package game import ( "errors" "sync" "texas-poker-bk/api" "texas-poker-bk/tool/collect" ) type Table struct { TableNo int32 // 牌桌编号 MasterId int64 // 房主Id RoundTimes int32 // 回合次数 Stage int32 // 游戏阶段: 1等待玩家准备;2游戏开始(自动扣大小盲注,发牌,轮流下注) [2(开始发牌)下大盲注;3下小盲注;4发公共牌;] 5发第四张公共牌,轮流下注;6发第五张公共牌,轮流下注,7比牌结算,9已解散 Chip int32 // 牌桌当前筹码 robotChip int32 // 牌桌当前机器人下注筹码 Dealer *Dealer // 发牌员 PublicCards [5]*Card // 公共牌 PlayerNum int32 // 玩家数 RobotNum int32 // 机器人数 Players []*Player // 玩家 Robots []*Robot BigBlindPos int // 大盲注位 SmallBlindPos int // 小盲注位 PlayersLock *sync.Mutex ChipLock *sync.Mutex // 桌面筹码更新锁 // TODO game logs7 } func (t *Table) PlayerCount() int32 { var count int32 = 0 for _, p := range t.Players { if p != nil { count++ } } return count } func (t *Table) NextPosPlayer(current int) int { for i := current + 1; i < len(t.Players); i++ { if t.Players[i] == nil { continue } return i } for i, p := range t.Players { if p != nil { return i } } return 0 } func (t *Table) FindPlayerPos(player *Player) int32 { for i, p := range t.Players { if p != nil && p.Id == player.Id { return int32(i) } } return -1 } func (t *Table) JoinPlayer(player *Player) error { t.PlayersLock.Lock() defer t.PlayersLock.Unlock() for i := range t.Players { // 找个空位坐下 if t.Players[i] == nil { t.Players[i] = player return nil } } return errors.New("牌桌玩家已满") } // BuildResGameFullStatus 构建牌桌当前游戏状态消息 func (t *Table) BuildResGameFullStatus() *api.ResGameFullStatus { resGame := &api.ResGameFullStatus{ InGame: collect.In(t.Stage, 2, 3, 4, 5, 6, 7), TableNo: t.TableNo, GameStage: t.Stage, Chip: t.Chip, RoundTimes: t.RoundTimes, BigBlindPos: int32(t.BigBlindPos), SmallBlindPos: int32(t.SmallBlindPos), } // 公共牌 resGame.PublicCard = make([]*api.Card, len(t.PublicCards)) for i, card := range t.PublicCards { if card == nil { resGame.PublicCard[i] = nil continue } resGame.PublicCard[i] = &api.Card{Dot: int32(card.Dot), Suit: CardColors[card.Suit]} } // 牌桌玩家 resGame.Players = make([]*api.TablePlayer, len(t.Players)) for i, p := range t.Players { if p == nil { resGame.Players[i] = nil continue } player := &api.TablePlayer{ Robot: false, Id: p.Id, Username: p.Username, Avatar: p.Avatar, Chip: p.Chip, Status: p.Status, LastStatus: p.LastStatus, Master: t.MasterId == p.Id, HandCard: make([]*api.Card, 2), } // 玩家手牌 for j, card := range p.Cards { if card == nil { player.HandCard[j] = nil continue } player.HandCard[j] = &api.Card{Dot: int32(card.Dot), Suit: CardColors[card.Suit]} } resGame.Players[i] = player } // TODO 机器人 return resGame } func (t *Table) NoticeGameFullStatus() { // 发送当前游戏状态消息到牌桌所有用户 for _, player := range t.Players { if player != nil && player.ProtoWriter != nil { resGame := t.BuildResGameFullStatus() resGame.PlayerId = player.Id // 只返回自己的手牌 TODO 结算时全部返回 for _, p := range resGame.Players { if p != nil && p.Id != player.Id { p.HandCard[0] = nil p.HandCard[1] = nil } } player.ProtoWriter.Write(resGame) } } } // NoticeGamePlayerCall TODO 发送(下注信息、下注人、下一位下注人)到牌桌所有用户 //func (t *Table) NoticeGamePlayerCall() { // //} type Stage int func (s *Stage) String() string { return stageNames[*s] } // 游戏阶段名称 var stageNames = []string{"Stage00WaitBegin", "Stage10Perflop", "Stage20Flop", "Stage30Turn", "Stage40River"} // 游戏阶段 const ( Stage00WaitBegin Stage = iota // 等待游戏开始 Stage10Perflop Stage = iota // 下大小盲注,然后没人发2张底牌,大盲注后面第一个玩家跟注、加注或放弃,依次顺时针表态 Stage20Flop Stage = iota // 发三张公牌,由小盲注开始顺时针表态 Stage30Turn Stage = iota // 发第四张公共牌,由小盲注开始顺时针表态 Stage40River Stage = iota // 发第五张牌,由小盲注开始顺时针表态,然后亮牌比大小 )