621 lines
20 KiB
Lua
621 lines
20 KiB
Lua
local RB_Protocol = import(".Protocol")
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local FZTipList = import(".main.FZData")
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local FanPaoFa_GameEvent = import(".FanPaoFa_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("放炮罚")
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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_FANGPAO_TIP] = self.OnEventFangWei
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self._eventmap[RB_Protocol.GAME_EVT_FANGPAO_RSP] = self.OnEventFangPaoOk
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self._eventmap[RB_Protocol.GAME_EVT_DANIAO_TIP] = self.OnEventDaNiaoTip
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self._eventmap[RB_Protocol.GAME_EVT_DANIAO] = self.OnEventDaNiao
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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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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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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:OnEventDaNiaoTip(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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self._cacheEvent:Enqueue(
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function()
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if self._callback_popEvent then
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self._callback_popEvent(true)
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end
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local niao = evt_data["niao"]
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local reload = evt_data["reload"]
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DispatchEvent(self._dispatcher, FanPaoFa_GameEvent.OnDaNiaoTips, niao, 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:SendNiao(niao, callBack)
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local _data = {}
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_data["niaoflag"] = niao
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local _client = ControllerManager.GameNetClinet
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_client:send(RB_Protocol.GAME_EVT_SEND_NIAO, _data)
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self.NiaoTipsCallBack = callBack
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end
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function M:OnEventDaNiao(evt_data)
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self._cacheEvent:Enqueue(
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function()
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if self._callback_popEvent then
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self._callback_popEvent(true)
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end
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local seat = evt_data["seat"]
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local niao = evt_data["niao"]
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if seat == DataManager.CurrenRoom.self_player.seat then
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if self.NiaoTipsCallBack then
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self.NiaoTipsCallBack()
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self.NiaoTipsCallBack = nil
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end
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end
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DispatchEvent(self._dispatcher, FanPaoFa_GameEvent.OnEventDaNiao, seat, niao)
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end
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)
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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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self._cacheEvent:Enqueue(function()
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local playeridList = evt_data["list"]
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local isXiPai = false
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local otherisXiPai = 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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isXiPai = true
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else
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otherisXiPai = true
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end
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end
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end
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DispatchEvent(self._dispatcher, FanPaoFa_GameEvent.EventXiPai, isXiPai, otherisXiPai)
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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:SendFangPao(card)
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local _data = {}
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if card then
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_data["card"] = card
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else
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_data["card"] = {}
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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_EVT_FANGPAO, _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:OnEventSendCards(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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self._cacheEvent:Enqueue(function()
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if self._callback_popEvent then
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self._callback_popEvent(true)
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end
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local _room = self._room
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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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_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, FanPaoFa_GameEvent.SendCards, p)
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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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--printlog("jefe OnEventOutCard>>>>",card)
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-- 判断是否对方有偎
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local p = self._room:GetPlayerBySeat(seat)
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self._cacheEvent:Enqueue(function()
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if self._callback_popEvent then
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self._callback_popEvent(true)
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end
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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, FanPaoFa_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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if self._callback_popEvent then
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self._callback_popEvent(true)
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end
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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, FanPaoFa_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 self._callback_popEvent then
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self._callback_popEvent(true)
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end
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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, FanPaoFa_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 = card
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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, FanPaoFa_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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self._cacheEvent:Enqueue(function()
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if self._callback_popEvent then
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self._callback_popEvent(true)
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end
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DispatchEvent(self._dispatcher, FanPaoFa_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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if self._callback_popEvent then
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self._callback_popEvent(true)
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end
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DispatchEvent(self._dispatcher, FanPaoFa_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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self._cacheEvent:Enqueue(function()
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if self._callback_popEvent then
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self._callback_popEvent(true)
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end
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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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local fptype = evt_data['fptype']
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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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-- if false then
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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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end
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DispatchEvent(self._dispatcher, FanPaoFa_GameEvent.FZTips, tiplist, uid, fptype)
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end)
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end
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-- 放喂提示
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function M:OnEventFangWei(evt_data)
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local seat = evt_data["seat"]
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local card = evt_data["card"]
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self._cacheEvent:Enqueue(function()
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if self._callback_popEvent then
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self._callback_popEvent(true)
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end
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DispatchEvent(self._dispatcher, FanPaoFa_GameEvent.FangWei, seat, card)
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end)
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end
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--放跑成功
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function M:OnEventFangPaoOk(evt_data)
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local seat = evt_data["seat"]
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local card = evt_data["card"]
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self._cacheEvent:Enqueue(function()
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if self._callback_popEvent then
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self._callback_popEvent(true)
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end
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DispatchEvent(self._dispatcher, FanPaoFa_GameEvent.FangPaoOk, seat, card)
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end)
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end
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function M:OnEventFzAction(evt_data)
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local _room = self._room
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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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local flag_pengPao = false
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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
|
||
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
|
||
end
|
||
local num = 0
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||
for i = 1, #_room.self_player.handcard_list do
|
||
if card == _room.self_player.handcard_list[i] then
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||
num = num + 1
|
||
end
|
||
end
|
||
if num > 0 then
|
||
isNeedDelHandCard = num
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||
|
||
for i = 1, num do
|
||
list_remove(_room.self_player.handcard_list, card)
|
||
end
|
||
local isAddTi = false
|
||
for i = 1, #p.fz_list do
|
||
if p.fz_list[i].card == card then
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||
p.fz_list[i].type = RB_FZType.Pao
|
||
isAddTi = true
|
||
remove_num = 0
|
||
end
|
||
end
|
||
if isAddTi == false then
|
||
p.fz_list[#p.fz_list + 1] = fz
|
||
end
|
||
else
|
||
flag_pengPao = true
|
||
end
|
||
else
|
||
local num = 0
|
||
for i = 1, #p.fz_list do
|
||
if p.fz_list[i].card == card then
|
||
p.fz_list[i].type = RB_FZType.Pao
|
||
num = 1
|
||
remove_num = 0
|
||
flag_pengPao = true
|
||
end
|
||
end
|
||
if num == 0 then
|
||
p.fz_list[#p.fz_list + 1] = fz
|
||
end
|
||
end
|
||
elseif ftype == RB_FZType.Ti then
|
||
if (p == _room.self_player) then
|
||
for i = 1, #p.fz_list do
|
||
if p.fz_list[i].card == card then
|
||
if p.fz_list[i].type == RB_FZType.Kan then
|
||
isNeedDelHandCard = 3
|
||
for i = 1, remove_num do
|
||
list_remove(_room.self_player.handcard_list, opcard[i])
|
||
end
|
||
end
|
||
remove_num = 0
|
||
p.fz_list[i].type = RB_FZType.Ti
|
||
end
|
||
end
|
||
local num = 0
|
||
for i = 1, #_room.self_player.handcard_list do
|
||
if card == _room.self_player.handcard_list[i] then
|
||
num = num + 1
|
||
end
|
||
end
|
||
if num > 0 then
|
||
isNeedDelHandCard = num
|
||
|
||
for i = 1, num do
|
||
list_remove(_room.self_player.handcard_list, card)
|
||
end
|
||
local isAddTi = false
|
||
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
|
||
isAddTi = true
|
||
end
|
||
end
|
||
if isAddTi == false then
|
||
p.fz_list[#p.fz_list + 1] = fz
|
||
end
|
||
end
|
||
else
|
||
local num = 0
|
||
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 or fz.type == RB_FZType.Wei or fz.type == RB_FZType.ChouWei then
|
||
-- coroutine.start(function()
|
||
-- -- coroutine.wait(0.88)
|
||
-- DispatchEvent(self._dispatcher, FanPaoFa_GameEvent.FangziAction, fz, p, isNeedDelHandCard, flag_pengPao)
|
||
-- end)
|
||
-- else
|
||
DispatchEvent(self._dispatcher, FanPaoFa_GameEvent.FangziAction, fz, p, isNeedDelHandCard, flag_pengPao)
|
||
-- end
|
||
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()
|
||
if self._callback_popEvent then
|
||
self._callback_popEvent(true)
|
||
end
|
||
win_p.card_list = cards
|
||
table.sort(win_p.card_list, ViewUtil.HandCardSort)
|
||
DispatchEvent(self._dispatcher, FanPaoFa_GameEvent.ZPHuCard, evt_data["seat"], evt_data["from_seat"], cards)
|
||
end)
|
||
end
|
||
|
||
function M:OneventResult1(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()
|
||
if self._callback_popEvent then
|
||
self._callback_popEvent(true)
|
||
end
|
||
DispatchEvent(self._dispatcher, FanPaoFa_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()
|
||
if self._callback_popEvent then
|
||
self._callback_popEvent(true)
|
||
end
|
||
DispatchEvent(self._dispatcher, FanPaoFa_GameEvent.ZPResult2, result, total_result, over);
|
||
end)
|
||
end
|
||
end
|
||
|
||
return M
|