// 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)================= // 真实的 chupai3 也带 nextseat(下一轮首家):服务端在 switch 前统一设置, // 只有整轮结束进入结算时才会整体换成 jiesuan rpc(不会以 chupai3 到达 handler) // 本墩结果(谁最大 / 这墩得几分)是一次性表现,走 EQW_TRICK_END 事件载荷,【不进 GameState】—— // 任何 deskinfo 都不下发它,存进来就是一处服务端不知道的私有对局态(出牌中途重连即归零) S.reset(); evts.length = 0; let lastTrick = null; EventBus.on(EQW_Events.EQW_TRICK_END, function (p) { lastTrick = p; }); EQW_PlayHandler.handle({ success: true, seat: 2, cards: [9,10], maxseat: 0, grade: 25, nextseat: 0, countdown: 15, baozhu: 1, curmultiple: -2 }, 3); t.eq('本墩结果走事件载荷', lastTrick, { seat: 2, cards: [9,10], maxseat: 0, grade: 25 }); t.eq('本墩结果不进 GameState', S.result.hasOwnProperty('chupai'), false); 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('下一轮首家', S.turn.seat, 0); 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;事件载荷也不得凭空补 grade(缺字段不兜底) S.reset(); S.aset.grade = 40; lastTrick = null; EQW_PlayHandler.handle({ success: true, seat: 2, cards: [9,10], maxseat: 1, nextseat: 1, countdown: 15 }, 3); t.eq('无 grade 时累计分保持', S.aset.grade, 40); t.eq('无 grade 时事件载荷不带该键', lastTrick.hasOwnProperty('grade'), false); t.eq('无 grade 时仍推进控制权', S.turn.seat, 1); // grade 是「本轮」得分,要跨包累加进小局捡分,不是赋值—— // 若实现改成 aset.grade = data.grade,这条会把 25 覆盖成 15 而非累加到 25 S.reset(); EQW_PlayHandler.handle({ success: true, seat: 2, cards: [1,2], maxseat: 0, grade: 10, nextseat: 0, countdown: 15 }, 3); t.eq('第一轮捡分', S.aset.grade, 10); t.eq('第一轮下一轮首家', S.turn.seat, 0); EQW_PlayHandler.handle({ success: true, seat: 2, cards: [3,4], maxseat: 1, grade: 15, nextseat: 1, countdown: 15 }, 3); t.eq('第二轮跨包累加捡分', S.aset.grade, 25); t.eq('第二轮下一轮首家(证明第二个包确被处理)', S.turn.seat, 1); // ================= 甩错 ================= // shuaicuo 是「这一手」的一次性信息,走 EQW_CARD_PLAYED 事件载荷,不进 GameState; // playproc 是服务端下发的本轮进行态,原样拷贝,两者结构不同、不得混写(见 PlayHandler 顶部注释)。 S.reset(); evts.length = 0; var lastPlayed = null; EventBus.on(EQW_Events.EQW_CARD_PLAYED, function (p) { lastPlayed = p; }); EQW_PlayHandler.handle({ success: true, seat: 0, cards: [11], shuaicuo: 1, count: 1, flower: 3, cardtype: 101, nextseat: 1, countdown: 15, playproc: { round: 2, start: 0, currseat: 1, cards: [[11], null, null] } }, 1); t.eq('甩错标志走事件载荷', lastPlayed.shuaicuo, 1); t.eq('本手信息走事件载荷', [lastPlayed.order, lastPlayed.seat, lastPlayed.cards, lastPlayed.count, lastPlayed.flower, lastPlayed.cardtype], [1, 0, [11], 1, 3, 101]); t.eq('本手信息不进 GameState', S.table.playproc.hasOwnProperty('shuaicuo'), false); t.eq('playproc 原样拷贝服务端本轮进行态', S.table.playproc, { round: 2, start: 0, currseat: 1, cards: [[11], null, null] }); // ================= 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);