二七王:发牌与叫分 handler
fapai 是一局起点,先 reset 清上局残留(保留 mySeat 与 options)。
叫分里 0(不叫)与 null(还没叫)严格区分。上庄的 bottomcards/cards 只有庄家有,
缺字段时保持原值、不抹掉闲家已有手牌——GameState 的「缺字段不兜底」在此体现。
新增 GameState._apply 助手:按 {目标键:源键} 映射写入,源键不存在就不写。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,61 @@
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///////////////////////////////////////////////////////////////
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////////// EQW_CallHandler: 叫分(jiaofen)与上庄(shangzhuang)
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///////////////////////////////////////////////////////////////
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// 协议 §3 jiaofen:seat 叫分者 / call 分数(0=不叫) / currcall 当前叫到的分 /
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// multiple 该叫分对应基础子数 / nextseat 下一个叫分者 / countdown
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// 协议 §4 shangzhuang:seat / call / banker / grade 庄家叫分 / multiple /
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// bottomcards 底牌(庄家恒有,闲家仅 70 分时有) / ancard3s 开底标志 /
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// cards 摸底后的 36 张(仅庄家) / countdown 选主倒计时 /
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// touxiang 是否允许投降 / curmultiple 当前抓分倍数(带符号)
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var EQW_CallHandler = EQW_CallHandler || {
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handleJiaofen: function (data) {
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if (!data.hasOwnProperty('seat')) {
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console.error('[EQW_CallHandler] jiaofen 缺 seat,已跳过该包');
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return;
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}
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//记录这一家叫了多少:0 = 不叫,与「还没叫」(null) 区分
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if (data.hasOwnProperty('call') && data.seat >= 0 && data.seat < 3) {
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EQW_GameState.call.calls[data.seat] = data.call;
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}
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EQW_GameState._apply(EQW_GameState.call, data, { currcall: 'currcall' });
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EQW_GameState._apply(EQW_GameState.aset, data, { multiple: 'multiple' });
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EQW_GameState._apply(EQW_GameState.turn, data, {
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seat: 'nextseat',
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countdown: 'countdown'
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});
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EventBus.emit(EQW_Events.EQW_CALL_CHANGED);
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EventBus.emit(EQW_Events.EQW_TURN_CHANGED);
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},
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handleShangzhuang: function (data) {
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if (!data.hasOwnProperty('banker')) {
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console.error('[EQW_CallHandler] shangzhuang 缺 banker,已跳过该包');
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return;
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}
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EQW_GameState._apply(EQW_GameState.aset, data, {
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banker: 'banker',
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call: 'grade', //协议里庄家叫分叫 grade
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multiple: 'multiple',
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touxiang: 'touxiang',
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curmultiple:'curmultiple'
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});
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EQW_GameState._apply(EQW_GameState.table, data, { ancard3s: 'ancard3s' });
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//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
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EQW_GameState._apply(EQW_GameState.my, data, {
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bottomCards: 'bottomcards',
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cards: 'cards'
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});
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EQW_GameState._apply(EQW_GameState.turn, data, { countdown: 'countdown' });
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EQW_GameState.aset.step = 2; //进入选主/投降
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EQW_GameState.turn.seat = EQW_GameState.aset.banker; //控制权归庄家
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EventBus.emit(EQW_Events.EQW_BANKER_SET);
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if (data.hasOwnProperty('cards')) { EventBus.emit(EQW_Events.EQW_HAND_CHANGED); }
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EventBus.emit(EQW_Events.EQW_TURN_CHANGED);
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}
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};
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@@ -0,0 +1,33 @@
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///////////////////////////////////////////////////////////////
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////////// EQW_DealHandler: 发牌(fapai)//////////////////////
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///////////////////////////////////////////////////////////////
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// 协议 §1:asetidx 当前局数 / asetcount 总局数 / cards 自己的 28 张 /
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// seat 当前等待叫分者 / countdown 叫分倒计时
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//
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// fapai 是一局的起点,先 reset 清掉上一局的残留(reset 保留 mySeat 与 options)。
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var EQW_DealHandler = EQW_DealHandler || {
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handle: function (data) {
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if (!data.hasOwnProperty('cards')) {
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console.error('[EQW_DealHandler] fapai 缺 cards,已跳过该包');
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return;
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}
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EQW_GameState.reset();
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EQW_GameState._apply(EQW_GameState.room, data, {
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asetIdx: 'asetidx',
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asetCount: 'asetcount'
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});
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EQW_GameState._apply(EQW_GameState.my, data, { cards: 'cards' });
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EQW_GameState._apply(EQW_GameState.turn, data, {
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seat: 'seat',
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countdown: 'countdown'
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});
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EQW_GameState.aset.step = 1; //发完牌进入叫分阶段
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EventBus.emit(EQW_Events.EQW_RESET);
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EventBus.emit(EQW_Events.EQW_HAND_CHANGED);
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EventBus.emit(EQW_Events.EQW_TURN_CHANGED);
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}
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};
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@@ -98,5 +98,15 @@ var EQW_GameState = EQW_GameState || {
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out[g] = JSON.parse(JSON.stringify(this[g]));
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}
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return out;
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},
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//把包里的字段写进目标分组。map = { 目标键: 源键 }。
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//【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。
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_apply: function (target, src, map) {
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for (var dst in map) {
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if (!map.hasOwnProperty(dst)) { continue; }
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var srcKey = map[dst];
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if (src.hasOwnProperty(srcKey)) { target[dst] = src[srcKey]; }
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}
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}
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};
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@@ -0,0 +1,77 @@
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// 发牌 / 叫分 / 上庄 handler
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const { load } = require('./_load');
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const t = require('./_assert')();
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load('client/js/gameabc-framework/system/EventBus.js');
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load('client/js/01_SubGame/codes/state/Events.js');
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load('client/js/01_SubGame/codes/state/GameState.js');
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load('client/js/01_SubGame/codes/net/handlers/DealHandler.js');
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load('client/js/01_SubGame/codes/net/handlers/CallHandler.js');
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const S = EQW_GameState;
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const evts = [];
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Object.keys(EQW_Events).forEach(k => EventBus.on(EQW_Events[k], () => evts.push(k)));
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// ================= fapai =================
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S.reset(); S.room.mySeat = 1; evts.length = 0;
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EQW_DealHandler.handle({ success: true, asetidx: 2, asetcount: 6,
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cards: [1, 2, 3], seat: 0, countdown: 15 });
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t.eq('局数', S.room.asetIdx, 2);
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t.eq('总局数', S.room.asetCount, 6);
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t.eq('手牌', S.my.cards, [1, 2, 3]);
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t.eq('当前叫分者', S.turn.seat, 0);
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t.eq('倒计时', S.turn.countdown, 15);
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t.eq('step 置为叫分', S.aset.step, 1);
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t.eq('mySeat 未被 reset 冲掉', S.room.mySeat, 1);
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t.eq('fapai 发了 RESET/HAND/TURN 事件',
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['EQW_RESET','EQW_HAND_CHANGED','EQW_TURN_CHANGED'].every(e => evts.indexOf(e) >= 0), true);
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// fapai 必须先 reset:上一局的残留要清掉
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S.aset.banker = 2; S.table.pushlist = [[9]];
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EQW_DealHandler.handle({ success: true, asetidx: 3, asetcount: 6, cards: [4], seat: 1, countdown: 15 });
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t.eq('fapai 清掉上局 banker', S.aset.banker, -1);
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t.eq('fapai 清掉上局 pushlist', S.table.pushlist, []);
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// ================= jiaofen =================
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S.reset(); evts.length = 0;
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EQW_CallHandler.handleJiaofen({ success: true, seat: 0, call: 60, currcall: 60,
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multiple: 3, nextseat: 1, countdown: 15 });
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t.eq('记录该家叫分', S.call.calls, [60, null, null]);
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t.eq('当前叫到的分', S.call.currcall, 60);
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t.eq('基础子数', S.aset.multiple, 3);
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t.eq('下一个叫分者', S.turn.seat, 1);
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t.eq('jiaofen 发事件', evts.indexOf('EQW_CALL_CHANGED') >= 0, true);
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// 不叫(call = 0)也要记下来,与「还没叫」(null) 区分
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EQW_CallHandler.handleJiaofen({ success: true, seat: 1, call: 0, currcall: 60,
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multiple: 3, nextseat: 2, countdown: 15 });
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t.eq('不叫记为 0,与未叫 null 区分', S.call.calls, [60, 0, null]);
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// ================= shangzhuang =================
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S.reset(); evts.length = 0;
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EQW_CallHandler.handleShangzhuang({ success: true, seat: 0, call: 70, banker: 0, grade: 70,
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multiple: 2, bottomcards: [1,2,3,4,5,6,7,8], ancard3s: 1,
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cards: [1,2,3], countdown: 20, touxiang: 1, curmultiple: 3 });
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t.eq('庄家', S.aset.banker, 0);
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t.eq('庄家叫分', S.aset.call, 70);
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t.eq('基础子数', S.aset.multiple, 2);
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t.eq('允许投降', S.aset.touxiang, 1);
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t.eq('抓分倍数', S.aset.curmultiple, 3);
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t.eq('开底标志', S.table.ancard3s, 1);
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t.eq('底牌', S.my.bottomCards, [1,2,3,4,5,6,7,8]);
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t.eq('摸底后手牌', S.my.cards, [1,2,3]);
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t.eq('step 置为选主', S.aset.step, 2);
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t.eq('控制权给庄家', S.turn.seat, 0);
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t.eq('shangzhuang 发事件',
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['EQW_BANKER_SET','EQW_HAND_CHANGED'].every(e => evts.indexOf(e) >= 0), true);
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// 闲家视角:没有 cards / bottomcards(非 70 分),缺字段不能把已有值抹掉
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S.reset(); S.my.cards = [7, 8, 9];
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EQW_CallHandler.handleShangzhuang({ success: true, seat: 0, call: 55, banker: 0, grade: 55,
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multiple: 4, countdown: 20, touxiang: 0, curmultiple: 3 });
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t.eq('闲家手牌不被抹', S.my.cards, [7, 8, 9]);
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t.eq('闲家无底牌', S.my.bottomCards, []);
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t.eq('非 70 分无开底标志', S.table.ancard3s, 0);
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process.exit(t.done('handlers_call') ? 0 : 1);
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