player增加cardQueue用于记录上一手牌
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@ -53,9 +53,9 @@ export class DiscardCommand extends Command<CardGameState, { client: Client, car
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let newCount = player.extraTime - Math.min(count, 0);
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player.extraTime = Math.max(newCount, 0);
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}
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let tmpCard = player.cards.get(cards[0] + '');
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for (let id of cards) {
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this.state.cards.set(id+'', player.cards.get(id + ''));
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player.cardQueue.push(player.cards.get(id + ''));
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player.cards.delete(id + '');
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player.cardSet.delete(id + '');
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}
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@ -69,11 +69,13 @@ export class EatConfirmCommand extends Command<CardGameState, { timeUp: boolean
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debugRoom(`真的开始吃牌了: ${player.id}, 场上牌: ${this.state.cards.size}, isFirst: ${isFirst}, timeUp: ${timeUp}`);
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// 如果有吃牌计时的话,停止吃牌计时
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this.room.stopSchedule('eat_round');
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// if (this.room.mainClock?.active) {
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// this.room.mainClock.clear();
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// }
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let currentPlayer = this.state.players.get(this.state.currentTurn);
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currentPlayer.cardQueue.clear();
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player.cardQueue.clear();
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player.cardQueue.push(this.state.cards.values().next().value);
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for (let id of cards) {
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this.state.cards.set(id + '', player.cards.get(id + ''));
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player.cardQueue.push(player.cards.get(id + ''));
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player.cards.delete(id + '');
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player.cardSet.delete(id + '');
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}
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@ -35,6 +35,7 @@ export class NextTurnCommand extends Command<CardGameState, {}> {
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? sessionIds[(sessionIds.indexOf(this.state.currentTurn) + 1) % sessionIds.length]
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: sessionIds[0]);
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let player = this.state.players.get(this.state.currentTurn);
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player.cardQueue.clear();
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if (!player) {
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error('未找到玩家');
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}
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@ -1,4 +1,4 @@
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import {filter, MapSchema, Schema, SetSchema, type} from "@colyseus/schema";
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import {ArraySchema, filter, MapSchema, Schema, SetSchema, type} from "@colyseus/schema";
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import {Pet} from "./Pet";
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import {Card} from "./Card";
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import {GameEnv} from "../../cfg/GameEnv";
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@ -22,6 +22,12 @@ export class Player extends Schema {
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@type({ set: "string" })
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cardSet = new SetSchema<string>();
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/**
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* 玩家出的牌
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*/
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@type([Card])
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cardQueue = new ArraySchema<Card>();
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/**
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* 当前hp
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*/
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