card_svr/src/global.d.ts

336 lines
7.6 KiB
TypeScript

import { IMsg } from './message/IMsg'
import { Client } from 'colyseus'
import { PetInfo, PetInfoMsg } from './message/PetInfo'
import { BattleHandler } from './rooms/logic/Handler/BattleHandler'
import { SkillInfoMsg } from './message/SkillInfo'
import { PartResultMsg } from './message/PartResult'
import { RemovePetMsg } from './message/RemovePetMsg'
import { Dispatcher } from '@colyseus/command'
import { Delayed } from '@gamestdio/timer/lib/Delayed'
import { Player } from './rooms/schema/Player'
import { RobotClient } from './robot/RobotClient'
export {}
declare global {
namespace NodeJS {
interface Global {
NODE_ENV: string
ROOT_PATH: string
$cfg: any
isProd: boolean
}
}
}
/**
* GeneralRoom 扩展方法
*/
declare module 'colyseus' {
interface Room {
battleMan: BattleHandler;
dispatcher: Dispatcher;
mainClock: Delayed;
robotCount: number;
match: string | undefined;
score: number;
/**
* 当前room的client数量
*/
clientCount: number;
/**
* 根据sessionId获取client
* @param player 玩家id或者玩家的对象
*/
getClient(player: string | Player): Client;
// >>>>>>>>> Begin of extend send message <<<<<<<<<<<<<
/**
* 广播玩家加入房间
* @param data
* @param options
*/
bUserJoin(data?: any, options?: any): void;
/**
* 广播玩家离开
* @param data
*/
bUserLeft(data?: any): void;
/**
* 给指定用户下发英雄选择结果
* @param client
* @param data
*/
sSelectHero(client: Client, data?: any): void;
/**
* 广播英雄选择结果
* @param data
*/
bSelectHero(data?: any): void;
/**
* 下发抽牌信息
* @param client
* @param data
*/
sDrawCard(client: Client, data?: any): void;
/**
* 增加一个随从
* @param data
*/
bAddPet(data?: PetInfoMsg): void;
/**
* 施放一个技能
* @param data
*/
bCastSkill(data?: SkillInfoMsg): void;
/**
* 广播偷卡信息
* @param data
* @param options
*/
bStealCard(data?: any, options?: any): void;
/**
* 单独下发一个偷卡信息
* @param data
*/
sStealCard(data?: any): void;
/**
* 广播一个抽卡信息
* @param data
* @param options
*/
bDrawCard(data?: any, options?: any): void;
/**
* 广播一个弃卡信息
* @param data
* @param options
*/
bRemoveCard(data?: any, options?: any): void;
/**
* 移除随从
* @param data
* @param options
*/
bRemovePet(data?: RemovePetMsg, options?: any): void;
/**
* 广播游戏进行中的决斗结果
* @param data
* @param options
*/
bPartResult(data?: PartResultMsg, options?: any): void;
/**
* 广播游戏最终结果
* @param data
* @param options
*/
bGameResult(data?: any, options?: any): void;
/**
* 发送换卡消息
* @param client
* @param data
*/
sChangeCard(client: Client, data?: any): void;
/**
* 发需要替换随从的消息给客户端
* @param player
* @param data
*/
sNeedChangePet(player: string | Player, data?: any): void;
/**
* 发送给个人的消息列表
* @param client
* @param data
*/
sMsgQueue(client: Client, data: IMsg[]): void;
/**
* 广播玩家死亡消息
* @param data
* @param options
*/
bPlayerDead(data: any, options?: any): void;
/**
* 广播的消息列表
* 例:
* let datas:IMsg[] = [];
* datas.push({errcode: 0, type: '消息类型', data: {pid: 1}});
* this.room.bMsgQueue(datas);
* @param datas
* @param options
*/
bMsgQueue(datas: IMsg[], options?: any): void;
send(client: Client, type: string, data?: any): void;
// >>>>>>>>> End of extend send message <<<<<<<<<<<<<
// >>>>>>>>> Begin of extend functions <<<<<<<<<<<<<
/**
* 随机从一个玩家那里抽一定数量的卡, 并将抽卡信息广播出去
* @param srcplayer
* @param dstplayer 目标玩家
* @param count 抽卡数量
*/
drawCardFromPlayer(srcplayer: string, dstplayer: string, count: number): number;
/**
* 弃卡, 并广播消息
* @param dstplayer 目标玩家
* @param count
* @param fromplayer
*/
giveUpCard(dstplayer: string, count: number, fromplayer?: string): number;
/**
* 补卡, 并广播消息
* @param dstplayer 目标玩家
* @param count 补多少张, 该值和max_count至少一个不为0
* @param max_count 补到多少张, 如果count和max_count都不为0, 则抽 Math.min(count, (max_count - 当前手牌数))
* @param source 0: 正常抽卡, 1: 技能, 2: gm命令抽的卡
* @param fromplayer
* @param extData 将抽到的卡变成特定的效果
*/
addCard(dstplayer: string, count: number, max_count: number, source?: number, fromplayer?: string, extData?: {}): number;
/**
* 更新玩家血量
* @param dstplayer
* @param hp
* @param reason
* @param fromplayer
*/
updateHp(dstplayer: string, hp: number, reason?: string, fromplayer?: string): number;
/**
* 更新随从信息
* @param datas
* @param fromplayer
*/
updatePet(datas: PetInfo[], fromplayer?: string): void;
/**
* 更新随从信息, 统计用
* @param datas
* @param fromplayer
*/
updatePetStat(datas: PetInfo[], fromplayer?: string): void;
/**
* 添加一个计时器
* @param millisecond
* @param handler
* @param name
*/
beginSchedule(millisecond: number, handler: Function, name: string): void;
/**
* 判断某个定时器是否active
* @param {string} name
* @return {boolean}
*/
scheduleActive(name: string): boolean;
/**
* 取消某个计时器
*/
stopSchedule(name: string): number;
/**
* 暂停某个计时器
*/
pauseSchedule(name: string): number;
/**
* 恢复某个计时器
*/
resumeSchedule(name: string): number;
/**
* 给某个计时器增加n秒
* @param name
* @param millisecond
* @param reason
*/
addScheduleTime(millisecond: number, reason?: string, name?: string): void;
/**
* 为一个玩家生产n张指定效果id的卡
* @param effectId
* @param count
* @param player
* @param fromplayer
*/
generateCard({ player, count, effectId, fromplayer, options }
: {
player: string | Player,
count: number,
effectId: number,
fromplayer?: string | Player,
options?: any
}): number;
/**
* 添加一个机器人
* @param playerId
*/
addRobot(playerId?: string): void;
/**
* 添加一个辅助机器人
* @param sessionId
*/
addAssistClient(sessionId: string): void;
/**
* 获取当前session的辅助机器人
* @param sessionId
*/
getAssistClient(sessionId: string): RobotClient;
/**
* 获取对位玩家
* @param srcPlayer
*/
getOppositePlayer(srcPlayer: string | Player): Player;
/**
* 获取另外一队的玩家
* @param {string | Player} srcPlayer
* @param exPlayer
* @return {Player[]}
*/
getOtherTeamPlayers(srcPlayer: string, exPlayer?: string): Player[];
/**
* 根据index获取玩家
* @param {number} idx
* @return {Player}
*/
getPlayerByIdx(idx: number): Player;
}
}