重构代码

This commit is contained in:
zhl 2021-02-22 15:50:35 +08:00
parent cc15c95ca3
commit 68cebfdb7b
2 changed files with 498 additions and 475 deletions

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@ -1,16 +1,14 @@
import {Command} from "@colyseus/command";
import {CardGameState} from "../schema/CardGameState";
import gameUtil from "../../utils/game.util";
import {Client} from "colyseus";
import {NextSubCommand} from "./NextSubCommand";
import {GameStateConst} from "../../constants/GameStateConst";
import {GameEnv} from "../../cfg/GameEnv";
import {debugRoom, error} from "../../common/Debug";
import {TurnEndCommand} from "./TurnEndCommand";
import {Card} from "../schema/Card";
import {Wait} from "./Wait";
import {CardType} from "../../cfg/enums/CardType";
import {StateTypeEnum} from "../enums/StateTypeEnum";
import { Command } from '@colyseus/command'
import { CardGameState } from '../schema/CardGameState'
import gameUtil from '../../utils/game.util'
import { Client } from 'colyseus'
import { GameStateConst } from '../../constants/GameStateConst'
import { GameEnv } from '../../cfg/GameEnv'
import { debugRoom, error } from '../../common/Debug'
import { TurnEndCommand } from './TurnEndCommand'
import { Card } from '../schema/Card'
import { Wait } from './Wait'
import { StateTypeEnum } from '../enums/StateTypeEnum'
/**
*
@ -19,116 +17,141 @@ import {StateTypeEnum} from "../enums/StateTypeEnum";
* type: 1, ,
*/
export class DiscardCommand extends Command<CardGameState, { client: Client, cards: [string], target?: string, dtype: number }> {
// validate({ client, cards } = this.payload) {
// const player = this.state.players.get(client.sessionId);
// return player !== undefined && gameUtil.checkCardsExists(player.cards, cards);
// }
// validate({ client, cards } = this.payload) {
// const player = this.state.players.get(client.sessionId);
// return player !== undefined && gameUtil.checkCardsExists(player.cards, cards);
// }
async execute({ client, cards , target, dtype} = this.payload) {
const player = this.state.players.get(client.sessionId);
if (!player) {
this.room.send(client,'discard_card_s2c', {errcode: 1, errmsg: 'player不存在'});
return;
}
let tmpCards = [];
for (let id of cards) {
if (player.cards.has(id + '')) {
if (!player.cards.get(id + '').number) {
error(`${player.id} 的手牌 ${id} 数据有问题`);
continue;
}
tmpCards.push(player.cards.get(id + '').clone());
} else {
error(`${player.id} 出的牌 ${id} 在手牌中不存在`)
this.room.send(client,'discard_card_s2c', {errcode: 2, errmsg: `要出的牌 ${id} 在手牌中不存在`});
return;
}
}
if (this.state.currentTurn != client.sessionId) {
this.room.send(client,'discard_card_s2c', {errcode: 3, errmsg: '不是当前轮'});
return;
}
let targetCard
if (target) {
if (this.state.cards.size > 1) {
this.room.send(client,'discard_card_s2c', {errcode: 6, errmsg: '不符合吃牌规则'});
return;
}
if (!this.state.cards.has(target + '')) {
this.room.send(client,'discard_card_s2c', {errcode: 5, errmsg: '找不到要吃的牌'});
return;
}
targetCard = this.state.cards.values().next().value.clone()
let targetPlayer = this.state.players.get(targetCard.owner)
targetPlayer?.cardQueue.clear()
tmpCards.push(targetCard)
if (!gameUtil.checkDiscard(tmpCards, new GameEnv().otherEatCount)) {
this.room.send(client,'discard_card_s2c', {errcode: 4, errmsg: '出牌不符合规则'});
return;
}
} else {
if (!gameUtil.checkDiscard(tmpCards, new GameEnv().selfEatCount)) {
this.room.send(client,'discard_card_s2c', {errcode: 4, errmsg: '出牌不符合规则'});
return;
}
for (let [key, val] of this.state.cards) {
this.state.cards.delete(key);
}
}
//停止出牌计时, 并更新player.extraTime;
let elapsedTime = this.room.stopSchedule('draw_card');
if (elapsedTime >= 0) {
let maxTime = new GameEnv().maxDiscardTime * 1000;
let count = elapsedTime - maxTime;
let newCount = player.extraTime - Math.min(count, 0);
player.extraTime = Math.max(newCount, 0);
}
for (let card of tmpCards) {
this.state.cards.set(card.id + '', card);
player.cardQueue.push(card);
gameUtil.deleteCardFromPlayer(player, card.id);
}
/**
* ,
* ,
*
*/
this.room.send(client,'discard_card_s2c', {errcode: 0, cards: cards, type: dtype})
if (cards.length === 1) {
let cardArr: Card[] = [...this.state.cards.values()];
let time =this.room.battleMan.onCardDiscarded(player, cardArr[0])
await this.delay(time);
// 20210219 修改: 出单张牌后直接进入下个玩家的出牌时间
// if (cardArr[0].type == CardType.general || cardArr[0].type == CardType.variable_unit) {
// return [new NextSubCommand()];
// } else {
// return [new Wait().setPayload(new GameEnv().emptyRoundTime), new TurnEndCommand()];
// }
return [new Wait().setPayload(new GameEnv().emptyRoundTime), new TurnEndCommand()];
} else {
let cardArr: Card[] = [...this.state.cards.values()];
let self = this;
let cardMsg: any = {player: player.id, errcode: 0, errmsg: ''}
if (targetCard) {
cardMsg.target = targetCard.owner
}
this.room.broadcast('eat_card_s2c', cardMsg, {except: client});
cardMsg.cards = cards;
this.room.send(client,'eat_card_s2c', cardMsg);
let delay = this.room.battleMan.onCardLinkOver(player, cardArr);
player.statData.inc(StateTypeEnum.EATCOUNT, 1);
await this.delay(delay);
let time = new GameEnv().playerActTime * 1000 + player.extraTime;
this.state.updateGameState(GameStateConst.STATE_PICK_PET);
// 开启选随从计时, 计时结束后结束当前轮
let timeOverSelectPet = function () {
player.extraTime = 0;
debugRoom('选随从或者法术时间到, 自动出牌, 自动进入下一轮');
self.room.dispatcher.dispatch(new TurnEndCommand());
}
this.room.beginSchedule(time, timeOverSelectPet, `select_pet`);
}
async execute({ client, cards, target, dtype } = this.payload) {
const player = this.state.players.get(client.sessionId)
if (!player) {
this.room.send(client, 'discard_card_s2c', {
errcode: 1,
errmsg: 'player不存在'
})
return
}
let tmpCards = []
for (let id of cards) {
if (player.cards.has(id + '')) {
if (!player.cards.get(id + '').number) {
error(`${ player.id } 的手牌 ${ id } 数据有问题`)
continue
}
tmpCards.push(player.cards.get(id + '').clone())
} else {
error(`${ player.id } 出的牌 ${ id } 在手牌中不存在`)
this.room.send(client, 'discard_card_s2c', {
errcode: 2,
errmsg: `要出的牌 ${ id } 在手牌中不存在`
})
return
}
}
if (this.state.currentTurn != client.sessionId) {
this.room.send(client, 'discard_card_s2c', {
errcode: 3,
errmsg: '不是当前轮'
})
return
}
let targetCard
if (target) {
if (this.state.cards.size > 1) {
this.room.send(client, 'discard_card_s2c', {
errcode: 6,
errmsg: '不符合吃牌规则'
})
return
}
if (!this.state.cards.has(target + '')) {
this.room.send(client, 'discard_card_s2c', {
errcode: 5,
errmsg: '找不到要吃的牌'
})
return
}
targetCard = this.state.cards.values().next().value.clone()
let targetPlayer = this.state.players.get(targetCard.owner)
targetPlayer?.cardQueue.clear()
tmpCards.push(targetCard)
if (!gameUtil.checkDiscard(tmpCards, new GameEnv().otherEatCount)) {
this.room.send(client, 'discard_card_s2c', {
errcode: 4,
errmsg: '出牌不符合规则'
})
return
}
} else {
if (!gameUtil.checkDiscard(tmpCards, new GameEnv().selfEatCount)) {
this.room.send(client, 'discard_card_s2c', {
errcode: 4,
errmsg: '出牌不符合规则'
})
return
}
for (let [key, val] of this.state.cards) {
this.state.cards.delete(key)
}
}
//停止出牌计时, 并更新player.extraTime;
let elapsedTime = this.room.stopSchedule('draw_card')
if (elapsedTime >= 0) {
let maxTime = new GameEnv().maxDiscardTime * 1000
let count = elapsedTime - maxTime
let newCount = player.extraTime - Math.min(count, 0)
player.extraTime = Math.max(newCount, 0)
}
for (let card of tmpCards) {
this.state.cards.set(card.id + '', card)
player.cardQueue.push(card)
gameUtil.deleteCardFromPlayer(player, card.id)
}
/**
* ,
* ,
*
*/
this.room.send(client, 'discard_card_s2c', {
errcode: 0,
cards: cards,
type: dtype
})
if (cards.length === 1) {
let cardArr: Card[] = [...this.state.cards.values()]
let time = this.room.battleMan.onCardDiscarded(player, cardArr[0])
await this.delay(time)
// 20210219 修改: 出单张牌后直接进入下个玩家的出牌时间
// if (cardArr[0].type == CardType.general || cardArr[0].type == CardType.variable_unit) {
// return [new NextSubCommand()];
// } else {
// return [new Wait().setPayload(new GameEnv().emptyRoundTime), new TurnEndCommand()];
// }
return [new Wait().setPayload(new GameEnv().emptyRoundTime), new TurnEndCommand()]
} else {
let cardArr: Card[] = [...this.state.cards.values()]
let self = this
let cardMsg: any = { player: player.id, errcode: 0, errmsg: '' }
if (targetCard) {
cardMsg.target = targetCard.owner
}
this.room.broadcast('eat_card_s2c', cardMsg, { except: client })
cardMsg.cards = cards
this.room.send(client, 'eat_card_s2c', cardMsg)
let delay = this.room.battleMan.onCardLinkOver(player, cardArr)
player.statData.inc(StateTypeEnum.EATCOUNT, 1)
await this.delay(delay)
let time = new GameEnv().playerActTime * 1000 + player.extraTime
this.state.updateGameState(GameStateConst.STATE_PICK_PET)
// 开启选随从计时, 计时结束后结束当前轮
let timeOverSelectPet = function () {
player.extraTime = 0
debugRoom('选随从或者法术时间到, 自动出牌, 自动进入下一轮')
self.room.dispatcher.dispatch(new TurnEndCommand())
}
this.room.beginSchedule(time, timeOverSelectPet, `select_pet`)
}
}
}

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@ -1,361 +1,361 @@
import {Card} from "../rooms/schema/Card";
import { Card } from '../rooms/schema/Card'
import {Player} from "../rooms/schema/Player";
import {BaseConst} from "../constants/BaseConst";
import {SystemCardCfg} from "../cfg/parsers/SystemCardCfg";
import {EffectCardCfg} from "../cfg/parsers/EffectCardCfg";
import { Player } from '../rooms/schema/Player'
import { BaseConst } from '../constants/BaseConst'
import { SystemCardCfg } from '../cfg/parsers/SystemCardCfg'
import { EffectCardCfg } from '../cfg/parsers/EffectCardCfg'
import { cardLog, debugRoom, error } from '../common/Debug'
import {Room} from "colyseus";
import {PlayerStateConst} from "../constants/PlayerStateConst";
import {GameEnv} from "../cfg/GameEnv";
import {CardGameState} from "../rooms/schema/CardGameState";
import {CardType} from "../cfg/enums/CardType";
import {EffectType} from "../cfg/enums/EffectType";
import { Room } from 'colyseus'
import { PlayerStateConst } from '../constants/PlayerStateConst'
import { GameEnv } from '../cfg/GameEnv'
import { CardGameState } from '../rooms/schema/CardGameState'
import { CardType } from '../cfg/enums/CardType'
import { EffectType } from '../cfg/enums/EffectType'
let gameUtil = {
/**
* ,
*/
initCardQue(beginNum: number) {
let cards: Card[] = [];
let numCfgMap: Map<number, SystemCardCfg> = global.$cfg.get(BaseConst.SYSTEMCARD);
let effCfgMap: Map<number, EffectCardCfg> = global.$cfg.get(BaseConst.EFFECTCARD);
/**
* ,
*/
initCardQue(beginNum: number) {
let cards: Card[] = []
let numCfgMap: Map<number, SystemCardCfg> = global.$cfg.get(BaseConst.SYSTEMCARD)
let effCfgMap: Map<number, EffectCardCfg> = global.$cfg.get(BaseConst.EFFECTCARD)
let countMap: Map<number, number> = new Map();
let localId = beginNum;
for (let [, cfg] of numCfgMap) {
for (let i = 0; i < cfg.count; i++) {
let [effid, effType] = this.getRandomEffect(cfg.weightArr, effCfgMap, countMap);
let type = cfg.type_id;
// 如果效果的type_id为11, 说明是自选随从卡, 则将card的type改为11
if (effType == EffectType.variable_unit) {
type = CardType.variable_unit;
}
let card = new Card(localId++, cfg.point, type, effid);
cards.push(card);
}
let countMap: Map<number, number> = new Map()
let localId = beginNum
for (let [, cfg] of numCfgMap) {
for (let i = 0; i < cfg.count; i++) {
let [effid, effType] = this.getRandomEffect(cfg.weightArr, effCfgMap, countMap)
let type = cfg.type_id
// 如果效果的type_id为11, 说明是自选随从卡, 则将card的type改为11
if (effType == EffectType.variable_unit) {
type = CardType.variable_unit
}
cards.randomSort();
return cards;
},
initSampleCards(beginNum: number) {
let cardArr = [[1, 1, 20012, 1], [2, 3, 20102, 11], [3, 4, 20032, 1], [4, 10, 20102, 11], [5, 10, 20042, 1], [6, 1, 20012, 1], [7, 3, 20102, 11], [8, 4, 20032, 1], [9, 5, 20102, 11], [10, 6, 20102, 11], [11, 1, 20012, 1], [12, 5, 20102, 11], [13, 5, 20032, 1], [14, 5, 20102, 11], [15, 5, 20102, 11], [16, 6, 20102, 11], [17, 1, 20012, 1], [18, 3, 20102, 11], [19, 5, 20102, 11], [20, 7, 20102, 11], [21, 8, 20042, 1], [22, 10, 20102, 11], [23, 4, 20102, 11], [24, 7, 20052, 1], [25, 3, 20102, 11], [26, 7, 20052, 1], [27, 6, 20072, 1], [28, 1, 20052, 1], [29, 5, 20102, 11], [30, 4, 20052, 1], [31, 0, 20112, 2], [32, 5, 20102, 11], [33, 5, 20062, 1], [34, 2, 20102, 11], [35, 4, 20062, 1], [36, 1, 20072, 1], [37, 1, 20102, 11], [38, 1, 20062, 1], [39, 9, 20042, 1], [40, 0, 20112, 2], [41, 6, 20102, 11], [42, 8, 20072, 1], [43, 0, 20112, 2], [44, 0, 20112, 2], [45, 0, 20112, 2], [46, 0, 20112, 2], [47, 0, 20112, 2], [48, 0, 20112, 2], [49, 10, 20042, 1], [50, 0, 20112, 2], [51, 5, 20102, 11], [52, 5, 20082, 1], [53, 5, 20102, 11], [54, 5, 20052, 1], [55, 0, 20122, 3], [56, 0, 20122, 3], [57, 0, 20122, 3], [58, 0, 20122, 3], [59, 0, 20122, 3], [60, 0, 20122, 3], [61, 0, 20122, 3], [62, 0, 20122, 3], [63, 0, 20112, 2], [64, 0, 20112, 2], [65, 0, 20112, 2], [66, 0, 20112, 2], [67, 0, 20112, 2], [68, 0, 20112, 2]]
let cards: Card[] = [];
for (let i = cardArr.length - 1; i >=0; i--) {
let subarr = cardArr[i]
let card = new Card(subarr[0], subarr[1], subarr[3], subarr[2])
cards.push(card)
}
debugRoom(cards)
return cards
},
/**
*
* @param effectId
* @param preCardId
* @param options
*/
generateCardWithEffect(effectId: number, preCardId: number, options?: any): Card {
let numCfgMap: Map<number, SystemCardCfg> = global.$cfg.get(BaseConst.SYSTEMCARD);
const effectMap = global.$cfg.get(BaseConst.EFFECTCARD);
let cfgs = [];
const effectCfg = effectMap.get(effectId);
if (!effectCfg) {
return null;
}
if (effectCfg.type_id == EffectType.unit) {
let point = Math.random2(1, 11) | 0;
return new Card(preCardId + 1, point, CardType.variable_unit, effectId);
} else {
for (let [, cfg] of numCfgMap) {
if (cfg.weight.indexOf(effectId + '') >= 0) {
cfgs.push(cfg);
}
}
let cfg: SystemCardCfg = cfgs.randomOne();
return new Card(preCardId + 1, cfg.point, cfg.type_id, effectId);
}
},
/**
*
* @param player
*/
getRandomServant(player: Player) {
let total = 0;
let tmpArr: number[][] = [];
for (let [id, weight] of player.unitCfgs) {
total += weight;
tmpArr.push([parseInt(id), total]);
}
let num = Math.random() * total;
let result;
for (let data of tmpArr) {
if (data[1] >= num) {
result = data[0];
break;
}
}
return result;
},
/**
* , id
* @param weightArr
* @param effCfgMap
* @param countMap
*/
getRandomEffect(weightArr: number[][], effCfgMap: Map<number, EffectCardCfg>, countMap: Map<number, number>): number[] {
let total = 0;
let tmpArr: number[][] = [];
for (let data of weightArr) {
total += data[1];
tmpArr.push([data[0], total]);
}
let num = Math.random() * total;
let effid;
let effType;
for (let data of tmpArr) {
if (data[1] >= num) {
let count = countMap.has(data[0]) ? countMap.get(data[0]) : 0;
if (count < effCfgMap.get(data[0]).count) {
effid = effCfgMap.get(data[0]).id;
effType = effCfgMap.get(data[0]).type_id;
countMap.set(effid, count + 1);
break;
}
}
}
if (!effid) {
for (let [id, count] of countMap) {
if (count < effCfgMap.get(id).count) {
effid = id;
effType = effCfgMap.get(effid).type_id;
countMap.set(effid, count + 1);
break
}
}
}
if (!effid) {
error('生成卡组时, 无法匹配效果卡, 请确认效果卡的最大数量是否等于点数卡总数')
}
return [effid, effType];
},
/**
* id是否在存在
* @param cardMap
* @param cardIds
*/
checkCardsExists(cardMap: Map<string, Card>, cardIds: Array<string>) {
let result = true;
for (let id of cardIds) {
if (!cardMap.has(id + '')) {
result = false;
break;
}
}
return result;
},
/**
*
* @param room
* @param cardArr
* @param player
* @param count
* @param fromplayer
* @param extData
*/
drawCard(room: Room, cardArr: Card[], player: Player, count: number, fromplayer?: Player, extData?: {}): Card[] {
let cards: Card[] = [];
for (let i = 0; i < count; i++) {
let card = cardArr.pop();
if (extData) {
// @ts-ignore
extData['effect'] && (card.effect = extData['effect']);
// @ts-ignore
extData['type'] && (card.type = extData['type']);
// @ts-ignore
extData['number'] && (card.number = extData['number']);
}
cards.push(card);
}
this.addCardToPlayer(room, player, cards, fromplayer);
return cards;
},
/**
* n张手牌
* @param player
* @param count
*/
removeCard(player: Player, count: number): Card[] {
let cards: Card[] = [];
let cardArr: Card[] = [...player.cards.values()];
cards = cardArr.randomGet(count);
this.deleteCardFromPlayer(player, cards);
return cards;
},
/**
*
* @param player
* @param cards
*/
deleteCardFromPlayer(player: Player, cards: Card[] | string[] | number[] | number | string) {
let deleteOne = function (cardId: string) {
if (player.cards.has(cardId)) {
if (cardLog.enabled) {
let card = player.cards.get(cardId);
cardLog(`delete: ${player.id} ${card.id} ${card.effect} ${card.type} `)
}
player.cards.delete(cardId);
player.cardSet.delete(cardId);
}
}
if (typeof cards == 'number' || typeof cards == 'string') {
const cardId = cards + '';
deleteOne(cardId);
} else {
for (let card of cards) {
let cardId = '';
if (typeof card == 'string') {
cardId = card;
} else if (typeof card == 'number') {
cardId = card + '';
} else {
cardId = (card as Card).id + '';
}
deleteOne(cardId);
}
}
},
pushInPlayerCards(player: Player, cards: Card[]) {
const effectMap = global.$cfg.get(BaseConst.EFFECTCARD);
let realCards: Card[] = []
for (let card of cards) {
if (!card) {
continue
}
// 如果card的type == 11, 说明是自选随从卡, 则替换成玩家牌组中的卡
if (card.type == CardType.variable_unit && effectMap.get(card.effect).type_id == EffectType.variable_unit) {
card.effect = this.getRandomServant(player);
}
card.owner = player.id
realCards.push(card)
player.cards.set(card.id + '', card);
player.cardSet.add(card.id + '');
}
cardLog(`add: ${player.id} ${realCards.map(o => [o.id, o.effect, o.type])}`)
},
/**
*
* @param room
* @param player
* @param cards
* @param fromplayer
*/
addCardToPlayer(room: Room, player: Player, cards: Card[], fromplayer?: Player) {
this.pushInPlayerCards(player, cards);
player.countTotal += cards.length;
let time = room.battleMan.onCardGetted(player, cards, fromplayer);
cardLog(`addCardToPlayer add time: ${time}`);
},
/**
*
* @param cardArr
* @param player
* @param targetCards
*/
changeCard(cardArr: Card[], player: Player, targetCards: Card[]): Card[] {
const effectMap = global.$cfg.get(BaseConst.EFFECTCARD);
let cards: Card[] = [];
let tmpCards: Card[] = [];
for (let card of targetCards) {
tmpCards.push(card.clone());
}
this.deleteCardFromPlayer(player, targetCards);
cardArr.randomInsert(tmpCards);
let count = targetCards.length;
for (let i = 0; i < count; i++) {
cards.push(cardArr.pop());
}
this.pushInPlayerCards(player, cards);
return cards;
},
/**
*
* @param cardsLst
* @param maxCount
*/
checkDiscard(cardsLst: Card[], maxCount: number) {
if (cardsLst.length == 0 || cardsLst.length == 2) {
return false
} else if (cardsLst.length == 1) {
return true;
}
let numSet: number[] = [];
cardsLst.forEach(function (value) {
if (value.type == CardType.general || value.type == CardType.variable_unit) {
numSet.push(value.number);
}
});
if (numSet.length === 1) {
return true;
}
if (numSet.length < maxCount) {
return false;
}
numSet.sort((a, b) => {
return a - b;
});
let preNum;
let sequence = true; //是否是顺序
let same = true; //是否是相同
for (let num of numSet) {
if (preNum) {
if (num !== (preNum + 1) && sequence) {
sequence = false;
}
if (num !== preNum && same) {
same = false;
}
if (!sequence && !same) {
return false;
}
}
preNum = num;
}
return true;
},
/**
* ap
* @param player
*/
calcTotalAp(player: Player) {
let result = 0;
if (!player) {
return result;
}
for (let [pid, pet] of player.pets) {
result += pet.ap;
}
return result;
},
checkGameEnd(state: CardGameState) {
let deadCount0 = 0;
let deadCount1 = 0;
for (let [, player] of state.players) {
if (player.team == 0 && player.state == PlayerStateConst.PLAYER_DEAD ) {
deadCount0 ++;
} else if (player.team == 1 && player.state == PlayerStateConst.PLAYER_DEAD ){
deadCount1 ++;
}
}
const roundNum = new GameEnv().duelRoundNum;
const totalRound = roundNum * new GameEnv().maxDuelNum;
return (deadCount0 == 2 || deadCount1 == 2) || (state.round >= totalRound - 1);
let card = new Card(localId++, cfg.point, type, effid)
cards.push(card)
}
}
cards.randomSort()
return cards
},
initSampleCards(beginNum: number) {
let cardArr = [[1, 1, 20012, 1], [2, 3, 20102, 11], [3, 4, 20032, 1], [4, 10, 20102, 11], [5, 10, 20042, 1], [6, 1, 20012, 1], [7, 3, 20102, 11], [8, 4, 20032, 1], [9, 5, 20102, 11], [10, 6, 20102, 11], [11, 1, 20012, 1], [12, 5, 20102, 11], [13, 5, 20032, 1], [14, 5, 20102, 11], [15, 5, 20102, 11], [16, 6, 20102, 11], [17, 1, 20012, 1], [18, 3, 20102, 11], [19, 5, 20102, 11], [20, 7, 20102, 11], [21, 8, 20042, 1], [22, 10, 20102, 11], [23, 4, 20102, 11], [24, 7, 20052, 1], [25, 3, 20102, 11], [26, 7, 20052, 1], [27, 6, 20072, 1], [28, 1, 20052, 1], [29, 5, 20102, 11], [30, 4, 20052, 1], [31, 0, 20112, 2], [32, 5, 20102, 11], [33, 5, 20062, 1], [34, 2, 20102, 11], [35, 4, 20062, 1], [36, 1, 20072, 1], [37, 1, 20102, 11], [38, 1, 20062, 1], [39, 9, 20042, 1], [40, 0, 20112, 2], [41, 6, 20102, 11], [42, 8, 20072, 1], [43, 0, 20112, 2], [44, 0, 20112, 2], [45, 0, 20112, 2], [46, 0, 20112, 2], [47, 0, 20112, 2], [48, 0, 20112, 2], [49, 10, 20042, 1], [50, 0, 20112, 2], [51, 5, 20102, 11], [52, 5, 20082, 1], [53, 5, 20102, 11], [54, 5, 20052, 1], [55, 0, 20122, 3], [56, 0, 20122, 3], [57, 0, 20122, 3], [58, 0, 20122, 3], [59, 0, 20122, 3], [60, 0, 20122, 3], [61, 0, 20122, 3], [62, 0, 20122, 3], [63, 0, 20112, 2], [64, 0, 20112, 2], [65, 0, 20112, 2], [66, 0, 20112, 2], [67, 0, 20112, 2], [68, 0, 20112, 2]]
let cards: Card[] = []
for (let i = cardArr.length - 1; i >= 0; i--) {
let subarr = cardArr[i]
let card = new Card(subarr[0], subarr[1], subarr[3], subarr[2])
cards.push(card)
}
debugRoom(cards)
return cards
},
/**
*
* @param effectId
* @param preCardId
* @param options
*/
generateCardWithEffect(effectId: number, preCardId: number, options?: any): Card {
let numCfgMap: Map<number, SystemCardCfg> = global.$cfg.get(BaseConst.SYSTEMCARD)
const effectMap = global.$cfg.get(BaseConst.EFFECTCARD)
let cfgs = []
const effectCfg = effectMap.get(effectId)
if (!effectCfg) {
return null
}
if (effectCfg.type_id == EffectType.unit) {
let point = Math.random2(1, 11) | 0
return new Card(preCardId + 1, point, CardType.variable_unit, effectId)
} else {
for (let [, cfg] of numCfgMap) {
if (cfg.weight.indexOf(effectId + '') >= 0) {
cfgs.push(cfg)
}
}
let cfg: SystemCardCfg = cfgs.randomOne()
return new Card(preCardId + 1, cfg.point, cfg.type_id, effectId)
}
},
/**
*
* @param player
*/
getRandomServant(player: Player) {
let total = 0
let tmpArr: number[][] = []
for (let [id, weight] of player.unitCfgs) {
total += weight
tmpArr.push([parseInt(id), total])
}
let num = Math.random() * total
let result
for (let data of tmpArr) {
if (data[1] >= num) {
result = data[0]
break
}
}
return result
},
/**
* , id
* @param weightArr
* @param effCfgMap
* @param countMap
*/
getRandomEffect(weightArr: number[][], effCfgMap: Map<number, EffectCardCfg>, countMap: Map<number, number>): number[] {
let total = 0
let tmpArr: number[][] = []
for (let data of weightArr) {
total += data[1]
tmpArr.push([data[0], total])
}
let num = Math.random() * total
let effid
let effType
for (let data of tmpArr) {
if (data[1] >= num) {
let count = countMap.has(data[0]) ? countMap.get(data[0]) : 0
if (count < effCfgMap.get(data[0]).count) {
effid = effCfgMap.get(data[0]).id
effType = effCfgMap.get(data[0]).type_id
countMap.set(effid, count + 1)
break
}
}
}
if (!effid) {
for (let [id, count] of countMap) {
if (count < effCfgMap.get(id).count) {
effid = id
effType = effCfgMap.get(effid).type_id
countMap.set(effid, count + 1)
break
}
}
}
if (!effid) {
error('生成卡组时, 无法匹配效果卡, 请确认效果卡的最大数量是否等于点数卡总数')
}
return [effid, effType]
},
/**
* id是否在存在
* @param cardMap
* @param cardIds
*/
checkCardsExists(cardMap: Map<string, Card>, cardIds: Array<string>) {
let result = true
for (let id of cardIds) {
if (!cardMap.has(id + '')) {
result = false
break
}
}
return result
},
/**
*
* @param room
* @param cardArr
* @param player
* @param count
* @param fromplayer
* @param extData
*/
drawCard(room: Room, cardArr: Card[], player: Player, count: number, fromplayer?: Player, extData?: {}): Card[] {
let cards: Card[] = []
for (let i = 0; i < count; i++) {
let card = cardArr.pop()
if (extData) {
// @ts-ignore
extData['effect'] && (card.effect = extData['effect'])
// @ts-ignore
extData['type'] && (card.type = extData['type'])
// @ts-ignore
extData['number'] && (card.number = extData['number'])
}
cards.push(card)
}
this.addCardToPlayer(room, player, cards, fromplayer)
return cards
},
/**
* n张手牌
* @param player
* @param count
*/
removeCard(player: Player, count: number): Card[] {
let cards: Card[] = []
let cardArr: Card[] = [...player.cards.values()]
cards = cardArr.randomGet(count)
this.deleteCardFromPlayer(player, cards)
return cards
},
/**
*
* @param player
* @param cards
*/
deleteCardFromPlayer(player: Player, cards: Card[] | string[] | number[] | number | string) {
let deleteOne = function (cardId: string) {
if (player.cards.has(cardId)) {
if (cardLog.enabled) {
let card = player.cards.get(cardId)
cardLog(`delete: ${ player.id } ${ card.id } ${ card.effect } ${ card.type } `)
}
player.cards.delete(cardId)
player.cardSet.delete(cardId)
}
}
if (typeof cards == 'number' || typeof cards == 'string') {
const cardId = cards + ''
deleteOne(cardId)
} else {
for (let card of cards) {
let cardId = ''
if (typeof card == 'string') {
cardId = card
} else if (typeof card == 'number') {
cardId = card + ''
} else {
cardId = (card as Card).id + ''
}
deleteOne(cardId)
}
}
},
pushInPlayerCards(player: Player, cards: Card[]) {
const effectMap = global.$cfg.get(BaseConst.EFFECTCARD)
let realCards: Card[] = []
for (let card of cards) {
if (!card) {
continue
}
// 如果card的type == 11, 说明是自选随从卡, 则替换成玩家牌组中的卡
if (card.type == CardType.variable_unit && effectMap.get(card.effect).type_id == EffectType.variable_unit) {
card.effect = this.getRandomServant(player)
}
card.owner = player.id
realCards.push(card)
player.cards.set(card.id + '', card)
player.cardSet.add(card.id + '')
}
cardLog(`add: ${ player.id } ${ realCards.map(o => [o.id, o.effect, o.type]) }`)
},
/**
*
* @param room
* @param player
* @param cards
* @param fromplayer
*/
addCardToPlayer(room: Room, player: Player, cards: Card[], fromplayer?: Player) {
this.pushInPlayerCards(player, cards)
player.countTotal += cards.length
let time = room.battleMan.onCardGetted(player, cards, fromplayer)
cardLog(`addCardToPlayer add time: ${ time }`)
},
/**
*
* @param cardArr
* @param player
* @param targetCards
*/
changeCard(cardArr: Card[], player: Player, targetCards: Card[]): Card[] {
const effectMap = global.$cfg.get(BaseConst.EFFECTCARD)
let cards: Card[] = []
let tmpCards: Card[] = []
for (let card of targetCards) {
tmpCards.push(card.clone())
}
this.deleteCardFromPlayer(player, targetCards)
cardArr.randomInsert(tmpCards)
let count = targetCards.length
for (let i = 0; i < count; i++) {
cards.push(cardArr.pop())
}
this.pushInPlayerCards(player, cards)
return cards
},
/**
*
* @param cardsLst
* @param maxCount
*/
checkDiscard(cardsLst: Card[], maxCount: number) {
if (cardsLst.length == 0 || cardsLst.length == 2) {
return false
} else if (cardsLst.length == 1) {
return true
}
let numSet: number[] = []
cardsLst.forEach(function (value) {
if (value.type == CardType.general || value.type == CardType.variable_unit) {
numSet.push(value.number)
}
})
if (numSet.length === 1) {
return true
}
if (numSet.length < maxCount) {
return false
}
numSet.sort((a, b) => {
return a - b
})
let preNum
let sequence = true //是否是顺序
let same = true //是否是相同
for (let num of numSet) {
if (preNum) {
if (num !== (preNum + 1) && sequence) {
sequence = false
}
if (num !== preNum && same) {
same = false
}
if (!sequence && !same) {
return false
}
}
preNum = num
}
return true
},
/**
* ap
* @param player
*/
calcTotalAp(player: Player) {
let result = 0
if (!player) {
return result
}
for (let [pid, pet] of player.pets) {
result += pet.ap
}
return result
},
checkGameEnd(state: CardGameState) {
let deadCount0 = 0
let deadCount1 = 0
for (let [, player] of state.players) {
if (player.team == 0 && player.state == PlayerStateConst.PLAYER_DEAD) {
deadCount0++
} else if (player.team == 1 && player.state == PlayerStateConst.PLAYER_DEAD) {
deadCount1++
}
}
const roundNum = new GameEnv().duelRoundNum
const totalRound = roundNum * new GameEnv().maxDuelNum
return (deadCount0 == 2 || deadCount1 == 2) || (state.round >= totalRound - 1)
}
}
export default gameUtil;
export default gameUtil