386 lines
12 KiB
Lua
386 lines
12 KiB
Lua
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local TX_Protocol = import(".Protocol")
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local FZTipList = require("main.majiang.FZData")
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local TX_GameEvent = import(".GameEvent")
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local M = {}
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--- Create a new 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("抚州麻将")
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self.class = "TX_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[TX_Protocol.GAME_EVT_PLAYER_DEAL] = self.OnEventSendCards
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self._eventmap[TX_Protocol.GAME_EVT_CHANGE_ACTIVE_PLAYER] = self.OnEventTurn
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self._eventmap[TX_Protocol.GAME_EVT_DRAW] = self.OnEventTakeCard
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self._eventmap[TX_Protocol.GAME_EVT_DISCARD_TIP] = self.OnEventOutHint
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self._eventmap[TX_Protocol.GAME_EVT_DISCARD] = self.OnEventOutCard
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self._eventmap[TX_Protocol.GAME_EVT_FZTIPS] = self.OnEventFzTips
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self._eventmap[TX_Protocol.GAME_EVT_ACTION] = self.OnEventFzAction
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self._eventmap[TX_Protocol.GAME_EVT_HU] = self.OnEventHu
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self._eventmap[TX_Protocol.GAME_EVT_RESULT1] = self.OneventResult1
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self._eventmap[TX_Protocol.GAME_EVT_RESULT2] = self.OnEventResult2
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self._eventmap[TX_Protocol.GAME_EVT_NIAO] = self.OnEventNiao
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self._eventmap[TX_Protocol.GAME_EVT_PIAOTIP] = self.OnEventPiaoTip
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self._eventmap[TX_Protocol.GAME_EVT_PIAO] = self.OnEventPiao
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self._eventmap[TX_Protocol.GAME_EVT_GANGZI] = self.OnEventGangCards
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self._eventmap[TX_Protocol.GAME_EVT_BUGANG] = self.OnEventBuGang
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end
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local __pre_delete_card = false
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-- 发送出牌指令到服务器
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function M:SendOutCard(card, callback)
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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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_client:send(TX_Protocol.GAME_DIS_CARD, _data)
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-- 进行预删牌处理
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local p = _room.self_player
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_room.curren_outcard_seat = -1
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list_remove(p.card_list, card)
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table.sort(p.card_list, ViewUtil.HandCardSort)
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p.hand_left_count = p.hand_left_count - 1
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if not p.outcard_list then p.outcard_list = {} end
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p.outcard_list[#p.outcard_list + 1] = card
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__pre_delete_card = true
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callback()
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end
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function M:SendGangCard(card)
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local _data = {}
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_data["card"] = card
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local _client = ControllerManager.GameNetClinet
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_client:send(TX_Protocol.GAME_EVT_DOGANG, _data)
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end
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function M:OnEventGangCards(evt_data)
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printlog("OnEventGangCards")
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pt(evt_data)
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DispatchEvent(self._dispatcher, TX_GameEvent.SendGangZi, evt_data["gangzi1"], evt_data["gangzi2"],
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evt_data["gangnum"], true)
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end
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function M:OnEventBuGang(evt_data)
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printlog("OnEventBuGang")
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pt(evt_data)
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DispatchEvent(self._dispatcher, TX_GameEvent.EventBuGang, evt_data["info"][1], evt_data["info"][2], true)
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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)
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local _data = {}
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_data["id"] = id
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local _client = ControllerManager.GameNetClinet
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_client:send(TX_Protocol.GAME_ACTION, _data)
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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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if not _room.room_config.piao_niao or _room.self_player.entrust then
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_room.curren_round = _room.curren_round + 1
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end
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if _room.curren_round > 0 then _room.playing = true end
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printlog("开始发牌===========>>>")
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pt(evt_data)
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local room = DataManager.CurrenRoom
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--printlog(evt_data.laiziCard)
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--printlog(evt_data.laiziCard2)
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--printlog(evt_data.laiziCardBefore)
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--printlog(evt_data.laiziCard2Before)
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DispatchEvent(self._dispatcher, TX_GameEvent.SendGangZi, 102, 103, 0, true)
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-- _room.SelfPlayer.AutoOutCard = false
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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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self._cacheEvent:Enqueue(function()
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_room.banker_seat = seat
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for i = 1, #_room.player_list do
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_room.player_list[i].hand_left_count = 13
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_room.player_list[i].fz_list = {}
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_room.player_list[i].card_list = {}
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end
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p.card_list = handcards
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self._room.self_player.hand_left_count = #handcards
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table.sort(handcards, ViewUtil.HandCardSort)
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DispatchEvent(self._dispatcher, TX_GameEvent.SendCards, p)
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end)
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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 ting_list = nil
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local p = self._room:GetPlayerBySeat(seat)
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self._cacheEvent:Enqueue(function()
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local _room = self._room
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_room.last_outcard_seat = seat
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if seat == _room.self_player.seat and __pre_delete_card then
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__pre_delete_card = false
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else
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if seat == _room.self_player.seat then
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list_remove(p.card_list, card)
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table.sort(p.card_list, ViewUtil.HandCardSort)
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end
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p.hand_left_count = p.hand_left_count - 1
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if not p.outcard_list then p.outcard_list = {} end
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p.outcard_list[#p.outcard_list + 1] = card
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DispatchEvent(self._dispatcher, TX_GameEvent.OutCard, p, card)
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end
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end)
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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 p = _room:GetPlayerBySeat(seat)
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self._cacheEvent:Enqueue(function()
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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.card_list[#_room.self_player.card_list + 1] = card
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-- table.sort( _room.self_player.card_list, ViewUtil.HandCardSort )
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end
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DispatchEvent(self._dispatcher, TX_GameEvent.GetCard, seat, card, left_count)
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end)
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end
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function M:OnEventOutHint(evt_data)
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self._cacheEvent:Enqueue(function()
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self._room.curren_outcard_seat = self._room.self_player.seat
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DispatchEvent(self._dispatcher, TX_GameEvent.OutHint)
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end)
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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(function()
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-- self._room.curren_outcard_seat = seat
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DispatchEvent(self._dispatcher, TX_GameEvent.EventTurn, seat)
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end)
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end
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function M:OnEventFzTips(evt_data)
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self._cacheEvent:Enqueue(function()
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local tiplist = FZTipList.new()
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local list = evt_data["tip_list"]
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local weight = evt_data["weight"]
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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.opcard = dtip["opcard"]
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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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-- tip.OpCard[3] = tip.Card
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-- table.sort(tip.OpCard)
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-- end
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tiplist:AddTip(tip)
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end
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DispatchEvent(self._dispatcher, TX_GameEvent.FZTips, tiplist, weight)
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end)
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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 type = 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 openkong = evt_data["openkong"]
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local p = _room:GetPlayerById(playerid)
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self._cacheEvent:Enqueue(function()
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local fz = nil
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local index = -1
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local ftype = type
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if (ftype == FZType.Gang_Peng) then
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for i = 1, #p.fz_list do
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if (p.fz_list[i].card == card) then
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p.fz_list[i].card = card
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fz = p.fz_list[i]
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fz.type = type
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index = i - 1
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break
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end
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end
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end
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fz = {}
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fz.card = card
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fz.type = type
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fz.active_card = actice_card
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if (index == -1) then
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if (ftype == FZType.Chi) then
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local data = {}
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data[1] = opcard[1]
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data[2] = card
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data[3] = opcard[2]
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fz.opcard = data
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end
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p.fz_list[#p.fz_list + 1] = fz
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end
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fz.from_seat = from_seat
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local remove_num = #opcard
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if (p == _room.self_player) then
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for i = 1, remove_num do
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list_remove(p.card_list, opcard[i])
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end
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end
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p.hand_left_count = p.hand_left_count - remove_num
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if from_seat ~= p.seat then
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-- if (fz.Type == FZType.Chi) then card = actice_card end
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local fp = _room:GetPlayerBySeat(from_seat)
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table.remove(fp.outcard_list, #fp.outcard_list)
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end
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DispatchEvent(self._dispatcher, TX_GameEvent.FangziAction, fz, p, index)
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end)
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end
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function M:OnEventHu(evt_data)
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local cards = evt_data["card"]
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local win_p = self._room:GetPlayerBySeat(evt_data["seat"])
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local lose_p = self._room:GetPlayerBySeat(evt_data["from_seat"])
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local win_card = evt_data["win_card"]
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local win_list = evt_data["win_list"]
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self._cacheEvent:Enqueue(function()
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win_p.card_list = cards
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table.sort(win_p.card_list, ViewUtil.HandCardSort)
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DispatchEvent(self._dispatcher, TX_GameEvent.ZPHuCard, evt_data["seat"], evt_data["from_seat"], win_card, cards,
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win_list)
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end)
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end
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function M:OneventResult1(evt_data)
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local over = evt_data.type
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printlog("OneventResult1")
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pt(evt_data)
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--0:小结算 1:小大结算 2:大结算
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self._room._reload_flag = false
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self._room.playing = false
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if 0 == over then
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local result = evt_data.result
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self._cacheEvent:Enqueue(function()
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for i = 1, #self._room.player_list do
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local p = self._room.player_list[i]
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p.hand_left_count = 0
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p.outcard_list = {}
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end
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DispatchEvent(self._dispatcher, TX_GameEvent.ZPResult1, result);
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end)
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elseif 1 == over or 2 == over then
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DataManager.CurrenRoom.Over = true
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ControllerManager.SetGameNetClient(nil, true)
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local total_result = evt_data.total_result
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local result = evt_data.result
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self._cacheEvent:Enqueue(function()
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DispatchEvent(self._dispatcher, TX_GameEvent.ZPResult2, result, total_result, over);
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end)
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end
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end
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-- function M:OnEventResult2(evt_data)
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-- DataManager.CurrenRoom.Over = true
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-- ControllerManager.SetGameNetClient(nil,true)
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-- local info_list = evt_data["info_list"]
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-- if self._result ~= nil then
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-- self._cacheEvent:Enqueue(function()
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-- self:OneventResult1(self._result)
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-- self._result = nil
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-- end)
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-- end
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-- self._cacheEvent:Enqueue(function()
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-- DispatchEvent(self._dispatcher,TX_GameEvent.ZPResult2, info_list)
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-- ControllerManager.ChangeController(LoddyController)
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-- end)
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-- end
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|
|
function M:OnEventNiao(evt_data)
|
|||
|
|
local list = evt_data["niao"]
|
|||
|
|
local start_seat = evt_data["start_seat"]
|
|||
|
|
self._cacheEvent:Enqueue(function()
|
|||
|
|
DispatchEvent(self._dispatcher, TX_GameEvent.EventNiao, list, start_seat)
|
|||
|
|
end)
|
|||
|
|
end
|
|||
|
|
|
|||
|
|
function M:OnEventPiaoTip()
|
|||
|
|
if ViewManager.GetCurrenView().dview_class == LobbyView then
|
|||
|
|
self:ReturnToRoom()
|
|||
|
|
return
|
|||
|
|
end
|
|||
|
|
|
|||
|
|
self._cacheEvent:Enqueue(function()
|
|||
|
|
if not self._room._reload_flag then
|
|||
|
|
self._room.curren_round = self._room.curren_round + 1
|
|||
|
|
end
|
|||
|
|
self._room.playing = true
|
|||
|
|
DispatchEvent(self._dispatcher, TX_GameEvent.EvnetPiaoTip, evt_data)
|
|||
|
|
end)
|
|||
|
|
end
|
|||
|
|
|
|||
|
|
function M:OnEventPiao(evt_data)
|
|||
|
|
self._cacheEvent:Enqueue(function()
|
|||
|
|
DispatchEvent(self._dispatcher, TX_GameEvent.EvnetPiao, evt_data.seat, evt_data.num)
|
|||
|
|
end)
|
|||
|
|
end
|
|||
|
|
|
|||
|
|
function M:GetPosString(seat)
|
|||
|
|
if DataManager.CurrenRoom.room_config.people_num ~= 4 then return "" end
|
|||
|
|
if seat == 1 then
|
|||
|
|
return "北"
|
|||
|
|
elseif seat == 2 then
|
|||
|
|
return "西"
|
|||
|
|
elseif seat == 3 then
|
|||
|
|
return "南"
|
|||
|
|
elseif seat == 4 then
|
|||
|
|
return "东"
|
|||
|
|
end
|
|||
|
|
end
|
|||
|
|
|
|||
|
|
function M:Discard(card)
|
|||
|
|
local _data = {}
|
|||
|
|
_data["card"] = card
|
|||
|
|
local _room = self._room
|
|||
|
|
local _client = ControllerManager.GameNetClinet
|
|||
|
|
-- list_remove(_room.SelfPlayer.Cards,card)
|
|||
|
|
-- table.sort(_room.SelfPlayer.Cards)
|
|||
|
|
_client:send(Protocol.Game_Da, _data)
|
|||
|
|
end
|
|||
|
|
|
|||
|
|
return M
|