fapai 是一局起点,先 reset 清上局残留(保留 mySeat 与 options)。
叫分里 0(不叫)与 null(还没叫)严格区分。上庄的 bottomcards/cards 只有庄家有,
缺字段时保持原值、不抹掉闲家已有手牌——GameState 的「缺字段不兜底」在此体现。
新增 GameState._apply 助手:按 {目标键:源键} 映射写入,源键不存在就不写。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
62 lines
2.9 KiB
JavaScript
62 lines
2.9 KiB
JavaScript
///////////////////////////////////////////////////////////////
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////////// EQW_CallHandler: 叫分(jiaofen)与上庄(shangzhuang)
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///////////////////////////////////////////////////////////////
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// 协议 §3 jiaofen:seat 叫分者 / call 分数(0=不叫) / currcall 当前叫到的分 /
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// multiple 该叫分对应基础子数 / nextseat 下一个叫分者 / countdown
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// 协议 §4 shangzhuang:seat / call / banker / grade 庄家叫分 / multiple /
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// bottomcards 底牌(庄家恒有,闲家仅 70 分时有) / ancard3s 开底标志 /
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// cards 摸底后的 36 张(仅庄家) / countdown 选主倒计时 /
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// touxiang 是否允许投降 / curmultiple 当前抓分倍数(带符号)
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var EQW_CallHandler = EQW_CallHandler || {
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handleJiaofen: function (data) {
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if (!data.hasOwnProperty('seat')) {
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console.error('[EQW_CallHandler] jiaofen 缺 seat,已跳过该包');
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return;
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}
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//记录这一家叫了多少:0 = 不叫,与「还没叫」(null) 区分
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if (data.hasOwnProperty('call') && data.seat >= 0 && data.seat < 3) {
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EQW_GameState.call.calls[data.seat] = data.call;
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}
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EQW_GameState._apply(EQW_GameState.call, data, { currcall: 'currcall' });
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EQW_GameState._apply(EQW_GameState.aset, data, { multiple: 'multiple' });
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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_CALL_CHANGED);
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EventBus.emit(EQW_Events.EQW_TURN_CHANGED);
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},
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handleShangzhuang: function (data) {
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if (!data.hasOwnProperty('banker')) {
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console.error('[EQW_CallHandler] shangzhuang 缺 banker,已跳过该包');
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return;
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}
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EQW_GameState._apply(EQW_GameState.aset, data, {
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banker: 'banker',
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call: 'grade', //协议里庄家叫分叫 grade
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multiple: 'multiple',
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touxiang: 'touxiang',
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curmultiple:'curmultiple'
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});
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EQW_GameState._apply(EQW_GameState.table, data, { ancard3s: 'ancard3s' });
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//底牌与摸底后的手牌只有庄家(及 70 分时的闲家)才有,缺就不写、不抹已有值
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EQW_GameState._apply(EQW_GameState.my, data, {
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bottomCards: 'bottomcards',
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cards: 'cards'
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});
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EQW_GameState._apply(EQW_GameState.turn, data, { countdown: 'countdown' });
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EQW_GameState.aset.step = 2; //进入选主/投降
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EQW_GameState.turn.seat = EQW_GameState.aset.banker; //控制权归庄家
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EventBus.emit(EQW_Events.EQW_BANKER_SET);
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if (data.hasOwnProperty('cards')) { EventBus.emit(EQW_Events.EQW_HAND_CHANGED); }
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EventBus.emit(EQW_Events.EQW_TURN_CHANGED);
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}
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};
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