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erqiwang_youle/server/games/erqiwang/mod.js
T
joywayerandClaude Opus 5 c2a375eef5 二七王:补齐 data.success 成败标志与失败回包
此前全仓(除协议文档开头一句说明外)没有任何下发包携带
data.success,且所有失败路径一律裸 return、不回任何包:前端点了
没反应,只能干等倒计时,同时违反 server dev-guide「成败标志唯一
是 data.success,主动推送的 data 必须自带 success」与 client
dev-guide「发包只请求、收包才表现」两条硬红线。

本次:
- 成功包一律补 data.success=true:fapai、zhunbei(class.desk.js)、
  jiaofen、shangzhuang、xuanzhu、maipai、chupai1/2/3、mingpai、
  tishi(mod.js),jiesuan 在 get_paiju_account 统一注入(覆盖
  正常/投降/解散三种结算来源)。
- 新增 youle_erqiwang.ERR 失败码表与 do_sendfail 统一回包封装:
  PLAYER/NODESK/STEP/SEAT/PARAM/RULE,失败只回发给请求者
  (conmode/fromid 取自请求包),data.success=false + errcode。
- 每个 handler 的每条失败分支都改为「回失败包 + return」,含
  check_player 不通过(平台侧只返回 null、不回包,前端会干等)。

tishi 成功时仍按 design §11 只转发给对家、不给发送者回执(该包不
含对局状态,属 fire-and-forget 提示),失败才回给发送者。

test_rpc 中原先以「不发包」表示被拒的断言,同步改为断言「恰好回
1 个 success=false 且 errcode 正确的包」——是随行为修正而加强,
不是软化。新增 test_success.js 29 项覆盖成功包 success 字段与各
handler 失败回包。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-12 04:15:31 +08:00

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//////////////////////////////////////////////////////////////////
/////////////////////////////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;
}
//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_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.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_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){
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;
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;
}