 只剩1个人存活,游戏结束
winner := []IPlayer{alivePlayer}
if identity1, _ := alivePlayer.GetIdentity(); identity1 != protos.Color_Black {
for _, p := range game.GetPlayers() {
if identity2, _ := p.GetIdentity(); identity2 == identity1 && p.Location() != alivePlayer.Location() {
winner = append(winner, p)
}
}
}
logger.Info("只剩下", alivePlayer, "存活,胜利者有", winner)
for _, p := range game.GetPlayers() {
p.NotifyWin(([]IPlayer)(nil), winner)
}
return nil, false
}
// DieSkill 死亡角色发动技能
type DieSkill struct {
WhoseTurn IPlayer
DiedIndex int
DiedQueue []IPlayer
AskWhom IPlayer
ReceiveOrder []IPlayer
AfterDieResolve Fsm
}
func (ds *DieSkill) Resolve() (next Fsm, continueResolve bool) {
if nextFsm, continueResolve, ok := ds.AskWhom.GetGame().DealListeningSkills(); ok {
return nextFsm, continueResolve
}
return &DieSkillNext{DieSkill: ds}, true
}
type DieSkillNext struct {
DieSkill *DieSkill
}
func (ds *DieSkillNext) Resolve() (next Fsm, continueResolve bool) {
game := ds.DieSkill.WhoseTurn.GetGame()
askWhom := ds.DieSkill.AskWhom.Location()
for {
askWhom = (askWhom + 1) % len(game.GetPlayers())
if askWhom == ds.DieSkill.DiedQueue[ds.DieSkill.DiedIndex].Location() {
ds.DieSkill.DiedIndex++
if ds.DieSkill.DiedIndex >= len(ds.DieSkill.DiedQueue) {
return &WaitForDieGiveCard{
WhoseTurn: ds.DieSkill.WhoseTurn,
DiedQueue: ds.DieSkill.DiedQueue,
ReceiveOrder: ds.DieSkill.ReceiveOrder,
AfterDieResolve: ds.DieSkill.AfterDieResolve,
}, true
}
ds.DieSkill.AskWhom = ds.DieSkill.DiedQueue[ds.DieSkill.DiedIndex]
return ds.DieSkill, true
}
if game.GetPlayers()[askWhom].IsAlive() {
ds.DieSkill.AskWhom = game.GetPlayers()[askWhom]
return ds.DieSkill, true
}
}
}
// WaitForDieGiveCard 等待死亡角色给三张牌
type WaitForDieGiveCard struct {
WhoseTurn IPlayer
DiedIndex int
DiedQueue []IPlayer
ReceiveOrder []IPlayer
AfterDieResolve Fsm
}
func (dg *WaitForDieGiveCard) Resolve() (next Fsm, continueResolve bool) {
if dg.DiedIndex >= len(dg.DiedQueue) {
if len(dg.ReceiveOrder) > 0 {
return &CheckWinOrDie{
WhoseTurn: dg.WhoseTurn,
ReceiveOrder: dg.ReceiveOrder,
AfterDieResolve: dg.AfterDieResolve,
}, true
} else {
return dg.AfterDieResolve, true
}
}
whoDie := dg.DiedQueue[dg.DiedIndex]
for _, p := range whoDie.GetGame().GetPlayers() {
p.WaitForDieGiveCard(whoDie)
}
return dg, false
}
type AfterDieGiveCard struct {
DieGiveCard *WaitForDieGiveCard
}
func (dg *AfterDieGiveCard) Resolve() (next Fsm, continueResolve bool) {
player := dg.DieGiveCard.DiedQueue[dg.DieGiveCard.DiedIndex]
var cards []ICard
for _, c := range player.GetCards() {
cards = append(cards, c)
}
player.GetGame().PlayerDiscardCard(player, cards...)
for _, p := range player.GetGame().GetPlayers() {
p.NotifyDie(player.Location(), false)
}
dg.DieGiveCard.DiedIndex++
return dg.DieGiveCard, true
}
// NextTurn 即将跳转到下一回合时
type NextTurn struct {
player IPlayer
}
func (nt *NextTurn) Resolve() (next Fsm, continueResolve bool) {
game := nt.player.GetGame()
whoseTurn := nt.player.Location()
for {
whoseTurn = (whoseTurn + 1) % len(game.GetPlayers())
player := game.GetPlayers()[whoseTurn]
if player.IsAlive() {
for _, p := range game.GetPlayers() {
p.ResetSkillUseCount()
}
return &DrawPhase{Player: player}, true
}
}
}