Files
erqiwang_youle/server/games/erqiwang/mod.js
T
joywayerandClaude Opus 5 ecec44e93a 二七王:S-4 拆分 bottomcards 字段名,S-5 术语同步收口
S-4(服务端改动):底牌与埋牌底牌不再共用一个字段名。
- bottomcards = 底牌(发牌留桌 8 张)—— shangzhuang / ChooseMain / BuryCards,保持不变
- burycards   = 埋牌底牌(庄家埋下 8 张)—— maipai(mod.js)、PushCards(class.export.js)
- 结算 bottom.cards 未改名(分组名已表明是抠底相关),文档注明其语义

测试:
- test_leak.js 的 CARD_FIELDS 白名单加入 burycards。这一步是必须的——不加的话
  新字段会静默脱离下发面审计,闲家误收也发现不了。
- test_rpc.js 新增 11 条正反用例:庄家有 burycards 且为 8 张、庄家不再有
  bottomcards(抓改名漏改)、闲家两个字段皆无、重连 PushCards 同上。

验证(不止「跑过了」):
- 改动前基线 16 个文件全绿;改动后仍全绿,新增后 rpc 从 89 → 100 checks。
- 反向验证一:把 mod.js 的 burycards 改回 bottomcards → test_rpc 新用例 FAIL,
  且 test_leak 报出真实泄露(赋值改了而 delete 没改时,闲家会收到庄家埋的牌)。
- 反向验证二:删掉闲家侧的 delete msg.data.burycards → test_leak 立刻抓出
  5 张越权牌,确认 burycards 确已纳入审计白名单。
两次验证后均已还原并复跑全绿。

S-5:术语同步收口。design.md / packet_protocol.md / 代码注释均已改用
「底牌 / 埋牌底牌」;compliance 三份历史核对记录有意不改(反映当时的 design
表述,下轮核对按新 design 重做)。

另:T-9 亮牌条文案暂定「x对 x主」(取 liangpai.zhupair 与 zhu,其余档位
先不渲染、协议不变)。至此 29 项待确认规格全部有结论。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-25 18:07:17 +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;
}
//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:庄家摸底牌前,8张底牌向所有玩家亮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(含摸起的底牌)与底牌本身都可见
msg.data.cards = o_paiju.method.get_seat_cards(i);
msg.data.bottomcards = _bottomcards;
} else {
delete msg.data.cards;
//闲家:仅70分坐庄时才下发底牌(供亮3秒),否则底牌只有庄家可见
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);
//埋牌底牌(本次埋下的 8 张)。与 shangzhuang.bottomcards(底牌,发牌留桌 8 张)
//是两批不同的牌,字段名刻意区分,勿混用
msg.data.burycards = cards;
delete msg.data.liangpai;
} else {
delete msg.data.cards;
delete msg.data.burycards;
//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){
//三家座位牌况(缺门/无对 + 报副统计),仅可查牌下发。
//必须整表下发、不能只带出牌者一家:design §9 要求「一旦有玩家报无主,就为全体三人
//显示另外两家各自的主牌数量与对子数」,服务端已在 do_playcard 里同时刷新三个座位
//(class.paiju.js),只带一家会让另两家的统计滞后到它们各自出牌时才补上。
//字段名与重连包 PushCards.seatlist 一致,前端两条路径复用同一份解析
msg.data.seatlist = o_paiju.seatlist;
}
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.seatlist;
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;
}