Files
erqiwang_youle/server/games/erqiwang/mod.js
T
joywayerandClaude Opus 5 8948a2950f 二七王:chupai1 下发甩牌分量构成 shuai
cardtype 只能表达单一牌型(1xx 单张 / 2xx 对子 / 3xx 拖拉机),而
甩牌是单张、对子、拖拉机自由混搭(design §5.4.3),会被 can_playcard
的牌型推导压平——例如「主K对 + 主5」得到 103、「两连对 + 散对」得到
203,客户端拿到 cardtype 无从还原分组,甚至看不出这是一次甩牌。

服务端本就已经算出了分量需求 shuai_demand(供跟牌逐分量强制匹配,
design §5.4.4),按「每个下发包必须携带前端界面所需的全部核心数据」
一并下发:chupai1 在合法甩牌时带 shuai = {tractors,pairs,singles},
非甩牌与甩错退化为单张时不带此属性。

test_rpc 新增 8 项:合法甩牌带 shuai、非甩牌不带、甩错只打最小一张
且不带 shuai。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-12 04:21:11 +08:00

710 lines
22 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
//////////////////////////////////////////////////////////////////
/////////////////////////////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;
//失败码(协议层约定,非 design 玩法规则;详见 docs/protocol/packet_protocol.md)
//前端一律只看 data.success 判成败,errcode 仅用于区分失败原因、给出对应提示
youle_erqiwang.ERR = {
PLAYER: 1, //玩家/房间/座位校验不通过
NODESK: 2, //牌桌或牌局不存在
STEP: 3, //当前阶段不允许该操作
SEAT: 4, //位置不符,或还没轮到该玩家操作
PARAM: 5, //参数非法(类型/范围/张数/牌不在手上)
RULE: 6 //规则不允许(叫分未更低、出牌不合法、投降条件不满足、房间模式禁止等)
};
//失败回包:只回发给请求者,data.success=false
//(dev-guide server 03 §4/§5:成败标志唯一是 data.success,主动推送的 data 必须自带 success)
youle_erqiwang.do_sendfail = function(pack, rpc, errcode){
var msg = {};
msg.app = "youle";
msg.route = "erqiwang";
msg.rpc = rpc;
msg.data = {};
msg.data.success = false;
msg.data.errcode = errcode;
msg.conmode = pack.conmode;
msg.fromid = pack.fromid;
youle_erqiwang.app.SendPack(msg);
}
//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){
youle_erqiwang.do_sendfail(pack, "jiaofen", youle_erqiwang.ERR.PLAYER);
return;
}
//牌桌
var o_desk = o_room.o_desk;
if (!o_desk){
youle_erqiwang.do_sendfail(pack, "jiaofen", youle_erqiwang.ERR.NODESK);
return;
}
//牌局
var o_paiju = o_desk.method.curr_paiju();
if (!o_paiju){
youle_erqiwang.do_sendfail(pack, "jiaofen", youle_erqiwang.ERR.NODESK);
return;
}
//检查当前的游戏阶段是否是叫分阶段
if (o_paiju.step != 1){
youle_erqiwang.do_sendfail(pack, "jiaofen", youle_erqiwang.ERR.STEP);
return;
}
//检查当前的叫分位置
if (o_paiju.method.get_callgrade_seat() != seat){
youle_erqiwang.do_sendfail(pack, "jiaofen", youle_erqiwang.ERR.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){
youle_erqiwang.do_sendfail(pack, "jiaofen", youle_erqiwang.ERR.PARAM);
return;
}
var curr_call = o_paiju.method.get_callgrade_value();
//第一家不能不叫分
if (curr_call == 0 && call == 0){
youle_erqiwang.do_sendfail(pack, "jiaofen", youle_erqiwang.ERR.RULE);
return;
}
//叫分必须小于之前的叫分
if (curr_call != 0 && call >= curr_call){
youle_erqiwang.do_sendfail(pack, "jiaofen", youle_erqiwang.ERR.RULE);
return;
}
//本局房间可选规则:爬坡改变「叫分 → 基础子数」的取值(design §7.3.1),
//下发面的 multiple 必须与结算包 aset.multiple 用同一套规则,否则界面与结算不符
var _cfg = cls_youle_erqiwang_config.parse(o_room.roomtype);
//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.success = true;
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_base_bycall(msg.data.currcall, _cfg.climb);
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.success = true;
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_base_bycall(msg.data.grade, _cfg.climb);
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){
youle_erqiwang.do_sendfail(pack, "xuanzhu", youle_erqiwang.ERR.PLAYER);
return;
}
//牌桌
var o_desk = o_room.o_desk;
if (!o_desk){
youle_erqiwang.do_sendfail(pack, "xuanzhu", youle_erqiwang.ERR.NODESK);
return;
}
//牌局
var o_paiju = o_desk.method.curr_paiju();
if (!o_paiju){
youle_erqiwang.do_sendfail(pack, "xuanzhu", youle_erqiwang.ERR.NODESK);
return;
}
//检查当前的游戏阶段是否是选主阶段
if (o_paiju.step != 2){
youle_erqiwang.do_sendfail(pack, "xuanzhu", youle_erqiwang.ERR.STEP);
return;
}
//检查庄家位置
if (o_paiju.banker != seat){
youle_erqiwang.do_sendfail(pack, "xuanzhu", youle_erqiwang.ERR.SEAT);
return;
}
//检查花色
if (flower != 1 && flower != 2 && flower != 3 && flower != 4){
youle_erqiwang.do_sendfail(pack, "xuanzhu", youle_erqiwang.ERR.PARAM);
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.success = true;
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){
youle_erqiwang.do_sendfail(pack, "maipai", youle_erqiwang.ERR.PLAYER);
return;
}
//牌桌
var o_desk = o_room.o_desk;
if (!o_desk){
youle_erqiwang.do_sendfail(pack, "maipai", youle_erqiwang.ERR.NODESK);
return;
}
//牌局
var o_paiju = o_desk.method.curr_paiju();
if (!o_paiju){
youle_erqiwang.do_sendfail(pack, "maipai", youle_erqiwang.ERR.NODESK);
return;
}
//检查当前的游戏阶段是否是埋牌阶段
if (o_paiju.step != 3){
youle_erqiwang.do_sendfail(pack, "maipai", youle_erqiwang.ERR.STEP);
return;
}
//检查庄家位置
if (o_paiju.banker != seat){
youle_erqiwang.do_sendfail(pack, "maipai", youle_erqiwang.ERR.SEAT);
return;
}
//检查埋牌入参本身是否合法(数组/整数牌id/范围/无重复),须先于 length 判断
if (!o_paiju.method.check_cards_valid(cards)){
youle_erqiwang.do_sendfail(pack, "maipai", youle_erqiwang.ERR.PARAM);
return;
}
//检查埋牌是否是8张
if (cards.length != 8){
youle_erqiwang.do_sendfail(pack, "maipai", youle_erqiwang.ERR.PARAM);
return;
}
//检查埋牌是否都在庄家手上
if (!o_paiju.method.check_cards_inhand(cards, seat)){
youle_erqiwang.do_sendfail(pack, "maipai", youle_erqiwang.ERR.PARAM);
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.success = true;
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){
youle_erqiwang.do_sendfail(pack, "touxiang", youle_erqiwang.ERR.PLAYER);
return;
}
//牌桌
var o_desk = o_room.o_desk;
if (!o_desk){
youle_erqiwang.do_sendfail(pack, "touxiang", youle_erqiwang.ERR.NODESK);
return;
}
//牌局
var o_paiju = o_desk.method.curr_paiju();
if (!o_paiju){
youle_erqiwang.do_sendfail(pack, "touxiang", youle_erqiwang.ERR.NODESK);
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){
youle_erqiwang.do_sendfail(pack, "touxiang", youle_erqiwang.ERR.STEP);
return;
}
//检查庄家位置
if (o_paiju.banker != seat){
youle_erqiwang.do_sendfail(pack, "touxiang", youle_erqiwang.ERR.SEAT);
return;
}
//仅 70 分坐庄可投降(design §4 / §7.1)
if (o_paiju.call != 70){
youle_erqiwang.do_sendfail(pack, "touxiang", youle_erqiwang.ERR.RULE);
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){
youle_erqiwang.do_sendfail(pack, "chupai", youle_erqiwang.ERR.PLAYER);
return;
}
//牌桌
var o_desk = o_room.o_desk;
if (!o_desk){
youle_erqiwang.do_sendfail(pack, "chupai", youle_erqiwang.ERR.NODESK);
return;
}
//牌局
var o_paiju = o_desk.method.curr_paiju();
if (!o_paiju){
youle_erqiwang.do_sendfail(pack, "chupai", youle_erqiwang.ERR.NODESK);
return;
}
//检查当前的游戏阶段是否是出牌阶段
if (o_paiju.step != 5){
youle_erqiwang.do_sendfail(pack, "chupai", youle_erqiwang.ERR.STEP);
return;
}
//检查出牌位置
if (seat != o_paiju.playproc.currseat){
youle_erqiwang.do_sendfail(pack, "chupai", youle_erqiwang.ERR.SEAT);
return;
}
//检查出牌入参本身是否合法(数组/整数牌id/范围/无重复,含非空)
if (!o_paiju.method.check_cards_valid(cards)){
youle_erqiwang.do_sendfail(pack, "chupai", youle_erqiwang.ERR.PARAM);
return;
}
//检查出牌是否都在玩家手上
if (!o_paiju.method.check_cards_inhand(cards, seat)){
youle_erqiwang.do_sendfail(pack, "chupai", youle_erqiwang.ERR.PARAM);
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){
youle_erqiwang.do_sendfail(pack, "chupai", youle_erqiwang.ERR.RULE);
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.success = true;
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;
//合法甩牌的分量构成(design §5.4.3),供前端按 拖拉机/对子/单张 分组展示;
//非甩牌(含甩错退化为单张)无此属性
if (re.shuai){
msg.data.shuai = re.shuai;
}
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){
youle_erqiwang.do_sendfail(pack, "mingpai", youle_erqiwang.ERR.PLAYER);
return;
}
//牌桌
var o_desk = o_room.o_desk;
if (!o_desk){
youle_erqiwang.do_sendfail(pack, "mingpai", youle_erqiwang.ERR.NODESK);
return;
}
//牌局
var o_paiju = o_desk.method.curr_paiju();
if (!o_paiju){
youle_erqiwang.do_sendfail(pack, "mingpai", youle_erqiwang.ERR.NODESK);
return;
}
//只在出牌阶段
if (o_paiju.step != 5){
youle_erqiwang.do_sendfail(pack, "mingpai", youle_erqiwang.ERR.STEP);
return;
}
//不查牌模式禁止明牌
var cfg = cls_youle_erqiwang_config.parse(o_room.roomtype);
if (cfg.nocheck){
youle_erqiwang.do_sendfail(pack, "mingpai", youle_erqiwang.ERR.RULE);
return;
}
//必须已有玩家报无主才允许明牌
if (!o_paiju.method.have_baofu()){
youle_erqiwang.do_sendfail(pack, "mingpai", youle_erqiwang.ERR.RULE);
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.success = true;
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){
youle_erqiwang.do_sendfail(pack, "tishi", youle_erqiwang.ERR.PLAYER);
return;
}
//牌桌
var o_desk = o_room.o_desk;
if (!o_desk){
youle_erqiwang.do_sendfail(pack, "tishi", youle_erqiwang.ERR.NODESK);
return;
}
//牌局
var o_paiju = o_desk.method.curr_paiju();
if (!o_paiju){
youle_erqiwang.do_sendfail(pack, "tishi", youle_erqiwang.ERR.NODESK);
return;
}
//只在出牌阶段(step5)任意时刻可发
if (o_paiju.step != 5){
youle_erqiwang.do_sendfail(pack, "tishi", youle_erqiwang.ERR.STEP);
return;
}
//只有闲家可发提示,庄家无对家、不参与
if (seat == o_paiju.banker){
youle_erqiwang.do_sendfail(pack, "tishi", youle_erqiwang.ERR.RULE);
return;
}
//提示类型:1=踩 2=没分 3=有分
if (tip != 1 && tip != 2 && tip != 3){
youle_erqiwang.do_sendfail(pack, "tishi", youle_erqiwang.ERR.PARAM);
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.success = true;
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){
youle_erqiwang.do_sendfail(pack, "zhunbei", youle_erqiwang.ERR.PLAYER);
return;
}
//牌桌
var o_desk = o_room.o_desk;
if (!o_desk){
youle_erqiwang.do_sendfail(pack, "zhunbei", youle_erqiwang.ERR.NODESK);
return;
}
//牌局
var o_paiju = o_desk.method.curr_paiju();
if (!o_paiju){
youle_erqiwang.do_sendfail(pack, "zhunbei", youle_erqiwang.ERR.NODESK);
return;
}
//检查当前的游戏阶段是否是结算阶段
if (o_paiju.step != 6){
youle_erqiwang.do_sendfail(pack, "zhunbei", youle_erqiwang.ERR.STEP);
return;
}
//检查当前局数小于总局数
if (o_desk.paiju_list.length >= o_room.asetcount){
youle_erqiwang.do_sendfail(pack, "zhunbei", youle_erqiwang.ERR.RULE);
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;
}