package service import ( "fmt" "github.com/golang/protobuf/proto" "sort" "texas-poker-bk/api" "texas-poker-bk/internal/game" "texas-poker-bk/internal/service/store" "texas-poker-bk/internal/session" "texas-poker-bk/tool/collect" ) // HandleReqCreateTable 创建桌面 func HandleReqCreateTable(account *session.NetAccount, msg *api.ReqCreateTable) (proto.Message, error) { account.Lock.Lock() defer account.Lock.Unlock() if account.Player != nil { return &api.ResFail{Msg: fmt.Sprintf("您当前在#%d牌桌中", account.Player.GameTable.TableNo)}, nil } // 人数,机器人数 playerNum := msg.Players robotNum := msg.Robots if playerNum+robotNum <= 0 { return &api.ResFail{Msg: "至少添加一个玩家或机器人"}, nil } if !collect.In(msg.TexasType, 1, 2, 3) { return &api.ResFail{Msg: fmt.Sprintf("未知游戏类型%d", msg.TexasType)}, nil } if msg.BigBlind < 2 || msg.BigBlind > 200 || msg.BigBlind%2 == 1 { return &api.ResFail{Msg: "大盲注金额需在2-200之间,且为偶数"}, nil } if account.GetBalance() < msg.BigBlind*100 { return &api.ResFail{Msg: fmt.Sprintf("余额小于入场金额[%d]", msg.BigBlind*100)}, nil } // 初始化一个牌桌 table := &game.Table{ TableNo: store.TableNo.Add(1), MasterId: account.Id, PlayerNum: playerNum + 1, RobotNum: robotNum, Players: make([]*game.Player, playerNum+1), Robots: make([]*game.Robot, robotNum), BigBlindChip: msg.BigBlind, SmallBlindChip: msg.BigBlind / 2, LimitInAmount: msg.BigBlind * 100, TexasType: msg.TexasType, } table.InitGameAndPlayerStatus() // 房主 [0] // 扣除DB账户余额 account.DecrementBalance(table.LimitInAmount) owner := &game.Player{ Id: account.Id, Username: account.UserName, Avatar: account.Avatar, Status: 1, LastStatus: 0, Chip: table.LimitInAmount, TotalBetChip: 0, Cards: [2]*game.Card{}, GameTable: table, ProtoWriter: account.Client, } owner.Init() // 挂载 player 到 account 上 account.Player = owner table.Players[0] = owner owner.PosIndex = 0 for i := 0; i < int(robotNum); i++ { table.Robots[i] = &game.Robot{} } err := store.SaveNewTable(table) if err != nil { return &api.ResFail{Msg: err.Error()}, nil } return &api.ResCreateTable{TableNo: table.TableNo}, nil } // HandleReqLobbyView 返回当前所有桌面和玩家数量 func HandleReqLobbyView(account *session.NetAccount, msg *api.ReqLobbyView) (proto.Message, error) { res := &api.ResLobbyView{} if store.LobbyTables == nil || len(store.LobbyTables) == 0 { return res, nil } tables := make([]*api.LobbyTable, len(store.LobbyTables)) res.Tables = tables // 遍历 store tables 转换为视图层结构体 idx := 0 for _, t := range store.LobbyTables { table := &api.LobbyTable{TableNo: t.TableNo, PlayerNum: t.PlayerNum, RobotNum: t.RobotNum} table.Players = make([]*api.LobbyPlayer, t.PlayerNum+t.RobotNum) playerIdx := 0 if collect.IsNotEmptySlice(t.Players) { for _, p := range t.Players { if p == nil { playerIdx++ continue } player := &api.LobbyPlayer{Robot: false, Id: p.Id, Username: p.Username, Avatar: p.Avatar} table.Players[playerIdx] = player playerIdx++ } } if collect.IsNotEmptySlice(t.Robots) { for _, _ = range t.Robots { table.Players[playerIdx] = &api.LobbyPlayer{Robot: true} playerIdx++ } } tables[idx] = table idx++ } // 牌桌号降序 sort.Slice(tables, func(i, j int) bool { return tables[i].TableNo > tables[j].TableNo }) return res, nil } // HandleReqJoinTable 加入牌桌 func HandleReqJoinTable(account *session.NetAccount, msg *api.ReqJoinTable) (proto.Message, error) { account.Lock.Lock() defer account.Lock.Unlock() if account.Player != nil { return &api.ResFail{Msg: fmt.Sprintf("当前已加入#%d牌桌", account.Player.GameTable.TableNo)}, nil } table := store.LobbyTables[msg.TableNo] table.Lock.Lock() defer table.Lock.Unlock() if table == nil { return &api.ResFail{Msg: "牌桌不存在"}, nil } if table.Stage != 1 { return &api.ResFail{Msg: "牌桌正在进行中"}, nil } // 账户余额限制 if account.GetBalance() < table.LimitInAmount { return &api.ResFail{Msg: fmt.Sprintf("余额小于入场金额[%d]", table.LimitInAmount)}, nil } player := &game.Player{ Id: account.Id, Username: account.UserName, Avatar: account.Avatar, Status: 1, LastStatus: 0, Chip: 0, TotalBetChip: 0, Cards: [2]*game.Card{nil, nil}, GameTable: table, ProtoWriter: account.Client, } player.Init() index, err := table.JoinPlayer(player) if err != nil { return nil, err } player.PosIndex = index // 从账户扣除进入牌桌的金额 account.DecrementBalance(table.LimitInAmount) player.Chip = table.LimitInAmount account.Player = player // 通知其他玩家 player.GameTable.NoticeGameFullStatus() return &api.ResSuccess{}, nil } // HandleReqKickOutTable 踢人 func HandleReqKickOutTable(player *game.Player, msg *api.ReqKickOutTable) (proto.Message, error) { player.GameTable.PlayersLock.Lock() defer player.GameTable.PlayersLock.Unlock() if player.GameTable.MasterId != player.Id { return &api.ResFail{Msg: "不是房主不能踢人"}, nil } if player.Id == msg.PlayerId { return &api.ResFail{Msg: "不能踢自己"}, nil } if player.GameTable.Stage != 1 { return &api.ResFail{Msg: "牌局进行中不能踢人"}, nil } for i, p := range player.GameTable.Players { if p != nil && p.Id == msg.PlayerId { // 从牌桌移除该玩家 player.GameTable.Players[i] = nil // 被对踢出人发送消息 account := store.NetAccounts[p.Id] account.Player = nil // 解除账户绑定 account.IncrementBalance(player.Chip) // 筹码返还账户 p.ProtoWriter.Write(&api.ResKickOutTable{}) // 被踢玩家消息 break } } // 通知牌桌所有玩家 player.GameTable.NoticeGameFullStatus() return &api.ResSuccess{}, nil } // HandleReqLeaveTable 离开桌面 func HandleReqLeaveTable(player *game.Player, msg *api.ReqLeaveTable) (proto.Message, error) { player.GameTable.PlayersLock.Lock() defer player.GameTable.PlayersLock.Unlock() if player.GameTable.Stage != 1 { return &api.ResFail{Msg: "牌局进行中不能退出"}, nil } if player.Status != 1 { return &api.ResFail{Msg: "您已准备不能退出"}, nil } if player.GameTable.MasterId == player.Id { return &api.ResFail{Msg: "房主不能退出,请解散房间"}, nil } // 从牌桌移除 for i, p := range player.GameTable.Players { if p.Id == player.Id { player.GameTable.Players[i] = nil break } } account := store.NetAccounts[player.Id] account.Player = nil // 解除账户绑定 account.IncrementBalance(player.Chip) // 筹码返还账户 // 通知牌桌其他玩家 player.GameTable.NoticeGameFullStatus() return &api.ResSuccess{}, nil } // HandleReqGameFullStatus 获取牌桌当前所有状态 func HandleReqGameFullStatus(player *game.Player, msg *api.ReqGameFullStatus) (proto.Message, error) { if player.GameTable == nil { return &api.ResFail{Msg: "当前未加入牌桌"}, nil } resGame := player.GameTable.BuildResGameFullStatus() resGame.PlayerId = player.Id // 其他玩家手牌不返回,TODO 计算自己的5张推荐牌 for _, p := range resGame.Players { if p != nil && p.Id != player.Id { p.HandCard[0] = nil p.HandCard[1] = nil } } return resGame, nil } // HandleReqReadyStart 准备开始游戏 func HandleReqReadyStart(player *game.Player, msg *api.ReqReadyStart) (proto.Message, error) { player.Lock.Lock() defer player.Lock.Unlock() if player.Id == player.GameTable.MasterId { return &api.ResFail{Msg: "房主不用准备"}, nil } if player.Status != 1 { msg := "" switch player.Status { case 2: msg = "已准备" default: msg = fmt.Sprintf("异常状态#%d", player.Status) } return &api.ResFail{Msg: msg}, nil } player.SetStatus(2) player.GameTable.NoticeGameFullStatus() return &api.ResSuccess{}, nil } func HandleReqCancelReady(player *game.Player, msg *api.ReqCancelReady) (proto.Message, error) { player.Lock.Lock() defer player.Lock.Unlock() if player.Id == player.GameTable.MasterId { return &api.ResFail{Msg: "房主不用准备"}, nil } if player.Status != 2 { return &api.ResFail{Msg: "当前未准备"}, nil } player.SetStatus(1) player.GameTable.NoticeGameFullStatus() return &api.ResSuccess{}, nil } // HandleReqDismissGameTable 解散牌桌 func HandleReqDismissGameTable(player *game.Player, msg *api.ReqDismissGameTable) (proto.Message, error) { player.GameTable.Lock.Lock() defer player.GameTable.Lock.Unlock() if player.GameTable.Stage != 1 { return &api.ResFail{Msg: fmt.Sprintf("#%d,牌局进行中", player.GameTable.Stage)}, nil } player.GameTable.Stage = 9 delete(store.LobbyTables, player.GameTable.TableNo) // 通知所有玩家,解除账号绑定,结算玩家金额 for i, p := range player.GameTable.Players { if p == nil { continue } account := store.NetAccounts[p.Id] account.IncrementBalance(p.Chip) account.Player = nil player.GameTable.Players[i] = nil if p.Id != player.Id { p.ProtoWriter.Write(&api.ResDismissGameTable{}) } } return &api.ResDismissGameTable{}, nil } // HandleReqGameStart 游戏开始,初始化,扣除大小盲注,每个玩家发2张牌 func HandleReqGameStart(player *game.Player, msg *api.ReqGameStart) (proto.Message, error) { player.GameTable.Lock.Lock() defer player.GameTable.Lock.Unlock() // 锁定牌桌所有玩家 for _, p := range player.GameTable.Players { if p != nil { p.Lock.Lock() defer p.Lock.Unlock() } } table := player.GameTable if player.Id != table.MasterId { return &api.ResFail{Msg: "你不是房主"}, nil } if table.Stage != 1 { return &api.ResFail{Msg: fmt.Sprintf("牌局状态有误%d", table.Stage)}, nil } // 检查所有玩家准备状态 for _, p := range table.Players { if p != nil && p.Id != table.MasterId && p.Status != 2 { return &api.ResFail{Msg: "有玩家未准备"}, nil } } // 初始化桌面和玩家状态 table.InitGameAndPlayerStatus() // 游戏状态开始 table.Stage = 2 // 小盲注位 if table.GameTimes == 0 { // 第一轮由庄家左手边第一个作为小盲注 table.SmallBlindPos = table.NextPlayerPos(0) } else { table.SmallBlindPos = table.NextPlayerPos(table.SmallBlindPos) } // 大盲注位 table.BigBlindPos = table.NextPlayerPos(table.SmallBlindPos) // 回合数+1 table.GameTimes++ // 扣除大小盲注金额 table.Players[table.SmallBlindPos].Chip -= table.SmallBlindChip table.Players[table.SmallBlindPos].TotalBetChip += table.SmallBlindChip table.Players[table.BigBlindPos].Chip -= table.BigBlindChip table.Players[table.BigBlindPos].TotalBetChip += table.BigBlindChip // 桌面筹码 table.Chip = table.BigBlindChip + table.SmallBlindChip // 回合下注次数 // table.Players[table.BigBlindPos].RoundBetTimes++ // table.Players[table.SmallBlindPos].RoundBetTimes++ // 初始上次下注金额为大盲注 table.LastPosBetChip = table.BigBlindChip msgSmallBlind := &api.ResNoticePlayerLine{ PlayerId: table.Players[table.SmallBlindPos].Id, Line1: fmt.Sprintf("+%d", table.SmallBlindChip), Line2: "小盲注", } msgBigBlind := &api.ResNoticePlayerLine{ PlayerId: table.Players[table.BigBlindPos].Id, Line1: fmt.Sprintf("+%d", table.BigBlindChip), Line2: "大盲注", } table.NoticeAllPlayer(msgSmallBlind) table.NoticeAllPlayer(msgBigBlind) // 开始发牌(手牌,公共牌) table.Dealer.Init() // 初始化发牌员 for _, p := range table.Players { if p == nil { continue } for i := range p.Cards { p.Cards[i] = table.Dealer.Deal() } // 玩家状态置为等待 p.SetStatus(3) } // 待大盲注位下一位玩家下注 table.SetNextPlayerWithRoundStart() // 广播牌桌状态 table.NoticeGameFullStatus() return &api.ResSuccess{}, nil } // HandleReqBetting 下注 // 网易德州扑克:http://sports.163.com/special/poker_rule/?ivk_sa=1025883k // 天天德州: http://game.people.com.cn/n/2014/0220/c40130-24413078.html // wiki: https://zh.wikipedia.org/wiki/%E5%BE%B7%E5%B7%9E%E6%92%B2%E5%85%8B // 加注:增加下注额。 2、一人结束行动后按顺时针方向下一玩家获得行动权,直到不再有人弃牌,且每人已向奖池投入相同注额。 // 德州扑克多名玩家ALL IN之后的筹码 如何分配?https://www.zhihu.com/question/32187371 // All-in技巧:https://bac88.net/%E5%BE%B7%E5%B7%9E%E6%92%B2%E5%85%8B%E6%8A%80%E5%B7%A7-all-in%E7%9A%84%E6%8A%80%E5%B7%A7/ // 起手牌组合概率:https://www.moshike.com/a/1011.html // 各圈喊注将持续直至每个牌手都已为以下三种状态之一: // 盖牌(fold),即舍弃并覆盖手中的牌,放弃已投入底池的筹码退出该局。 // 跟注(call)投入了与所有其他未盖牌的牌手等量的筹码。 // 全下(all-in),投入了尚余的全部筹码。 func HandleReqBetting(player *game.Player, msg *api.ReqBetting) (proto.Message, error) { player.Lock.Lock() defer player.Lock.Unlock() player.GameTable.Lock.Lock() defer player.GameTable.Lock.Unlock() if player.Status != 6 { return &api.ResFail{Msg: "当前未轮到您下注"}, nil } if !collect.In(msg.BetType, player.BetOpts...) { return &api.ResFail{Msg: fmt.Sprintf("当前不可执行该操作#%d", msg.BetType)}, nil } // 投注结束广播牌桌状态 defer player.GameTable.NoticeGameFullStatus() table := player.GameTable var raise bool // 是否加注 playerBettingChip := msg.BetChip // 当前玩家加注/跟注金额 betNotice := &api.ResNoticePlayerLine{PlayerId: player.Id} switch msg.BetType { case 1: // 跟注 if msg.BetChip > player.BetMin { return &api.ResFail{Msg: fmt.Sprintf("投注大于应跟注金额#%d", player.BetMin)}, nil } fallthrough case 2: // 加注 //if table.LastPosBetChip < 0 { // return &api.ResFail{Msg: "您当前只能All-In或弃牌"}, nil //} if msg.BetChip < player.BetMin { return &api.ResFail{Msg: fmt.Sprintf("小于当前最低投注额#%d", player.BetMin)}, nil } if player.BetMax > 0 && msg.BetChip > player.BetMax { return &api.ResFail{Msg: fmt.Sprintf("大于当前最大投注额#%d", player.BetMax)}, nil } // 限注式加注3次判断 if table.TexasType == 1 && msg.BetChip > player.BetMin && table.RoundRaiseTimes >= 3 { return &api.ResFail{Msg: "该轮不可再加注"}, nil } if table.Stage == 2 && player.RoundBetTimes == 0 { // 如果是第一圈第一次大小盲注玩家下注,下注额算加上盲注 switch player.PosIndex { case table.SmallBlindPos: playerBettingChip += table.SmallBlindChip case table.BigBlindPos: playerBettingChip += table.BigBlindChip } } // 加注判断 raise = msg.BetChip > player.BetMin if raise { table.RoundRaiseTimes++ table.LastPosBetType = 2 } else { table.LastPosBetType = 1 } player.RoundBetTimes++ table.LastPosBetChip = playerBettingChip table.Chip += msg.BetChip player.Chip -= msg.BetChip player.TotalBetChip += msg.BetChip betNotice.Line1 = fmt.Sprintf("+%d", msg.BetChip) if playerBettingChip == player.BetMin { betNotice.Line2 = "跟注" } else { betNotice.Line2 = fmt.Sprintf("加注:%d", msg.BetChip-player.BetMin) if player.BetMin > 0 { betNotice.Line2 = fmt.Sprintf("跟注:%d", player.BetMin) } } case 3: // All-In TODO 边池 table.LastPosBetType = 3 player.RoundBetTimes++ table.LastPosBetChip = player.Chip table.Chip += player.Chip player.Chip = 0 table.LastPosBetChip = playerBettingChip case 4: // 弃牌 player.SetStatus(7) betNotice.Line2 = "弃牌" // 剩余玩家数为1则结束 leftPlayers := collect.Filter(player.GameTable.Players, func(i int, p *game.Player) bool { return p != nil && p.Status != 7 }) if len(leftPlayers) == 1 { err := table.RoundOver() if err != nil { return &api.ResFail{Code: 500, Msg: err.Error()}, nil } player.GameTable.NoticeAllPlayer(betNotice) return &api.ResSuccess{}, nil } case 5: // 过牌 table.LastPosBetType = 5 player.RoundBetTimes++ betNotice.Line2 = "过牌" default: return &api.ResFail{Msg: fmt.Sprintf("未知操作#%d", msg.BetType)}, nil } // 通知下注结果 if betNotice.Line1 != "" || betNotice.Line2 != "" { player.GameTable.NoticeAllPlayer(betNotice) } // 下注完成:若还有玩家未下注、加注,下一玩家继续下注;若该轮下注完成,发牌开启下一轮下注 nextPlayerPos := table.NextHoldingCardPlayerPos(player.PosIndex) nextPlayer := table.Players[nextPlayerPos] //if nextPlayer.Id == player.Id { // // 开启下一轮 // err := table.RoundOver() // if err != nil { // return &api.ResFail{Code: 500, Msg: err.Error()}, nil // } // return &api.ResSuccess{}, nil //} if !raise { // 当前玩家未加注, 判断是否结束本轮下注 if nextPlayer.RoundBetTimes == player.RoundBetTimes { // 开启下一轮 err := table.RoundOver() if err != nil { return &api.ResFail{Code: 500, Msg: err.Error()}, nil } return &api.ResSuccess{}, nil } } // 查找下一位下注玩家 table.SetNextPlayer(player.PosIndex) // 依赌场规则而异, // 若所余筹码All-in后仍低于最低加注金额,则此注仅视为跟注(call)而不能被当成加注(raise),亦及该圈若未有其他人再加注,则原加注者(此例中的第一位牌手)仅可跟注补齐或盖牌,于此圈不可再行加注 // 亦有少部分赌场规定All-in后大于最低加注额的一半以上,原加注者即可重新加注。 return &api.ResSuccess{}, nil }