471 lines
13 KiB
Go
471 lines
13 KiB
Go
package entertainment
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import (
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"fmt"
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"go_dreamfactory/comm"
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"go_dreamfactory/lego/sys/timewheel"
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"go_dreamfactory/modules"
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"go_dreamfactory/pb"
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"time"
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"go.mongodb.org/mongo-driver/bson/primitive"
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"google.golang.org/protobuf/proto"
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)
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const (
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MaxPs = 2 // 最大体力
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//MaxRound = 7 // 最大回合数
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MaxTime = 1800 // 游戏操作时间
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)
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//游戏房间
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type Room struct {
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modules.ModuleBase
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Id string // 房间id
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szSession []comm.IUserSession
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player1 *pb.PlayerData // 玩家1
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player2 *pb.PlayerData // 玩家2
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chessboard *MapData
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module *Entertainment
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round int32 // 轮数
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operatetimer *timewheel.Task //操作倒计时定时器
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curPower string // 当前操作的玩家
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NexPower string // 下一个操作的玩家
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MaxRound int32
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rd1 bool
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rd2 bool
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}
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func (this *Room) operateTimeOut(task *timewheel.Task, args ...interface{}) {
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if this.player1.Uid == this.curPower { // 给玩家2
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this.player1.Ps--
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if this.player1.Ps <= 0 { // 体力消耗完权限给下一个人
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this.NexPower = this.player2.Uid
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this.player2.Ps = MaxPs // 恢复体力
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}
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} else { // 权限给1号玩家
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this.player2.Ps--
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if this.player2.Ps <= 0 {
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this.curPower = this.player1.Uid
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this.player1.Ps = MaxPs // 恢复体力
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}
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}
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if this.curPower != this.NexPower { // 变更权限的适合
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this.round++
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if this.operatetimer != nil {
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timewheel.Remove(this.operatetimer)
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} // 回合+1
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this.operatetimer = timewheel.Add(time.Second*MaxTime, this.operateTimeOut) // 开启新的定时器
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}
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var szMap []*pb.MapData
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szMap = append(szMap, &pb.MapData{
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Data: this.chessboard.Plat,
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})
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if err := this.module.SendMsgSyncToSession(string(this.module.GetType()), "operatorrst", &pb.EntertainOperatorRstPush{
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Mpadata: szMap,
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Power: this.NexPower,
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Curpower: this.curPower,
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Score: 0,
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Round: this.round,
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User1: this.player1,
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User2: this.player2,
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Itype: 0,
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Curid: 0,
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Targetid: 0,
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}, this.szSession...); err != nil {
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this.Errorln(err)
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}
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// 变更权限
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this.curPower = this.NexPower
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if this.round > this.MaxRound { // 游戏结束
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this.GameOver()
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return
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}
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}
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func (this *Room) InitRoom(module *Entertainment, p1 *pb.PlayerData, p2 *pb.PlayerData) *Room {
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var room *Room
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this.module = module
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this.chessboard = new(MapData)
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this.chessboard.InitMap(module) // 初始化棋盘
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if s1, ok := this.module.GetUserSession(p1.Uid); !ok {
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this.module.PutUserSession(s1)
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} else {
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this.szSession = append(this.szSession, s1.Clone())
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}
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if p2.Uid != "999" { // 是否是机器人
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if s2, ok := this.module.GetUserSession(p2.Uid); !ok {
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this.module.PutUserSession(s2)
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} else {
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this.szSession = append(this.szSession, s2.Clone())
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}
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}
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this.MaxRound = module.ModuleTools.GetGlobalConf().ConsumeRounds
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room = &Room{
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ModuleBase: modules.ModuleBase{},
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Id: primitive.NewObjectID().Hex(),
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szSession: this.szSession,
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player1: p1,
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player2: p2,
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chessboard: this.chessboard,
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module: module,
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round: 1,
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MaxRound: this.MaxRound,
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}
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if err := this.module.SendMsgSyncToSession(string(this.module.GetType()), "enterroom", &pb.EntertainEnterRoomPush{
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Rooid: room.Id,
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Servepath: fmt.Sprintf("%s/%s", this.module.service.GetType(), this.module.service.GetId()),
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User1: room.player1,
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User2: room.player2,
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}, this.szSession...); err != nil {
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this.Errorln(err)
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}
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return room
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}
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// AI 操作了
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func (this *Room) AiOperator() {
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var (
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curScore int32
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szMap []*pb.MapData
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bAddPs bool
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oid1 int32
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oid2 int32
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)
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this.player2.Ps--
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if this.player2.Ps <= 0 { // 权限给下一个人
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this.NexPower = this.player1.Uid
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}
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this.player1.Ps = MaxPs
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// 交换元素
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szMap, oid1, oid2, bAddPs = this.chessboard.AiSwapGirde()
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if this.NexPower != this.curPower {
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this.round++
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}
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for _, v := range szMap { //
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//if v.CurEnergy > 0 {
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this.player2.Energy += v.CurEnergy
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v.CurEnergy = this.player2.Energy
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//}
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curScore += v.CurSocre
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this.player2.Score += v.CurSocre
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v.CurSocre = this.player2.Score
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}
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if bAddPs {
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this.player2.Ps++
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if this.player2.Ps > MaxPs {
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this.player2.Ps = MaxPs
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}
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}
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this.player2.Score += curScore
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// 广播消息
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if err := this.module.SendMsgSyncToSession(string(this.module.GetType()), "operatorrst", &pb.EntertainOperatorRstPush{
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Mpadata: szMap,
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Power: this.NexPower,
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Curpower: this.curPower,
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Score: curScore,
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Round: this.round,
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User1: this.player1,
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User2: this.player2,
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Itype: 0,
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Curid: oid1,
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Targetid: oid2,
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}, this.szSession...); err != nil {
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this.Errorln(err)
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}
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if this.round > this.MaxRound { // 游戏结束
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this.GameOver()
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return
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}
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this.curPower = this.NexPower
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if len(this.szSession) == 1 && this.curPower == this.player2.Uid {
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this.AiOperator()
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}
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}
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func (this *Room) ReceiveMessage(session comm.IUserSession, stype string, msg proto.Message) (errdata *pb.ErrorData) {
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switch stype {
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case "operator": // 操作消息
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var (
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curScore int32 // 该次操作的得分
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AIOperator bool
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oid1 int32 // 唯一id
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oid2 int32
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color int32 // 校验消除的颜色
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bAddPs bool
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)
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var szMap []*pb.MapData
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req := msg.(*pb.EntertainOperatorReq)
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if session.GetUserId() != this.curPower { // 校验是不是你的权限
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errdata = &pb.ErrorData{
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Code: pb.ErrorCode_EntertainNoPower,
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Title: pb.ErrorCode_EntertainNoPower.ToString(),
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}
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return
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}
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if this.curPower == this.player1.Uid {
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color = 1
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} else {
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color = 2
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}
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if req.Itype == 1 { //释放技能
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// 能量校验
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if color == 1 { // 玩家1 放技能
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conf, err := this.module.configure.GetGameConsumeHero(this.player1.Cardid)
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if err != nil {
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errdata = &pb.ErrorData{
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Code: pb.ErrorCode_EntertainNoHeroSkill,
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Title: pb.ErrorCode_EntertainNoHeroSkill.ToString(),
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}
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return
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}
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if this.player1.Energy >= conf.Skillload {
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this.player1.Energy = 0 // 清零
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if m := this.chessboard.SkillUp(conf.Skilleffect, conf.Skillvalue); len(m) > 0 {
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szMap = append(szMap, m...)
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} else {
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szMap = append(szMap, &pb.MapData{
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Data: this.chessboard.GetPalatData(),
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})
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}
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for _, v := range szMap {
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curScore += v.CurSocre
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this.player1.Score += v.CurSocre
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v.CurSocre = this.player1.Score
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}
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} else {
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errdata = &pb.ErrorData{
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Code: pb.ErrorCode_EntertainNoEnergy,
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Title: pb.ErrorCode_EntertainNoEnergy.ToString(),
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}
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return
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}
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this.NexPower = this.curPower
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} else {
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conf, err := this.module.configure.GetGameConsumeHero(this.player2.Cardid)
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if err != nil {
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errdata = &pb.ErrorData{
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Code: pb.ErrorCode_EntertainNoHeroSkill,
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Title: pb.ErrorCode_EntertainNoHeroSkill.ToString(),
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}
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return
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}
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if this.player2.Energy >= conf.Skillload {
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this.player2.Energy = 0 // 清零
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if m := this.chessboard.SkillUp(conf.Skilleffect, conf.Skillvalue); len(m) > 0 {
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szMap = append(szMap, m...)
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} else {
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szMap = append(szMap, &pb.MapData{
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Data: this.chessboard.GetPalatData(),
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})
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}
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for _, v := range szMap {
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curScore += v.CurSocre
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this.player2.Score += v.CurSocre
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v.CurSocre = this.player2.Score
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}
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} else {
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errdata = &pb.ErrorData{
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Code: pb.ErrorCode_EntertainNoEnergy,
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Title: pb.ErrorCode_EntertainNoEnergy.ToString(),
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}
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return
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}
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this.NexPower = this.curPower
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}
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if err := this.module.SendMsgSyncToSession(string(this.module.GetType()), "operatorrst", &pb.EntertainOperatorRstPush{
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Mpadata: szMap,
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Power: this.NexPower,
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Curpower: this.curPower,
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Score: curScore,
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Round: this.round,
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User1: this.player1,
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User2: this.player2,
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Itype: req.Itype,
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Curid: oid1,
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Targetid: oid2,
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}, this.szSession...); err != nil {
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this.Errorln(err)
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}
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return
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}
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oid1 = this.chessboard.Plat[req.Curid].Oid
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oid2 = this.chessboard.Plat[req.Targetid].Oid
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// 交换元素
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if b := this.chessboard.SwapGirde(req.Curid, req.Targetid); !b { // 交换格子
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errdata = &pb.ErrorData{
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Code: pb.ErrorCode_EntertainCantSwap, // 不能交换 直接返回
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Title: pb.ErrorCode_EntertainCantSwap.ToString(),
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}
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return
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}
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if m, b := this.chessboard.CheckMap(color, true); len(m) > 0 {
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// curScore += score
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szMap = append(szMap, m...)
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bAddPs = b
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} else { // 不能消除
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this.chessboard.SwapGirde(req.Targetid, req.Curid) // 换到原来的位置
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errdata = &pb.ErrorData{
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Code: pb.ErrorCode_EntertainCantSwap, // 不能交换 直接返回
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Title: pb.ErrorCode_EntertainCantSwap.ToString(),
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}
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return
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}
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if this.curPower == this.player1.Uid { //权限校验
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this.player1.Score += curScore
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this.player1.Ps--
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if bAddPs {
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this.player1.Ps++
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if this.player1.Ps > MaxPs {
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this.player1.Ps = MaxPs
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}
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}
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this.player2.Ps = MaxPs
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} else { // this.curPower == this.player2.Uid
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this.player2.Score += curScore
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this.player2.Ps--
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if bAddPs {
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this.player2.Ps++
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if this.player2.Ps > MaxPs {
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this.player2.Ps = MaxPs
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}
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}
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this.player1.Ps = MaxPs
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}
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for _, v := range szMap { //
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curScore += v.CurSocre
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if color == 1 {
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this.player1.Score += v.CurSocre
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v.CurSocre = this.player1.Score
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//if v.CurEnergy > 0 {
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this.player1.Energy += v.CurEnergy
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v.CurEnergy = this.player1.Energy
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//}
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} else {
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this.player2.Score += v.CurSocre
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v.CurSocre = this.player2.Score
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//if v.CurEnergy > 0 {
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this.player2.Energy += v.CurEnergy
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v.CurEnergy = this.player2.Energy
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//}
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}
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}
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if this.player1.Ps <= 0 { // 权限给下一个人
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this.NexPower = this.player2.Uid
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if len(this.szSession) == 1 { // 校验2号玩家是不是AI
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AIOperator = true
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}
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}
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if this.player2.Ps <= 0 { // 权限给下一个人
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this.NexPower = this.player1.Uid
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}
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if this.NexPower != this.curPower {
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this.round++
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if this.operatetimer != nil {
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timewheel.Remove(this.operatetimer)
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this.operatetimer = timewheel.Add(time.Second*MaxTime, this.operateTimeOut) // 开启新的定时器
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}
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}
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// 广播消息
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if err := this.module.SendMsgSyncToSession(string(this.module.GetType()), "operatorrst", &pb.EntertainOperatorRstPush{
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Mpadata: szMap,
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Power: this.NexPower,
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Curpower: this.curPower,
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Score: curScore,
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Round: this.round,
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User1: this.player1,
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User2: this.player2,
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Itype: req.Itype,
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Curid: oid1,
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Targetid: oid2,
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}, this.szSession...); err != nil {
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this.Errorln(err)
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}
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if this.round > this.MaxRound && this.NexPower == this.player1.Uid { // 游戏结束
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this.GameOver()
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return
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}
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// 变更权限
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this.curPower = this.NexPower
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if AIOperator { // AI操作
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this.AiOperator()
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}
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case "ready":
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if len(this.szSession) == 1 { // AI对战的话直接开始游戏
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this.NexPower = this.player1.Uid
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this.curPower = this.player1.Uid
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this.player1.Ps = MaxPs
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this.player2.Ps = MaxPs
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if err := this.module.SendMsgSyncToSession(string(this.module.GetType()), "startgame", &pb.EntertainStartGamePush{
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User1: this.player1,
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User2: this.player2,
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Mpadata: &pb.MapData{Data: this.chessboard.Plat},
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Power: this.NexPower,
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Round: this.round,
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Roomid: this.Id, // 房间ID
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}, this.szSession...); err != nil {
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this.Errorln(err)
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}
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this.operatetimer = timewheel.Add(time.Second*MaxTime, this.operateTimeOut)
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} else {
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if this.player1.Uid == session.GetUserId() {
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this.rd1 = true
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} else if this.player2.Uid == session.GetUserId() {
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this.rd2 = true
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}
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if this.rd1 && this.rd2 { // 两个玩家都准备好了 那么就开始游戏
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this.NexPower = this.player1.Uid
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this.curPower = this.player1.Uid
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this.player1.Ps = MaxPs
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this.player2.Ps = MaxPs
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if err := this.module.SendMsgSyncToSession(string(this.module.GetType()), "startgame", &pb.EntertainStartGamePush{
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User1: this.player1,
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User2: this.player2,
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Mpadata: &pb.MapData{Data: this.chessboard.Plat},
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Power: this.NexPower,
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Round: this.round,
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Roomid: this.Id,
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}, this.szSession...); err != nil {
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this.Errorln(err)
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}
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this.operatetimer = timewheel.Add(time.Second*MaxTime, this.operateTimeOut)
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}
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}
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}
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return
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}
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// 游戏结束
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func (this *Room) GameOver() (errdata *pb.ErrorData) {
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if this.operatetimer != nil {
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timewheel.Remove(this.operatetimer)
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}
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this.module.SendMsgSyncToSession(string(this.module.GetType()), "gameover", &pb.EntertainGameOverPush{
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User1: this.player1,
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User2: this.player2,
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Mpadata: &pb.MapData{
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Data: this.chessboard.Plat,
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},
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Power: "", // 清理权限
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Round: this.round,
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}, this.szSession...)
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return
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}
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