diff --git a/client/js/01_SubGame/codes/net/handlers/PlayHandler.js b/client/js/01_SubGame/codes/net/handlers/PlayHandler.js new file mode 100644 index 0000000..fafd2cf --- /dev/null +++ b/client/js/01_SubGame/codes/net/handlers/PlayHandler.js @@ -0,0 +1,84 @@ +/////////////////////////////////////////////////////////////// +////////// EQW_PlayHandler: 出牌(chupai1 / 2 / 3)/////////// +/////////////////////////////////////////////////////////////// +// 协议 §11–§13。三个包字段不完全相同: +// chupai1 首家独有:shuaicuo 甩错标志 / count 出牌数量 / flower 出牌花色 / +// cardtype 牌型 / shuai 甩牌分量构成 +// chupai1/2 有:nextseat 下一个出牌者 / mustcard 必出牌(只发给 nextseat 那一家) +// chupai3 末家独有:maxseat 本轮谁最大 / grade 本轮闲家得分 +// 共有:seat / cards / seatlist(仅可查牌) / countdown / baozhu / +// cardsinhand(仅出牌者自己有) / curmultiple(1 和 3 有) +// +// 【cardsinhand 只有出牌者自己有】:收到就更新自己的手牌;别人出牌时没这个字段, +// 绝不能抹掉自己的手牌——这正是「缺字段不兜底」要防的。 +// +// 【mustcard 没有就要清空】:它是「本轮跟牌的必出牌」,只对当前这一轮有效。 +// 上一轮的建议残留下来会让界面自动选中错误的牌。 +var EQW_PlayHandler = EQW_PlayHandler || { + + //order: 1/2/3,对应 chupai1/2/3 + handle: function (data, order) { + if (!data.hasOwnProperty('seat') || !data.hasOwnProperty('cards')) { + console.error('[EQW_PlayHandler] chupai' + order + ' 缺 seat 或 cards,已跳过该包'); + return; + } + + //—— 本轮桌面:记下这一手(谁出的、出了什么、首家的牌型信息)—— + if (!EQW_GameState.table.playproc) { EQW_GameState.table.playproc = {}; } + var proc = EQW_GameState.table.playproc; + proc.order = order; + EQW_GameState._apply(proc, data, { + seat: 'seat', + cards: 'cards', + count: 'count', + flower: 'flower', + cardtype: 'cardtype', + shuai: 'shuai', + shuaicuo: 'shuaicuo' + }); + + //—— 自己的手牌:只有出牌者本人才收到 cardsinhand —— + EQW_GameState._apply(EQW_GameState.my, data, { cards: 'cardsinhand' }); + + //—— 必出牌:本轮有效,没给就清空 —— + if (data.hasOwnProperty('mustcard')) { + EQW_GameState.my.mustCard = data.mustcard; + } else { + EQW_GameState.my.mustCard = []; + } + + //—— 牌况与报无主(仅可查牌模式下发)—— + EQW_GameState._apply(EQW_GameState.table, data, { seatlist: 'seatlist' }); + EQW_GameState._apply(EQW_GameState.aset, data, { + baozhu: 'baozhu', + curmultiple: 'curmultiple' + }); + + //—— 控制权与倒计时 —— + EQW_GameState._apply(EQW_GameState.turn, data, { + seat: 'nextseat', + countdown: 'countdown' + }); + + EventBus.emit(EQW_Events.EQW_CARD_PLAYED); + if (data.hasOwnProperty('cardsinhand')) { EventBus.emit(EQW_Events.EQW_HAND_CHANGED); } + + //—— 末家出完:本轮结束,记下谁最大、闲家得了多少分 —— + if (order === 3) { + if (!EQW_GameState.result.chupai) { EQW_GameState.result.chupai = {}; } + EQW_GameState._apply(EQW_GameState.result.chupai, data, { + seat: 'seat', + cards: 'cards', + maxseat: 'maxseat', + grade: 'grade' + }); + //本轮闲家得分累加进小局捡分;没得分时不带 grade,累计值保持不变 + if (data.hasOwnProperty('grade')) { + EQW_GameState.aset.grade = EQW_GameState.aset.grade + data.grade; + } + EventBus.emit(EQW_Events.EQW_TRICK_END); + } + + EventBus.emit(EQW_Events.EQW_TURN_CHANGED); + } +}; diff --git a/client/tests/test_handlers_play.js b/client/tests/test_handlers_play.js new file mode 100644 index 0000000..2a7ad77 --- /dev/null +++ b/client/tests/test_handlers_play.js @@ -0,0 +1,74 @@ +// 出牌 handler(chupai1/2/3) +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/PlayHandler.js'); + +const S = EQW_GameState; +const evts = []; +Object.keys(EQW_Events).forEach(k => EventBus.on(EQW_Events[k], () => evts.push(k))); + +// ================= chupai1(首家出牌,自己出的)================= +S.reset(); S.room.mySeat = 0; S.my.cards = [1,2,3,4]; evts.length = 0; +EQW_PlayHandler.handle({ success: true, seat: 0, cards: [1,2], count: 2, flower: 3, + cardtype: 201, nextseat: 1, countdown: 15, baozhu: 0, + cardsinhand: [3,4], curmultiple: 2, + seatlist: [[0,0,0,0,[5,2]],[0,0,0,0,[6,1]],[0,0,0,0,[7,3]]] }, 1); + +t.eq('出牌者手牌被更新', S.my.cards, [3,4]); +t.eq('下一个出牌者', S.turn.seat, 1); +t.eq('倒计时', S.turn.countdown, 15); +t.eq('抓分倍数', S.aset.curmultiple, 2); +t.eq('牌况表', S.table.seatlist.length, 3); +t.eq('出牌发事件', evts.indexOf('EQW_CARD_PLAYED') >= 0, true); + +// ================= chupai2(别人出牌)================= +// 别人出牌时没有 cardsinhand,不能抹掉自己的手牌 +S.reset(); S.room.mySeat = 0; S.my.cards = [3,4]; evts.length = 0; +EQW_PlayHandler.handle({ success: true, seat: 1, cards: [5,6], nextseat: 2, + countdown: 15, baozhu: 0 }, 2); +t.eq('别人出牌不抹自己手牌', S.my.cards, [3,4]); +t.eq('控制权推进', S.turn.seat, 2); + +// mustcard 只发给下一个出牌者 +S.reset(); S.room.mySeat = 2; +EQW_PlayHandler.handle({ success: true, seat: 1, cards: [5,6], nextseat: 2, + countdown: 15, mustcard: [7,8] }, 2); +t.eq('必出牌', S.my.mustCard, [7,8]); + +// 没有 mustcard 时要清空——否则上一轮的建议会残留 +S.reset(); S.my.mustCard = [7,8]; +EQW_PlayHandler.handle({ success: true, seat: 1, cards: [5,6], nextseat: 0, countdown: 15 }, 2); +t.eq('无 mustcard 时清空', S.my.mustCard, []); + +// ================= chupai3(末家出牌,本轮结束)================= +S.reset(); evts.length = 0; +EQW_PlayHandler.handle({ success: true, seat: 2, cards: [9,10], maxseat: 0, grade: 25, + countdown: 15, baozhu: 1, curmultiple: -2 }, 3); +t.eq('本轮最大者', S.result.chupai.maxseat, 0); +t.eq('本轮闲家得分', S.result.chupai.grade, 25); +t.eq('累计捡分', S.aset.grade, 25); +t.eq('报无主标志', S.aset.baozhu, 1); +t.eq('抓分倍数(带符号)', S.aset.curmultiple, -2); +t.eq('本轮结束发事件', evts.indexOf('EQW_TRICK_END') >= 0, true); + +// 本轮闲家没得分时不带 grade,累计分不该被抹 +S.reset(); S.aset.grade = 40; +EQW_PlayHandler.handle({ success: true, seat: 2, cards: [9,10], maxseat: 1, countdown: 15 }, 3); +t.eq('无 grade 时累计分保持', S.aset.grade, 40); + +// ================= 甩错 ================= +S.reset(); evts.length = 0; +EQW_PlayHandler.handle({ success: true, seat: 0, cards: [11], shuaicuo: 1, count: 1, + flower: 3, cardtype: 101, nextseat: 1, countdown: 15 }, 1); +t.eq('甩错标志', S.table.playproc.shuaicuo, 1); + +// ================= 缺必需字段 ================= +S.reset(); +EQW_PlayHandler.handle({ success: true, cards: [1] }, 1); //缺 seat +t.eq('缺 seat 时跳过该包', S.turn.seat, -1); + +process.exit(t.done('handlers_play') ? 0 : 1);