import {Command} from "@colyseus/command"; import {CardGameState} from "../schema/CardGameState"; import {Player} from "../schema/Player"; import {Client} from "colyseus"; import {GameStateConst} from "../../constants/GameStateConst"; import {GameEnv} from "../../cfg/GameEnv"; /** * 玩家成功加入房间 */ export class OnJoinCommand extends Command { execute({client} = this.payload) { let team = (this.state.players.size == 1 || this.state.players.size == 2)? 1 : 0; // 实际的team会在PlayReadyCommand中设置 let player = new Player(client.sessionId, 0, team); this.state.players.set(client.sessionId, player); this.room.addAssistClient(client.sessionId); let self = this; if (this.room.clientCount() == 1) { // 正常的匹配逻辑进入的第一个玩家, 开启定时, 超过设定时间人没齐的话, 添加机器人 let timeOutWaitingPlayer = function () { let count = self.room.maxClients - self.room.clientCount(); if (count > 0) { for (let i = 0; i < count; i++) { self.room.addRobot(); } } } let time = new GameEnv().waitingPlayerTime * 1000; self.room.beginSchedule(time, timeOutWaitingPlayer, 'waiting_player'); } else if (this.room.clientCount() > 1 && this.room.clientCount() < this.room.maxClients) { let moreTime = new GameEnv().waitingPlayerOnePlus * 1000; self.room.addScheduleTime(moreTime, 'play_join', 'waiting_player') } if (this.state.players.size >= this.room.maxClients) { this.room.lock().then(() => {}); this.state.updateGameState(GameStateConst.STATE_WAIT_PREPARE); } this.room.bUserJoin(`${client.sessionId}`, {except: client}); } }