723 lines
21 KiB
Go
723 lines
21 KiB
Go
package entertainment
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import (
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"errors"
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"fmt"
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"go_dreamfactory/comm"
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"go_dreamfactory/lego/sys/event"
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"go_dreamfactory/lego/sys/timewheel"
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"go_dreamfactory/pb"
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"go_dreamfactory/sys/configure"
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cfg "go_dreamfactory/sys/configure/structs"
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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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)
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//游戏房间
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type Room struct {
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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 // 地图数据
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module *Entertainment
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round int32 // 当前轮数
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closeRoomTimer *timewheel.Task //房间解散倒计时定时器
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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 // 最大回合数
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rd1 bool // 玩家1 是否准备
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rd2 bool // 玩家2 是否准备
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Status int32 //房间游戏状态 0未开始 1 已开始 2 已结束
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RoomType int32 // 房间类型 1 是好友创房 0对战 2 AI 对战
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MaxTime int32 // 操作时间
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Playtype int32 //当前房间玩法
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}
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func (this *Room) CloseRoomTimeOut(task *timewheel.Task, args ...interface{}) {
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fmt.Printf("解散房间超时+++++%d\n", time.Now().Unix()) //倒计时结束还没结束基本是游戏异常 直接清理房间
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this.ModifyUserRoomInfoData(false)
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}
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// 随机一个玩法
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func (this *Room) RandomPlayType() (itype int32) {
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var weight []int32 // 权重
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// 开始随机玩法
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list := this.module.configure.GetGameConsumeIntegral()
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for _, v := range list {
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weight = append(weight, v.Weight)
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}
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itype = list[comm.GetRandW(weight)].Key
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return
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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.Playtype = this.RandomPlayType()
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this.chessboard.InitMap(module, this.Playtype) // 初始化棋盘
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if s1, ok := this.module.GetUserSession(p1.Userinfo.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.Userinfo.Uid != "999" { // 是否是机器人
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if s2, ok := this.module.GetUserSession(p2.Userinfo.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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} else {
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this.RoomType = 2
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}
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this.MaxRound = module.ModuleTools.GetGlobalConf().ConsumeRounds
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room = &Room{
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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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Status: 0,
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Playtype: this.Playtype,
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RoomType: this.RoomType,
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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.module.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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// 交换元素
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szMap, oid1, oid2, bAddPs = this.chessboard.AiSwapGirde()
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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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if this.player2.Ps <= 0 { // 权限给下一个人
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this.NexPower = this.player1.Userinfo.Uid
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this.player1.Ps = MaxPs
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this.round++
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}
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// 校验下次是不是消除
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if !this.chessboard.CheckAndRefreshPlat() {
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this.chessboard.RedsetPlatData()
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szMap = append(szMap, &pb.MapData{
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Data: this.chessboard.GetPalatData(),
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ChangeType: 1,
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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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this.player2.Energy += v.CurEnergy
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v.CurEnergy = this.player2.Energy
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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: 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.module.Errorln(err)
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}
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if this.round > this.MaxRound { // 游戏结束
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if this.player1.Score == this.player2.Score {
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this.MaxRound += 1 // 增加一回合
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} else {
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this.GameOver()
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}
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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.Userinfo.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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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.Userinfo.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(req.Curid, color, conf.Skilleffect, conf.Skillvalue, true); 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(0, color, conf.Skilleffect, conf.Skillvalue, true); 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.module.Errorln(err)
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}
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return
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}
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if req.Itype == 0 && req.Curid == 0 && req.Targetid == 0 {
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if this.curPower == this.player1.Userinfo.Uid {
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this.NexPower = this.player2.Userinfo.Uid
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this.player2.Ps = 2
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this.player1.Ps = 0
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}
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if this.curPower == this.player2.Userinfo.Uid {
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this.NexPower = this.player1.Userinfo.Uid
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this.player1.Ps = 2
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this.player2.Ps = 0
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}
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} else {
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bCanChange := false
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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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if b, m := this.chessboard.CheckSpecialElemChange(req.Curid, req.Targetid, color); !b {
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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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} else {
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bCanChange = true
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szMap = append(szMap, m...)
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}
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if m, b := this.chessboard.CheckMap(color, true); len(m) > 0 {
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szMap = append(szMap, m...)
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bAddPs = b
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bCanChange = true
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}
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if !bCanChange { // 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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// 校验下次是不是消除
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if !this.chessboard.CheckAndRefreshPlat() {
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this.chessboard.RedsetPlatData()
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szMap = append(szMap, &pb.MapData{
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Data: this.chessboard.GetPalatData(),
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ChangeType: 1,
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})
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}
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if this.curPower == this.player1.Userinfo.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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if this.player1.Ps <= 0 {
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this.NexPower = this.player2.Userinfo.Uid
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this.player2.Ps = MaxPs
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}
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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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if this.player2.Ps <= 0 {
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this.NexPower = this.player1.Userinfo.Uid
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this.player1.Ps = MaxPs
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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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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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this.player1.Energy += v.CurEnergy
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v.CurEnergy = this.player1.Energy
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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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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.NexPower == this.player1.Userinfo.Uid && this.NexPower != this.curPower {
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this.round++
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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.module.Errorln(err)
|
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}
|
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if this.round > this.MaxRound { // 游戏结束
|
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if this.player1.Score == this.player2.Score {
|
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this.MaxRound += 1 // 增加一回合
|
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} else {
|
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this.GameOver()
|
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}
|
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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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|
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case "ready":
|
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var bStartGame bool // 可以开始游戏
|
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this.NexPower = this.player1.Userinfo.Uid
|
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this.curPower = this.player1.Userinfo.Uid
|
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this.player1.Ps = MaxPs
|
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this.player2.Ps = 0
|
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if len(this.szSession) == 1 { // AI对战的话直接开始游戏
|
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bStartGame = true
|
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} else {
|
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if this.player1.Userinfo.Uid == session.GetUserId() {
|
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this.rd1 = true
|
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} else if this.player2.Userinfo.Uid == session.GetUserId() {
|
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this.rd2 = true
|
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}
|
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if this.player1.Userinfo.Uid != session.GetUserId() || this.RoomType != 1 { // 房主
|
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if err := this.module.SendMsgSyncToSession(string(this.module.GetType()), "gameready", &pb.EntertainGameReadyPush{
|
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P1Ready: this.rd1,
|
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P2Ready: this.rd2,
|
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}, this.szSession...); err != nil {
|
|
this.module.Errorln(err)
|
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}
|
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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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bStartGame = true
|
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this.rd1 = false
|
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this.rd2 = false
|
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}
|
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}
|
|
if bStartGame {
|
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// 初始化规则相关
|
|
if len(this.szSession) == 1 {
|
|
this.MaxTime = this.module.ModuleTools.GetGlobalConf().ConsumePveTime
|
|
} else {
|
|
this.MaxTime = this.module.ModuleTools.GetGlobalConf().ConsumePvpTime
|
|
}
|
|
|
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this.Status = 1
|
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this.round = 1
|
|
|
|
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,
|
|
Round: this.round,
|
|
Roomid: this.Id, // 房间ID
|
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Playtype: this.Playtype, // 通过权重随机一个玩法
|
|
}, this.szSession...); err != nil {
|
|
this.module.Errorln(err)
|
|
}
|
|
this.ModifyUserRoomInfoData(true)
|
|
// 游戏开始开启一个定时器 1小时如果还不结束 自动清理
|
|
this.closeRoomTimer = timewheel.Add(time.Hour, this.CloseRoomTimeOut)
|
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}
|
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|
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case "reconnect": // 重连
|
|
session.SendMsg(string(this.module.GetType()), "reconnect", &pb.EntertainReconnectResp{
|
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Roomid: this.Id,
|
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Mpadata: &pb.MapData{
|
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Data: this.chessboard.GetPalatData(),
|
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CurSocre: 0,
|
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CurEnergy: 0,
|
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},
|
|
Power: this.NexPower,
|
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Curpower: this.curPower,
|
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Score: 0,
|
|
Round: this.round,
|
|
User1: this.player1,
|
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User2: this.player2,
|
|
})
|
|
case "dissolve": // 房主解散房间
|
|
req := msg.(*pb.EntertainDissolveRoomReq)
|
|
if this.player1.Userinfo.Uid != req.Roomid {
|
|
errdata = &pb.ErrorData{
|
|
Code: pb.ErrorCode_EntertainNotMaster, // 不是房主
|
|
Title: pb.ErrorCode_EntertainNotMaster.ToString(),
|
|
}
|
|
return
|
|
}
|
|
// 游戏中不允许解散
|
|
if this.Status == 1 {
|
|
errdata = &pb.ErrorData{
|
|
Code: pb.ErrorCode_EntertainDissolveFailed, // 游戏中不能解散
|
|
Title: pb.ErrorCode_EntertainDissolveFailed.ToString(),
|
|
}
|
|
return
|
|
}
|
|
if err := this.module.SendMsgSyncToSession(string(this.module.GetType()), "dissolvemasterroom", &pb.EntertainDissolveMasterRoomPush{
|
|
Roomid: this.Id,
|
|
}, this.szSession...); err != nil {
|
|
this.module.Errorln(err)
|
|
}
|
|
this.ModifyUserRoomInfoData(false)
|
|
case "operatorover": // 操作完成 开启一个定时器
|
|
|
|
if this.player1.Userinfo.Uid == session.GetUserId() {
|
|
this.rd1 = true
|
|
} else if this.player2.Userinfo.Uid == session.GetUserId() {
|
|
this.rd2 = true
|
|
}
|
|
if len(this.szSession) == 1 {
|
|
if err := this.module.SendMsgSyncToSession(string(this.module.GetType()), "startimer", &pb.EntertainStarTimerPush{
|
|
Time: this.MaxTime,
|
|
Power: this.curPower,
|
|
}, this.szSession...); err != nil {
|
|
this.module.Errorln(err)
|
|
}
|
|
if this.curPower == this.player2.Userinfo.Uid {
|
|
this.AiOperator()
|
|
}
|
|
} else {
|
|
if this.rd1 && this.rd2 { // 两个玩家都准备好了 那么就开始游戏
|
|
this.rd1 = false
|
|
this.rd2 = false
|
|
if err := this.module.SendMsgSyncToSession(string(this.module.GetType()), "startimer", &pb.EntertainStarTimerPush{
|
|
Time: this.MaxTime,
|
|
Power: this.curPower,
|
|
}, this.szSession...); err != nil {
|
|
this.module.Errorln(err)
|
|
}
|
|
}
|
|
}
|
|
//this.operatetimer = timewheel.Add(time.Second*time.Duration(this.MaxTime), this.operateTimeOut)
|
|
case "offline":
|
|
req := msg.(*pb.RPCGeneralReqA2)
|
|
fmt.Printf("useroffline: %v\n", req)
|
|
if this.RoomType == 2 { // AI 对战直接结束
|
|
this.ModifyUserRoomInfoData(false)
|
|
return
|
|
}
|
|
|
|
}
|
|
return
|
|
}
|
|
|
|
// 游戏结束
|
|
func (this *Room) GameOver() (errdata *pb.ErrorData) {
|
|
var (
|
|
atno []*pb.UserAtno
|
|
winindex int32
|
|
bReward bool
|
|
res []*cfg.Gameatn
|
|
winner *pb.PlayerData
|
|
lostPlayer *pb.PlayerData // 输的玩家
|
|
box *pb.BoxData // 是否可以获得宝箱奖励
|
|
)
|
|
winner = this.player1
|
|
bReward = true
|
|
if this.player1.Score < this.player2.Score {
|
|
winner = this.player2
|
|
winindex = 1
|
|
if len(this.szSession) == 1 { // 赢家是AI 的话不发奖
|
|
bReward = false
|
|
}
|
|
}
|
|
|
|
if bReward { // 发奖
|
|
if user, err := this.module.ModuleUser.GetUser(winner.Userinfo.Uid); err == nil {
|
|
if conf, err := this.module.configure.GetGameConsumeintegral(user.Consumeexp); err == nil {
|
|
//res = append(res, conf.Onereward...) 这奖励手动领取
|
|
res = append(res, conf.Rewards...)
|
|
for _, v := range res {
|
|
if v.A == "attr" && v.T == "consumeexp" {
|
|
if winner.Userinfo.Uid == this.player1.Userinfo.Uid {
|
|
this.player1.Consumeexp += v.N
|
|
} else {
|
|
this.player2.Consumeexp += v.N
|
|
}
|
|
}
|
|
}
|
|
if errdata, atno = this.module.DispenseAtno(this.szSession[winindex], res, true); errdata != nil {
|
|
return
|
|
}
|
|
this.szSession[winindex].Push()
|
|
}
|
|
}
|
|
}
|
|
|
|
// 失败的一方扣除卡
|
|
if this.player1 != winner {
|
|
lostPlayer = this.player1
|
|
} else {
|
|
lostPlayer = this.player2
|
|
}
|
|
// 失败卡类型
|
|
if conf, err := this.module.configure.GetGameConsumeHero(lostPlayer.Cardid); err == nil && lostPlayer.Userinfo.Uid != "999" {
|
|
if conf.Type != 1 { //卡片类型不为1
|
|
if list, err := this.module.model.getEntertainmList(lostPlayer.Userinfo.Uid); err == nil {
|
|
if list.Card[lostPlayer.Cardid] > 1 {
|
|
list.Card[lostPlayer.Cardid] -= 1
|
|
this.module.model.modifyEntertainmList(lostPlayer.Userinfo.Uid, map[string]interface{}{
|
|
"card": list.Card,
|
|
})
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// 查看能不能获得箱子
|
|
if list, err := this.module.model.getEntertainmList(winner.Userinfo.Uid); err == nil {
|
|
if len(list.Box) < 3 { // 可以获得一个宝箱
|
|
if c, err := this.module.configure.GetGameRandomConsumeBoxConf(); err == nil {
|
|
if c.Color != 0 {
|
|
box = &pb.BoxData{
|
|
Boxid: c.Boxid,
|
|
Opentime: int64(c.Cd) + configure.Now().Unix(),
|
|
}
|
|
list.Box = append(list.Box, box)
|
|
|
|
this.module.model.modifyEntertainmList(winner.Userinfo.Uid, map[string]interface{}{
|
|
"box": list.Box,
|
|
})
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
// 修改房间状态
|
|
this.Status = 2
|
|
this.module.SendMsgSyncToSession(string(this.module.GetType()), "gameover", &pb.EntertainGameOverPush{
|
|
User1: this.player1,
|
|
User2: this.player2,
|
|
Mpadata: &pb.MapData{
|
|
Data: this.chessboard.Plat,
|
|
},
|
|
Power: "", // 清理权限
|
|
Round: this.round,
|
|
Win: winner.Userinfo.Uid,
|
|
Reward: atno,
|
|
Box: box,
|
|
}, this.szSession...)
|
|
this.ModifyUserRoomInfoData(false)
|
|
if this.closeRoomTimer != nil { // 游戏结束 清理定时器
|
|
timewheel.Remove(this.closeRoomTimer)
|
|
this.closeRoomTimer = nil
|
|
}
|
|
return
|
|
}
|
|
|
|
// 加入房间
|
|
func (this *Room) JoinRoom(module *Entertainment, p *pb.PlayerData) (room *Room, err error) {
|
|
|
|
// 该房间是个空的
|
|
if this.player1 == nil {
|
|
this.player1 = p
|
|
this.module = module
|
|
this.chessboard = new(MapData)
|
|
this.Playtype = this.RandomPlayType()
|
|
this.chessboard.InitMap(module, this.Playtype) // 初始化棋盘
|
|
if s1, ok := this.module.GetUserSession(p.Userinfo.Uid); !ok {
|
|
this.module.PutUserSession(s1)
|
|
} else {
|
|
this.szSession = append(this.szSession, s1.Clone())
|
|
}
|
|
this.Id = p.Userinfo.Uid // 房主ID 作为房间id
|
|
this.RoomType = 1
|
|
this.MaxRound = this.module.ModuleTools.GetGlobalConf().ConsumeRounds
|
|
room = this
|
|
} else if this.player2 == nil {
|
|
//异常处理
|
|
if this.player1.Userinfo.Uid == p.Userinfo.Uid {
|
|
err = errors.New("重复加入")
|
|
}
|
|
this.player2 = p // 玩家2 赋值
|
|
if s1, ok := this.module.GetUserSession(p.Userinfo.Uid); !ok {
|
|
this.module.PutUserSession(s1)
|
|
} else {
|
|
this.szSession = append(this.szSession, s1.Clone())
|
|
}
|
|
// 推送消息
|
|
if err := this.module.SendMsgSyncToSession(string(this.module.GetType()), "joincreateroom", &pb.EntertainJoinCreateRoomPush{
|
|
Roomid: this.Id,
|
|
User1: this.player1,
|
|
User2: this.player2,
|
|
}, this.szSession...); err != nil {
|
|
this.module.Errorln(err)
|
|
}
|
|
} else { // 房间满了 加不进来
|
|
err = errors.New("房间已满")
|
|
return
|
|
}
|
|
return
|
|
}
|
|
|
|
// 修改玩家的房间信息
|
|
func (this *Room) ModifyUserRoomInfoData(bStart bool) {
|
|
var (
|
|
roomid string
|
|
path string
|
|
)
|
|
if bStart {
|
|
roomid = this.Id
|
|
path = fmt.Sprintf("%s/%s", this.module.service.GetType(), this.module.service.GetId())
|
|
} else {
|
|
event.TriggerEvent(comm.EventCloseRoom, this.Id) // 释放房间
|
|
}
|
|
// 修改房间记录信息
|
|
if this.player1 != nil && this.player1.Userinfo != nil {
|
|
this.module.model.modifyEntertainmList(this.player1.Userinfo.Uid, map[string]interface{}{
|
|
"roomid": roomid,
|
|
"servicePath": path,
|
|
})
|
|
}
|
|
|
|
if this.RoomType != 2 && this.player2 != nil && this.player2.Userinfo != nil {
|
|
this.module.model.modifyEntertainmList(this.player2.Userinfo.Uid, map[string]interface{}{
|
|
"roomid": roomid,
|
|
"servicePath": path,
|
|
})
|
|
}
|
|
return
|
|
}
|