吃牌成功后,广播吃牌成功消息, 并增加被吃的玩家的id
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1dd88339c1
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@ -48,6 +48,7 @@ export class DiscardCommand extends Command<CardGameState, { client: Client, car
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this.room.send(client,'discard_card_s2c', {errcode: 3, errmsg: '不是当前轮'});
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return;
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}
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let targetCard
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if (target) {
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if (this.state.cards.size > 1) {
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this.room.send(client,'discard_card_s2c', {errcode: 6, errmsg: '不符合吃牌规则'});
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@ -57,7 +58,7 @@ export class DiscardCommand extends Command<CardGameState, { client: Client, car
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this.room.send(client,'discard_card_s2c', {errcode: 5, errmsg: '找不到要吃的牌'});
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return;
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}
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let targetCard = this.state.cards.values().next().value.clone()
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targetCard = this.state.cards.values().next().value.clone()
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let targetPlayer = this.state.players.get(targetCard.owner)
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targetPlayer?.cardQueue.clear()
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tmpCards.push(targetCard)
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@ -108,9 +109,14 @@ export class DiscardCommand extends Command<CardGameState, { client: Client, car
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return [new Wait().setPayload(new GameEnv().emptyRoundTime), new TurnEndCommand()];
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} else {
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let cardArr: Card[] = [...this.state.cards.values()];
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let cardids = cardArr.map(o => o.id)
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let self = this;
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this.room.send(client,'eat_card_s2c', {player: player.id, errcode: 0, errmsg: '', cards: cards});
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let cardMsg: any = {player: player.id, errcode: 0, errmsg: ''}
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if (targetCard) {
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cardMsg.target = targetCard.owner
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}
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this.room.broadcast('eat_card_s2c', cardMsg, {except: client});
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cardMsg.cards = cards;
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this.room.send(client,'eat_card_s2c', cardMsg);
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let delay = this.room.battleMan.onCardLinkOver(player, cardArr);
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player.statData.inc(StateTypeEnum.EATCOUNT, 1);
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await this.delay(delay);
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