增加玩家死亡时onPlayerDead的调用
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@ -15,7 +15,7 @@ Object.defineProperties(Room.prototype, {
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let player1 = this.state.players.get(dstplayer);
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let tmpCards = gameUtil.removeCard(player1, count);
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let player0 = this.state.players.get(srcplayer);
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gameUtil.addCardToPlayer(player0, tmpCards);
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gameUtil.addCardToPlayer(this, player0, tmpCards, player1);
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let cardIds = tmpCards.map(card => card.id);
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let client = this.getClient(player0);
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//广播一个偷卡成功信息, 并私信一个偷卡详情给当前玩家
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@ -63,7 +63,7 @@ Object.defineProperties(Room.prototype, {
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return false;
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}
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let player2 = fromplayer ? this.state.players.get(fromplayer) : null;
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let cards = gameUtil.drawCard(this.state.cardQueue, player, count, player2);
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let cards = gameUtil.drawCard(this, this.state.cardQueue, player, count, player2);
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let client = this.getClient(dstplayer);
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let sData = {
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player: dstplayer,
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@ -83,8 +83,19 @@ Object.defineProperties(Room.prototype, {
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updateHp: {
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value: function (dstplayer: string, hp: number): number {
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let player = this.state.players.get(dstplayer);
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return 0;
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if (!player) error("updateHp 未找到玩家")
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if (player.state === PlayerStateConst.PLAYER_DEAD) {
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return 0;
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} else {
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let dstHp = player.hp + hp;
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if (dstHp <= 0) {
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dstHp = 0;
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player.state = PlayerStateConst.PLAYER_DEAD;
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this.battleMan.onPlayerDead(player);
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}
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player.hp = dstHp;
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}
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return player.hp;
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}
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}
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});
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@ -10,6 +10,7 @@ import {PlayerStateConst} from "../../constants/PlayerStateConst";
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import {Player} from "../schema/Player";
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import gameUtil from "../../utils/game.util";
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import {PartCompare, PartResultMsg} from "../../message/PartResult";
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import {Room} from "colyseus";
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/**
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* 游戏中的结算轮
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@ -37,7 +38,7 @@ class CompareResult {
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}
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}
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const comparePlayer = function (p0: Player, p1: Player): CompareResult {
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const comparePlayer = function (room: Room, p0: Player, p1: Player): CompareResult {
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let s0 = gameUtil.calcTotalAp(p0);
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let s1 = gameUtil.calcTotalAp(p1);
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let r: CompareResult = new CompareResult(p0, p1);
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@ -61,6 +62,7 @@ const comparePlayer = function (p0: Player, p1: Player): CompareResult {
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if (p1.hp <= 0) {
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p1.hp = 0;
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p1.state = PlayerStateConst.PLAYER_DEAD;
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room.battleMan.onPlayerDead(p1);
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} else {
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r.next.set(1, p1);
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}
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@ -73,6 +75,7 @@ const comparePlayer = function (p0: Player, p1: Player): CompareResult {
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if (p0.hp <= 0) {
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p0.hp = 0;
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p0.state = PlayerStateConst.PLAYER_DEAD;
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room.battleMan.onPlayerDead(p0);
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} else {
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r.next.set(0, p0);
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}
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@ -102,18 +105,18 @@ export class PartResultCommand extends Command<CardGameState, {}> {
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}
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}
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let result = [];
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let r0 = comparePlayer(t0[0], t1[0]);
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let r0 = comparePlayer(this.room, t0[0], t1[0]);
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let obj0 = new PartCompare(r0.p0.id, r0.p1.id, r0.result, 0, r0.val);
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result.push(obj0)
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let r1 = comparePlayer(t0[1], t1[1]);
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let r1 = comparePlayer(this.room, t0[1], t1[1]);
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let obj1 = new PartCompare(r1.p0.id, r1.p0.id, r1.result, 0, r1.val);
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result.push(obj1)
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if (r0.result == CompareEnum.P0DEAD && r1.next.has(0)) {
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let r2 = comparePlayer(r0.p1, r1.next.get(0));
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let r2 = comparePlayer(this.room, r0.p1, r1.next.get(0));
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let obj2 = new PartCompare(r2.p0.id, r2.p0.id, r2.result, 0, r2.val);
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result.push(obj2)
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} else if (r0.result == CompareEnum.P1DEAD && r1.next.has(1)) {
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let r2 = comparePlayer(r0.p0, r1.next.get(1));
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let r2 = comparePlayer(this.room, r0.p0, r1.next.get(1));
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let obj2 = new PartCompare(r2.p0.id, r2.p0.id, r2.result, 0, r2.val);
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result.push(obj2)
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}
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@ -127,7 +130,6 @@ export class PartResultCommand extends Command<CardGameState, {}> {
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deadCount1 ++;
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}
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}
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//TODO: onPlayerDead
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const roundNum = singleton(GameEnv).duelRoundNum;
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const totalRound = roundNum * singleton(GameEnv).maxDuelNum;
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if ((deadCount0 == 2 || deadCount1 == 2) || (this.state.round >= totalRound - 1)) { // 游戏结束
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@ -65,7 +65,6 @@ export class Player extends Schema {
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*/
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countPresent: number;
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//TODO: set hp, ap from cfg
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constructor(id: string, heroId: number, team: number) {
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super();
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this.id = id;
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@ -6,6 +6,7 @@ import {BaseConst} from "../constants/BaseConst";
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import {SystemCardCfg} from "../cfg/parsers/SystemCardCfg";
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import {EffectCardCfg} from "../cfg/parsers/EffectCardCfg";
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import {error} from "../common/Debug";
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import {Room} from "colyseus";
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let gameUtil = {
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/**
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@ -91,18 +92,18 @@ let gameUtil = {
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},
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/**
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* 抽卡
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* @param room
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* @param cardArr
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* @param player
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* @param count
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* @param fromplayer
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*/
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drawCard(cardArr: Card[], player: Player, count: number, fromplayer?: Player): Card[] {
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drawCard(room: Room, cardArr: Card[], player: Player, count: number, fromplayer?: Player): Card[] {
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let cards: Card[] = [];
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for (let i = 0; i < count; i++) {
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cards.push(cardArr.pop());
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}
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//TODO:
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this.addCardToPlayer(player, cards);
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this.addCardToPlayer(room, player, cards, fromplayer);
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return cards;
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},
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/**
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@ -122,15 +123,18 @@ let gameUtil = {
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},
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/**
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* 往玩家的卡组里添加卡
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* @param room
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* @param player
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* @param cards
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* @param fromplayer
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*/
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addCardToPlayer(player: Player, cards: Card[]) {
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addCardToPlayer(room: Room, player: Player, cards: Card[], fromplayer?: Player) {
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for (let card of cards) {
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player.cards.set(card.id + '', card);
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player.cardSet.add(card.id + '');
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}
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player.countTotal += cards.length;
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room.battleMan.onCardGetted(player, cards, fromplayer);
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},
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/**
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* 更换相同数量的卡
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