二七王:出牌 handler
三个包字段不同:chupai1 带牌型信息、chupai1/2 带 nextseat 与 mustcard, chupai3 带 maxseat 与本轮得分。 两个易错点已覆盖:cardsinhand 只有出牌者自己有,别人出牌时缺该字段不能抹掉 自己的手牌;mustcard 只对当前轮有效,没给就要清空,否则上一轮的建议会残留。 Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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///////////////////////////////////////////////////////////////
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////////// EQW_PlayHandler: 出牌(chupai1 / 2 / 3)///////////
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///////////////////////////////////////////////////////////////
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// 协议 §11–§13。三个包字段不完全相同:
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// chupai1 首家独有:shuaicuo 甩错标志 / count 出牌数量 / flower 出牌花色 /
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// cardtype 牌型 / shuai 甩牌分量构成
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// chupai1/2 有:nextseat 下一个出牌者 / mustcard 必出牌(只发给 nextseat 那一家)
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// chupai3 末家独有:maxseat 本轮谁最大 / grade 本轮闲家得分
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// 共有:seat / cards / seatlist(仅可查牌) / countdown / baozhu /
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// cardsinhand(仅出牌者自己有) / curmultiple(1 和 3 有)
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//
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// 【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,
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// 绝不能抹掉自己的手牌——这正是「缺字段不兜底」要防的。
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//
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// 【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。
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// 上一轮的建议残留下来会让界面自动选中错误的牌。
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var EQW_PlayHandler = EQW_PlayHandler || {
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//order: 1/2/3,对应 chupai1/2/3
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handle: function (data, order) {
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if (!data.hasOwnProperty('seat') || !data.hasOwnProperty('cards')) {
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console.error('[EQW_PlayHandler] chupai' + order + ' 缺 seat 或 cards,已跳过该包');
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return;
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}
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//—— 本轮桌面:记下这一手(谁出的、出了什么、首家的牌型信息)——
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if (!EQW_GameState.table.playproc) { EQW_GameState.table.playproc = {}; }
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var proc = EQW_GameState.table.playproc;
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proc.order = order;
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EQW_GameState._apply(proc, data, {
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seat: 'seat',
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cards: 'cards',
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count: 'count',
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flower: 'flower',
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cardtype: 'cardtype',
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shuai: 'shuai',
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shuaicuo: 'shuaicuo'
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});
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//—— 自己的手牌:只有出牌者本人才收到 cardsinhand ——
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EQW_GameState._apply(EQW_GameState.my, data, { cards: 'cardsinhand' });
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//—— 必出牌:本轮有效,没给就清空 ——
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if (data.hasOwnProperty('mustcard')) {
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EQW_GameState.my.mustCard = data.mustcard;
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} else {
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EQW_GameState.my.mustCard = [];
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}
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//—— 牌况与报无主(仅可查牌模式下发)——
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EQW_GameState._apply(EQW_GameState.table, data, { seatlist: 'seatlist' });
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EQW_GameState._apply(EQW_GameState.aset, data, {
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baozhu: 'baozhu',
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curmultiple: 'curmultiple'
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});
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//—— 控制权与倒计时 ——
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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_CARD_PLAYED);
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if (data.hasOwnProperty('cardsinhand')) { EventBus.emit(EQW_Events.EQW_HAND_CHANGED); }
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//—— 末家出完:本轮结束,记下谁最大、闲家得了多少分 ——
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if (order === 3) {
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if (!EQW_GameState.result.chupai) { EQW_GameState.result.chupai = {}; }
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EQW_GameState._apply(EQW_GameState.result.chupai, data, {
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seat: 'seat',
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cards: 'cards',
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maxseat: 'maxseat',
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grade: 'grade'
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});
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//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
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if (data.hasOwnProperty('grade')) {
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EQW_GameState.aset.grade = EQW_GameState.aset.grade + data.grade;
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}
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EventBus.emit(EQW_Events.EQW_TRICK_END);
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}
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EventBus.emit(EQW_Events.EQW_TURN_CHANGED);
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}
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};
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// 出牌 handler(chupai1/2/3)
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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/PlayHandler.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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// ================= chupai1(首家出牌,自己出的)=================
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S.reset(); S.room.mySeat = 0; S.my.cards = [1,2,3,4]; evts.length = 0;
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EQW_PlayHandler.handle({ success: true, seat: 0, cards: [1,2], count: 2, flower: 3,
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cardtype: 201, nextseat: 1, countdown: 15, baozhu: 0,
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cardsinhand: [3,4], curmultiple: 2,
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seatlist: [[0,0,0,0,[5,2]],[0,0,0,0,[6,1]],[0,0,0,0,[7,3]]] }, 1);
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t.eq('出牌者手牌被更新', S.my.cards, [3,4]);
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t.eq('下一个出牌者', S.turn.seat, 1);
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t.eq('倒计时', S.turn.countdown, 15);
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t.eq('抓分倍数', S.aset.curmultiple, 2);
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t.eq('牌况表', S.table.seatlist.length, 3);
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t.eq('出牌发事件', evts.indexOf('EQW_CARD_PLAYED') >= 0, true);
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// ================= chupai2(别人出牌)=================
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// 别人出牌时没有 cardsinhand,不能抹掉自己的手牌
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S.reset(); S.room.mySeat = 0; S.my.cards = [3,4]; evts.length = 0;
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EQW_PlayHandler.handle({ success: true, seat: 1, cards: [5,6], nextseat: 2,
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countdown: 15, baozhu: 0 }, 2);
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t.eq('别人出牌不抹自己手牌', S.my.cards, [3,4]);
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t.eq('控制权推进', S.turn.seat, 2);
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// mustcard 只发给下一个出牌者
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S.reset(); S.room.mySeat = 2;
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EQW_PlayHandler.handle({ success: true, seat: 1, cards: [5,6], nextseat: 2,
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countdown: 15, mustcard: [7,8] }, 2);
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t.eq('必出牌', S.my.mustCard, [7,8]);
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// 没有 mustcard 时要清空——否则上一轮的建议会残留
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S.reset(); S.my.mustCard = [7,8];
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EQW_PlayHandler.handle({ success: true, seat: 1, cards: [5,6], nextseat: 0, countdown: 15 }, 2);
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t.eq('无 mustcard 时清空', S.my.mustCard, []);
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// ================= chupai3(末家出牌,本轮结束)=================
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S.reset(); evts.length = 0;
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EQW_PlayHandler.handle({ success: true, seat: 2, cards: [9,10], maxseat: 0, grade: 25,
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countdown: 15, baozhu: 1, curmultiple: -2 }, 3);
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t.eq('本轮最大者', S.result.chupai.maxseat, 0);
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t.eq('本轮闲家得分', S.result.chupai.grade, 25);
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t.eq('累计捡分', S.aset.grade, 25);
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t.eq('报无主标志', S.aset.baozhu, 1);
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t.eq('抓分倍数(带符号)', S.aset.curmultiple, -2);
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t.eq('本轮结束发事件', evts.indexOf('EQW_TRICK_END') >= 0, true);
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// 本轮闲家没得分时不带 grade,累计分不该被抹
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S.reset(); S.aset.grade = 40;
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EQW_PlayHandler.handle({ success: true, seat: 2, cards: [9,10], maxseat: 1, countdown: 15 }, 3);
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t.eq('无 grade 时累计分保持', S.aset.grade, 40);
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// ================= 甩错 =================
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S.reset(); evts.length = 0;
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EQW_PlayHandler.handle({ success: true, seat: 0, cards: [11], shuaicuo: 1, count: 1,
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flower: 3, cardtype: 101, nextseat: 1, countdown: 15 }, 1);
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t.eq('甩错标志', S.table.playproc.shuaicuo, 1);
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// ================= 缺必需字段 =================
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S.reset();
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EQW_PlayHandler.handle({ success: true, cards: [1] }, 1); //缺 seat
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t.eq('缺 seat 时跳过该包', S.turn.seat, -1);
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process.exit(t.done('handlers_play') ? 0 : 1);
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