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677 lines
21 KiB
677 lines
21 KiB
package logic |
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import ( |
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"fmt" |
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"github.com/golang/protobuf/proto" |
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"reflect" |
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"sort" |
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"texas-poker-bk/api" |
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"texas-poker-bk/internal/game" |
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"texas-poker-bk/internal/game/delayer" |
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"texas-poker-bk/internal/game/event" |
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delayer2 "texas-poker-bk/internal/logic/delayer" |
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"texas-poker-bk/internal/logic/store" |
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"texas-poker-bk/internal/session" |
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"texas-poker-bk/tool/collect" |
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"time" |
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) |
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func init() { |
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// TODO 循环依赖 ioc 参考 |
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delayer2.HandleReqBetting = HandleReqBetting |
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} |
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// HandleReqCreateTable 创建桌面 |
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func HandleReqCreateTable(account *session.NetAccount, msg *api.ReqCreateTable) (proto.Message, error) { |
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account.Lock.Lock() |
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defer account.Lock.Unlock() |
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if account.Player != nil { |
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return &api.ResFail{Msg: fmt.Sprintf("您当前在#%d牌桌中", account.Player.GameTable.TableNo)}, nil |
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} |
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// 人数,机器人数 |
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playerNum := msg.Players |
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robotNum := msg.Robots |
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if playerNum+robotNum <= 0 { |
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return &api.ResFail{Msg: "至少添加一个玩家或机器人"}, nil |
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} |
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if msg.BigBlind < 2 || msg.BigBlind > 200 || msg.BigBlind%2 == 1 { |
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return &api.ResFail{Msg: "大盲注金额需在2-200之间,且为偶数"}, nil |
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} |
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if account.GetBalance() < msg.BigBlind*100 { |
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return &api.ResFail{Msg: fmt.Sprintf("余额小于入场金额[%d]", msg.BigBlind*100)}, nil |
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} |
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// 初始化一个牌桌 |
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table := &game.Table{ |
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TableNo: game.TableNo.Add(1), |
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MasterId: account.Id, |
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PlayerNum: playerNum + 1, |
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RobotNum: robotNum, |
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Players: make([]*game.Player, playerNum+1), |
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Robots: make([]*game.Robot, robotNum), |
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BigBlindChip: msg.BigBlind, |
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SmallBlindChip: msg.BigBlind / 2, |
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LimitInAmount: msg.BigBlind * 100, |
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TexasType: msg.TexasType, |
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RefAutoBettingDelayQueue: delayer2.AutoBettingDelayQueue, |
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} |
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// 游戏类型 对应 下注处理流程 |
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switch msg.TexasType { |
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case 1: |
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table.PlayerBetting = game.LimitedBetting |
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case 2: |
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case 3: |
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default: |
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return &api.ResFail{Msg: fmt.Sprintf("未知游戏类型%d", msg.TexasType)}, nil |
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} |
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table.InitGameAndPlayerStatus() |
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// 房主 [0] |
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// 扣除DB账户余额 |
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account.DecrementBalance(table.LimitInAmount) |
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owner := &game.Player{ |
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Id: account.Id, |
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Username: account.UserName, |
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Avatar: account.Avatar, |
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Status: 1, |
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Chip: table.LimitInAmount, |
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TotalBetChip: 0, |
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Cards: [2]*game.Card{}, |
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GameTable: table, |
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Client: account.Client, |
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} |
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owner.Init() |
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// 挂载 player 到 account 上 |
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account.Player = owner |
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table.Players[0] = owner |
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owner.PosIndex = 0 |
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for i := 0; i < int(robotNum); i++ { |
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table.Robots[i] = &game.Robot{} |
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} |
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game.LobbyTables.SetDefault(table.TableNo, table) |
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// 通知在大厅的用户拉取最新桌面情况 |
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delayer.GameDelayer.Delay(time.Second, func() { |
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times := 0 |
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store.NetAccounts.ForEach(func(id string, account *session.NetAccount) { |
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if times < 100 { // 暂只通知100个用户 |
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if account.Client.IsOnline() && account.Player == nil { |
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account.Client.Write(&api.ResLobbyFresh{TableNo: table.TableNo}) |
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times++ |
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} |
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} |
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}) |
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}) |
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return &api.ResCreateTable{TableNo: table.TableNo}, nil |
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} |
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// HandleReqLobbyView 返回当前所有桌面和玩家数量 |
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func HandleReqLobbyView(account *session.NetAccount, _ *api.ReqLobbyView) (proto.Message, error) { |
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res := &api.ResLobbyView{} |
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if game.LobbyTables.Count() == 0 { |
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return res, nil |
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} |
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tables := make([]*api.LobbyTable, game.LobbyTables.Count()) |
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if account.Player != nil { |
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res.CurTableNo = account.Player.GameTable.TableNo |
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} |
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res.Tables = tables |
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// 遍历 store tables 转换为视图层结构体 |
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idx := 0 |
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game.LobbyTables.ForEach(func(k string, t *game.Table) { |
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table := &api.LobbyTable{TableNo: t.TableNo, PlayerNum: t.PlayerNum, RobotNum: t.RobotNum} |
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table.Players = make([]*api.LobbyPlayer, t.PlayerNum+t.RobotNum) |
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playerIdx := 0 |
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if collect.IsNotEmptySlice(t.Players) { |
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for _, p := range t.Players { |
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if p == nil { |
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playerIdx++ |
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continue |
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} |
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player := &api.LobbyPlayer{Robot: false, Id: p.Id, Username: p.Username, Avatar: p.Avatar} |
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table.Players[playerIdx] = player |
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playerIdx++ |
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} |
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} |
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if collect.IsNotEmptySlice(t.Robots) { |
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for range t.Robots { |
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table.Players[playerIdx] = &api.LobbyPlayer{Robot: true} |
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playerIdx++ |
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} |
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} |
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tables[idx] = table |
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idx++ |
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}) |
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// 牌桌号降序 |
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sort.Slice(tables, func(i, j int) bool { |
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return tables[i].TableNo > tables[j].TableNo |
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}) |
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return res, nil |
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} |
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// HandleReqJoinTable 加入牌桌 |
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func HandleReqJoinTable(account *session.NetAccount, msg *api.ReqJoinTable) (proto.Message, error) { |
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account.Lock.Lock() |
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defer account.Lock.Unlock() |
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if account.Player != nil { |
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return &api.ResFail{Msg: fmt.Sprintf("当前已加入#%d牌桌", account.Player.GameTable.TableNo)}, nil |
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} |
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table := game.LobbyTables.Get(msg.TableNo) |
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if table == nil { |
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return &api.ResFail{Msg: "牌桌不存在"}, nil |
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} |
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table.Lock.Lock() |
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defer table.Lock.Unlock() |
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if collect.NotIn(table.Stage, 1, 7) { |
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return &api.ResFail{Msg: "牌桌正在进行中"}, nil |
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} |
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if table.PlayerCount() == table.PlayerNum { |
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return &api.ResFail{Msg: "牌桌人数已满"}, nil |
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} |
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// 账户余额限制 |
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if account.GetBalance() < table.LimitInAmount { |
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return &api.ResFail{Msg: fmt.Sprintf("余额小于入场金额[%d]", table.LimitInAmount)}, nil |
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} |
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player := &game.Player{ |
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Id: account.Id, |
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Username: account.UserName, |
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Avatar: account.Avatar, |
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Status: 1, |
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Chip: 0, |
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TotalBetChip: 0, |
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Cards: [2]*game.Card{nil, nil}, |
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GameTable: table, |
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Client: account.Client, |
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} |
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player.Init() |
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index, err := table.JoinPlayer(player) |
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if err != nil { |
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return nil, err |
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} |
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player.PosIndex = index |
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// 从账户扣除进入牌桌的金额 |
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account.DecrementBalance(table.LimitInAmount) |
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player.Chip = table.LimitInAmount |
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account.Player = player |
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// 通知其他玩家 |
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player.GameTable.NoticeGameFullStatus() |
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return &api.ResSuccess{}, nil |
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} |
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// HandleReqKickOutTable 踢人 |
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func HandleReqKickOutTable(player *game.Player, msg *api.ReqKickOutTable) (proto.Message, error) { |
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player.GameTable.Lock.Lock() |
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defer player.GameTable.Lock.Unlock() |
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if player.GameTable.MasterId != player.Id { |
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return &api.ResFail{Msg: "不是房主不能踢人"}, nil |
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} |
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if player.Id == msg.PlayerId { |
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return &api.ResFail{Msg: "不能踢自己"}, nil |
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} |
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if player.GameTable.Stage != 1 { |
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return &api.ResFail{Msg: "牌局进行中不能踢人"}, nil |
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} |
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found, p := player.GameTable.RemovePlayer(msg.PlayerId) |
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if found { |
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// 结算玩家金额 |
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store.NetAccounts.Get(p.Id).SettlePlayerChip() |
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// 被踢玩家消息 |
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p.Client.Write(&api.ResKickOutTable{}) |
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} |
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// 通知牌桌所有玩家 |
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player.GameTable.NoticeGameFullStatus() |
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return &api.ResSuccess{}, nil |
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} |
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// HandleReqLeaveTable 离开桌面 |
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func HandleReqLeaveTable(player *game.Player, _ *api.ReqLeaveTable) (proto.Message, error) { |
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player.GameTable.Lock.Lock() |
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defer player.GameTable.Lock.Unlock() |
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if !collect.In(player.GameTable.Stage, 1, 7, 9) { |
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return &api.ResFail{Msg: "牌局进行中不能退出"}, nil |
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} |
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if collect.NotIn(player.Status, 1, 8) { |
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return &api.ResFail{Msg: "您已准备不能退出"}, nil |
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} |
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if player.GameTable.MasterId == player.Id { |
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return &api.ResFail{Msg: "房主不能退出,请解散房间"}, nil |
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} |
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// 从牌桌移除 |
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found, p := player.GameTable.RemovePlayer(player.Id) |
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if found { |
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store.NetAccounts.Get(p.Id).SettlePlayerChip() |
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} |
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// 通知牌桌其他玩家 |
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player.GameTable.NoticeGameFullStatus() |
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return &api.ResSuccess{}, nil |
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} |
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// HandleReqGameFullStatus 获取牌桌当前所有状态 |
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func HandleReqGameFullStatus(player *game.Player, _ *api.ReqGameFullStatus) (proto.Message, error) { |
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if player.GameTable == nil { |
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return &api.ResFail{Msg: "当前未加入牌桌"}, nil |
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} |
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resGame := player.GameTable.BuildResGameFullStatus() |
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resGame.PlayerId = player.Id |
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gameEnd := collect.In(player.GameTable.Stage, 1, 7, 9) |
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// 其他玩家手牌不返回,TODO 计算自己的5张推荐牌 |
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if !gameEnd { |
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for _, p := range resGame.Players { |
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if p != nil && p.Id != player.Id { |
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p.HandCard[0] = nil |
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p.HandCard[1] = nil |
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} |
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} |
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} |
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return resGame, nil |
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} |
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// HandleReqReadyStart 准备开始游戏 |
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func HandleReqReadyStart(player *game.Player, _ *api.ReqReadyStart) (proto.Message, error) { |
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player.Lock.Lock() |
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defer player.Lock.Unlock() |
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if player.Id == player.GameTable.MasterId { |
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return &api.ResFail{Msg: "房主不用准备"}, nil |
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} |
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if collect.NotIn(player.Status, 1, 8) { |
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msg := "" |
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switch player.Status { |
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case 2: |
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msg = "已准备" |
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default: |
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msg = fmt.Sprintf("异常状态#%d", player.Status) |
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} |
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return &api.ResFail{Msg: msg}, nil |
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} |
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player.SetStatus(2) |
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player.GameTable.NoticeGameFullStatus() |
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return &api.ResSuccess{}, nil |
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} |
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func HandleReqCancelReady(player *game.Player, _ *api.ReqCancelReady) (proto.Message, error) { |
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// 和 GameStart 互斥 |
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player.GameTable.Lock.Lock() |
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defer player.GameTable.Lock.Unlock() |
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if player.Id == player.GameTable.MasterId { |
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return &api.ResFail{Msg: "房主不用准备"}, nil |
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} |
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if player.Status != 2 { |
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return &api.ResFail{Msg: "当前未准备"}, nil |
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} |
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player.SetStatus(1) |
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player.GameTable.NoticeGameFullStatus() |
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return &api.ResSuccess{}, nil |
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} |
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// HandleReqDismissGameTable 解散牌桌 |
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func HandleReqDismissGameTable(player *game.Player, _ *api.ReqDismissGameTable) (proto.Message, error) { |
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player.GameTable.Lock.Lock() |
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defer player.GameTable.Lock.Unlock() |
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if collect.NotIn(player.GameTable.Stage, 1, 7) { |
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return &api.ResFail{Msg: fmt.Sprintf("#%d,牌局进行中", player.GameTable.Stage)}, nil |
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} |
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player.GameTable.Stage = 9 |
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game.LobbyTables.Delete(player.GameTable.TableNo) |
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// 通知所有玩家,解除账号绑定,结算玩家金额 |
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for i, p := range player.GameTable.Players { |
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if p == nil { |
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continue |
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} |
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account := store.NetAccounts.Get(p.Id) |
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account.SettlePlayerChip() |
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player.GameTable.Players[i] = nil |
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if p.Id != player.Id { |
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p.Client.Write(&api.ResDismissGameTable{}) |
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} |
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} |
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return &api.ResDismissGameTable{}, nil |
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} |
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// HandleReqGameStart 游戏开始,初始化,扣除大小盲注,每个玩家发2张牌 |
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func HandleReqGameStart(player *game.Player, _ *api.ReqGameStart) (proto.Message, error) { |
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player.GameTable.Lock.Lock() |
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defer player.GameTable.Lock.Unlock() |
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table := player.GameTable |
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if player.Id != table.MasterId { |
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return &api.ResFail{Msg: "你不是房主"}, nil |
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} |
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if !collect.In(table.Stage, 1, 7) { |
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return &api.ResFail{Msg: fmt.Sprintf("牌局状态有误%d", table.Stage)}, nil |
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} |
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if table.PlayerCount() < 2 { |
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return &api.ResFail{Msg: "至少需两位玩家可开始"}, nil |
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} |
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// 检查所有玩家准备状态 |
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for _, p := range table.Players { |
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if p != nil && p.Id != table.MasterId && p.Status != 2 { |
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return &api.ResFail{Msg: "有玩家未准备"}, nil |
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} |
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} |
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// 初始化桌面和玩家状态 |
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table.InitGameAndPlayerStatus() |
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// 游戏状态开始 |
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table.Stage = 2 |
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// 小盲注位 |
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if table.GameTimes == 0 { |
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// 第一轮由庄家左手边第一个作为小盲注 |
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table.SmallBlindPos = table.NextPlayerPos(0) |
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} else { |
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table.SmallBlindPos = table.NextPlayerPos(table.SmallBlindPos) |
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} |
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// 大盲注位 |
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table.BigBlindPos = table.NextPlayerPos(table.SmallBlindPos) |
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// 回合数+1 |
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table.GameTimes++ |
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// 扣除大小盲注金额 |
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table.Players[table.SmallBlindPos].Chip -= table.SmallBlindChip |
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table.Players[table.SmallBlindPos].TotalBetChip += table.SmallBlindChip |
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table.Players[table.BigBlindPos].Chip -= table.BigBlindChip |
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table.Players[table.BigBlindPos].TotalBetChip += table.BigBlindChip |
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// 桌面筹码 |
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table.Chip = table.BigBlindChip + table.SmallBlindChip |
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// 记录投注 |
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table.PlayerBet(table.Players[table.SmallBlindPos], -1, table.SmallBlindChip) |
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table.PlayerBet(table.Players[table.BigBlindPos], -2, table.BigBlindChip) |
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// 回合下注次数 |
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// table.Players[table.BigBlindPos].RoundBetTimes++ |
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// table.Players[table.SmallBlindPos].RoundBetTimes++ |
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// 初始上次下注金额为大盲注 |
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table.LastPosBetChip = table.BigBlindChip |
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msgSmallBlind := &api.ResNoticePlayerLine{ |
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PlayerId: table.Players[table.SmallBlindPos].Id, |
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Line1: fmt.Sprintf("+%d", table.SmallBlindChip), |
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Line2: "小盲注", |
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} |
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msgBigBlind := &api.ResNoticePlayerLine{ |
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PlayerId: table.Players[table.BigBlindPos].Id, |
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Line1: fmt.Sprintf("+%d", table.BigBlindChip), |
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Line2: "大盲注", |
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} |
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table.NoticeAllPlayer(msgSmallBlind) |
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table.NoticeAllPlayer(msgBigBlind) |
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|
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// 开始发牌(手牌,公共牌) |
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table.Dealer.Init() // 初始化发牌员 |
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for _, p := range table.Players { |
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if p == nil { |
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continue |
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} |
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for i := range p.Cards { |
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p.Cards[i] = table.Dealer.Deal() |
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} |
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// 玩家状态置为等待 |
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p.SetStatus(3) |
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} |
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// 待大盲注位下一位玩家下注 |
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table.PlayerBetting.SetNextPlayer(true, table, nil) |
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// table.SetNextPlayerWithRoundStart() |
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// 广播牌桌状态 |
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table.NoticeGameFullStatus() |
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return &api.ResSuccess{}, nil |
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} |
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// HandleReqBetting 下注 |
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func HandleReqBetting(player *game.Player, msg *api.ReqBetting) (proto.Message, error) { |
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player.Lock.Lock() |
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defer player.Lock.Unlock() |
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if player.Status != 6 { |
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return &api.ResFail{Msg: "当前未轮到您下注"}, nil |
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} |
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if !collect.In(msg.BetType, player.BetOpts...) { |
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return &api.ResFail{Msg: fmt.Sprintf("当前不可执行该操作#%d", msg.BetType)}, nil |
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} |
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if !collect.In(player.GameTable.Stage, 2, 3, 4, 5) { |
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return &api.ResFail{Msg: fmt.Sprintf("当前阶段不可下注#%d", msg.BetType)}, nil |
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} |
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|
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table := player.GameTable |
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handler, err := table.PlayerBetting.GetBetHandler(msg.BetType) |
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if err != nil { |
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return &api.ResFail{Msg: err.Error()}, nil |
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} |
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res := handler(player, msg.BetChip) |
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if res == nil { |
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res = &api.ResSuccess{} |
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} else if reflect.TypeOf(res) == reflect.TypeOf(&api.ResFail{}) { |
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return res, nil |
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} |
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|
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// 取消自动下注 |
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if player.AutoBetDelayCanceler != nil { |
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player.AutoBetDelayCanceler.Cancel() |
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} |
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|
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// 记录操作 |
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table.PlayerBet(player, table.LastPosBetOp, table.LastPosBetChip) |
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|
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// 投注结束广播牌桌状态 |
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defer player.GameTable.NoticeGameFullStatus() |
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|
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// 判断回合是否结束 |
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if table.PlayerBetting.IsRoundOver(player, table.LastPosBetOp) { |
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// 开启下一轮 |
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finished, err := table.RoundOver() |
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if err != nil { |
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return &api.ResFail{Code: 500, Msg: err.Error()}, nil |
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} |
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if finished { |
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delayer.GameDelayer.Delay(time.Second*5, func() { |
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// 该局牌结束事件 |
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event.GameRoundEndWatcher.Publish(table.TableNo, true) |
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}) |
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} |
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return res, nil |
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} |
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// 查找下一位下注玩家 |
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table.PlayerBetting.SetNextPlayer(false, table, player) |
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return res, nil |
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} |
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|
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// HandleReqBettingDep 下注 |
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// 网易德州扑克:http://sports.163.com/special/poker_rule/?ivk_sa=1025883k |
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// 天天德州: http://game.people.com.cn/n/2014/0220/c40130-24413078.html |
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// wiki: https://zh.wikipedia.org/wiki/%E5%BE%B7%E5%B7%9E%E6%92%B2%E5%85%8B |
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// 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。 |
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// 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 |
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// 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/ |
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// 起手牌组合概率:https://www.moshike.com/a/1011.html |
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// 各圈喊注将持续直至每个牌手都已为以下三种状态之一: |
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// 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。 |
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// 跟注(call)投入了与所有其他未盖牌的牌手等量的筹码。 |
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// 全下(all-in),投入了尚余的全部筹码。 |
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// 德州扑克20条最有用的扑克概率: http://news.sohu.com/a/427106754_120099888 |
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//func HandleReqBettingDep(player *game.Player, msg *api.ReqBetting) (proto.Message, error) { |
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// player.Lock.Lock() |
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// defer player.Lock.Unlock() |
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// player.GameTable.Lock.Lock() |
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// defer player.GameTable.Lock.Unlock() |
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// |
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// if player.Status != 6 { |
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// return &api.ResFail{Msg: "当前未轮到您下注"}, nil |
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// } |
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// if !collect.In(msg.BetType, player.BetOpts...) { |
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// return &api.ResFail{Msg: fmt.Sprintf("当前不可执行该操作#%d", msg.BetType)}, nil |
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// } |
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// if !collect.In(player.GameTable.Stage, 2, 3, 4, 5) { |
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// return &api.ResFail{Msg: fmt.Sprintf("当前阶段不可下注#%d", msg.BetType)}, nil |
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// } |
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// |
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// // 投注结束广播牌桌状态 |
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// defer player.GameTable.NoticeGameFullStatus() |
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// |
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// table := player.GameTable |
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// |
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// var raise bool // 是否加注 |
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// playerBettingChip := msg.BetChip // 当前玩家加注/跟注金额 |
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// betNotice := &api.ResNoticePlayerLine{PlayerId: player.Id} |
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// |
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// switch msg.BetType { |
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// case 1: // 跟注 |
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// if msg.BetChip > player.BetMin { |
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// return &api.ResFail{Msg: fmt.Sprintf("投注大于应跟注金额#%d", player.BetMin)}, nil |
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// } |
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// fallthrough |
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// case 2: // 加注 |
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// //if table.LastPosBetChip < 0 { |
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// // return &api.ResFail{Msg: "您当前只能All-In或弃牌"}, nil |
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// //} |
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// if msg.BetChip < player.BetMin { |
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// return &api.ResFail{Msg: fmt.Sprintf("小于当前最低投注额#%d", player.BetMin)}, nil |
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// } |
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// if player.BetMax > 0 && msg.BetChip > player.BetMax { |
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// return &api.ResFail{Msg: fmt.Sprintf("大于当前最大投注额#%d", player.BetMax)}, nil |
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// } |
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// // 限注式加注3次判断 |
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// if table.TexasType == 1 && msg.BetChip > player.BetMin && table.RoundRaiseTimes >= 3 { |
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// return &api.ResFail{Msg: "该轮不可再加注"}, nil |
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// } |
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// if table.Stage == 2 && player.RoundBetTimes == 0 { |
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// // 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 |
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// switch player.PosIndex { |
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// case table.SmallBlindPos: |
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// playerBettingChip += table.SmallBlindChip |
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// case table.BigBlindPos: |
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// playerBettingChip += table.BigBlindChip |
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// } |
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// } |
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// // 加注判断 |
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// raise = msg.BetChip > player.BetMin |
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// if raise { |
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// table.RoundRaiseTimes++ |
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// table.LastPosBetOp = 2 |
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// } else { |
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// table.LastPosBetOp = 1 |
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// } |
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// player.RoundBetTimes++ |
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// table.LastPosBetChip = playerBettingChip |
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// table.Chip += msg.BetChip |
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// player.Chip -= msg.BetChip |
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// player.TotalBetChip += msg.BetChip |
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// |
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// betNotice.Line1 = fmt.Sprintf("+%d", msg.BetChip) |
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// if playerBettingChip == player.BetMin { |
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// betNotice.Line2 = fmt.Sprintf("跟注%d", player.BetMin) |
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// } else { |
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// betNotice.Line2 = fmt.Sprintf("加注:%d", msg.BetChip-player.BetMin) |
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// if player.BetMin > 0 { |
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// betNotice.Line3 = fmt.Sprintf("跟注:%d", player.BetMin) |
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// } |
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// } |
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// table.PlayerBet(player, table.LastPosBetOp, msg.BetChip) |
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// |
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// case 3: // All-In TODO 边池 |
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// table.PlayerBet(player, 3, player.Chip) |
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// table.LastPosBetOp = 3 |
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// |
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// player.RoundBetTimes++ |
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// table.LastPosBetChip = player.Chip |
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// table.Chip += player.Chip |
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// player.Chip = 0 |
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// |
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// table.LastPosBetChip = playerBettingChip |
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// |
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// case 4: // 弃牌 |
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// table.PlayerBet(player, 4, 0) |
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// player.SetStatus(7) |
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// betNotice.Line2 = "弃牌" |
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// // 剩余玩家数为1则结束 |
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// leftPlayers := collect.Filter(player.GameTable.Players, func(i int, p *game.Player) bool { |
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// return p != nil && p.Status != 7 |
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// }) |
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// if len(leftPlayers) == 1 { |
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// err := table.RoundOver() |
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// if err != nil { |
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// return &api.ResFail{Code: 500, Msg: err.Error()}, nil |
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// } |
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// player.GameTable.NoticeAllPlayer(betNotice) |
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// return &api.ResSuccess{}, nil |
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// } |
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// case 5: // 过牌 |
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// table.PlayerBet(player, 5, 0) |
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// table.LastPosBetOp = 5 |
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// player.RoundBetTimes++ |
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// betNotice.Line2 = "过牌" |
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// |
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// default: |
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// return &api.ResFail{Msg: fmt.Sprintf("未知操作#%d", msg.BetType)}, nil |
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// } |
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// |
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// // 第一轮只有未加注时大盲注可过牌,大盲注了不算只过牌 |
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// player.RoundCheckRaiseOnly = msg.BetType == 5 && table.Stage != 2 |
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// |
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// // 通知下注结果 |
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// if betNotice.Line1 != "" || betNotice.Line2 != "" { |
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// player.GameTable.NoticeAllPlayer(betNotice) |
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// } |
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// |
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// // 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 |
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// nextPlayerPos := table.NextHoldingCardPlayerPos(player.PosIndex) |
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// nextPlayer := table.Players[nextPlayerPos] |
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// //if nextPlayer.Id == player.Id { |
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// // // 开启下一轮 |
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// // err := table.RoundOver() |
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// // if err != nil { |
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// // return &api.ResFail{Code: 500, Msg: err.Error()}, nil |
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// // } |
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// // return &api.ResSuccess{}, nil |
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// //} |
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// |
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// if !raise { // 判断该轮开始过牌玩家 |
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// // 当前玩家未加注, 判断是否结束本轮下注 |
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// if nextPlayer.RoundBetTimes == player.RoundBetTimes { |
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// // 5 true -> next; !5 false -> next; !5 true -> continue |
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// if !nextPlayer.RoundCheckRaiseOnly || table.LastPosBetOp == 5 { |
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// // 开启下一轮 |
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// err := table.RoundOver() |
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// if err != nil { |
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// return &api.ResFail{Code: 500, Msg: err.Error()}, nil |
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// } |
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// return &api.ResSuccess{}, nil |
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// } else { |
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// // 下个玩家为过牌玩家,当前玩家已下注 |
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// nextPlayer.RoundBetTimes-- |
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// } |
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// } |
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// } |
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// |
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// // 查找下一位下注玩家 |
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// table.SetNextPlayer(player.PosIndex) |
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// |
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// // 依赌场规则而异, |
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// // 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 |
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// // 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。 |
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// |
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// return &api.ResSuccess{}, nil |
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//}
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