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desk.go
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desk.go
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package game
import (
"encoding/json"
"fmt"
"math/rand"
"sort"
"strings"
"sync/atomic"
"time"
"github.com/lonng/nano"
"github.com/lonng/nano/scheduler"
"github.com/lonng/nano/session"
"github.com/lonng/nanoserver/db"
"github.com/lonng/nanoserver/db/model"
"github.com/lonng/nanoserver/internal/game/history"
"github.com/lonng/nanoserver/internal/game/mahjong"
"github.com/lonng/nanoserver/pkg/async"
"github.com/lonng/nanoserver/pkg/constant"
"github.com/lonng/nanoserver/pkg/errutil"
"github.com/lonng/nanoserver/pkg/room"
"github.com/lonng/nanoserver/protocol"
"github.com/pborman/uuid"
log "github.com/sirupsen/logrus"
)
const (
ResultIllegal = 0
ResultZiMo = 1
ResultHu = 2
ResultPao = 3
ResultPei = 4
)
const (
illegalTurn = -1
deskDissolved = -1 // 桌子解散标记
illegalTile = -1
)
type Desk struct {
clubId int64 // 俱乐部ID
roomNo room.Number // 房间号
deskID int64 // desk表的pk
opts *protocol.DeskOptions // 房间选项
state constant.DeskStatus // 状态
round uint32 // 第n局
creator int64 // 创建玩家UID
createdAt int64 // 创建时间
players []*Player
group *nano.Group // 组播通道
die chan struct{}
allTiles mahjong.Mahjong //所有麻将
bankerTurn int //庄家方位
curTurn int //当前方位
nextTileIndex int //下一tile在整副麻将数组中的索引,非Tile's rank.
isNewRound bool //是否是每局的第一次出牌
isFirstRound bool //是否是本桌的第一局牌
knownTiles map[int]int //已知麻将: index -> count
// TODO(Waring): 里面只能统计分值变化, 不能用于统计暗杠和巴杠, 因为转雨会将分支变化直接转给胡牌玩家
scoreChanges map[int64][]*scoreChangeInfo // uid -> score,
snapshot *history.History //为本局准备快照
roundStats history.RoundStats //单局分值变化统计
matchStats history.MatchStats //场分值变化统计
wonPlayers map[int64]bool //是否胡牌
paoPlayer int64 //炮手
isMakerSet bool // 当局第一次设置庄家
dissolve *dissolveContext // 解散相关状态(改状态只可能只逻辑线程中更新, 不会并发)
prepare *prepareContext // 准备相关状态
dice *dice // 骰子
lastTileId int //最后一张出牌
lastChuPaiUid int64 //最后一个出牌的玩家
lastHintUid int64 //最后一个接到提示的玩家
latestEnter *protocol.PlayerEnterDesk //最新的进入状态
logger *log.Entry
}
func NewDesk(roomNo room.Number, opts *protocol.DeskOptions, clubId int64) *Desk {
d := &Desk{
clubId: clubId,
state: constant.DeskStatusCreate,
roomNo: roomNo,
players: []*Player{},
group: nano.NewGroup(uuid.New()),
die: make(chan struct{}),
wonPlayers: map[int64]bool{},
isNewRound: true,
isFirstRound: true,
knownTiles: map[int]int{},
scoreChanges: map[int64][]*scoreChangeInfo{},
opts: opts,
bankerTurn: turnUnknown,
roundStats: make(history.RoundStats),
matchStats: make(history.MatchStats),
prepare: newPrepareContext(),
dice: newDice(),
logger: log.WithField(fieldDesk, roomNo),
}
d.dissolve = newDissolveContext(d)
return d
}
// 玩家数量
func (d *Desk) totalPlayerCount() int {
return d.opts.Mode
}
// 麻将数量
func (d *Desk) totalTileCount() int {
if d.opts.Mode == 4 {
return 108
} else {
return 72
}
}
func (d *Desk) save() error {
var name3 string
var player3 int64
if d.opts.Mode == ModeFours {
name3 = d.players[3].name
player3 = d.players[3].Uid()
}
// save to database
desk := &model.Desk{
ClubId: d.clubId,
Creator: d.creator,
CreatedAt: time.Now().Unix(),
Mode: d.opts.Mode,
DeskNo: string(d.roomNo),
Player0: d.players[0].Uid(),
Player1: d.players[1].Uid(),
Player2: d.players[2].Uid(),
Player3: player3,
PlayerName0: d.players[0].name,
PlayerName1: d.players[1].name,
PlayerName2: d.players[2].name,
PlayerName3: name3,
Round: d.opts.MaxRound, //最多局数
}
if data, err := json.Marshal(d.opts); err == nil {
desk.Extras = string(data)
}
d.logger.Infof("保存房间数据, 创建时间: %d", desk.CreatedAt)
// TODO: 改成异步
if err := db.InsertDesk(desk); err != nil {
return err
}
d.deskID = desk.Id
return nil
}
// 如果是重新进入 isReJoin: true
func (d *Desk) playerJoin(s *session.Session, isReJoin bool) error {
uid := s.UID()
var (
p *Player
err error
)
if isReJoin {
d.dissolve.updateOnlineStatus(uid, true)
p, err = d.playerWithId(uid)
if err != nil {
d.logger.Errorf("玩家: %d重新加入房间, 但是没有找到玩家在房间中的数据", uid)
return err
}
// 加入分组
d.group.Add(s)
} else {
exists := false
for _, p := range d.players {
if p.Uid() == uid {
exists = true
p.logger.Warn("玩家已经在房间中")
break
}
}
if !exists {
p = s.Value(kCurPlayer).(*Player)
d.players = append(d.players, p)
for i, p := range d.players {
p.setDesk(d, i)
}
d.roundStats[uid] = &history.Record{}
}
}
return nil
}
func (d *Desk) syncDeskStatus() {
d.latestEnter = &protocol.PlayerEnterDesk{Data: []protocol.EnterDeskInfo{}}
for i, p := range d.players {
uid := p.Uid()
d.latestEnter.Data = append(d.latestEnter.Data, protocol.EnterDeskInfo{
DeskPos: i,
Uid: uid,
Nickname: p.name,
IsReady: d.prepare.isReady(uid),
Sex: p.sex,
IsExit: false,
HeadUrl: p.head,
Score: p.score,
IP: p.ip,
Offline: !d.dissolve.isOnline(uid),
})
}
d.group.Broadcast("onPlayerEnter", d.latestEnter)
}
func (d *Desk) checkStart() {
s := d.status()
if (s != constant.DeskStatusCreate) && (s != constant.DeskStatusCleaned) {
d.logger.Infof("当前房间状态不对,不能开始游戏,当前状态=%s", s.String())
return
}
if count, num := len(d.players), d.totalPlayerCount(); count < num {
d.logger.Infof("当前房间玩家数量不足,不能开始游戏,当前玩家=%d, 最低数量=%d", count, num)
return
}
for _, p := range d.players { /**/
if uid := p.Uid(); !d.prepare.isReady(uid) {
p.logger.Info("玩家未准备")
return
}
}
d.start()
}
func (d *Desk) scoreChangeForUid(uid int64, sc *scoreChangeInfo) {
d.logger.Debugf("新增流水: UID=%d, 流水信息=%s", uid, sc.String())
if _, ok := d.scoreChanges[uid]; !ok {
d.scoreChanges[uid] = []*scoreChangeInfo{sc}
} else {
d.scoreChanges[uid] = append(d.scoreChanges[uid], sc)
}
}
// 计算胡牌, 下雨, 刮风的分数
func (d *Desk) roundScoreForUid(uid int64) (huScore int, fengScore int, yuScore int) {
sc, ok := d.scoreChanges[uid]
if !ok {
return
}
for _, s := range sc {
d.logger.Debugf("玩家流水: UID=%d, 流水信息=%s", uid, s.String())
switch s.typ {
case ScoreChangeTypeHu:
huScore += s.score
case ScoreChangeTypeAnGang:
yuScore += s.score
case ScoreChangeTypeBaGang:
fengScore += s.score
}
}
d.logger.Debugf("单局积分: UID=%d, 胡分=%d, 刮风=%d, 下雨=%d", uid, huScore, fengScore, yuScore)
return
}
// 剩余麻将数量
func (d *Desk) remainTileCount() int {
return d.totalTileCount() - d.nextTileIndex
}
// 是否是最后一张麻将(先摸后check)
func (d *Desk) noMoreTile() bool {
return d.remainTileCount() == 0
}
func (d *Desk) title() string {
return strings.TrimSpace(fmt.Sprintf("房号: %s 局数: %d/%d", d.roomNo, d.round, d.opts.MaxRound))
}
// 描述, 参数表示是否显示额外选项
func (d *Desk) desc(detail bool) string {
desc := []string{}
zimo := "自摸加番"
opts := d.opts
if opts.Zimo == "di" {
zimo = "自摸加底"
}
desc = append(desc, zimo)
desc = append(desc, fmt.Sprintf("%d番封顶", d.opts.MaxFan))
if detail {
if opts.Pinghu && opts.Mode == ModeTrios {
desc = append(desc, "点炮可平胡")
}
if opts.Menqing {
desc = append(desc, "门清中张")
}
if opts.Jiaxin {
desc = append(desc, "夹心五")
}
if opts.Pengpeng {
desc = append(desc, "碰碰胡两番")
}
if opts.Jiangdui {
desc = append(desc, "将对")
}
if opts.Yaojiu {
desc = append(desc, "全幺九")
}
}
return strings.Join(desc, " ")
}
// 牌桌开始, 此方法只在开桌时执行, 非并行
func (d *Desk) start() {
d.round++
d.setStatus(constant.DeskStatusDuanPai)
var (
totalPlayerCount = d.totalPlayerCount() // 玩家数量
totalTileCount = d.totalTileCount() // 麻将数量
)
//第一局,随机庄,以后每局的庄家是上一局第一个和牌者或者点双响炮者
if d.isFirstRound {
d.isFirstRound = false
d.loseCoin()
d.bankerTurn = rand.Intn(totalPlayerCount)
//只有第一局才创建桌子
if err := d.save(); err != nil {
d.logger.Error(err)
}
}
d.curTurn = d.bankerTurn
// 桌面基本信息
basic := &protocol.DeskBasicInfo{
DeskID: d.roomNo.String(),
Title: d.title(),
Desc: d.desc(true),
Mode: d.opts.Mode,
}
d.group.Broadcast("onDeskBasicInfo", basic)
allTiles := mahjong.New(totalTileCount)
d.logger.Debugf("麻将数量=%d, 玩家数量=%d, 所有麻将=%v", totalTileCount, totalPlayerCount, allTiles)
info := make([]protocol.DuanPaiInfo, totalPlayerCount)
for i, p := range d.players {
info[i] = protocol.DuanPaiInfo{
Uid: p.Uid(),
OnHand: make([]int, 13),
}
nextIndex := (i + 1) * 13
copy(info[i].OnHand, allTiles[i*13:nextIndex])
d.nextTileIndex = nextIndex
}
//庄家多一张牌
info[d.bankerTurn].OnHand = append(info[d.bankerTurn].OnHand, allTiles[d.nextTileIndex])
d.nextTileIndex++
d.allTiles = make(mahjong.Mahjong, len(allTiles))
for i, id := range allTiles {
tile := mahjong.TileFromID(id)
d.allTiles[i] = tile
if i < d.nextTileIndex {
d.knownTiles[tile.Index]++
}
}
d.logger.Debugf("游戏开局, 麻将数量=%d 所有麻将: %v", len(d.allTiles), d.allTiles)
for turn, player := range d.players {
player.duanPai(info[turn].OnHand)
}
// 骰子
d.dice.random()
duan := &protocol.DuanPai{
MarkerID: info[d.bankerTurn].Uid, //庄的账号ID
Dice1: d.dice.dice1,
Dice2: d.dice.dice2,
AccountInfo: info,
}
d.group.Broadcast("onDuanPai", duan)
//d.bankerTurn = turnUnknown //使用完毕,清空以便下一局使用
name4 := "/"
if len(d.players) > 3 {
name4 = d.players[3].name
}
d.snapshot = history.New(
d.deskID,
d.opts.Mode,
d.players[0].name,
d.players[1].name,
d.players[2].name,
name4,
basic,
d.latestEnter,
duan,
)
}
func (d *Desk) qiPaiFinished(uid int64) error {
if d.status() > constant.DeskStatusDuanPai {
d.logger.Debugf("当前牌桌状态: %s", d.status().String())
return errutil.ErrIllegalDeskStatus
}
d.prepare.sorted(uid)
// 等待所有人齐牌
for _, p := range d.players {
if !d.prepare.isSorted(p.Uid()) {
return nil
}
}
d.setStatus(constant.DeskStatusQiPai)
// 三人不需要定缺
if d.opts.Mode == ModeTrios {
go d.play()
} else {
for _, p := range d.players {
que := p.selectDefaultQue()
p.session.Push("onDingQueHint", protocol.DingQue{que})
}
}
return nil
}
// 定缺
func (d *Desk) dingQue(p *Player, que int) {
p.ctx.Que = que
p.logger.Infof("玩家定缺,缺=%d", que)
// 等待所有人齐牌
for _, p := range d.players {
if p.ctx.Que < 1 {
return
}
}
// 通知所有客户端
ques := make([]protocol.QueItem, d.totalPlayerCount())
for i, p := range d.players {
ques[i] = protocol.QueItem{Uid: p.Uid(), Que: p.ctx.Que}
}
d.group.Broadcast("onDingQue", ques)
go d.play()
}
func (d *Desk) nextTurn() {
d.curTurn++
d.curTurn = d.curTurn % d.totalPlayerCount()
}
func (d *Desk) nextTile() *mahjong.Tile {
tile := d.allTiles[d.nextTileIndex]
d.nextTileIndex++
d.knownTiles[tile.Index]++
if d.knownTiles[tile.Index] > 4 {
d.logger.Errorf("麻将数量错误, 花色: %s, 已有数量: %d", tile, d.knownTiles[tile.Index])
d.logger.Debugf("牌桌底牌: %+v", d.allTiles)
}
return tile
}
func (d *Desk) isRoundOver() bool {
//中/终断表示本局结束
s := d.status()
if s == constant.DeskStatusInterruption || s == constant.DeskStatusDestory {
return true
}
if d.noMoreTile() {
return true
}
//只剩下一个人没有和牌结算
return len(d.wonPlayers) == d.totalPlayerCount()-1
}
// 循环中的核心逻辑
// 1. 摸牌
// 2. 检查自扣/暗杠/巴杠
// 3. 打牌
// 4. 检查是否有玩家要碰杠胡
func (d *Desk) play() {
defer func() {
if err := recover(); err != nil {
d.logger.Errorf("Error=%v", err)
println(stack())
}
}()
d.setStatus(constant.DeskStatusPlaying)
d.logger.Debug("开始游戏")
curPlayer := d.players[d.curTurn] //当前出牌玩家,初始为庄家
MAIN_LOOP:
for !d.isRoundOver() {
// 切换到下一个玩家
if !d.isNewRound {
d.nextTurn()
curPlayer = d.currentPlayer()
}
// 跳过胡牌玩家
if d.wonPlayers[curPlayer.Uid()] {
continue
}
// 会goto到GANG共有3种情况:
// 1. 庄家开局后暗杠
// 2. 玩家暗杠
// 3. 玩家巴杠
GANG:
curPlayer = d.currentPlayer()
// 1. 如果不是首轮, 上一张牌, 首轮时, 庄家已有14张牌
if !d.isNewRound {
curPlayer.moPai()
}
//===========================================================
// 2. 检查自己是否暗杠或者刮风/胡牌
//===========================================================
action, tid := curPlayer.doCheckHandTiles(d.isNewRound)
// tid < 0 标识房间解散, just break
if tid == deskDissolved {
break MAIN_LOOP
}
if d.isNewRound {
d.isNewRound = false
}
// 检查玩家操作
switch action {
case protocol.OptypeHu:
d.wonPlayers[curPlayer.Uid()] = true
continue
case protocol.OptypeBaGang:
if q, dissolve := d.qiangGang(tid); q {
//有人抢杠和牌, 下一个玩家继续
continue
} else if dissolve {
// 房间解散
break MAIN_LOOP
} else {
//无人抢杠,让当前玩家继续执行杠
//明杠数
d.roundStats[curPlayer.Uid()].MingGangNum++
loser := d.allLosers(curPlayer)
curPlayer.gangBySelf(tid, false, loser)
curPlayer.logger.Infof("自摸巴明杠 牌=%d 当前状态=%d", tid, curPlayer.ctx.PrevOp)
for uid, stats := range d.roundStats {
d.logger.Infof("自摸巴明杠: 玩家=%d 明杠=%d, 暗杠=%d", uid, stats.MingGangNum, stats.AnGangNum)
}
goto GANG
}
case protocol.OptypeGang:
//暗杠数
d.roundStats[curPlayer.Uid()].AnGangNum++
loser := d.allLosers(curPlayer)
curPlayer.gangBySelf(tid, true, loser)
curPlayer.logger.Info("自摸暗杠")
for uid, stats := range d.roundStats {
d.logger.Infof("自摸暗杠: 玩家=%d 明杠=%d 暗杠=%d\n", uid, stats.MingGangNum, stats.AnGangNum)
}
goto GANG
}
PENG:
curPlayer = d.currentPlayer()
//===========================================================
// 检查有无其他玩家要当前玩家出的牌
//===========================================================
// 3. 出牌
tid = curPlayer.chuPai()
// tid < 0 标识房间解散, just break
if tid == deskDissolved {
break MAIN_LOOP
}
d.lastTileId = tid
d.lastChuPaiUid = curPlayer.Uid()
curPlayer.chupai = append(curPlayer.chupai, mahjong.TileFromID(tid))
curPlayer.ctx.LastDiscardId = tid
// 4. 检查是否有玩家要这张牌
typ := d.chiPai(tid)
if typ == deskDissolved {
break MAIN_LOOP
}
// 记录出牌
if typ == protocol.OptypeGang || typ == protocol.OptypePeng || typ == protocol.OptypeHu {
curPlayer.chupai = curPlayer.chupai[:len(curPlayer.chupai)-1]
}
//出牌玩家未点杠上炮,清空其前一次的杠牌操作
//if typ != protocol.OptypeHu && curPlayer.ctx.PrevOp == protocol.OptypeGang {
curPlayer.ctx.SetPrevOp(protocol.OptypeChu)
//}
// 杠牌
if typ == protocol.OptypeGang {
//此时currentPlayer已经更新
gangPlayer := d.currentPlayer()
//gangPlayer.ctx.SetPrevOp(protocol.OptypeGang)
//明杠数
d.roundStats[gangPlayer.Uid()].MingGangNum++
gangPlayer.logger.Info("点明杠")
for uid, stats := range d.roundStats {
d.logger.Infof("点明杠: 玩家=%d 明杠=%d 暗杠=%d", uid, stats.MingGangNum, stats.AnGangNum)
}
goto GANG
}
// 碰牌
if typ == protocol.OptypePeng {
goto PENG
}
}
if d.status() == constant.DeskStatusDestory {
d.logger.Info("已经销毁(三人都离线或解散)")
return
}
if d.status() != constant.DeskStatusInterruption {
d.setStatus(constant.DeskStatusRoundOver)
}
d.roundOver()
}
func (d *Desk) currentPlayer() *Player {
return d.players[d.curTurn]
}
func (d *Desk) allLosers(win *Player) []int64 {
loser := []int64{}
for _, u := range d.players {
uid := u.Uid()
//跳过自己与已和玩家
if uid == win.Uid() || d.wonPlayers[uid] {
continue
}
loser = append(loser, uid)
}
return loser
}
// 转雨,需要考虑一下集中清空
// 1. 普通转雨
// 2. 点杠后,对方杠上炮,转雨给自己
// 3. 暗杠或者巴杠后,一炮双向,另外两家相互转雨
func (d *Desk) zhuanYu(huUid, chuUid int64) {
// 转雨: 杠牌后, 如果点炮, 则杠牌的钱转给胡牌的人
if changes, ok := d.scoreChanges[chuUid]; ok {
// 找到最后一个下雨或者刮风的分值改变记录
cl := len(changes)
lastChange := changes[len(changes)-1]
for i := cl; i > 0; i-- {
if c := changes[i-1]; c.typ == ScoreChangeTypeAnGang || c.typ == ScoreChangeTypeBaGang {
lastChange = c
break
}
}
lastTileId := lastChange.tileID
// 清除赢牌人的积分, 刮风下雨有可能是赢了两家人
for i := range changes {
c := changes[i]
if c.score > 0 && c.tileID == lastTileId && (c.typ == ScoreChangeTypeAnGang || c.typ == ScoreChangeTypeBaGang) {
c.score = 0
}
d.logger.Debugf("玩家ID=%d 流水=%s", chuUid, c.String())
}
// 修改输牌人把分输给谁了
for _uid, _changes := range d.scoreChanges {
// 前面已经处理了出牌人的情况
if _uid == chuUid {
continue
}
// FIXED: 自己杠,然后对方在点炮,转雨转回自己
cl := len(_changes)
for j := 0; j < cl; j++ {
c := _changes[j]
d.logger.Debugf("玩家ID=%d 流水=%s", _uid, c.String())
if c.uid == chuUid && c.tileID == lastTileId && (c.typ == ScoreChangeTypeAnGang || c.typ == ScoreChangeTypeBaGang) {
// 清除输掉的积分
c.score = 0
// 不需要转雨给自己
if _uid == huUid {
continue
}
score := 1
if c.typ == ScoreChangeTypeAnGang {
score = 2
}
// 转雨给胡牌的人
d.scoreChangeForUid(_uid, &scoreChangeInfo{
score: -score, //之前是输分, 为负, 现在改为正
uid: huUid, //谁输的
typ: c.typ,
tileID: lastTileId,
})
d.scoreChangeForUid(huUid, &scoreChangeInfo{
score: score, //之前是输分, 为负, 现在改为正
uid: _uid, //谁输的
typ: c.typ,
tileID: lastTileId,
})
}
}
}
} else {
panic("玩家杠牌, 但是没有杠牌记录")
}
}
func (d *Desk) chiPai(tileId int) int {
//出牌的玩家
chuPlayer := d.currentPlayer()
curTile := mahjong.TileFromID(tileId)
playerCount := d.totalPlayerCount()
// 某个方位可用的操作
type turnOp struct {
turn int
op []protocol.Op
}
// 检查有没有玩家要碰、杠、胡
checkTurn := d.curTurn
winOps := map[int]bool{} // 某个方位是否可以胡这张牌
pgOps := turnOp{turn: illegalTurn, op: []protocol.Op{}} // 牌桌同时只可能有一个人能碰杠
for {
// 从下家开始检查, 一直检查到自己
checkTurn++
checkTurn = checkTurn % playerCount
if checkTurn == d.curTurn {
break
}
// 当前检查玩家
checkPlayer := d.players[checkTurn]
//已经和牌 跳过
if d.wonPlayers[checkPlayer.Uid()] {
continue
}
ops := checkPlayer.checkChi(tileId, chuPlayer)
if len(ops) == 0 {
continue
}
for _, op := range ops {
switch op.Type {
case protocol.OptypeGang:
pgOps.turn = checkTurn
pgOps.op = append(pgOps.op, protocol.Op{Type: protocol.OptypePeng, TileIDs: []int{tileId}})
//可杠就可碰,如桌面上已经无牌,则不可杠, 但最后一张可以碰
if !d.noMoreTile() {
pgOps.op = append(pgOps.op, protocol.Op{Type: protocol.OptypeGang, TileIDs: []int{tileId}})
}
case protocol.OptypePeng:
pgOps.turn = checkTurn
pgOps.op = []protocol.Op{{Type: protocol.OptypePeng, TileIDs: []int{tileId}}}
case protocol.OptypeHu:
// 当前打牌玩家的上家
preTurn := d.curTurn - 1
if preTurn < 0 {
preTurn += playerCount
}
// 当前检查吃牌玩家的下家
nextTurn := checkTurn + 1
d.logger.Debugf("检查过手胡,CurTurn=%d CheckTurn=%d PreTurn=%d NextTurn=%d, CurTileIndex=%d CurTileID=%d",
d.curTurn, checkTurn, preTurn, nextTurn, curTile.Index, tileId)
// 过手胡规则处理
if chuPlayer.ctx.PrevOp == protocol.OptypeGang || d.noMoreTile() || preTurn == checkTurn {
// 如果是杠上炮或者海底捞, 允许过手胡
// 如果是上家可以胡,也直接胡牌
winOps[checkTurn] = true
} else {
// 如果当前打牌和上家打牌一样,则不能点炮
// 从nextTurn的下一家一直检查到打牌人的上家,如果最后一张打牌和当前牌的index一样
// 则不允许和牌
for nextTurn > preTurn {
preTurn += playerCount
}
d.logger.Debugf("-->检查过手胡,CurTurn=%d CheckTurn=%d PreTurn=%d NextTurn=%d, CurTileIndex=%d CurTileID=%d",
d.curTurn, checkTurn, preTurn, nextTurn, curTile.Index, tileId)
hasGuo := false
for i := nextTurn; i <= preTurn; i++ {
p := d.players[i%playerCount]
// 已经和牌的玩家不检查
if d.wonPlayers[p.uid] {
continue
}
// 上一张打掉掉牌
id := p.ctx.LastDiscardId
d.logger.Debugf("==>检查过手胡,CurTurn=%d CheckTurn=%d PreTurn=%d NextTurn=%d, Index=%d, CurTileIndex=%d CurTileID=%d LastID=%d",
d.curTurn, checkTurn, preTurn, nextTurn, i, curTile.Index, tileId, id)
if id != mahjong.IllegalIndex && mahjong.TileFromID(id).Index == curTile.Index {
hasGuo = true
break
}
}
// 没有过手胡
if !hasGuo {
winOps[checkTurn] = true
}
}
}
}
}
d.logger.Debugf("可以胡牌的玩家: %+v", winOps)
d.logger.Debugf("可以碰杠的玩家: %+v", pgOps)
// 是否有人胡牌,一炮多响
paoCount := 0
// 先将提示发过去
// 如果胡牌的人同时可以碰杠, 将提示一起发送过去, 胡牌优先
for winTurn := range winOps {
player := d.players[winTurn]
hints := []protocol.Op{
{Type: protocol.OptypeHu, TileIDs: []int{tileId}},
{Type: protocol.OptypePass},
}
if winTurn == pgOps.turn {
hints = append(hints, pgOps.op...)
}
player.hint(hints)
}
// TODO: 如果一炮双响的时候, 先通知的玩家还可以碰/杠/玩家选择碰杠, 第二个玩家选择胡牌, 需要仔细推敲
for winTurn := range winOps {
player := d.players[winTurn]
uid := player.Uid()
// 选择了过
optype := player.hu(tileId, true)
if optype == deskDissolved {
return deskDissolved
}
if optype != protocol.OptypeHu {
continue
}
paoCount++
d.wonPlayers[uid] = true
d.curTurn = winTurn
d.logger.Debugf("玩家胡牌: UID=%d 胡=%+v 手牌=%+v 碰杠=%+v",
uid, mahjong.TileFromID(tileId), player.handTiles(), player.pgTiles())
player.action(protocol.OptypeHu, []int{tileId})
player.ctx.NewOtherDiscardID = tileId
player.onHand = append(player.onHand, mahjong.TileFromID(tileId))
//fixed: 设置玩家的winTileId
player.ctx.WinningID = tileId
//放炮玩家:杠上炮
if chuPlayer.ctx.PrevOp == protocol.OptypeGang {
chuUid := chuPlayer.Uid()
d.logger.Debugf("杠上炮: 胡牌玩家=%d, 放炮玩家=%d", uid, chuUid)
player.ctx.IsGangShangPao = true
// 转雨
d.zhuanYu(uid, chuUid)
}
score := player.scoring()
d.logger.Debugf("玩家胡牌: UID=%d 赢分=%d", player.Uid(), score)
d.paoPlayer = chuPlayer.Uid()
chuPlayer.ctx.ResultType = ResultPao
player.ctx.ResultType = ResultHu
losers := []Loser{{uid: chuPlayer.Uid(), score: score}}
d.scoreChangeForHu(player, losers, tileId, protocol.HuTypeDianPao)
}
//点炮
if paoCount > 0 {
if paoCount == 2 {
d.setNextRoundBanker(chuPlayer.Uid(), true)
}
return protocol.OptypeHu
}
if pgOps.turn == illegalTurn {
return protocol.OptypePass
}
// 无人胡牌, 则通知可以碰杠的玩家, 如果玩家可以碰杠胡, 前面已经发送了碰杠提示, 但是未选择胡
player := d.players[pgOps.turn]
isPeng, isGang, isDissolve := player.pengOrGang(tileId, pgOps.op, winOps[pgOps.turn])
if isDissolve {
return deskDissolved
}
d.logger.Debugf("玩家碰杠结果: 碰=%t 杠=%t", isPeng, isGang)
if !isPeng && !isGang {
return protocol.OptypePass
}
d.curTurn = pgOps.turn
//点杠只可能是自己手中已有3张的(引风)下雨,即另一种明杠
if isGang {
// 客户端显示杠牌流水
d.scoreChangeForGang(player, []int64{chuPlayer.Uid()}, tileId, true)
return protocol.OptypeGang
}
return protocol.OptypePeng
}
// 检查有没有玩家抢杠, 第二个参数表示房间是否解散
func (d *Desk) qiangGang(tid int) (bool, bool) {
//出牌的玩家
chuPlayer := d.currentPlayer()
// 检查有没有玩家要胡
nextTurn := d.curTurn
paoCount := 0
for {
// 从下家开始检查, 一直检查到自己
nextTurn++
nextTurn = nextTurn % d.totalPlayerCount()
//已经检查了一轮
if nextTurn == d.curTurn {
break
}
nextPlayer := d.players[nextTurn]
//已经和牌 跳过