hengyang_client/lua_probject/extend_project/extend/zipai/fulushou/EXGameController.lua

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local RB_Protocol = import(".Protocol")
local FZTipList = import(".main.FZData")
local RB_GameEvent = import(".RunBeard_GameEvent")
local M = {}
--- Create a new HZ_GameController
function M.new()
setmetatable(M, { __index = GameController })
local self = setmetatable({}, { __index = M })
self:init("福禄寿")
self.class = "RB_GameController"
return self
end
function M:init(name)
GameController.init(self, name)
self._eventmap[RB_Protocol.GAME_EVT_PLAYER_DEAL] = self.OnEventSendCards
self._eventmap[RB_Protocol.GAME_EVT_CHANGE_ACTIVE_PLAYER] = self.OnEventTurn
self._eventmap[RB_Protocol.GAME_EVT_DRAW] = self.OnEventTakeCard
self._eventmap[RB_Protocol.GAME_EVT_DISCARD_TIP] = self.OnEventOutHint
self._eventmap[RB_Protocol.GAME_EVT_DISCARD] = self.OnEventOutCard
self._eventmap[RB_Protocol.GAME_EVT_FZTIPS] = self.OnEventFzTips
self._eventmap[RB_Protocol.GAME_EVT_ACTION] = self.OnEventFzAction
self._eventmap[RB_Protocol.GAME_EVT_HU] = self.OnEventHu
self._eventmap[RB_Protocol.GAME_EVT_RESULT1] = self.OneventResult1
self._eventmap[RB_Protocol.GAME_EVT_QIPAI] = self.OnEventQIPAI
--self._eventmap[RB_Protocol.GAME_EVT_ADD_CARD] = self.OnAddCard
self._eventmap[RB_Protocol.GAME_EVT_Piao_Tip] = self.OnPiaoTip
self._eventmap[RB_Protocol.GAME_EVT_Piao_Action] = self.OnPiaoAction
self._eventmap[RB_Protocol.GAME_EVENT_XIPAI] = self.OnEventXiPai
self._eventmap[RB_Protocol.GAME_EVENT_NOTIFY_XIPAI] = self.OnEventXiPaiAnim
end
function M:SendXiPaiAction(callBack)
local _data = {}
local _client = ControllerManager.GameNetClinet
_client:send(RB_Protocol.GAME_XIPAI, _data)
self.XiPaiCallBack = callBack
end
function M:OnEventXiPai(evt_data)
if evt_data["result"] == 0 then
if self.XiPaiCallBack then
self.XiPaiCallBack()
end
else
ViewUtil.ErrorTip(1000000, "申请洗牌失败")
end
end
function M:OnEventXiPaiAnim(evt_data)
printlog("洗牌动画===》》》》")
pt(evt_data)
local playeridList = evt_data["list"]
local my_isXiPai = false
local other_isXiPai = false
if playeridList and #playeridList > 0 then
for i = 1, #playeridList do
local p = self._room:GetPlayerById(playeridList[i])
if p == self._room.self_player then
my_isXiPai = true
else
other_isXiPai = true
end
end
end
self._cacheEvent:Enqueue(function()
DispatchEvent(self._dispatcher, RB_GameEvent.EventXiPai, my_isXiPai, other_isXiPai)
end)
end
-- 发送出牌指令到服务器
function M:SendOutCard(card)
local _data = {}
_data["card"] = card
local _room = self._room
local _client = ControllerManager.GameNetClinet
if _client ~= nil then
_client:send(RB_Protocol.GAME_DIS_CARD, _data)
end
end
--GAME_CHANGE_CARD GAME_DIS_CARD
function M:SendChangeCards(card_list)
local _data = {}
if card_list then
_data["card_list"] = card_list
else
_data["card_list"] = {}
end
local _client = ControllerManager.GameNetClinet
if _client ~= nil then
_client:send(RB_Protocol.GAME_CHANGE_CARD, _data)
end
end
function M:SendChangeTypeFace(TypeFace)
-- body
local _data = {}
_data["typeface"] = TypeFace
local _client = ControllerManager.GameNetClinet
if _client ~= nil then
_client:send(RB_Protocol.GAME_CHANGE_TYPEfACE, _data)
end
end
function M:ConformToNextGame()
local _client = ControllerManager.GameNetClinet
if _client ~= nil then
_client:send(RB_Protocol.GAME_EVT_CHUI)
end
end
-- 发送放子选择到服务器
function M:SendAction(id, num)
local _data = {}
_data["id"] = id
if num ~= nil then
_data["biid"] = num
end
local _client = ControllerManager.GameNetClinet
if _client ~= nil then
_client:send(RB_Protocol.GAME_ACTION, _data)
end
end
function M:SendPiao(piao, callBack)
local _data = {}
_data["id"] = piao
local _client = ControllerManager.GameNetClinet
_client:send(RB_Protocol.GAME_EVT_Send_Piao, _data)
self.PiaoTipsCallBack = callBack
end
function M:OnPiaoTip(evt_data)
if ViewManager.GetCurrenView().dview_class == LobbyView then
self:ReturnToRoom()
return
end
printlog("飘分提示===>>>>")
pt(evt_data)
local piao = evt_data["piao"]
local reload = evt_data["reload"]
local last_piao = evt_data["last_piao"]
local last_winer = evt_data["last_winer"]
self._cacheEvent:Enqueue(
function()
DispatchEvent(self._dispatcher, RB_GameEvent.OnPiaoTips, piao, reload, last_piao, last_winer)
ControllerManager.IsSendCard = true
end
)
end
function M:OnPiaoAction(evt_data)
local seat = evt_data["seat"]
local piao = evt_data["piao"]
if seat == DataManager.CurrenRoom.self_player.seat then
if self.PiaoTipsCallBack then
self.PiaoTipsCallBack()
self.PiaoTipsCallBack = nil
end
end
self._cacheEvent:Enqueue(
function()
DispatchEvent(self._dispatcher, RB_GameEvent.OnPiaoAction, seat, piao)
end
)
end
function M:OnEventSendCards(evt_data)
printlog("发牌事件===》》》")
pt(evt_data)
if ViewManager.GetCurrenView().dview_class == LobbyView then
self:ReturnToRoom()
return
end
local _room = self._room
_room.curren_round = _room.curren_round + 1
if _room.curren_round > 0 then _room.playing = true end
local handcards = {}
if evt_data.card_list and #evt_data.card_list > 0 then
handcards = evt_data["card_list"]
else
ViewUtil.ErrorTip(100000, "发牌数据异常")
end
local p = _room.self_player
local seat = nil
if evt_data.bank_seat then
seat = evt_data["bank_seat"]
else
ViewUtil.ErrorTip(100001, "发牌座位异常")
end
_room.banker_seat = seat
for i = 1, #_room.player_list do
_room.self_player.handcard_list = {}
_room.self_player.card_list = {}
_room.player_list[i].hand_left_count = 18
_room.player_list[i].fz_list = {}
_room.player_list[i].card_list = {}
_room.player_list[i].outcard_list = {}
_room.player_list[i].hu_xi = 0
end
self._cacheEvent:Enqueue(function()
_room.self_player.handcard_list = handcards
self._room.self_player.hand_left_count = #handcards
DispatchEvent(self._dispatcher, RB_GameEvent.SendCards, p)
-- print("发牌结束=====打开标志")
ControllerManager.IsSendCard = true
end)
end
function M:OnEventOutCard(evt_data)
printlog("出牌===>>>")
pt(evt_data)
local seat = evt_data["seat"]
local card = evt_data["card"]
local p = self._room:GetPlayerBySeat(seat)
self._cacheEvent:Enqueue(function()
local _room = self._room
if (seat == _room.self_player.seat) then
list_remove(_room.self_player.handcard_list, card)
end
p.DiceCard = card
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, RB_GameEvent.OutCard, p, card)
end)
end
function M:OnEventQIPAI(evt_data)
printlog("弃牌===>>>")
local seat = evt_data["seat"]
local card = evt_data["card"]
local p = self._room:GetPlayerBySeat(seat)
self._cacheEvent:Enqueue(function()
local _room = self._room
if (not p.outcard_list) then p.outcard_list = {} end
p.outcard_list[#p.outcard_list + 1] = card
DispatchEvent(self._dispatcher, RB_GameEvent.QiCard, seat, card)
end)
end
function M:OnEventTakeCard(evt_data)
printlog("抓牌====>>>>")
pt(evt_data)
self._room.self_player.CardTingList = {}
self._room.self_player.allTingPaiList = {}
self._room.self_player.tingPaiList = evt_data.ting_list
if evt_data.ting_list and #evt_data.ting_list > 0 then
local tempTingList = {}
local tempCardTingList = {}
for i = 1, #DataManager.CurrenRoom.self_player.tingPaiList do
local tempCard = DataManager.CurrenRoom.self_player.tingPaiList[i].card
local tempV = DataManager.CurrenRoom.self_player.tingPaiList[i].value
tempCardTingList[tempCard] = tempV
if tempV and #tempV > 0 then
for j = 1, #tempV do
if IsHasDictionary(tempV[j], tempTingList) == false then
table.insert(tempTingList, tempV[j])
end
end
end
end
if #tempTingList > 0 then
DispatchEvent(self._dispatcher, RB_GameEvent.TuoGuanTipsEvt, true)
self._room.self_player.allTingPaiList = tempTingList
self._room.self_player.CardTingList = tempCardTingList
--pt(tempCardTingList)
end
else
DispatchEvent(self._dispatcher, RB_GameEvent.TuoGuanTipsEvt, false)
end
----------
local _room = self._room
local seat = evt_data["seat"]
local card = evt_data["card"]
local left_count = evt_data["left_count"]
local handcard_list = evt_data["card_list"]
local outcard_list = evt_data["outcard_list"]
local p = _room:GetPlayerBySeat(seat)
p.hand_left_count = p.hand_left_count + 1
if seat == _room.self_player.seat then
self._cacheEvent:Enqueue(function()
if card ~= 0 then
p.DiceCard = card
end
if (seat == _room.self_player.seat) then
p.hand_left_count = #handcard_list
--_room.self_player.handcard_list[#_room.self_player.handcard_list+1] = card
_room.self_player.handcard_list = handcard_list
end
p.outcard_list = outcard_list
DispatchEvent(self._dispatcher, RB_GameEvent.GetCard, seat, card, left_count)
end)
else
DispatchEvent(self._dispatcher, RB_GameEvent.ShowremainCard, seat, left_count)
end
end
function M:OnAddCard(evt_data)
local _room = self._room
local seat = evt_data["seat"]
local card = evt_data["card"]
local p = _room:GetPlayerBySeat(seat)
self._cacheEvent:Enqueue(function()
p.DiceCard = 0
p.hand_left_count = p.hand_left_count + 1
if (seat == _room.self_player.seat) then
_room.self_player.handcard_list[#_room.self_player.handcard_list + 1] = card
end
DispatchEvent(self._dispatcher, RB_GameEvent.AddCard, seat, card)
end)
end
function M:OnEventOutHint(evt_data)
printlog("出牌提示事件===》》》")
pt(evt_data)
self._cacheEvent:Enqueue(function()
DispatchEvent(self._dispatcher, RB_GameEvent.OutHint)
end)
end
function M:OnEventTurn(evt_data)
local seat = evt_data["seat"]
self._cacheEvent:Enqueue(function()
DispatchEvent(self._dispatcher, RB_GameEvent.EventTurn, seat)
end)
end
function M:OnEventFzTips(evt_data)
printlog("放子提示事件===》》》")
pt(evt_data)
self._cacheEvent:Enqueue(function()
local tiplist = FZTipList.new()
local list = evt_data["tip_list"]
--local uid = evt_data["uid"]
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.bi_list = dtip["bi_list"]
if (dtip["opcard"]) then
local opcard = dtip["opcard"]
tip.OpCard = opcard
table.sort(tip.OpCard)
tip.OpCard[3] = tip.Card
end
tiplist:AddTip(tip)
end
DispatchEvent(self._dispatcher, RB_GameEvent.FZTips, tiplist)
end)
end
function M:OnEventFzAction(evt_data)
GameController.OnEventFzAction(self, evt_data)
printlog("放子行为事件===》》》")
pt(evt_data)
self._room.self_player.CardTingList = {}
self._room.self_player.allTingPaiList = {}
self._room.self_player.tingPaiList = evt_data.ting_list
if evt_data.ting_list and #evt_data.ting_list > 0 then
local tempTingList = {}
local tempCardTingList = {}
for i = 1, #DataManager.CurrenRoom.self_player.tingPaiList do
local tempCard = DataManager.CurrenRoom.self_player.tingPaiList[i].card
local tempV = DataManager.CurrenRoom.self_player.tingPaiList[i].value
tempCardTingList[tempCard] = tempV
if tempV and #tempV > 0 then
for j = 1, #tempV do
if IsHasDictionary(tempV[j], tempTingList) == false then
table.insert(tempTingList, tempV[j])
end
end
end
end
if #tempTingList > 0 then
DispatchEvent(self._dispatcher, RB_GameEvent.TuoGuanTipsEvt, true)
self._room.self_player.allTingPaiList = tempTingList
self._room.self_player.CardTingList = tempCardTingList
--pt(tempCardTingList)
end
else
DispatchEvent(self._dispatcher, RB_GameEvent.TuoGuanTipsEvt, false)
end
---------
local _room = self._room
_room.self_player.currentNotPutCardList = evt_data["notput"]
local playerid = evt_data["playerid"]
local card = evt_data["card"]
local ftype = evt_data["type"]
local from_seat = evt_data["from_seat"]
local opcard = evt_data["opcard"]
local outcard_list = evt_data["outcard_list"]
local huxi = evt_data["hu_xi"]
local actice_card = membe_clone(opcard)
table.insert(actice_card, card)
local p = _room:GetPlayerById(playerid)
self._cacheEvent:Enqueue(function()
local isNeedDelHandCard = 0
p.hu_xi = huxi
local fz = {}
fz.card = card
fz.type = ftype
fz.active_card = actice_card
fz.from_seat = from_seat
fz.opcard = opcard
local remove_num = #opcard
if ftype == RB_FZTypeFLS.Chi then
p.fz_list[#p.fz_list + 1] = fz
if (p == _room.self_player) then
for i = 1, remove_num do
list_remove(_room.self_player.handcard_list, opcard[i])
end
end
elseif ftype == RB_FZTypeFLS.Peng then
p.fz_list[#p.fz_list + 1] = fz
if (p == _room.self_player) then
for i = 1, remove_num do
list_remove(_room.self_player.handcard_list, opcard[i])
end
end
elseif ftype == RB_FZTypeFLS.Gang or ftype == RB_FZTypeFLS.SGang or ftype == RB_FZTypeFLS.Zhao or ftype == RB_FZTypeFLS.SZhao then
p.fz_list[#p.fz_list + 1] = fz
if (p == _room.self_player) then
for i = 1, remove_num do
list_remove(_room.self_player.handcard_list, opcard[i])
end
end
end
p.tempOutcartList = outcard_list
p.hand_left_count = p.hand_left_count - remove_num
DispatchEvent(self._dispatcher, RB_GameEvent.FangziAction, fz, p)
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"])
-- -- print(win_p.hand_left_count)
self._cacheEvent:Enqueue(function()
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)
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
self._cacheEvent:Enqueue(function()
DispatchEvent(self._dispatcher, RB_GameEvent.ZPResult2, result, total_result, over);
end)
end
end
return M