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