// 选主 / 埋牌 handler 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/MainHandler.js'); load('client/js/01_SubGame/codes/net/handlers/BuryHandler.js'); const S = EQW_GameState; const evts = []; Object.keys(EQW_Events).forEach(k => EventBus.on(EQW_Events[k], () => evts.push(k))); // ================= xuanzhu ================= S.reset(); evts.length = 0; EQW_MainHandler.handleXuanzhu({ success: true, banker: 1, flower: 3, step: 3, nextseat: 1, countdown: 30, cards: [5, 6, 7] }); t.eq('主牌花色', S.aset.flower, 3); t.eq('庄家', S.aset.banker, 1); t.eq('选主后手牌', S.my.cards, [5, 6, 7]); t.eq('step 读包字段(埋牌=3)', S.aset.step, 3); t.eq('控制权读包里的 nextseat', S.turn.seat, 1); t.eq('倒计时', S.turn.countdown, 30); t.eq('选主发事件', ['EQW_MAIN_SET','EQW_HAND_CHANGED'].every(e => evts.indexOf(e) >= 0), true); // 闲家视角:没有 cards,不抹已有手牌 S.reset(); S.my.cards = [1, 2]; EQW_MainHandler.handleXuanzhu({ success: true, banker: 0, flower: 2, step: 3, nextseat: 0, countdown: 30 }); t.eq('闲家手牌不被抹', S.my.cards, [1, 2]); t.eq('闲家也拿到花色', S.aset.flower, 2); // 【守卫】阶段与控制权都必须来自包,不得按 rpc 名硬编码、也不得用本地 banker 反推。 // 真实链路里 nextseat 恒 == banker,相等时"读哪个"分辨不出来;这里刻意让它们不同, // 退回 `aset.step = 3` / `turn.seat = aset.banker` 的写法必转红。 S.reset(); EQW_MainHandler.handleXuanzhu({ success: true, banker: 0, flower: 2, step: 4, nextseat: 2, countdown: 30 }); t.eq('xuanzhu step 照读包字段', S.aset.step, 4); t.eq('xuanzhu 控制权取 nextseat,不取 banker', S.turn.seat, 2); // ================= maipai ================= S.reset(); evts.length = 0; EQW_BuryHandler.handle({ success: true, cards: [1,2,3], burycards: [9,10,11,12,13,14,15,16], step: 5, seat: 1, countdown: 20 }); t.eq('埋牌后手牌', S.my.cards, [1,2,3]); t.eq('埋牌底牌', S.my.buryCards, [9,10,11,12,13,14,15,16]); t.eq('step 读包字段(出牌=5)', S.aset.step, 5); t.eq('首出者(控制权读包里的 seat)', S.turn.seat, 1); t.eq('埋牌发事件', ['EQW_BURY_DONE','EQW_HAND_CHANGED','EQW_TURN_CHANGED'].every(e => evts.indexOf(e) >= 0), true); // 闲家视角:无 cards/burycards,但可能有 liangpai S.reset(); S.my.cards = [4, 5]; evts.length = 0; EQW_BuryHandler.handle({ success: true, step: 5, seat: 0, countdown: 20, liangpai: { cards: [52, 53, 2, 15] } }); t.eq('闲家手牌不被抹', S.my.cards, [4, 5]); t.eq('闲家无埋牌底牌', S.my.buryCards, []); t.eq('亮牌数据', S.table.liangpai, { cards: [52, 53, 2, 15] }); // 不达标/不查牌:无 liangpai 字段,保持 null S.reset(); EQW_BuryHandler.handle({ success: true, step: 5, seat: 0, countdown: 20 }); t.eq('无亮牌时保持 null', S.table.liangpai, null); // 【守卫】maipai 的 step 同样只读包字段 S.reset(); EQW_BuryHandler.handle({ success: true, step: 4, seat: 0, countdown: 20 }); t.eq('maipai step 照读包字段(不按 rpc 名硬编码)', S.aset.step, 4); // playproc:埋牌完成时服务端已就地开好 round-1 的进行态,恒有、原样拷贝进 table.playproc, // 与 chupai1/2/3.playproc 同源同结构(协议 §9),漏接会让「埋牌完成→庄家首出」这段窗口 // 增量路径 table.playproc 停在上一阶段的 null、与重连路径不一致 S.reset(); EQW_BuryHandler.handle({ success: true, step: 5, seat: 0, countdown: 20, cards: [1, 2, 3], burycards: [9, 10, 11, 12, 13, 14, 15, 16], playproc: { round: 1, start: 0, currseat: 0, startcount: -1, startflower: -1, starttype: -1, maxseat: -1, maxcard: -1, cards: [null, null, null], shuai_demand: null } }); t.eq('埋牌 playproc 原样拷贝服务端本轮进行态', S.table.playproc, { round: 1, start: 0, currseat: 0, startcount: -1, startflower: -1, starttype: -1, maxseat: -1, maxcard: -1, cards: [null, null, null], shuai_demand: null }); process.exit(t.done('handlers_bury') ? 0 : 1);