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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
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
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
PlayersLock *sync.Mutex
ChipLock *sync.Mutex // 桌面筹码更新锁
// TODO game logs7
}
// Init 初始化桌面
func (t *Table) Init() {
t.PlayersLock = &sync.Mutex{}
t.ChipLock = &sync.Mutex{}
t.PublicCards = [5]*Card{nil, nil, nil, nil, nil}
t.Dealer = NewDealer()
t.RoundTimes = 0
t.Stage = 1
t.BigBlindPos = 0
t.SmallBlindPos = 0
}
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 {
for i := 0; i < 999; i++ {
nextPos := t.NextPlayerPos(current)
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,
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)
}
}
}
func (t *Table) NoticeAllPlayer(message proto.Message) {
for _, player := range t.Players {
if player != nil && player.ProtoWriter != nil {
player.ProtoWriter.Write(message)
}
}
}
// CurrentRoundEnd 当前回合结束
func (t *Table) CurrentRoundEnd() error {
// TODO 游戏结束,开牌结算
if t.RoundTimes >= 4 {
// 比牌
t.Stage = 7
var winners []*Player = nil
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
}
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
}
// 开启下一回合, 重置一些状态
t.RoundRaiseTimes = 0
t.RoundTimes++
for _, p := range t.Players {
if p != nil {
p.RoundBetTimes = 0
p.RoundChip = 0
p.BetMin = 0
p.BetMax = 0
p.BetOpts = []int32{}
p.SetStatus(3)
}
}
// 由小盲注或小盲注后第一个未弃牌玩家开始
nextBegin := t.SmallBlindPos
if t.Players[t.SmallBlindPos].Status == 7 {
nextBegin = t.NextHoldingCardPlayerPos(nextBegin)
}
begin := t.Players[nextBegin]
begin.SetStatus(6)
begin.BetOpts = []int32{1, 2, 4, 5}
// 根据回合发公共牌
switch t.RoundTimes {
case 2: // 发3张公共牌(翻牌)
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.PublicCards[3] = t.Dealer.Deal()
t.Stage = 5
case 4: // 发第5张公共牌(河牌river)
t.PublicCards[4] = t.Dealer.Deal()
t.Stage = 6
}
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
)