565 lines
18 KiB
Lua
565 lines
18 KiB
Lua
local RB_Protocol = import(".Protocol")
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local FZTipList = import(".main.FZData")
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local RB_GameEvent = import(".RunBeard_GameEvent")
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local M = {}
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--- Create a new HZ_GameController
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function M.new()
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setmetatable(M,{__index = GameController})
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local self = setmetatable({}, {__index = M})
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self:init("汉寿跑胡子")
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self.class = "RB_GameController"
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return self
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end
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function M:init(name)
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GameController.init(self,name)
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self._eventmap[RB_Protocol.GAME_EVT_PLAYER_DEAL] = self.OnEventSendCards
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self._eventmap[RB_Protocol.GAME_EVT_CHANGE_ACTIVE_PLAYER] = self.OnEventTurn
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self._eventmap[RB_Protocol.GAME_EVT_DRAW] = self.OnEventTakeCard
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self._eventmap[RB_Protocol.GAME_EVT_DISCARD_TIP] = self.OnEventOutHint
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self._eventmap[RB_Protocol.GAME_EVT_DISCARD] = self.OnEventOutCard
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self._eventmap[RB_Protocol.GAME_EVT_FZTIPS] = self.OnEventFzTips
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self._eventmap[RB_Protocol.GAME_EVT_ACTION] = self.OnEventFzAction
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self._eventmap[RB_Protocol.GAME_EVT_HU] = self.OnEventHu
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self._eventmap[RB_Protocol.GAME_EVT_RESULT1] = self.OneventResult1
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self._eventmap[RB_Protocol.GAME_EVT_QIPAI] = self.OnEventQIPAI
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self._eventmap[RB_Protocol.GAME_EVT_ADD_CARD] = self.OnAddCard
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self._eventmap[RB_Protocol.GAME_EVT_Piao_Tip] = self.OnPiaoTip
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self._eventmap[RB_Protocol.GAME_EVT_Piao_Action] = self.OnPiaoAction
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self._eventmap[RB_Protocol.GAME_EVENT_XIPAI] = self.OnEventXiPai
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self._eventmap[RB_Protocol.GAME_EVENT_NOTIFY_XIPAI] = self.OnEventXiPaiAnim
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end
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function M:SendXiPaiAction(callBack)
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local _data = {}
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local _client = ControllerManager.GameNetClinet
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_client:send(RB_Protocol.GAME_XIPAI, _data)
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self.XiPaiCallBack=callBack
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end
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function M:OnEventXiPai(evt_data)
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if evt_data["result"]==0 then
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if self.XiPaiCallBack then
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self.XiPaiCallBack()
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end
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else
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ViewUtil.ErrorTip(1000000,"申请洗牌失败")
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end
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end
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function M:OnEventXiPaiAnim(evt_data)
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printlog("洗牌动画===》》》》")
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pt(evt_data)
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local playeridList = evt_data["list"]
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local my_isXiPai=false
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local other_isXiPai=false
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if playeridList and #playeridList>0 then
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for i=1,#playeridList do
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local p = self._room:GetPlayerById(playeridList[i])
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if p== self._room.self_player then
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my_isXiPai=true
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else
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other_isXiPai=true
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end
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end
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end
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self._cacheEvent:Enqueue(function()
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DispatchEvent(self._dispatcher,RB_GameEvent.EventXiPai,my_isXiPai,other_isXiPai)
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end)
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end
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-- 发送出牌指令到服务器
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function M:SendOutCard(card)
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local _data = {}
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_data["card"] = card
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local _room = self._room
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local _client = ControllerManager.GameNetClinet
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if _client ~= nil then
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_client:send(RB_Protocol.GAME_DIS_CARD, _data)
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end
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end
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--GAME_CHANGE_CARD GAME_DIS_CARD
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function M:SendChangeCards( card_list )
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local _data = {}
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if card_list then
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_data["card_list"] = card_list
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else
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_data["card_list"]={}
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end
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local _client = ControllerManager.GameNetClinet
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if _client ~= nil then
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_client:send(RB_Protocol.GAME_CHANGE_CARD, _data)
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end
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end
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function M:SendChangeTypeFace(TypeFace)
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-- body
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local _data = {}
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_data["typeface"] = TypeFace
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local _client = ControllerManager.GameNetClinet
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if _client ~= nil then
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_client:send(RB_Protocol.GAME_CHANGE_TYPEfACE, _data)
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end
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end
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function M:ConformToNextGame( )
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local _client = ControllerManager.GameNetClinet
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if _client ~= nil then
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_client:send(RB_Protocol.GAME_EVT_CHUI)
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end
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end
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-- 发送放子选择到服务器
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function M:SendAction(id,num)
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local _data = {}
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_data["id"] = id
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if num ~=nil then
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_data["biid"] = num
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end
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local _client = ControllerManager.GameNetClinet
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if _client ~= nil then
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_client:send(RB_Protocol.GAME_ACTION, _data)
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end
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end
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function M:SendPiao(piao,callBack)
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local _data = {}
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_data["id"] = piao
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local _client = ControllerManager.GameNetClinet
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_client:send(RB_Protocol.GAME_EVT_Send_Piao, _data)
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self.PiaoTipsCallBack=callBack
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end
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function M:OnPiaoTip(evt_data)
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if ViewManager.GetCurrenView().dview_class == LobbyView then
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self:ReturnToRoom()
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return
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end
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local piao = evt_data["piao"]
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local reload = evt_data["reload"]
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self._cacheEvent:Enqueue(
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function()
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DispatchEvent(self._dispatcher, RB_GameEvent.OnPiaoTips, piao,reload)
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ControllerManager.IsSendCard=true
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end
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)
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end
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function M:OnPiaoAction(evt_data)
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local seat = evt_data["seat"]
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local piao = evt_data["piao"]
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if seat==DataManager.CurrenRoom.self_player.seat then
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if self.PiaoTipsCallBack then
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self.PiaoTipsCallBack()
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self.PiaoTipsCallBack=nil
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end
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end
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self._cacheEvent:Enqueue(
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function()
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DispatchEvent(self._dispatcher, RB_GameEvent.OnPiaoAction, seat,piao)
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end
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)
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end
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function M:OnEventSendCards(evt_data)
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printlog("发牌事件===》》》")
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pt(evt_data)
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if ViewManager.GetCurrenView().dview_class == LobbyView then
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self:ReturnToRoom()
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return
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end
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local _room = self._room
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_room.self_player.currentNotPutCardList={}
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_room.curren_round = _room.curren_round + 1
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if _room.curren_round > 0 then _room.playing = true end
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local handcards = {}
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if evt_data.card_list and #evt_data.card_list>0 then
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handcards = evt_data["card_list"]
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else
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ViewUtil.ErrorTip(100000,"发牌数据异常")
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end
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local p = _room.self_player
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local seat =nil
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if evt_data.bank_seat then
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seat = evt_data["bank_seat"]
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else
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ViewUtil.ErrorTip(100001,"发牌座位异常")
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end
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_room.banker_seat = seat
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for i=1,#_room.player_list do
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_room.self_player.handcard_list ={}
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_room.self_player.card_list = {}
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_room.player_list[i].hand_left_count = 20
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_room.player_list[i].fz_list = {}
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_room.player_list[i].card_list = {}
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_room.player_list[i].outcard_list = {}
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_room.player_list[i].hu_xi = 0
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end
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self._cacheEvent:Enqueue(function()
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_room.self_player.handcard_list=handcards
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self._room.self_player.hand_left_count = #handcards
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DispatchEvent(self._dispatcher,RB_GameEvent.SendCards, p)
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--print("发牌结束=====打开标志")
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ControllerManager.IsSendCard=true
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end)
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end
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function M:OnEventOutCard(evt_data)
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local seat = evt_data["seat"]
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local card = evt_data["card"]
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local p = self._room:GetPlayerBySeat(seat)
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self._cacheEvent:Enqueue(function()
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local _room = self._room
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if(seat == _room.self_player.seat) then
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list_remove(_room.self_player.handcard_list,card)
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end
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p.DiceCard = card
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p.hand_left_count = p.hand_left_count -1
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DispatchEvent(self._dispatcher,RB_GameEvent.OutCard, p,card)
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end)
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end
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function M:OnEventQIPAI(evt_data)
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local seat = evt_data["seat"]
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local card = evt_data["card"]
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local p = self._room:GetPlayerBySeat(seat)
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self._cacheEvent:Enqueue(function()
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local _room = self._room
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if(not p.outcard_list) then p.outcard_list = {} end
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p.outcard_list[#p.outcard_list+1] = card
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DispatchEvent(self._dispatcher,RB_GameEvent.QiCard, seat,card)
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end)
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end
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function M:OnEventTakeCard(evt_data)
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local _room = self._room
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local seat = evt_data["seat"]
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local card = evt_data["card"]
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local left_count = evt_data["left_count"]
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local p = _room:GetPlayerBySeat(seat)
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self._cacheEvent:Enqueue(function()
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if card ~=0 then
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p.DiceCard = card
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end
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DispatchEvent(self._dispatcher,RB_GameEvent.GetCard, seat, card, left_count)
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end)
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end
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function M:OnAddCard(evt_data)
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local _room = self._room
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local seat = evt_data["seat"]
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local card = evt_data["card"]
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local p = _room:GetPlayerBySeat(seat)
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self._cacheEvent:Enqueue(function()
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p.DiceCard = 0
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p.hand_left_count = p.hand_left_count +1
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if (seat == _room.self_player.seat) then
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_room.self_player.handcard_list[#_room.self_player.handcard_list+1] = card
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end
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DispatchEvent(self._dispatcher,RB_GameEvent.AddCard, seat, card)
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end)
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end
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function M:OnEventOutHint(evt_data)
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printlog("出牌提示事件===》》》")
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pt(evt_data)
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self._cacheEvent:Enqueue(function()
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DispatchEvent(self._dispatcher,RB_GameEvent.OutHint)
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end)
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end
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function M:OnEventTurn(evt_data)
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local seat = evt_data["seat"]
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self._cacheEvent:Enqueue(function()
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DispatchEvent(self._dispatcher,RB_GameEvent.EventTurn, seat)
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end)
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end
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function M:OnEventFzTips(evt_data)
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printlog("放子提示事件===》》》")
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pt(evt_data)
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self._cacheEvent:Enqueue(function()
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local tiplist = FZTipList.new()
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local list = evt_data["tip_list"]
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local uid = evt_data["uid"]
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for i=1,#list do
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local dtip = list[i]
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local tip = {}
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tip.id = dtip["id"]
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tip.weight = dtip["weight"]
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tip.card = dtip["card"]
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tip.type = dtip["type"]
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tip.bi_list = dtip["bi_list"]
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if (dtip["opcard"]) then
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local opcard = dtip["opcard"]
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tip.OpCard = opcard
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table.sort(tip.OpCard)
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tip.OpCard[3] = tip.Card
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end
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tiplist:AddTip(tip)
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end
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DispatchEvent(self._dispatcher,RB_GameEvent.FZTips, tiplist,uid)
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end)
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end
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function M:OnEventFzAction(evt_data)
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printlog("放子行为提示事件===》》》")
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pt(evt_data)
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local _room = self._room
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_room.self_player.currentNotPutCardList=evt_data["notput"]
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local playerid = evt_data["playerid"]
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local card = evt_data["card"]
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local actice_card = evt_data["active_card"]
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local ftype = evt_data["type"]
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local from_seat = evt_data["from_seat"]
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local opcard = evt_data["opcard"]
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local huxi = evt_data["hu_xi"]
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local p = _room:GetPlayerById(playerid)
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self._cacheEvent:Enqueue(function()
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local isNeedDelHandCard =0
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p.hu_xi = huxi
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local fz = {}
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fz.card = card
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fz.type = ftype
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fz.active_card = actice_card
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fz.from_seat = from_seat
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fz.opcard =opcard
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local remove_num = #opcard
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if ftype == RB_FZType.Chi then
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p.fz_list[#p.fz_list+1] = fz
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if (p == _room.self_player) then
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for i=1,remove_num do
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list_remove(_room.self_player.handcard_list,opcard[i])
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end
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end
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elseif ftype == RB_FZType.Bi then
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p.fz_list[#p.fz_list+1] = fz
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if (p == _room.self_player) then
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for i=1,remove_num do
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list_remove(_room.self_player.handcard_list,opcard[i])
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end
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list_remove(_room.self_player.handcard_list,fz.card)
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end
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elseif ftype == RB_FZType.Peng then
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p.fz_list[#p.fz_list+1] = fz
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if (p == _room.self_player) then
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for i=1,remove_num do
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list_remove(_room.self_player.handcard_list,opcard[i])
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end
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end
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elseif ftype == RB_FZType.Kan then
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if (p == _room.self_player) then
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if #opcard==2 then
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_room.self_player.handcard_list[#_room.self_player.handcard_list+1] = card
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end
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p.fz_list[#p.fz_list+1] = fz
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end
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elseif ftype == RB_FZType.ChouWei then
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p.fz_list[#p.fz_list+1] = fz
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if (p == _room.self_player) then
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for i=1,2 do
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list_remove(_room.self_player.handcard_list,opcard[i])
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end
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end
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elseif ftype == RB_FZType.Wei then
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p.fz_list[#p.fz_list+1] = fz
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if (p == _room.self_player) then
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for i=1,remove_num do
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list_remove(_room.self_player.handcard_list,opcard[i])
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end
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end
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elseif ftype == RB_FZType.Pao then
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if (p == _room.self_player) then
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for i=1,#p.fz_list do
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if p.fz_list[i].card == card then
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if p.fz_list[i].type == RB_FZType.Kan then
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isNeedDelHandCard =3
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for i=1,remove_num do
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list_remove(_room.self_player.handcard_list,opcard[i])
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end
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end
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remove_num= 0
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p.fz_list[i].type= RB_FZType.Pao
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end
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end
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local num =0
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for i=1,#_room.self_player.handcard_list do
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if card == _room.self_player.handcard_list[i] then
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num=num+1
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end
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end
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if num>0 then
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isNeedDelHandCard =num
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for i=1,num do
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list_remove(_room.self_player.handcard_list,card)
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end
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local isAddTi =false
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for i=1,#p.fz_list do
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if p.fz_list[i].card == card then
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p.fz_list[i].type= RB_FZType.Pao
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isAddTi=true
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remove_num= 0
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end
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end
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if isAddTi==false then
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p.fz_list[#p.fz_list+1] = fz
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end
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end
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else
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local num =0
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for i=1,#p.fz_list do
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if p.fz_list[i].card == card then
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p.fz_list[i].type= RB_FZType.Pao
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num=1
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remove_num= 0
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end
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end
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if num==0 then
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p.fz_list[#p.fz_list+1] = fz
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end
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end
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elseif ftype == RB_FZType.Ti then
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if (p == _room.self_player) then
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for i=1,#p.fz_list do
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if p.fz_list[i].card == card then
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if p.fz_list[i].type == RB_FZType.Kan then
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isNeedDelHandCard =3
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for i=1,remove_num do
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list_remove(_room.self_player.handcard_list,opcard[i])
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end
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end
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remove_num= 0
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p.fz_list[i].type= RB_FZType.Ti
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end
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end
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local num =0
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for i=1,#_room.self_player.handcard_list do
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if card == _room.self_player.handcard_list[i] then
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num=num+1
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end
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end
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if num>0 then
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isNeedDelHandCard =num
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for i=1,num do
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list_remove(_room.self_player.handcard_list,card)
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end
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local isAddTi =false
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for i=1,#p.fz_list do
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if p.fz_list[i].card == card then
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p.fz_list[i].type= RB_FZType.Ti
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remove_num= 0
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isAddTi=true
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end
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end
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if isAddTi==false then
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p.fz_list[#p.fz_list+1] = fz
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end
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end
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else
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local num =0
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for i=1,#p.fz_list do
|
||
if p.fz_list[i].card == card then
|
||
p.fz_list[i].type= RB_FZType.Ti
|
||
remove_num= 0
|
||
num=1
|
||
end
|
||
end
|
||
if num==0 then
|
||
p.fz_list[#p.fz_list+1] = fz
|
||
end
|
||
|
||
end
|
||
|
||
end
|
||
|
||
|
||
p.hand_left_count = p.hand_left_count - remove_num
|
||
--[[if fz.type == RB_FZType.Pao or fz.type == RB_FZType.Ti then
|
||
coroutine.start(function()
|
||
coroutine.wait(0.5)
|
||
DispatchEvent(self._dispatcher,RB_GameEvent.FangziAction, fz, p,isNeedDelHandCard)
|
||
end)
|
||
else
|
||
DispatchEvent(self._dispatcher,RB_GameEvent.FangziAction, fz, p,isNeedDelHandCard)
|
||
end--]]
|
||
DispatchEvent(self._dispatcher,RB_GameEvent.FangziAction, fz, p,isNeedDelHandCard)
|
||
|
||
end)
|
||
end
|
||
|
||
function M:OnEventHu(evt_data)
|
||
local cards = evt_data["card"]
|
||
local win_p = self._room:GetPlayerBySeat(evt_data["seat"])
|
||
local lose_p = self._room:GetPlayerBySeat(evt_data["from_seat"])
|
||
-- print(win_p.hand_left_count)
|
||
|
||
self._cacheEvent:Enqueue(function()
|
||
win_p.card_list = cards
|
||
table.sort( win_p.card_list, ViewUtil.HandCardSort)
|
||
DispatchEvent(self._dispatcher,RB_GameEvent.ZPHuCard, evt_data["seat"],evt_data["from_seat"],cards)
|
||
end)
|
||
end
|
||
|
||
function M:OneventResult1(evt_data)
|
||
printlog("结算=============>>>")
|
||
pt(evt_data)
|
||
local over = evt_data.type
|
||
--0:小结算 1:小大结算 2:大结算
|
||
self._room.playing = false
|
||
if 0 == over then
|
||
local result = evt_data.result
|
||
for i = 1, #self._room.player_list do
|
||
local p = self._room.player_list[i]
|
||
p.hand_left_count = 0
|
||
p.outcard_list = {}
|
||
end
|
||
self._cacheEvent:Enqueue(function()
|
||
DispatchEvent(self._dispatcher,RB_GameEvent.ZPResult1, result);
|
||
end)
|
||
elseif 1 == over or 2 == over then
|
||
DataManager.CurrenRoom.Over = true
|
||
ControllerManager.SetGameNetClient(nil,true)
|
||
local total_result = evt_data.total_result
|
||
local result = evt_data.result
|
||
self._cacheEvent:Enqueue(function()
|
||
DispatchEvent(self._dispatcher,RB_GameEvent.ZPResult2, result, total_result, over);
|
||
end)
|
||
end
|
||
end
|
||
|
||
return M |