////////////////////////////////////////////////////////////////// /////////////////////////////咻一咻///////////////////////////// ////////////////////////////////////////////////////////////////// var youle_erqiwang = youle_erqiwang || cls_mod.new("youle_erqiwang", "erqiwang", youle_app); //配置解析类(roomtype 位串解析,SSOT) min_loadJsFile("games/erqiwang/class.config.js", function(){ //牌类 min_loadJsFile("games/erqiwang/class.pai.js", function(){ //牌局类 min_loadJsFile("games/erqiwang/class.paiju.js", function(){ //牌桌类 min_loadJsFile("games/erqiwang/class.desk.js", function(){ //算法类 min_loadJsFile("games/erqiwang/class.arith.js", function(){ //对内的输入接口类 min_loadJsFile("games/erqiwang/class.import.js", function(){ //对内的输出接口类 min_loadJsFile("games/erqiwang/class.export.js", function(){ }); }); }); }); }); }); }); //对内的输入接口类(需要的外部接口) youle_erqiwang.import = null; //对内的输出接口类(提供给外部使用的接口) youle_erqiwang.export = null; //叫分或不叫 youle_erqiwang.jiaofen = function(pack){ var agentid = pack.data.agentid; var playerid = parseInt(pack.data.playerid); var gameid = pack.data.gameid; var roomcode = parseInt(pack.data.roomcode); var seat = parseInt(pack.data.seat); var call = parseInt(pack.data.call); //检查玩家的位置是否正确 var o_room = youle_erqiwang.import.check_player(agentid, gameid, roomcode, seat, playerid, pack.conmode, pack.fromid); if (!o_room){ return; } //牌桌 var o_desk = o_room.o_desk; if (!o_desk){ return; } //牌局 var o_paiju = o_desk.method.curr_paiju(); if (!o_paiju){ return; } //检查当前的游戏阶段是否是叫分阶段 if (o_paiju.step != 1){ return; } //检查当前的叫分位置 if (o_paiju.method.get_callgrade_seat() != seat){ return; } //检查叫分:0(不叫)或 5~70 且为 5 的整数倍(design §4) if (call < 0 || call > 70 || call % 5 != 0){ return; } var curr_call = o_paiju.method.get_callgrade_value(); //第一家不能不叫分 if (curr_call == 0 && call == 0){ return; } //叫分必须小于之前的叫分 if (curr_call != 0 && call >= curr_call){ return; } //叫分成功 o_paiju.method.do_callgrade(call); //返回前端 if (o_paiju.step == 1){ //等待下一家叫分 var msg = {}; msg.app = "youle"; msg.route = "erqiwang"; msg.rpc = "jiaofen"; msg.data = {}; msg.data.seat = seat; msg.data.call = call; msg.data.currcall = o_paiju.method.get_callgrade_value(); msg.data.multiple = cls_youle_erqiwang_arith.get_multiple_bycall(msg.data.currcall); msg.data.nextseat = o_paiju.method.get_callgrade_seat(); msg.data.countdown = o_desk.method.get_countdown_jiaofen(); o_room.method.sendpack_toother(msg, -1); return; } if (o_paiju.step == 2){ //等待庄家叫主 var msg = {}; msg.app = "youle"; msg.route = "erqiwang"; msg.rpc = "shangzhuang"; msg.data = {}; msg.data.seat = seat; msg.data.call = call; msg.data.banker = o_paiju.banker; msg.data.grade = o_paiju.call; msg.data.multiple = cls_youle_erqiwang_arith.get_multiple_bycall(msg.data.grade); msg.data.countdown = o_desk.method.get_countdown_xuanzhu(); if (o_paiju.call != 70){ msg.data.touxiang = 0; } else { msg.data.touxiang = 1; } //70分坐庄:庄家摸暗牌前,8张暗牌向所有玩家亮3秒(design §4/§7.1) if (o_paiju.call == 70){ msg.data.ancard3s = 1; } var _bottomcards = o_paiju.method.get_bottomcards(); for (var i = 0; i < o_room.seatlist.length; i++) { msg.conmode = o_room.seatlist[i].conmode; msg.fromid = o_room.seatlist[i].fromid; if (i == o_paiju.banker){ //庄家:手牌(含摸起的暗牌)与暗牌本身都可见 msg.data.cards = o_paiju.method.get_seat_cards(i); msg.data.bottomcards = _bottomcards; } else { delete msg.data.cards; //闲家:仅70分坐庄时才下发暗牌(供亮3秒),否则暗牌只有庄家可见 if (o_paiju.call == 70){ msg.data.bottomcards = _bottomcards; } else { delete msg.data.bottomcards; } } youle_erqiwang.app.SendPack(msg); } return; } } //选主 youle_erqiwang.xuanzhu = function(pack){ var agentid = pack.data.agentid; var playerid = parseInt(pack.data.playerid); var gameid = pack.data.gameid; var roomcode = parseInt(pack.data.roomcode); var seat = parseInt(pack.data.seat); var flower = parseInt(pack.data.flower); //检查玩家的位置是否正确 var o_room = youle_erqiwang.import.check_player(agentid, gameid, roomcode, seat, playerid, pack.conmode, pack.fromid); if (!o_room){ return; } //牌桌 var o_desk = o_room.o_desk; if (!o_desk){ return; } //牌局 var o_paiju = o_desk.method.curr_paiju(); if (!o_paiju){ return; } //检查当前的游戏阶段是否是选主阶段 if (o_paiju.step != 2){ return; } //检查庄家位置 if (o_paiju.banker != seat){ return; } //检查花色 if (flower != 1 && flower != 2 && flower != 3 && flower != 4){ return; } //选主成功 o_paiju.method.do_choiceflower(flower); //返回前端 var msg = {}; msg.app = "youle"; msg.route = "erqiwang"; msg.rpc = "xuanzhu"; msg.data = {}; msg.data.banker = o_paiju.banker; msg.data.flower = flower; msg.data.countdown = o_desk.method.get_countdown_maipai(); for (var i = 0; i < o_room.seatlist.length; i++) { msg.conmode = o_room.seatlist[i].conmode; msg.fromid = o_room.seatlist[i].fromid; msg.data.cards = o_paiju.method.get_seat_cards(i); youle_erqiwang.app.SendPack(msg); } } //埋牌 youle_erqiwang.maipai = function(pack){ var agentid = pack.data.agentid; var playerid = parseInt(pack.data.playerid); var gameid = pack.data.gameid; var roomcode = parseInt(pack.data.roomcode); var seat = parseInt(pack.data.seat); var cards = pack.data.cards; //检查玩家的位置是否正确 var o_room = youle_erqiwang.import.check_player(agentid, gameid, roomcode, seat, playerid, pack.conmode, pack.fromid); if (!o_room){ return; } //牌桌 var o_desk = o_room.o_desk; if (!o_desk){ return; } //牌局 var o_paiju = o_desk.method.curr_paiju(); if (!o_paiju){ return; } //检查当前的游戏阶段是否是埋牌阶段 if (o_paiju.step != 3){ return; } //检查庄家位置 if (o_paiju.banker != seat){ return; } //检查埋牌是否是8张 if (cards.length != 8){ return; } //检查埋牌是否都在庄家手上 if (!o_paiju.method.check_cards_inhand(cards, seat)){ return; } //埋牌成功 o_paiju.method.do_burycard(cards); //亮牌(design §8.2):可查牌模式下,出牌开始向两个闲家亮出庄家手牌统计 var _cfg = cls_youle_erqiwang_config.parse(o_room.roomtype); var _liangpai = null; if (!_cfg.nocheck){ _liangpai = o_paiju.method.get_liangpai(); } //返回前端 var msg = {}; msg.app = "youle"; msg.route = "erqiwang"; msg.rpc = "maipai"; msg.data = {}; msg.data.seat = o_paiju.playproc.currseat; msg.data.countdown = o_desk.method.get_countdown_chupai(); for (var i = 0; i < o_room.seatlist.length; i++) { msg.conmode = o_room.seatlist[i].conmode; msg.fromid = o_room.seatlist[i].fromid; if (i == o_paiju.banker){ msg.data.cards = o_paiju.method.get_seat_cards(i); msg.data.bottomcards = cards; delete msg.data.liangpai; } else { delete msg.data.cards; delete msg.data.bottomcards; //闲家:可查牌且庄家达标时亮牌 if (_liangpai){ msg.data.liangpai = _liangpai; } else { delete msg.data.liangpai; } } youle_erqiwang.app.SendPack(msg); } } //投降 youle_erqiwang.touxiang = function(pack){ var agentid = pack.data.agentid; var playerid = parseInt(pack.data.playerid); var gameid = pack.data.gameid; var roomcode = parseInt(pack.data.roomcode); var seat = parseInt(pack.data.seat); //检查玩家的位置是否正确 var o_room = youle_erqiwang.import.check_player(agentid, gameid, roomcode, seat, playerid, pack.conmode, pack.fromid); if (!o_room){ return; } //牌桌 var o_desk = o_room.o_desk; if (!o_desk){ return; } //牌局 var o_paiju = o_desk.method.curr_paiju(); if (!o_paiju){ return; } //投降是选主阶段(step 2)与选主互斥的选择:点投降直接结算,不选主、不埋牌(design §4) if (o_paiju.step != 2){ return; } //检查庄家位置 if (o_paiju.banker != seat){ return; } //仅 70 分坐庄可投降(design §4 / §7.1) if (o_paiju.call != 70){ return; } //投降结算 o_paiju.step = 6; var msg = {}; msg.app = "youle"; msg.route = "erqiwang"; msg.rpc = "jiesuan"; msg.data = {}; msg = o_paiju.method.get_paiju_account(1, msg); o_room.method.sendpack_toother(msg, -1); } //出牌 youle_erqiwang.chupai = function(pack){ var agentid = pack.data.agentid; var playerid = parseInt(pack.data.playerid); var gameid = pack.data.gameid; var roomcode = parseInt(pack.data.roomcode); var seat = parseInt(pack.data.seat); var cards = pack.data.cards; //检查玩家的位置是否正确 var o_room = youle_erqiwang.import.check_player(agentid, gameid, roomcode, seat, playerid, pack.conmode, pack.fromid); if (!o_room){ return; } //牌桌 var o_desk = o_room.o_desk; if (!o_desk){ return; } //牌局 var o_paiju = o_desk.method.curr_paiju(); if (!o_paiju){ return; } //检查当前的游戏阶段是否是出牌阶段 if (o_paiju.step != 5){ return; } //检查出牌位置 if (seat != o_paiju.playproc.currseat){ return; } //检查出牌 if (cards.length == 0){ return; } //检查出牌是否都在玩家手上 if (!o_paiju.method.check_cards_inhand(cards, seat)){ return; } //检查选中的牌是否可出,并出牌 var re = o_paiju.method.do_playcard(cards); if (!re.result){ return; } //查牌模式(design §9):不查牌时不下发任何主牌统计(info/报无主) var _cfg = cls_youle_erqiwang_config.parse(o_room.roomtype); //返回前端 var msg = {}; msg.app = "youle"; msg.route = "erqiwang"; msg.data = {}; msg.data.seat = seat; msg.data.cards = re.cards ? re.cards : cards; //实际打出的牌(甩错时为单张) if (!_cfg.nocheck){ msg.data.info = o_paiju.seatlist[seat]; //座位牌况(报副统计),仅可查牌下发 } msg.data.nextseat = o_paiju.playproc.currseat; msg.data.countdown = o_desk.method.get_countdown_chupai(); if (re.shuaicuo){ msg.data.shuaicuo = 1; //甩错:本次甩牌被收回,只打出了最小一张(§5.4.5) } //报无主:仅可查牌模式下才据此展示他家主牌数量/对子(§9) if (!_cfg.nocheck && o_paiju.method.have_baofu()){ msg.data.baozhu = 1; } else { msg.data.baozhu = 0; } switch (re.idx) { case 1: //第一个出牌 msg.rpc = "chupai1"; msg.data.count = re.count; msg.data.flower = re.flower; msg.data.cardtype = re.cardtype; break; case 2: //第二个出牌 msg.rpc = "chupai2"; break; case 3: //第三个出牌 msg.rpc = "chupai3"; msg.data.maxseat = re.maxseat; if (re.grade > 0){ msg.data.grade = re.grade; // msg.data.gradecards = re.gradecards; } break; } if (o_paiju.step == 5){ for (var i = 0; i < o_room.seatlist.length; i++){ msg.conmode = o_room.seatlist[i].conmode; msg.fromid = o_room.seatlist[i].fromid; if (i == seat){ msg.data.cardsinhand = o_paiju.method.get_seat_cards(i); } else { delete msg.data.cardsinhand; } youle_erqiwang.app.SendPack(msg); } } else if (o_paiju.step == 6){ //小局结算 //出牌包的调整 msg.data.chupai = {}; msg.data.chupai.seat = msg.data.seat; msg.data.chupai.cards = msg.data.cards; msg.data.chupai.maxseat = msg.data.maxseat; if (msg.data.grade){ msg.data.chupai.grade = msg.data.grade; } if (msg.data.gradecards){ msg.data.chupai.gradecards = msg.data.gradecards; } delete msg.data.seat; delete msg.data.cards; delete msg.data.info; delete msg.data.nextseat; delete msg.data.countdown; delete msg.data.baozhu; delete msg.data.cardsinhand; delete msg.data.maxseat; delete msg.data.grade; delete msg.data.gradecards; //获取抠底包 msg = o_paiju.method.get_bottom_account(msg); //获取小局结算包 msg = o_paiju.method.get_paiju_account(0, msg); o_room.method.sendpack_toother(msg, -1); } } //明牌:查看另外两家手中全部主牌的具体牌面(design §9,仅可查牌模式且已有人报无主) youle_erqiwang.mingpai = function(pack){ var agentid = pack.data.agentid; var playerid = parseInt(pack.data.playerid); var gameid = pack.data.gameid; var roomcode = parseInt(pack.data.roomcode); var seat = parseInt(pack.data.seat); //检查玩家的位置是否正确 var o_room = youle_erqiwang.import.check_player(agentid, gameid, roomcode, seat, playerid, pack.conmode, pack.fromid); if (!o_room){ return; } //牌桌 var o_desk = o_room.o_desk; if (!o_desk){ return; } //牌局 var o_paiju = o_desk.method.curr_paiju(); if (!o_paiju){ return; } //只在出牌阶段 if (o_paiju.step != 5){ return; } //不查牌模式禁止明牌 var cfg = cls_youle_erqiwang_config.parse(o_room.roomtype); if (cfg.nocheck){ return; } //必须已有玩家报无主才允许明牌 if (!o_paiju.method.have_baofu()){ return; } //另外两家未出的全部主牌,只回发给请求者 var msg = {}; msg.app = "youle"; msg.route = "erqiwang"; msg.rpc = "mingpai"; msg.data = {}; msg.data.seat = seat; msg.data.others = []; for (var i = 0; i < 3; i++){ if (i != seat){ var one = {}; one.seat = i; one.zhucards = cls_youle_erqiwang_paiju.get_seat_zhucards(o_paiju, i); msg.data.others.push(one); } } msg.conmode = pack.conmode; msg.fromid = pack.fromid; youle_erqiwang.app.SendPack(msg); } //闲家出牌提示(design §11):闲家在出牌阶段向对家(另一闲家)发"踩/没分/有分"信号。 //纯转发、不校验真实性、只发给对家;庄家无对家,不参与。tip:1=踩 2=没分 3=有分。 youle_erqiwang.tishi = function(pack){ var agentid = pack.data.agentid; var playerid = parseInt(pack.data.playerid); var gameid = pack.data.gameid; var roomcode = parseInt(pack.data.roomcode); var seat = parseInt(pack.data.seat); var tip = parseInt(pack.data.tip); //检查玩家的位置是否正确 var o_room = youle_erqiwang.import.check_player(agentid, gameid, roomcode, seat, playerid, pack.conmode, pack.fromid); if (!o_room){ return; } //牌桌 var o_desk = o_room.o_desk; if (!o_desk){ return; } //牌局 var o_paiju = o_desk.method.curr_paiju(); if (!o_paiju){ return; } //只在出牌阶段(step5)任意时刻可发 if (o_paiju.step != 5){ return; } //只有闲家可发提示,庄家无对家、不参与 if (seat == o_paiju.banker){ return; } //提示类型:1=踩 2=没分 3=有分 if (tip != 1 && tip != 2 && tip != 3){ return; } //对家 = 另一个闲家(三座位号之和为 0+1+2=3) var partner = 3 - o_paiju.banker - seat; //只转发给对家 var msg = {}; msg.app = "youle"; msg.route = "erqiwang"; msg.rpc = "tishi"; msg.data = {}; msg.data.seat = seat; //发出提示的闲家 msg.data.tip = tip; msg.conmode = o_room.seatlist[partner].conmode; msg.fromid = o_room.seatlist[partner].fromid; youle_erqiwang.app.SendPack(msg); } //准备 youle_erqiwang.zhunbei = function(pack){ var agentid = pack.data.agentid; var playerid = parseInt(pack.data.playerid); var gameid = pack.data.gameid; var roomcode = parseInt(pack.data.roomcode); var seat = parseInt(pack.data.seat); //检查玩家的位置是否正确 var o_room = youle_erqiwang.import.check_player(agentid, gameid, roomcode, seat, playerid, pack.conmode, pack.fromid); if (!o_room){ return; } //牌桌 var o_desk = o_room.o_desk; if (!o_desk){ return; } //牌局 var o_paiju = o_desk.method.curr_paiju(); if (!o_paiju){ return; } //检查当前的游戏阶段是否是结算阶段 if (o_paiju.step != 6){ return; } //检查当前局数小于总局数 if (o_desk.paiju_list.length >= o_room.asetcount){ return; } //准备成功 o_desk.method.do_prepare(seat); } //Node(本地/单元测试)导出模块对象;友乐/浏览器无 module 时跳过(dev-guide 01 §1) if (typeof module !== "undefined"){ module.exports = youle_erqiwang; }