414 lines
14 KiB
Lua
414 lines
14 KiB
Lua
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local RB_Protocol = import('.Protocol')
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local FZTipList = require('main.zipai.FZData')
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local RB_GameEvent = import('.RunBeard_GameEvent')
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local checkHuxi = import('.checkHuxi')
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local M = {}
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--- Create a new HZ_GameController
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function M.new()
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setmetatable(M, {__index = GameController})
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local self = setmetatable({}, {__index = M})
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self:init('安乡偎麻雀')
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self.class = 'RB_GameController'
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return self
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end
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function M:init(name)
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GameController.init(self, name)
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self._eventmap[RB_Protocol.GAME_EVT_PLAYER_DEAL] = self.OnEventSendCards
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self._eventmap[RB_Protocol.GAME_EVT_CHANGE_ACTIVE_PLAYER] = self.OnEventTurn
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self._eventmap[RB_Protocol.GAME_EVT_DRAW] = self.OnEventTakeCard
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self._eventmap[RB_Protocol.GAME_EVT_DISCARD_TIP] = self.OnEventOutHint
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self._eventmap[RB_Protocol.GAME_EVT_DISCARD] = self.OnEventOutCard
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self._eventmap[RB_Protocol.GAME_EVT_FZTIPS] = self.OnEventFzTips
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self._eventmap[RB_Protocol.GAME_EVT_ACTION] = self.OnEventFzAction
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self._eventmap[RB_Protocol.GAME_EVT_HU] = self.OnEventHu
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self._eventmap[RB_Protocol.GAME_EVT_RESULT1] = self.OneventResult1
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self._eventmap[RB_Protocol.GAME_EVT_QIPAI] = self.OnEventQIPAI
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self._eventmap[RB_Protocol.GAME_EVT_ADD_CARD] = self.OnAddCard
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self._eventmap[RB_Protocol.GAME_EVT_SUO_CARD] = self.OnSuoCard
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self._eventmap[RB_Protocol.GAME_EVT_SI_SHOU] = self.OnSiSHou
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self._eventmap[RB_Protocol.GAME_EVT_TING] = self.OnTingpai
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end
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-- 发送出牌指令到服务器
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function M:SendOutCard(card)
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local _data = {}
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_data['card'] = card
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local _room = self._room
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local _client = ControllerManager.GameNetClinet
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if _client ~= nil then
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_client:send(RB_Protocol.GAME_DIS_CARD, _data)
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end
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end
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--GAME_CHANGE_CARD GAME_DIS_CARD
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function M:SendChangeCards(card_list)
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local _data = {}
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_data['card_list'] = card_list
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local _client = ControllerManager.GameNetClinet
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if _client ~= nil then
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_client:send(RB_Protocol.GAME_CHANGE_CARD, _data)
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end
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end
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function M:SendChangeTypeFace(TypeFace)
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-- body
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local _data = {}
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_data['typeface'] = TypeFace
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local _client = ControllerManager.GameNetClinet
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if _client ~= nil then
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_client:send(RB_Protocol.GAME_CHANGE_TYPEfACE, _data)
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end
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end
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function M:ConformToNextGame()
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local _client = ControllerManager.GameNetClinet
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if _client ~= nil then
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_client:send(RB_Protocol.GAME_EVT_CHUI)
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end
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end
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-- 发送放子选择到服务器
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function M:SendAction(id, num)
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local _data = {}
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_data['id'] = id
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if num ~= nil then
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_data['biid'] = num
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end
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local _client = ControllerManager.GameNetClinet
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if _client ~= nil then
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_client:send(RB_Protocol.GAME_ACTION, _data)
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end
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end
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function M:OnEventSendCards(evt_data)
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if ViewManager.GetCurrenView().dview_class == LobbyView then
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self:ReturnToRoom()
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return
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end
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local _room = self._room
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_room.curren_round = evt_data['round']
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if _room.curren_round > 0 then
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_room.playing = true
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end
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local handcards = evt_data['card_list']
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local p = _room.self_player
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local seat = evt_data['bank_seat']
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_room.banker_seat = seat
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_room.SiShou = false
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_room.tinglist = {}
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for i = 1, #_room.player_list do
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_room.self_player.handcard_list = {}
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_room.self_player.card_list = {}
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_room.player_list[i].hand_left_count = 20
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_room.player_list[i].fz_list = {}
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_room.player_list[i].card_list = {}
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_room.player_list[i].outcard_list = {}
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_room.player_list[i].hu_xi = 0
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_room.player_list[i].jushou = 0
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end
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self._cacheEvent:Enqueue(
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function()
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_room.self_player.handcard_list = handcards
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self._room.self_player.hand_left_count = #handcards
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DispatchEvent(self._dispatcher, RB_GameEvent.SendCards, p)
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end
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)
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end
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function M:OnEventOutCard(evt_data)
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local seat = evt_data['seat']
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local card = evt_data['card']
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local p = self._room:GetPlayerBySeat(seat)
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self._cacheEvent:Enqueue(function()
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print("jefe OnEventOutCard")
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local _room = self._room
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if (seat == _room.self_player.seat) then
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list_remove(_room.self_player.handcard_list, card)
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end
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p.DiceCard = card
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p.hand_left_count = p.hand_left_count - 1
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DispatchEvent(self._dispatcher, RB_GameEvent.OutCard, p, card)
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end
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)
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end
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function M:OnEventQIPAI(evt_data)
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local seat = evt_data['seat']
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local card = evt_data['card']
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local ischu = evt_data['ischu']
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local p = self._room:GetPlayerBySeat(seat)
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self._cacheEvent:Enqueue(
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function()
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local _room = self._room
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if (not p.outcard_list) then
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p.outcard_list = {}
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end
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local t = {}
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t.card = card
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t.ischu = ischu and ischu or 0
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p.outcard_list[#p.outcard_list + 1] = t
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DispatchEvent(self._dispatcher, RB_GameEvent.QiCard, seat, card)
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end
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)
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end
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function M:OnEventTakeCard(evt_data)
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local _room = self._room
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local seat = evt_data['seat']
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local card = evt_data['card']
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local left_count = evt_data['left_count']
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local discard = evt_data['discard']
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local p = _room:GetPlayerBySeat(seat)
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self._cacheEvent:Enqueue(
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function()
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if discard == true then
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local _room = self._room
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if (seat == _room.self_player.seat) then
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list_remove(_room.self_player.handcard_list, card)
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end
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p.DiceCard = card
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p.hand_left_count = p.hand_left_count - 1
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DispatchEvent(self._dispatcher, RB_GameEvent.OutCard, p, card)
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else
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if card ~= 0 then
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p.DiceCard = card
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end
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DispatchEvent(self._dispatcher, RB_GameEvent.GetCard, seat, card, left_count)
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end
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end
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)
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end
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function M:OnAddCard(evt_data)
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local _room = self._room
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local seat = evt_data['seat']
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local card = evt_data['card']
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local left_count = evt_data['left_count']
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local p = _room:GetPlayerBySeat(seat)
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self._cacheEvent:Enqueue(
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function()
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p.DiceCard = 0
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p.hand_left_count = p.hand_left_count + 1
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if (seat == _room.self_player.seat) then
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_room.self_player.handcard_list[#_room.self_player.handcard_list + 1] = card
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end
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DispatchEvent(self._dispatcher, RB_GameEvent.AddCard, seat, card, left_count)
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end
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)
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end
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function M:OnSuoCard(evt_data)
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local suoCard = evt_data['suoCard']
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self._cacheEvent:Enqueue(function()
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local _room = self._room
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_room.suoCard = suoCard
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DispatchEvent(self._dispatcher, RB_GameEvent.SuoCard, suoCard)
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end
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)
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end
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function M:OnEventOutHint(evt_data)
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local tingList = evt_data['ting']
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local _room = self._room
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_room.tinglist = tingList
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self._cacheEvent:Enqueue(function()
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DispatchEvent(self._dispatcher, RB_GameEvent.OutHint)
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end
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)
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end
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function M:OnEventTurn(evt_data)
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local seat = evt_data['seat']
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self._cacheEvent:Enqueue(
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function()
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DispatchEvent(self._dispatcher, RB_GameEvent.EventTurn, seat)
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end
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)
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end
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function M:OnEventFzTips(evt_data)
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self._cacheEvent:Enqueue(
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function()
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local tiplist = FZTipList.new()
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local list = evt_data['tip_list']
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local uid = evt_data['uid']
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for i = 1, #list do
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local dtip = list[i]
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local tip = {}
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tip.id = dtip['id']
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tip.weight = dtip['weight']
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tip.card = dtip['card']
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tip.type = dtip['type']
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tip.bi_list = dtip['bi_list']
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if (dtip['opcard']) then
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local opcard = dtip['opcard']
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tip.OpCard = opcard
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table.sort(tip.OpCard)
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tip.OpCard[3] = tip.Card
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end
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tiplist:AddTip(tip)
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end
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DispatchEvent(self._dispatcher, RB_GameEvent.FZTips, tiplist, uid)
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end
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)
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end
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function M:OnEventFzAction(evt_data)
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local _room = self._room
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local playerid = evt_data['playerid']
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local card = evt_data['card']
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local actice_card = evt_data['active_card']
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local ftype = evt_data['type']
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local from_seat = evt_data['from_seat']
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local opcard = evt_data['opcard']
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local huxi = evt_data['huxi']
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local p = _room:GetPlayerById(playerid)
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self._cacheEvent:Enqueue(
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function()
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local isNeedDelHandCard = 0
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local fz = {}
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fz.card = card
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fz.type = ftype
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fz.active_card = card
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fz.from_seat = from_seat
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fz.opcard = opcard
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fz.huxi = huxi
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local remove_num = #opcard
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local isPao = false
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if ftype == RB_FZType.PengPao or ftype == RB_FZType.WeiPao then
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isNeedDelHandCard = 1
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fz.type = RB_FZType.Pao
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for i = 1, #p.fz_list do
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if p.fz_list[i].card == fz.card then
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p.fz_list[i].type = RB_FZType.Pao
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p.fz_list[i].opcard = fz.opcard
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p.fz_list[i].huxi = fz.huxi
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end
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end
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elseif ftype == RB_FZType.WeiTi then
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isNeedDelHandCard = 1
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fz.type = RB_FZType.Ti
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for i = 1, #p.fz_list do
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if p.fz_list[i].card == fz.card then
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p.fz_list[i].type = RB_FZType.Ti
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p.fz_list[i].opcard = fz.opcard
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p.fz_list[i].huxi = fz.huxi
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end
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end
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else
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if p.seat == _room.self_player.seat then
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for i = 1, #opcard do
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list_remove(_room.self_player.handcard_list, opcard[i])
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end
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if fz.type == RB_FZType.Pao then
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for i = 1, #p.fz_list do
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if p.fz_list[i].card == fz.card and p.fz_list[i].type == RB_FZType.Kan then
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p.fz_list[i].type = RB_FZType.Pao
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p.fz_list[i].opcard = fz.opcard
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p.fz_list[i].huxi = fz.huxi
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isPao = true
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end
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end
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elseif fz.type == RB_FZType.KanTi or fz.type == RB_FZType.Ti then
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for i = 1, #p.fz_list do
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if p.fz_list[i].card == fz.card and p.fz_list[i].type == RB_FZType.Kan then
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p.fz_list[i].type = RB_FZType.Ti
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p.fz_list[i].opcard = fz.opcard
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p.fz_list[i].huxi = fz.huxi
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isPao = true
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end
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end
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end
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end
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if fz.type == RB_FZType.KanTi then
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fz.type = RB_FZType.Ti
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end
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p.hand_left_count = p.hand_left_count - remove_num
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if isPao == false then
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p.fz_list[#p.fz_list + 1] = fz
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end
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end
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DispatchEvent(self._dispatcher, RB_GameEvent.FangziAction, fz, p, isNeedDelHandCard)
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|
end
|
|||
|
|
)
|
|||
|
|
end
|
|||
|
|
function M:OnSiSHou(evt_data)
|
|||
|
|
local seat = evt_data['seat']
|
|||
|
|
self._cacheEvent:Enqueue(
|
|||
|
|
function()
|
|||
|
|
local _room = self._room
|
|||
|
|
_room.SiShou = true
|
|||
|
|
DispatchEvent(self._dispatcher, RB_GameEvent.SiShou, seat)
|
|||
|
|
end
|
|||
|
|
)
|
|||
|
|
end
|
|||
|
|
|
|||
|
|
function M:OnTingpai(evt_data)
|
|||
|
|
local tinglist = evt_data['tinglist']
|
|||
|
|
|
|||
|
|
self._cacheEvent:Enqueue(
|
|||
|
|
function()
|
|||
|
|
local _room = self._room
|
|||
|
|
_room.showtinglist = tinglist
|
|||
|
|
DispatchEvent(self._dispatcher, RB_GameEvent.Tingpai)
|
|||
|
|
end
|
|||
|
|
)
|
|||
|
|
end
|
|||
|
|
|
|||
|
|
function M:OnEventHu(evt_data)
|
|||
|
|
local cards = evt_data['card']
|
|||
|
|
local win_p = self._room:GetPlayerBySeat(evt_data['seat'])
|
|||
|
|
local lose_p = self._room:GetPlayerBySeat(evt_data['from_seat'])
|
|||
|
|
local hutype = evt_data['hutype']
|
|||
|
|
print("jefe OnEventHu")
|
|||
|
|
self._cacheEvent:Enqueue(function()
|
|||
|
|
print("jefe OnEventHu Enqueue")
|
|||
|
|
win_p.card_list = cards
|
|||
|
|
table.sort(win_p.card_list, ViewUtil.HandCardSort)
|
|||
|
|
DispatchEvent(
|
|||
|
|
self._dispatcher,
|
|||
|
|
RB_GameEvent.ZPHuCard,
|
|||
|
|
evt_data['seat'],
|
|||
|
|
evt_data['from_seat'],
|
|||
|
|
cards,
|
|||
|
|
hutype
|
|||
|
|
)
|
|||
|
|
end
|
|||
|
|
)
|
|||
|
|
end
|
|||
|
|
|
|||
|
|
function M:OneventResult1(evt_data)
|
|||
|
|
printlog("结算=============>>>")
|
|||
|
|
pt(evt_data)
|
|||
|
|
local over = evt_data.type
|
|||
|
|
--0:小结算 1:小大结算 2:大结算
|
|||
|
|
self._room.playing = false
|
|||
|
|
if 0 == over then
|
|||
|
|
local result = evt_data.result
|
|||
|
|
for i = 1, #self._room.player_list do
|
|||
|
|
local p = self._room.player_list[i]
|
|||
|
|
p.hand_left_count = 0
|
|||
|
|
p.outcard_list = {}
|
|||
|
|
end
|
|||
|
|
self._cacheEvent:Enqueue(
|
|||
|
|
function()
|
|||
|
|
DispatchEvent(self._dispatcher, RB_GameEvent.ZPResult1, result)
|
|||
|
|
end
|
|||
|
|
)
|
|||
|
|
elseif 1 == over or 2 == over then
|
|||
|
|
DataManager.CurrenRoom.Over = true
|
|||
|
|
ControllerManager.SetGameNetClient(nil, true)
|
|||
|
|
local total_result = evt_data.total_result
|
|||
|
|
local result = evt_data.result
|
|||
|
|
print("jefe OneventResult1")
|
|||
|
|
self._cacheEvent:Enqueue(function()
|
|||
|
|
print("jefe Enqueue")
|
|||
|
|
DispatchEvent(self._dispatcher, RB_GameEvent.ZPResult2, result, total_result, over);
|
|||
|
|
end
|
|||
|
|
)
|
|||
|
|
end
|
|||
|
|
end
|
|||
|
|
|
|||
|
|
return M
|