package game import ( "errors" "github.com/golang/protobuf/proto" "sync" "texas-poker-bk/api" "texas-poker-bk/tool/collect" ) type Table struct { TableNo int32 // 牌桌编号 MasterId int64 // 房主Id GameTimes int32 // 游戏次数 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,发手牌,轮流下注); 3:发3张公共牌 4:发第四张公共牌,轮流下注;5: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 BigBlindChip int32 // 大盲注金额 SmallBlindChip int32 // 大盲注金额 TexasType int32 // 德州扑克类型: (1限注德州扑克:你只能增加与大盲注相同的投注额; 2底池限制德州扑克:你只能增加当时台面最大额的投注额(已经完成所有投注); 3无限制德州扑克:你可在手持额度下,增加任何额度的投注额,如果你投入所有筹码,就是“全押”) LimitInAmount int32 // 最低入场金额 LastPosBetChip int32 // 上家下注金额 RoundRaiseTimes int32 // 该轮押注圈加注次数 Lock *sync.Mutex // 牌桌锁 PlayersLock *sync.Mutex // TODO game logs7 } // InitGameAndPlayerStatus 初始化桌面 func (t *Table) InitGameAndPlayerStatus() { if t.PlayersLock == nil { t.PlayersLock = &sync.Mutex{} } if t.Lock == nil { t.Lock = &sync.Mutex{} } t.PublicCards = [5]*Card{nil, nil, nil, nil, nil} if t.Dealer == nil { t.Dealer = NewDealer() } else { t.Dealer.Init() } t.Stage = 1 t.BigBlindPos = 0 t.SmallBlindPos = 0 for _, p := range t.Players { if p != nil { p.RoundInit() } } } func (t *Table) PlayerCount() int32 { var count int32 = 0 for _, p := range t.Players { if p != nil { count++ } } return count } func (t *Table) NextPlayerPos(current int) int { // 当前位置往后 for i := current + 1; i < len(t.Players); i++ { if t.Players[i] == nil { continue } return i } // 从头找 for i, p := range t.Players { if p != nil { return i } } return current } // NextHoldingCardPlayerPos 下一个未弃牌玩家 func (t *Table) NextHoldingCardPlayerPos(current int) int { nextPos := current for i := 0; i < 999; i++ { nextPos = t.NextPlayerPos(nextPos) if nextPos == current { return current } if t.Players[nextPos].Status != 7 { return nextPos } } return current } //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) (int, 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 i, nil } } return -1, 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, 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, RoundBetTimes: p.RoundBetTimes, TotalBetChip: p.TotalBetChip, HandCard: make([]*api.Card, 2), BetRole: &api.BetRole{ BetMin: p.BetMin, BetMax: p.BetMax, BetOpts: p.BetOpts, }, } // 未到结算时不展示其他玩家手牌 if !collect.In(t.Stage, 7, 9) { 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 } 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) } } } // NoticeAllPlayer 发送消息到牌桌所有玩家 func (t *Table) NoticeAllPlayer(message proto.Message) { for _, player := range t.Players { if player != nil && player.ProtoWriter != nil { player.ProtoWriter.Write(message) } } } // RoundOver 当前回合结束 func (t *Table) RoundOver() error { // 游戏结束,开牌结算 if t.Stage == 5 || 1 == len(collect.Filter(t.Players, func(i int, p *Player) bool { return p != nil && p.Status != 7 })) { return t.cardFightAndSettle() } // 开启下一回合, 根据回合发公共牌 switch t.Stage { case 2: // 发3张公共牌(翻牌) t.Stage = 3 for i := 0; i < 5; i++ { if i < 3 { t.PublicCards[i] = t.Dealer.Deal() continue } // 第4,5张牌置空 t.PublicCards[i] = nil } case 3: // 发第4张公共牌(转牌turn) t.Stage = 4 t.PublicCards[3] = t.Dealer.Deal() case 4: // 发第5张公共牌(河牌river) t.Stage = 5 t.PublicCards[4] = t.Dealer.Deal() } // 重置一些状态 t.RoundRaiseTimes = 0 for _, p := range t.Players { if p != nil { p.RoundBetTimes = 0 p.WaitBet() } } // 由小盲注或小盲注后第一个未弃牌玩家开始 nextPos := t.SmallBlindPos if t.Players[t.SmallBlindPos].Status == 7 { nextPos = t.NextHoldingCardPlayerPos(nextPos) } nextPlayer := t.Players[nextPos] nextPlayer.SetStatus(6) nextPlayer.BetOpts = []int32{1, 2, 4, 5} return nil } // SetNextPlayerWithRoundStart 回合开始, 设置下一个下注玩家 func (t *Table) SetNextPlayerWithRoundStart() { nextPos := t.SmallBlindPos if t.Stage == 2 { // TODO 第一回合第一轮由大盲注后一个玩家下注 nextPos = t.NextPlayerPos(t.BigBlindPos) } if t.Players[nextPos].Status == 7 { nextPos = t.NextHoldingCardPlayerPos(nextPos) } // 重置其他玩家状态为等待 for _, p := range t.Players { if p == nil || p.Status == 7 { continue } if p.PosIndex != nextPos { p.WaitBet() } } nextP := t.Players[nextPos] nextP.SetStatus(6) nextP.BetOpts = []int32{2, 4} nextP.BetMin = t.BigBlindChip switch t.TexasType { case 2: // 底池限注 nextP.BetMax = t.Chip + t.LastPosBetChip*2 case 3: // 无限注 nextP.BetOpts = append(nextP.BetOpts, 3) // 可 all in nextP.BetMax = -1 case 1: // 限注 fallthrough default: // 第1,2回合跟注加注需和大盲注相同, 3,4回合两倍 nextP.BetMax = t.BigBlindChip * (t.Stage/2 + 1) } // 如果下一玩家是大小盲注第一次下注 if t.Stage == 2 && nextP.RoundBetTimes == 0 { switch nextP.PosIndex { case t.SmallBlindPos: nextP.BetMin -= t.SmallBlindChip if t.TexasType != 3 { nextP.BetMax -= t.SmallBlindChip } case t.BigBlindPos: nextP.BetMin -= t.BigBlindChip nextP.BetOpts = append(nextP.BetOpts, 5) if t.TexasType != 3 { nextP.BetMax -= t.BigBlindChip } } } } // SetNextPlayer 查找下一个下注玩家, TODO 并计算最大最小下注额 func (t *Table) SetNextPlayer(current int) { // 找下一个拿牌玩家 var nextPos = t.NextHoldingCardPlayerPos(current) // 其他玩家状态等待 for _, p := range t.Players { if p == nil || p.Status == 7 { continue } if p.PosIndex != nextPos { p.WaitBet() } } nextP := t.Players[nextPos] nextP.SetStatus(6) // 最大最小下注额 nextP.BetMin = t.LastPosBetChip } // cardFightAndSettle 斗牌并结算 func (t *Table) cardFightAndSettle() error { var winners []*Player = nil leftPlayers := collect.Filter(t.Players, func(i int, p *Player) bool { return p != nil && p.Status != 7 }) if t.Stage != 5 && 1 < len(leftPlayers) { return errors.New("未到最后一轮下注且由1一个以上玩家持有牌") } t.Stage = 7 if 1 == len(leftPlayers) { // 还剩一个玩家未弃牌 winners = leftPlayers } else { // 剩余玩家大于1: 比牌 for _, p := range t.Players { if p == nil { continue } hand, err := AnalyzeMaxHand(p.Cards, t.PublicCards) if err != nil { return err } p.Hand = hand if winners == nil { winners = []*Player{p} } else { if p.Hand.point > winners[0].Hand.point { winners[0] = p } else if p.Hand.point == winners[0].Hand.point { // 手牌相同 winners = append(winners, p) } } } } winnerCount := int32(len(winners)) // TODO 所有玩家输赢消息 ResCalcWinnerChip if winnerCount == 1 { // 只有一个玩家获胜 winner := winners[0] winner.Chip += t.Chip t.Chip = 0 } else { // 平分奖池 once := t.Chip / winnerCount lessPos := winners[0].PosIndex lessNear := lessPos - t.SmallBlindPos for _, p := range winners { p.Chip += once // 计算最靠近发牌者的赢家 pNear := p.PosIndex - t.SmallBlindPos if pNear*lessPos < 0 { // 一正一负, 正的近 if pNear >= 0 { lessPos = p.PosIndex } } else if lessNear > pNear { lessPos = p.PosIndex } } // 无法平分之小额筹码,顺时针靠近发牌者得 less := t.Chip - once*winnerCount if less > 0 { t.Players[lessPos].Chip += less } t.Chip = 0 } // TODO 通知输赢金额 // TODO 初始化牌桌及状态 t.InitGameAndPlayerStatus() go func() { // TODO 等前端展示3秒钟后,牌桌回到初始状态,剔除掉线玩家 }() return nil } // DiscardAllPlayerWin 其他玩家弃牌,玩家赢 func (t *Table) DiscardAllPlayerWin(player *Player) { } // 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 //)