yunque9/lua_probject/extend_project/extend/poker/mushi/MuShi_GameController.lua

798 lines
25 KiB
Lua

---
--- Created by 谌建军.
--- DateTime: 2017/12/13 11:28
---
local MuShi_Protocol = import(".MuShi_Protocol")
local MuShi_GameEvent = import(".MuShi_GameEvent")
local MuShi_CardType = import(".MuShi_CardType")
local MuShi_PutError = {
"必须先出最小的牌",
"出牌不符合规定牌型 ",
"下家报单,请出最大的牌 ",
"炸弹不能拆",
"单鬼必须补牌"
}
local MuShi_GameController = {}
local M = MuShi_GameController
function M.new()
setmetatable(M, {__index = GameController})
local self = setmetatable({}, {__index = M})
self:init("木虱")
self.class = "MuShi_GameController"
return self
end
function M:init(name)
GameController.init(self, name)
self.guiCard = nil
self:RegisterEvt()
end
-- 事件注册
function M:RegisterEvt()
self._eventmap[MuShi_Protocol.MuShi_Ming_Card] = self.OnMingCard
self._eventmap[MuShi_Protocol.MuShi_Init_Card] = self.OnInitCard
-- self._eventmap[MuShi_Protocol.MuShi_Options] = self.OnOptions
-- self._eventmap[MuShi_Protocol.MuShi_Index_Move] = self.OnIndexMove
--self._eventmap[MuShi_Protocol.MuShi_Play_Succ] = self.OnPlaySucc
self._eventmap[MuShi_Protocol.MuShi_Put_Error] = self.OnPutError
self._eventmap[MuShi_Protocol.MuShi_Pass_Succ] = self.OnPassSucc
self._eventmap[MuShi_Protocol.MuShi_Result] = self.OnResult
self._eventmap[MuShi_Protocol.MuShi_Bomb_Score] = self.OnBombScore
self._eventmap[MuShi_Protocol.MuShi_Piao_Tip] = self.OnPiaoTip
self._eventmap[MuShi_Protocol.MuShi_Piao_Action] = self.OnPiaoAction
self._eventmap[MuShi_Protocol.MuShi_ConfirmToNextGameSucc] = self.OnConfrimToNextGameSucc
--self._eventmap[MuShi_Protocol.MuShi_Oener] = self.Oener
-- self._eventmap[Protocol.GAME_EVT_PLAYER_JOIN] = self.OnEventPlayerEnter
self._eventmap[MuShi_Protocol.PT_GAMETUOGUAN] = self.Game_TuoGuan
self._eventmap[MuShi_Protocol.MuShi_Gui] = self.GuiPai
self._eventmap[MuShi_Protocol.GAME_EVT_USER_START_GAME_RSP] = self.TiQianStar
self._eventmap[MuShi_Protocol.GAME_EVT_START_QIANGZHUANG] = self.StarQiangZhuang
self._eventmap[MuShi_Protocol.GAME_EVT_QIANGZHUANG_RSP] = self.OtherQiangZhuang
self._eventmap[MuShi_Protocol.GAME_EVT_ZHUANGJIA_INFO] = self.DingZhuang
self._eventmap[MuShi_Protocol.GAME_EVT_START_XIAZHU] = self.StarBet
self._eventmap[MuShi_Protocol.GAME_EVT_XIAZHU_RSP] = self.OtherBet
self._eventmap[MuShi_Protocol.GAME_EVT_CUOPAI_FINISH_RSP] = self.FinishCuoPai
-- self._eventmap[Protocol.GAME_EVT_READY] = self.OnExTendPlayerReady
end
function M:OnExTendPlayerReady(evt_data)
self._cacheEvent:Enqueue(
function()
local pid = evt_data['aid']
local p = self._room:GetPlayerById(pid)
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnReady, p.seat)
end
)
end
function M:SendQiangZhuang(index)
local _data = {}
_data["index"] = index
--printlog("发送抢庄消息==========",index)
local _client = ControllerManager.GameNetClinet
_client:send(MuShi_Protocol.GAME_EVT_QIANGZHUANG_REQ, _data)
end
function M:SendBet(index)
local _data = {}
_data["index"] = index
--printlog("发送下注消息==========",index)
local _client = ControllerManager.GameNetClinet
_client:send(MuShi_Protocol.GAME_EVT_XIAZHU_REQ, _data)
end
function M:SendStar()
local _client = ControllerManager.GameNetClinet
_client:send(MuShi_Protocol.GAME_EVT_USER_START_GAME_REQ)
end
function M:AgreeStar(isAgree)
local _data = {}
_data["agree"] = isAgree
local _client = ControllerManager.GameNetClinet
_client:send(MuShi_Protocol.GAME_EVT_USER_AGREE_START_GAME_REQ, _data)
end
function M:SendBuPai(bupai)
local _data = {}
_data["bupai"] = bupai
local _client = ControllerManager.GameNetClinet
_client:send(MuShi_Protocol.MuShi_Send_Piao, _data)
end
function M:SendCard(cards,currentCard)
local _data = {}
_data["card"] = cards
_data["all_card"] = currentCard
local _client = ControllerManager.GameNetClinet
_client:send(MuShi_Protocol.MuShi_Send_Card, _data)
end
function M:SendPiao(piao)
local _data = {}
_data["id"] = piao
local _client = ControllerManager.GameNetClinet
_client:send(MuShi_Protocol.MuShi_Send_Piao, _data)
end
function M:SendPass()
local _client = ControllerManager.GameNetClinet
_client:send(MuShi_Protocol.MuShi_Send_Guo)
end
function M:SendInitCardEnd()
local _client = ControllerManager.GameNetClinet
_client:send(MuShi_Protocol.MuShi_Init_Card_End)
end
function M:ConformToNextGame()
local _client = ControllerManager.GameNetClinet
_client:send(MuShi_Protocol.MuShi_ConfirmToNextGame)
end
function M:StarQiangZhuang()
printlog("开始抢庄====================================")
self._cacheEvent:Enqueue(
function()
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnQiangZhuang)
end
)
end
function M:FinishCuoPai(evt_data)
print("上报搓牌返回==================")
local seat = evt_data["seat"]
local card = evt_data["card"]
self._cacheEvent:Enqueue(
function()
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnFinishCuoPai,seat,card)
end
)
end
function M:OtherQiangZhuang(evt_data)
printlog("其它玩家抢庄信息====================================")
pt(evt_data)
local seat = evt_data["seat"]
local index = evt_data["index"]
self._cacheEvent:Enqueue(
function()
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnOtherQiangZhuang,seat,index)
end
)
end
function M:DingZhuang(evt_data)
printlog("确定庄家信息 ====================================")
local seat = evt_data["seat"]
local index = evt_data["index"]
local score = evt_data["score"]
self._cacheEvent:Enqueue(
function()
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnZhuang, seat,index,score)
end
)
end
function M:StarBet(evt_data)
printlog("开始下注 ====================================",evt_data["seat"])
local seat = evt_data["seat"]
self._cacheEvent:Enqueue(
function()
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnStarBet,seat)
end
)
end
function M:OtherBet(evt_data)
printlog("其它玩家下注信息 ====================================")
local seat = evt_data["seat"]
local index = evt_data["index"]
local score = evt_data["mul"]
self._cacheEvent:Enqueue(
function()
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnBet, seat,index,score)
end
)
end
function M:TiQianStar(evt_data)
-- printlog("发起提前开始返回1111====================================")
local seat = evt_data["seat"]
local agree = evt_data["agree"]
self._cacheEvent:Enqueue(
function()
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnTiQian, seat,agree)
end
)
end
function M:OnAgreeGame(evt_data)
--printlog("同意游戏开始====================================")
local seat = evt_data["seat"]
local agree = evt_data["agree"]
self._cacheEvent:Enqueue(
function()
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnAgree, seat,agree)
end
)
end
function M:GuiPai(evt_data)
--printlog("鬼牌====================================")
local card = evt_data["guiCard"]
self.guiCard = card
self._cacheEvent:Enqueue(
function()
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnGuiPai, card)
end
)
end
function M:OnMingCard(evt_data)
if ViewManager.GetCurrenView().dview_class == LobbyView then
self:ReturnToRoom()
return
end
local card = evt_data["mingpai"]
self._cacheEvent:Enqueue(
function()
self._room.ming_card = card
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnMingCard, card)
end
)
end
function M:OnInitCard(evt_data)
printlog("发牌==============================")
pt(evt_data)
if ViewManager.GetCurrenView().dview_class == LobbyView then
self:ReturnToRoom()
return
end
--local cardlist = evt_data["cards"]
--local round = evt_data["round"]
--local cardtype = evt_data["cardtype"]
--local seat = evt_data["seat"]
--local cardopen = evt_data["cardopen"]
local playerAry = evt_data["playerAry"]
-- printlog(#playerAry)
-- pt(playerAry[1])
local round = playerAry[1].round
self._cacheEvent:Enqueue(
function()
for _, player in ipairs(self._room.player_list) do
player:Clear()
--player.hand_count = #cardlist
end
self._room.curren_round = round
--self._room.curren_round = round
--DispatchEvent(self._dispatcher, MuShi_GameEvent.OnInitCard, round, cardlist,cardtype,seat,cardopen)
DispatchEvent(self._dispatcher,MuShi_GameEvent.OnInitCard,round,playerAry)
end
)
end
function M:OnBombScore(evt_data)
local scoreList = evt_data["gold_list"]
self._cacheEvent:Enqueue(
function()
for i = 1, #scoreList do
local score = scoreList[i].bom_score
local player = self._room:GetPlayerById(scoreList[i].aid)
player.total_score = player.total_score + score
end
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnBombScore, scoreList)
end
)
end
function M:OnPlaySucc(evt_data)
local seat = evt_data["player"]
local card_obj = evt_data["card_obj"]
local cards = card_obj["card_list"]
local remain = evt_data["remain"] -- 报单
self._cacheEvent:Enqueue(
function()
local otherList = self:GetOtherSeatList(seat)
local player = self._room:GetPlayerBySeat(seat)
local out_card_list = self:ChangeCodeByFrom(cards, true)
player.hand_count = remain
local card_type, number, length, plan_three_count = self:GetCardListInfo(out_card_list)
player.out_card_list = self:GetSortOutCardList(out_card_list, card_type, number, plan_three_count)
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnPlaySucc, player, remain, card_type, number, otherList,length)
end
)
end
function M:OnPassSucc(evt_data)
local seat = evt_data["seat"]
self._cacheEvent:Enqueue(
function()
local p = self._room:GetPlayerBySeat(seat)
p.out_card_list = {0}
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnPassSucc, p)
end
)
end
function M:OnPutError(evt_data)
local code = evt_data["error"]
self._cacheEvent:Enqueue(
function()
local error_str = self:GetErrorStr(code)
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnErrorTip, error_str)
end
)
end
function M:TuoGuan(isTuo)
local _data = {}
_data["tuoguan"] = isTuo
local _client = ControllerManager.GameNetClinet
_client:send(MuShi_Protocol.SEND_TUOGUAN, _data)
end
function M:Game_TuoGuan(evt_data)
local tuoguan = evt_data["tuoguan"]
local seat = evt_data["seat"]
self._cacheEvent:Enqueue(function()
DispatchEvent(self._dispatcher, MuShi_GameEvent.Game_TuoGuan, tuoguan, seat)
end)
end
function M:OnIndexMove(evt_data)
local seat = evt_data["index"]
self._cacheEvent:Enqueue(
function()
self._room.curren_turn_seat = seat
self._room.is_new_bout = self:GetIsNewBout(seat)
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnIndexMove, seat)
end
)
end
function M:OnOptions(evt_data)
local play = evt_data["play"]
local pass = evt_data["pass"]
self._cacheEvent:Enqueue(
function()
local lastCardList = self:GetLastCardList(self._room.self_player.seat)
local cardType, cardNum, cardLength = self:GetCardListInfo(lastCardList)
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnOptions, play, cardType, cardNum, cardLength, pass)
end
)
end
function M:OnPiaoTip(evt_data)
--printlog("提示补牌==============================")
if ViewManager.GetCurrenView().dview_class == LobbyView then
self:ReturnToRoom()
return
end
--local piao = evt_data["piao"]
--local reload = evt_data["reload"]
self._cacheEvent:Enqueue(
function()
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnPiaoTips)
end
)
end
function M:SendCuo()
local _client = ControllerManager.GameNetClinet
_client:send(MuShi_Protocol.GAME_EVT_CUOPAI_REQ)
end
function M:OnPiaoAction(evt_data)
local seat = evt_data["seat"]
local piao = evt_data["bupai"]
local card = evt_data["card"]
self._cacheEvent:Enqueue(
function()
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnPiaoAction, seat,piao,card)
end
)
end
function M:OnResult(evt_data)
-- printlog("结算消息==========================》")
--pt(evt_data)
local result_type = evt_data["type"] --0小结算 1 大结算 2 解散房间
local info = evt_data["info"]
local winseat = evt_data["winseat"]
local remaincards = evt_data["remaincards"]
if result_type == 1 then
local over = 1
ControllerManager.SetGameNetClient(nil, true)
self._cacheEvent:Enqueue(
function()
for i = 1, #info do
local p = self._room:GetPlayerBySeat(info[i]["seat"])
p.total_score = info[i]["score"]
info[i]["self_user"] = p.self_user
end
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnResult, over, info, winseat, remaincards)
end
)
elseif result_type == 0 then
local over = 0
self._cacheEvent:Enqueue(
function()
for i = 1, #info do
local p = self._room:GetPlayerBySeat(info[i]["seat"])
p.total_score = info[i]["score"]
info[i]["self_user"] = p.self_user
end
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnResult, over, info, winseat, remaincards)
end
)
else
local dissolve = 1
ControllerManager.SetGameNetClient(nil, true)
for i = 1, #info do
local p = self._room:GetPlayerBySeat(info[i]["seat"])
p.total_score = info[i]["score"]
info[i]["self_user"] = p.self_user
end
-- ControllerManager.ChangeController(LoddyController)
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnResultByDissolve, over, info, winseat, dissolve)
end
end
function M:OnConfrimToNextGameSucc(evt_data)
local aid = evt_data["aid"]
self._cacheEvent:Enqueue(
function()
DispatchEvent(self._dispatcher, MuShi_GameEvent.OnConfrimToNextGameSucc, aid)
end
)
end
function M:Game_TuoGuan(evt_data)
local tuoguan = evt_data["tuoguan"]
local seat = evt_data["seat"]
self._cacheEvent:Enqueue(function()
DispatchEvent(self._dispatcher, MuShi_GameEvent.Game_TuoGuan, tuoguan, seat)
end)
end
function M:ChangeCodeByFrom(cardList, isSort)
isSort = isSort or false
local new_card_list = {}
for i = 1, #cardList do
local flower = math.floor(cardList[i] / 100)
local number = cardList[i] % 100
if number == 2 then
number = 15
end
local card = number * 10 + flower
new_card_list[#new_card_list + 1] = card
end
return isSort == true and table.sort(new_card_list) or new_card_list
end
function M:GetOtherSeatList(seat)
local list = {}
for i = 1, self._room.room_config.people_num do
if seat ~= i then
list[#list + 1] = i
end
end
return list
end
--
function M:GetIsNewBout(seat)
local passCount = 0
for i = 1, #self._room.player_list do
local player = self._room.player_list[i]
if seat ~= player.seat then
local isPass = self:GetIsPass(player.out_card_list)
if isPass then
passCount = passCount + 1
end
end
end
if passCount == self._room.room_config.people_num - 1 then
return true
else
return false
end
end
function M:GetLastSeat(seat)
local last_seat = seat - 1
if last_seat < 1 then
last_seat = last_seat + self._room.room_config.people_num
end
return last_seat
end
function M:GetLastCardList(seat)
local last_seat = self:GetLastSeat(seat)
local player = self._room:GetPlayerBySeat(last_seat)
local isPass = self:GetIsPass(player.out_card_list)
if isPass then
if self._room.room_config.people_num == 2 then
return {}
end
local last_seat_2 = self:GetLastSeat(last_seat)
local player_2 = self._room:GetPlayerBySeat(last_seat_2)
local isPass_2 = self:GetIsPass(player_2.out_card_list)
if isPass_2 then
return {}
else
return player_2.out_card_list
end
else
return player.out_card_list
end
end
function M:GetErrorStr(code)
return MuShi_PutError[code + 1]
end
function M:GetSortOutCardList(outCardList, cardType, cardNumber, plan_three_count)
-- if cardType == 3 or cardType == 5 or cardType == 6 then
-- local removeList = {}
-- for i = #outCardList, 1, -1 do
-- local card = outCardList[i]
-- if math.floor(card / 10) == cardNumber then
-- removeList[#removeList + 1] = card
-- table.remove(outCardList, i)
-- end
-- end
-- for i = 1, #removeList do
-- table.insert(outCardList, 1, removeList[i])
-- end
-- elseif cardType >= 7 and cardType <= 9 then
-- local removeList = {}
-- for i = #outCardList, 1, -1 do
-- local card = outCardList[i]
-- if math.floor(card / 10) <= cardNumber and math.floor(card / 10) > cardNumber - plan_three_count then
-- removeList[#removeList + 1] = card
-- table.remove(outCardList, i)
-- end
-- end
-- for i = 1, #removeList do
-- table.insert(outCardList, 1, removeList[i])
-- end
-- end
return outCardList
end
--None = 0,
--OneCard = 1,
--OnePair = 2,
--Three = 3,
--Pairs = 4,
--ThreeAndTwo = 5,
--ThreeAndOne = 6,
--Plane = 7,
--PlaneAndTwo = 8,
--PlaneAndOne = 9,
--Straight = 10,
--Bomb = 11
-- 牌型,大小, 长度
function M:GetCardListInfo(cardlist)
if #cardlist == 0 then
return 0, 0, 0, 0
end
-- 检测牌型
local card_type, card_num, card_length, plan_three_count = MuShi_CardType.None, 0, #cardlist, 0
local card_map = self:GetCardMapByList(cardlist)
if #cardlist == 1 then
card_type = MuShi_CardType.OneCard
card_num = math.floor(cardlist[1] / 10)
elseif #cardlist == 2 then
card_type = MuShi_CardType.OnePair
card_num = math.floor(cardlist[1] / 10)
elseif #cardlist == 3 then
card_num = math.floor(cardlist[1] / 10)
if card_num==14 and DataManager.CurrenRoom.room_config.threeA==1 then
-- body
card_type = MuShi_CardType.Bomb
else
card_type = MuShi_CardType.Three
end
elseif #cardlist == 4 then
local max_key = 0
for k, v in pairs(card_map) do
if #v == 4 then
card_type = MuShi_CardType.Bomb
card_num = k
elseif #v == 3 then
card_type = MuShi_CardType.ThreeAndOne
card_num = k
elseif #v == 2 then
if k > max_key then
max_key = k
end
card_type = MuShi_CardType.Pairs
card_num = max_key
end
end
elseif #cardlist == 5 then
local count, max_key = 0, 0
for k, v in pairs(card_map) do
if #v >= 3 then
card_type = MuShi_CardType.ThreeAndTwo
card_num = k
elseif #v == 1 then
count = count + 1
if k > max_key then
max_key = k
end
if count == 5 then
card_type = MuShi_CardType.Straight
card_num = max_key
end
end
end
elseif #cardlist == 7 then
local count, max_key = 0, 0
for k, v in pairs(card_map) do
if #v >= 4 then
card_type = MuShi_CardType.FourAndtThree
card_num = k
elseif #v == 1 then
count = count + 1
if k > max_key then
max_key = k
end
if count == 7 then
card_type = MuShi_CardType.Straight
card_num = max_key
end
end
end
else
local one_count, two_count, three_count = 0, 0, 0
local max_one_key, max_two_key, max_three_key = 0, 0, 0
for k, v in pairs(card_map) do
if #v == 2 then
if k > max_two_key then
max_two_key = k
end
two_count = two_count + 1
if two_count == #cardlist / 2 then
card_type = MuShi_CardType.Pairs
card_num = max_two_key
end
elseif #v == 1 then
if k > max_one_key then
max_one_key = k
end
one_count = one_count + 1
if one_count == #cardlist then
card_type = MuShi_CardType.Straight
card_num = max_one_key
end
elseif #v == 3 then
if max_three_key == 0 then
max_three_key = k
three_count = three_count + 1
elseif k > max_three_key and k == max_three_key + 1 then
max_three_key = k
three_count = three_count + 1
elseif k < max_three_key and k == max_three_key - 1 then
max_three_key = k
three_count = three_count + 1
-- else
-- max_three_key = k
end
--three_count = three_count + 1
end
end
-- plan_three_count = three_count
-- if three_count * 5 >= #cardlist then
-- card_type = MuShi_CardType.PlaneAndTwo
-- card_num = max_three_key
-- elseif three_count * 4 >= #cardlist then
-- card_type = MuShi_CardType.PlaneAndOne
-- card_num = max_three_key
-- elseif three_count * 3 >= #cardlist then
-- card_type = MuShi_CardType.Plane
-- card_num = max_three_key
-- end
plan_three_count = three_count
if three_count * 3 == #cardlist then
card_type = MuShi_CardType.Plane
card_num = max_three_key
elseif three_count * 4 >= #cardlist and #cardlist%4==0 then
card_type = MuShi_CardType.PlaneAndOne
card_num = max_three_key
elseif three_count * 5 >= #cardlist and #cardlist%5==0 then
card_type = MuShi_CardType.PlaneAndTwo
card_num = max_three_key
end
end
return card_type, card_num, card_length, plan_three_count
end
function M:GetCardMapByList(cardlist)
local card_map = {}
for i = 1, #cardlist do
local card = cardlist[i]
local card_num = math.floor(cardlist[i] / 10)
if card_map[card_num] == nil then
card_map[card_num] = {card}
else
card_map[card_num][#card_map[card_num] + 1] = card
end
end
return card_map
end
function M:GetIsPass(cardlist)
if #cardlist == 0 then
return true
end
if cardlist[1] ~= nil and cardlist[1] == 0 then
return true
end
return false
end
--请求离开房间
function M:LevelRoom(callBack)
local _client = ControllerManager.GameNetClinet
if not _client then
return
end
_client:send(
Protocol.GAME_EXIT_ROOM,
nil,
function(res)
if res.ReturnCode == 0 then
ControllerManager.ChangeController(LoddyController)
elseif res.ReturnCode == 27 then
ViewUtil.ErrorTip(res.ReturnCode, "退出房间失败!")
end
callBack(res)
end
)
end
return M