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var CardBox = require('./CardBox');
var Table = require("./Table");
var Global = require("./Global");
var Machine = require("./Machine");
var Global = require('./Global');
function GameMain(option) {
this.playerList = option.playerList || null;
this.roomId = option.roomId || null;
this.GAME_STATE = "NOT_BEGIN";
this.table = null;
this.cardBox = null;
this.machine = Object.create(Machine);
this.curPlayerIndex = 0;
this.curPlayer = null;
//上一个操作的玩家索引
this.lastPlayerIndex = null;
this.insertList = [];
this.recordPlayer = null;
// this.nextPlayerState = "NOT_BEGIN";
}
GameMain.prototype.startGame = function () {
var self = this;
this.GAME_STATE = 'GAME_START';
this.table = new Table();
this.cardBox = new CardBox();
this.playerList.forEach(function (ele, index) {
var _num = 13;
if (index == 0) {
_num = 14;
}
var cards = self.cardBox.dealCards(_num);
ele.cardList = cards;
ele.socket.emit('start game', {
card_list: cards
});
});
};
GameMain.prototype.endGame = function () {
this.GAME_STATE = "GAME_END";
this.table = null;
this.cardBox = null;
this.playerList = null;
Global.rooms[this.roomId].resetGame();
}
/**
* 初始化时发牌
*/
GameMain.prototype.dealCardsToPlayers = function () {
var self = this;
this.playerList.forEach(function (ele) {
var cards = self.cardBox.dealCards(13);
ele.cardList = cards;
ele.socket.emit('deal card', {
card_list: cards
});
});
};
GameMain.prototype.checkChiTableLastCard = function () {
var chi_result = this.machine.chi(this.playerList[this.curPlayerIndex].cardList, this.table.lastCard());
if (chi_result) {
this.recordPlayer = this.playerList[this.curPlayerIndex];
console.log('cur player waiting', this.recordPlayer.username);
this.GAME_STATE = "WAIT_CHI";
}
};
/**
* 获取throw的牌
*/
GameMain.prototype.throwCard = function (cardName, socket) {
console.log('gameMain get throw Card', this.GAME_STATE);
var _player = this.getPlayerByName(socket.username);
var _index = _player.cardList.indexOf(cardName);
// 判断如果出牌的不是当前允许出牌的玩家
if (_player.username != this.playerList[this.curPlayerIndex].username) {
_player.socket.emit('throw', {
result: -1,
msg: 'error : not cur action player!'
});
return;
}
// // 通知room中其他玩家throw的牌 到table中
// socket.broadcast.to(this.roomId).emit('table add card', {
// card_name: cardName
// });
// this.table.addCard(cardName);
// 检查
this.check();
// 如果有玩家可操作 等待玩家操作
if (this.GAME_STATE == 'WAIT_ACTION') {
this.waitPlayerAction();
if (this.recordPlayer.username != _player.username) {
_player.socket.emit('throw', {
result: -1,
msg: 'error : game state wait!'
});
return;
}
}
// this.checkCurPlayerChi();
if (this.GAME_STATE == "WAIT_CHI") {
_player.socket.emit('throw', {
result: -1,
msg: 'error : game state wait!'
});
return;
}
// 从玩家手中删掉要throw的牌
if (_index != -1) {
_player.cardList.splice(_index, 1);
}
// 通知前端throw的牌
socket.emit('throw', {
result: 0,
card_name: cardName
});
this.table.addCard(cardName);
// 下一位玩家操作
this.turnPlayer();
};
// 检查下一位操作玩家是否可吃牌 如可吃 修改游戏状态 停止发牌
GameMain.prototype.checkCurPlayerChi = function () {
var chi_result = this.machine.chi(this.playerList[this.curPlayerIndex].cardList, this.table.lastCard());
if (chi_result) {
this.recordPlayer = this.playerList[this.curPlayerIndex];
console.log('cur player waiting', this.recordPlayer.username);
this.GAME_STATE = "WAIT_CHI";
}
};
// 检查相关内容
GameMain.prototype.check = function () {
// 检查其他三位玩家是否可以碰当前桌上最后一张牌
this.checkNotCurPlayerAblePeng();
console.log('this.insertList.length1', this.insertList.length);
// 检查其他三位玩家是否可以杠当前桌上最后一张牌
this.checkNotCurPlayerAbleGang();
console.log('this.insertList.length2', this.insertList.length);
// 检查其他三位玩家是否可以胡当前桌上最后一张牌
this.checkNotCurPlayerAbleHu();
console.log('this.insertList.length3', this.insertList.length);
if (this.insertList.length > 0) {
this.GAME_STATE = "WAIT_ACTION";
}
};
// 清空insertlist
GameMain.prototype.clearInsertList = function () {
this.insertList = [];
};
// 等待玩家操作
GameMain.prototype.waitPlayerAction = function () {
// 通过获取insertList获取可以操作的玩家index
this.curPlayerIndex = this.playerList.indexOf(this.insertList[0].player);
// 获取玩家对象
this.recordPlayer = this.playerList[this.curPlayerIndex];
console.log(this.insertList[0]['player'].username, "is next player");
// 告知该玩家 轮到他操作
this.insertList[0]['player'].socket.emit('player turn', {
index: this.curPlayerIndex
});
console.log('change game state');
// 改变游戏状态
// this.GAME_STATE = "WAIT_ACTION";
// 通知其他玩家当前操作玩家
this.insertList[0]['player'].socket.broadcast.emit('wait player', {
username: this.insertList[0].username
});
};
GameMain.prototype.curPlayerGuo = function (username) {
if (this.GAME_STATE == "WAIT_CHI" && this.recordPlayer.username != username) {
return;
}
this.dealCardToPlayer(username);
this.GAME_STATE = "GAME_START";
}
GameMain.prototype.insertListTurnNextPlayer = function (username) {
if (this.GAME_STATE == "WAIT_ACTION" && this.recordPlayer.username != username) {
return;
}
// 找到当前操作玩家 修改游戏状态 insertList
var delIndex;
for (var index = 0, len = this.insertList; index < len; index++) {
if (this.insertList[i].username == username) {
delIndex = i;
}
}
this.insertList.splice(delIndex, 1);
if (!this.insertList.length) {
this.GAME_STATE = "GAME_START";
} else {
this.turnPlayer(this.insertList[0].player.username);
}
};
GameMain.prototype.guo = function (username) {
// 如果是等待操作 则从insertList中获取下一个操作玩家 或者是下一位玩家吃牌判断时
if (this.GAME_STATE == "WAIT_ACTION") {
this.insertListTurnNextPlayer(username);
} else if (this.GAME_STATE == "WAIT_CHI") {
this.curPlayerGuo(username);
}
};
// 通过name获取player对象
GameMain.prototype.getPlayerByName = function (username) {
var result = null;
this.playerList.forEach(function (ele, index) {
if (ele.username == username) {
result = ele;
}
});
return result;
};
GameMain.prototype.waitActionStateTurnNext = function (username) {
var _player = this.getPlayerByName(username);
var _index = this.playerList.indexOf(_player);
this.lastPlayerIndex = this.curPlayerIndex;
this.curPlayerIndex = _index;
var _name = this.playerList[this.curPlayerIndex].username;
Global.io.to(this.roomId).emit('player turn', {
name: _name
});
};
GameMain.prototype.defaultStateTurnNext = function () {
console.log(this.table.cardList,this.table.lastCard(),'----------');
var nextIndex = 0;
var _player = this.playerList[this.curPlayerIndex];
var _index = this.playerList.indexOf(_player);
// 如果当前玩家的index超过允许的长度 就回到第一个玩家操作
if (_index >= this.playerList.length - 1) {
nextIndex = 0;
} else {
nextIndex = _index + 1;
}
this.lastPlayerIndex = this.curPlayerIndex;
this.curPlayerIndex = nextIndex;
var _name = this.playerList[nextIndex].username;
Global.io.to(this.roomId).emit('player turn', {
name: _name
});
// 检查是否可吃桌上最新的一张牌
this.checkChiTableLastCard();
if (this.GAME_STATE == "WAIT_CHI") {
}else {
this.dealCardToPlayer(_name);
}
};
// 下一位玩家操作
GameMain.prototype.turnPlayer = function (username) {
var _username = username || null;
if (_username && this.GAME_STATE == "WAIT_ACTION") {
this.waitActionStateTurnNext(_username);
} else {
this.defaultStateTurnNext();
}
};
// GameMain.prototype.checkCurPlayerAbleHu = function(){
// var cardList = this.playerList[this.curPlayerIndex].cardList;
// var result = this.machine.hu(cardList);
// return result;
// }
GameMain.prototype.dealCardToPlayer = function (username) {
var _player = this.getPlayerByName(username);
var card = this.cardBox.dealCards(1);
_player.addCard(card[0]);
_player.socket.emit('deal card', {
card_list: card
});
};
GameMain.prototype.stopGame = function () {
this.game_state = "GAME_STOP";
};
GameMain.prototype.chi = function (name) {
// console.log('chi playername:', name);
var _player = this.getPlayerByName(name);
if (this.GAME_STATE != 'GAME_START' && this.recordPlayer && this.recordPlayer.username != name) {
// console.log('game state :wait');
_player.socket.emit('chi', {
result: -1,
msg: 'error : game state wait!'
});
return;
}
this.recordPlayer = null;
var prevPlayerIndex = this.getPrevPlayerIndexByCurPlayerName(_player.username);
// 检查上一张牌是否是从自己的上家打出的
if (prevPlayerIndex != this.lastPlayerIndex) {
this.getPlayerByName(name).socket.emit('chi', {
result: -1,
msg: 'not from prev player'
});
return;
}
var card_name = this.table.lastCard();
if (card_name) {
var result = this.machine.chi(_player.cardList, card_name);
if (result) {
this.GAME_STATE = "GAME_START";
_player.socket.emit('chi', {
hand_list: [result[0], result[1]],
table_card: result[2]
});
_player.holdListAdd(result[0], result[1]);
_player.delCards(result[0], result[1]);
this.table.delCard(result[2]);
_player.socket.broadcast.to(this.roomId).emit('table remove card', {
table_card: result[2]
});
} else {
_player.socket.emit('chi', {
result: -1,
msg: 'card check error'
});
}
} else {
_player.socket.emit('chi', {
result: -1,
msg: 'card check error'
});
}
};
GameMain.prototype.peng = function (name) {
var _player = this.getPlayerByName(name);
// console.log('this.GAME_STATE::',this.GAME_STATE,this.recordPlayer.username,name);
if (this.GAME_STATE == 'WAIT_ACTION' && this.recordPlayer && this.recordPlayer.username != name) {
console.log('game state :wait');
_player.socket.emit('peng', {
result: -1,
msg: 'error : game state wait!'
});
return;
}
this.recordPlayer = null;
var result = this.checkPeng(_player);
// console.log('result_peng:', result);
if (result) {
_player.onlyPeng = false;
this.GAME_STATE = "GAME_START";
_player.delCards(result[0], result[1]);
_player.holdListAdd(result[0], result[1]);
this.table.delCard(result[2]);
this.clearInsertList();
_player.socket.emit('peng', {
result: 0,
hand_list: [result[0], result[1]],
table_card: result[2]
});
} else {
_player.socket.emit('peng', {
result: -1,
msg: 'card check error'
});
}
};
GameMain.prototype.hu = function (name) {
var _player = this.getPlayerByName(name);
if (this.GAME_STATE == 'WAIT_ACTION' && this.recordPlayer && this.recordPlayer.username != name) {
console.log('game state :wait');
_player.socket.emit('hu', {
result: -1,
msg: 'error : game state wait!'
});
return;
}
this.recordPlayer = null;
var result = this.checkHu(_player);
if (result) {
this.GAME_STATE = "GAME_START";
this.clearInsertList();
_player.socket.emit('hu', {
result: 0,
winner: _player.username
});
Global.io.to(this.roomId).emit('game end', { result: 0, winner: _player.username });
this.endGame();
} else {
_player.socket.emit('hu', {
result: -1,
msg: 'card check error'
});
}
};
GameMain.prototype.checkPeng = function (_player) {
var result = null;
var card_name = this.table.lastCard();
if (card_name) {
var _result = this.machine.peng(_player.cardList, card_name);
if (_result) {
result = _result;
}
}
return result;
}
GameMain.prototype.getPrevPlayerIndexByCurPlayerName = function (username) {
var _index = -1;
this.playerList.forEach(function (ele, index) {
if (ele.username == username) {
_index = index;
}
});
if (_index != -1) {
_index -= 1;
if (_index < 0) {
_index = this.playerList.length - 1;
}
}
return _index;
};
GameMain.prototype.gang = function (name) {
var _player = this.getPlayerByName(name);
if (this.GAME_STATE == 'WAIT_ACTION' && this.recordPlayer && this.recordPlayer.username != name) {
console.log('game state :wait');
_player.socket.emit('gang', {
result: -1,
msg: 'error : game state wait!'
});
return;
}
this.recordPlayer = null;
var card_name = this.table.lastCard();
var result = this.machine.gang(_player.cardList, card_name);
if (result.result) {
this.GAME_STATE = "GAME_START";
if (result.type == 1) {
_player.delCards(result.result[0], result.result[1], result.result[2], result.result[3]);
_player.holdListAdd(result.result[0], result.result[1], result.result[2], result.result[3]);
_player.socket.emit('gang', {
result: 0,
hand_list: result.result
});
} else if (result.type == 2) {
this.clearInsertList();
_player.delCards(result.result[0], result.result[1], result.result[2]);
_player.holdListAdd(result.result[0], result.result[1], result.result[2]);
this.table.delCard(result.result[3]);
_player.socket.emit('gang', {
result: 0,
hand_list: [result.result[0], result.result[1], result.result[2]],
table_card: result.result[3]
});
}
} else {
_player.socket.emit('gang', {
result: -1,
msg: 'card check error'
});
}
};
GameMain.prototype.checkNotCurPlayerAblePeng = function () {
// var results = [];
var checkList = [];
var tempList = this.playerList;
var a_arr = tempList.slice(this.curPlayerIndex, this.playerList.length);
var b_arr = tempList.slice(0, this.curPlayerIndex);
checkList = a_arr.concat(b_arr);
for (var i = 0; i < checkList.length; i++) {
var _result = this.checkPeng(checkList[i]);
if (_result) {
// checkList[i].onlyPeng = true;
// console.log('_result:', _result, checkList[i]);
this.insertList.push({
result: _result,
player: checkList[i]
});
}
}
};
GameMain.prototype.checkNotCurPlayerAbleGang = function () {
var checkList = [];
var tempList = this.playerList;
var a_arr = tempList.slice(this.curPlayerIndex, this.playerList.length);
var b_arr = tempList.slice(0, this.curPlayerIndex);
checkList = a_arr.concat(b_arr);
for (var i = 0; i < checkList.length; i++) {
var _result = this.checkGang(checkList[i]);
if (_result) {
// checkList[i].onlyPeng = true;
// console.log('_result:', _result, checkList[i]);
this.insertList.push({
result: _result,
player: checkList[i]
});
}
}
};
GameMain.prototype.checkNotCurPlayerAbleHu = function () {
var checkList = [];
var tempList = this.playerList;
var a_arr = tempList.slice(this.curPlayerIndex, this.playerList.length);
var b_arr = tempList.slice(0, this.curPlayerIndex);
checkList = a_arr.concat(b_arr);
for (var i = 0; i < checkList.length; i++) {
var _result = this.checkHu(checkList[i]);
if (_result) {
// checkList[i].onlyPeng = true;
// console.log('_result:', _result, checkList[i]);
this.insertList.push({
result: _result,
player: checkList[i]
});
}
}
};
GameMain.prototype.checkHu = function (_player) {
var result = null;
result = this.machine.hu(_player.cardList);
return result;
};
GameMain.prototype.checkGang = function (_player) {
var result = null;
var card_name = this.table.lastCard();
if (card_name) {
var _result = this.machine.gang(_player.cardList, card_name);
if (_result.result && _result.type == 2) {
result = _result.result;
}
}
return result;
};
GameMain.prototype.wait = function () {
this.curPlayerIndex = -1;
}
module.exports = GameMain;