diff --git a/client/js/01_SubGame/codes/net/handlers/CallHandler.js b/client/js/01_SubGame/codes/net/handlers/CallHandler.js new file mode 100644 index 0000000..405b30c --- /dev/null +++ b/client/js/01_SubGame/codes/net/handlers/CallHandler.js @@ -0,0 +1,61 @@ +/////////////////////////////////////////////////////////////// +////////// EQW_CallHandler: 叫分(jiaofen)与上庄(shangzhuang) +/////////////////////////////////////////////////////////////// +// 协议 §3 jiaofen:seat 叫分者 / call 分数(0=不叫) / currcall 当前叫到的分 / +// multiple 该叫分对应基础子数 / nextseat 下一个叫分者 / countdown +// 协议 §4 shangzhuang:seat / call / banker / grade 庄家叫分 / multiple / +// bottomcards 底牌(庄家恒有,闲家仅 70 分时有) / ancard3s 开底标志 / +// cards 摸底后的 36 张(仅庄家) / countdown 选主倒计时 / +// touxiang 是否允许投降 / curmultiple 当前抓分倍数(带符号) +var EQW_CallHandler = EQW_CallHandler || { + + handleJiaofen: function (data) { + if (!data.hasOwnProperty('seat')) { + console.error('[EQW_CallHandler] jiaofen 缺 seat,已跳过该包'); + return; + } + + //记录这一家叫了多少:0 = 不叫,与「还没叫」(null) 区分 + if (data.hasOwnProperty('call') && data.seat >= 0 && data.seat < 3) { + EQW_GameState.call.calls[data.seat] = data.call; + } + EQW_GameState._apply(EQW_GameState.call, data, { currcall: 'currcall' }); + EQW_GameState._apply(EQW_GameState.aset, data, { multiple: 'multiple' }); + EQW_GameState._apply(EQW_GameState.turn, data, { + seat: 'nextseat', + countdown: 'countdown' + }); + + EventBus.emit(EQW_Events.EQW_CALL_CHANGED); + EventBus.emit(EQW_Events.EQW_TURN_CHANGED); + }, + + handleShangzhuang: function (data) { + if (!data.hasOwnProperty('banker')) { + console.error('[EQW_CallHandler] shangzhuang 缺 banker,已跳过该包'); + return; + } + + EQW_GameState._apply(EQW_GameState.aset, data, { + banker: 'banker', + call: 'grade', //协议里庄家叫分叫 grade + multiple: 'multiple', + touxiang: 'touxiang', + curmultiple:'curmultiple' + }); + EQW_GameState._apply(EQW_GameState.table, data, { ancard3s: 'ancard3s' }); + //底牌与摸底后的手牌只有庄家(及 70 分时的闲家)才有,缺就不写、不抹已有值 + EQW_GameState._apply(EQW_GameState.my, data, { + bottomCards: 'bottomcards', + cards: 'cards' + }); + EQW_GameState._apply(EQW_GameState.turn, data, { countdown: 'countdown' }); + + EQW_GameState.aset.step = 2; //进入选主/投降 + EQW_GameState.turn.seat = EQW_GameState.aset.banker; //控制权归庄家 + + EventBus.emit(EQW_Events.EQW_BANKER_SET); + if (data.hasOwnProperty('cards')) { EventBus.emit(EQW_Events.EQW_HAND_CHANGED); } + EventBus.emit(EQW_Events.EQW_TURN_CHANGED); + } +}; diff --git a/client/js/01_SubGame/codes/net/handlers/DealHandler.js b/client/js/01_SubGame/codes/net/handlers/DealHandler.js new file mode 100644 index 0000000..71b36c6 --- /dev/null +++ b/client/js/01_SubGame/codes/net/handlers/DealHandler.js @@ -0,0 +1,33 @@ +/////////////////////////////////////////////////////////////// +////////// EQW_DealHandler: 发牌(fapai)////////////////////// +/////////////////////////////////////////////////////////////// +// 协议 §1:asetidx 当前局数 / asetcount 总局数 / cards 自己的 28 张 / +// seat 当前等待叫分者 / countdown 叫分倒计时 +// +// fapai 是一局的起点,先 reset 清掉上一局的残留(reset 保留 mySeat 与 options)。 +var EQW_DealHandler = EQW_DealHandler || { + + handle: function (data) { + if (!data.hasOwnProperty('cards')) { + console.error('[EQW_DealHandler] fapai 缺 cards,已跳过该包'); + return; + } + + EQW_GameState.reset(); + + EQW_GameState._apply(EQW_GameState.room, data, { + asetIdx: 'asetidx', + asetCount: 'asetcount' + }); + EQW_GameState._apply(EQW_GameState.my, data, { cards: 'cards' }); + EQW_GameState._apply(EQW_GameState.turn, data, { + seat: 'seat', + countdown: 'countdown' + }); + EQW_GameState.aset.step = 1; //发完牌进入叫分阶段 + + EventBus.emit(EQW_Events.EQW_RESET); + EventBus.emit(EQW_Events.EQW_HAND_CHANGED); + EventBus.emit(EQW_Events.EQW_TURN_CHANGED); + } +}; diff --git a/client/js/01_SubGame/codes/state/GameState.js b/client/js/01_SubGame/codes/state/GameState.js index cd1b747..152d3ca 100644 --- a/client/js/01_SubGame/codes/state/GameState.js +++ b/client/js/01_SubGame/codes/state/GameState.js @@ -98,5 +98,15 @@ var EQW_GameState = EQW_GameState || { out[g] = JSON.parse(JSON.stringify(this[g])); } return out; + }, + + //把包里的字段写进目标分组。map = { 目标键: 源键 }。 + //【缺字段不兜底】源键在包里不存在就不写,保持原值——不填默认值掩盖漏发。 + _apply: function (target, src, map) { + for (var dst in map) { + if (!map.hasOwnProperty(dst)) { continue; } + var srcKey = map[dst]; + if (src.hasOwnProperty(srcKey)) { target[dst] = src[srcKey]; } + } } }; diff --git a/client/tests/test_handlers_call.js b/client/tests/test_handlers_call.js new file mode 100644 index 0000000..f48a9e6 --- /dev/null +++ b/client/tests/test_handlers_call.js @@ -0,0 +1,77 @@ +// 发牌 / 叫分 / 上庄 handler +const { load } = require('./_load'); +const t = require('./_assert')(); + +load('client/js/gameabc-framework/system/EventBus.js'); +load('client/js/01_SubGame/codes/state/Events.js'); +load('client/js/01_SubGame/codes/state/GameState.js'); +load('client/js/01_SubGame/codes/net/handlers/DealHandler.js'); +load('client/js/01_SubGame/codes/net/handlers/CallHandler.js'); + +const S = EQW_GameState; +const evts = []; +Object.keys(EQW_Events).forEach(k => EventBus.on(EQW_Events[k], () => evts.push(k))); + +// ================= fapai ================= +S.reset(); S.room.mySeat = 1; evts.length = 0; +EQW_DealHandler.handle({ success: true, asetidx: 2, asetcount: 6, + cards: [1, 2, 3], seat: 0, countdown: 15 }); + +t.eq('局数', S.room.asetIdx, 2); +t.eq('总局数', S.room.asetCount, 6); +t.eq('手牌', S.my.cards, [1, 2, 3]); +t.eq('当前叫分者', S.turn.seat, 0); +t.eq('倒计时', S.turn.countdown, 15); +t.eq('step 置为叫分', S.aset.step, 1); +t.eq('mySeat 未被 reset 冲掉', S.room.mySeat, 1); +t.eq('fapai 发了 RESET/HAND/TURN 事件', + ['EQW_RESET','EQW_HAND_CHANGED','EQW_TURN_CHANGED'].every(e => evts.indexOf(e) >= 0), true); + +// fapai 必须先 reset:上一局的残留要清掉 +S.aset.banker = 2; S.table.pushlist = [[9]]; +EQW_DealHandler.handle({ success: true, asetidx: 3, asetcount: 6, cards: [4], seat: 1, countdown: 15 }); +t.eq('fapai 清掉上局 banker', S.aset.banker, -1); +t.eq('fapai 清掉上局 pushlist', S.table.pushlist, []); + +// ================= jiaofen ================= +S.reset(); evts.length = 0; +EQW_CallHandler.handleJiaofen({ success: true, seat: 0, call: 60, currcall: 60, + multiple: 3, nextseat: 1, countdown: 15 }); +t.eq('记录该家叫分', S.call.calls, [60, null, null]); +t.eq('当前叫到的分', S.call.currcall, 60); +t.eq('基础子数', S.aset.multiple, 3); +t.eq('下一个叫分者', S.turn.seat, 1); +t.eq('jiaofen 发事件', evts.indexOf('EQW_CALL_CHANGED') >= 0, true); + +// 不叫(call = 0)也要记下来,与「还没叫」(null) 区分 +EQW_CallHandler.handleJiaofen({ success: true, seat: 1, call: 0, currcall: 60, + multiple: 3, nextseat: 2, countdown: 15 }); +t.eq('不叫记为 0,与未叫 null 区分', S.call.calls, [60, 0, null]); + +// ================= shangzhuang ================= +S.reset(); evts.length = 0; +EQW_CallHandler.handleShangzhuang({ success: true, seat: 0, call: 70, banker: 0, grade: 70, + multiple: 2, bottomcards: [1,2,3,4,5,6,7,8], ancard3s: 1, + cards: [1,2,3], countdown: 20, touxiang: 1, curmultiple: 3 }); +t.eq('庄家', S.aset.banker, 0); +t.eq('庄家叫分', S.aset.call, 70); +t.eq('基础子数', S.aset.multiple, 2); +t.eq('允许投降', S.aset.touxiang, 1); +t.eq('抓分倍数', S.aset.curmultiple, 3); +t.eq('开底标志', S.table.ancard3s, 1); +t.eq('底牌', S.my.bottomCards, [1,2,3,4,5,6,7,8]); +t.eq('摸底后手牌', S.my.cards, [1,2,3]); +t.eq('step 置为选主', S.aset.step, 2); +t.eq('控制权给庄家', S.turn.seat, 0); +t.eq('shangzhuang 发事件', + ['EQW_BANKER_SET','EQW_HAND_CHANGED'].every(e => evts.indexOf(e) >= 0), true); + +// 闲家视角:没有 cards / bottomcards(非 70 分),缺字段不能把已有值抹掉 +S.reset(); S.my.cards = [7, 8, 9]; +EQW_CallHandler.handleShangzhuang({ success: true, seat: 0, call: 55, banker: 0, grade: 55, + multiple: 4, countdown: 20, touxiang: 0, curmultiple: 3 }); +t.eq('闲家手牌不被抹', S.my.cards, [7, 8, 9]); +t.eq('闲家无底牌', S.my.bottomCards, []); +t.eq('非 70 分无开底标志', S.table.ancard3s, 0); + +process.exit(t.done('handlers_call') ? 0 : 1);