[add] 先一版demo
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@ -8,5 +8,5 @@ export default async function (call: ApiCall<ReqChangeState, ResChangeState>) {
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const { state } = call.req;
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const { state } = call.req;
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const conn: BaseConnection<ServiceType> = call.conn;
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const conn: BaseConnection<ServiceType> = call.conn;
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const room: Room = conn.Room;
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const room: Room = conn.Room;
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room.ChangeState(state, conn);
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room.ChangeState(false, state, conn);
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}
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}
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@ -2,6 +2,7 @@ import { BaseConnection, WsConnection } from "tsrpc";
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import { server } from "../..";
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import { server } from "../..";
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import { RandomEx } from "../../Engine/Utils/Number/RandomEx";
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import { RandomEx } from "../../Engine/Utils/Number/RandomEx";
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import { EGameState } from "../../shared/protocols/define/enum";
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import { EGameState } from "../../shared/protocols/define/enum";
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import { MsgChangeState } from "../../shared/protocols/room/MsgChangeState";
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import { ServiceType } from "../../shared/protocols/serviceProto";
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import { ServiceType } from "../../shared/protocols/serviceProto";
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import { RoomConnData } from "./RoomUtils";
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import { RoomConnData } from "./RoomUtils";
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@ -67,15 +68,28 @@ export default class Room {
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}
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}
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/** ChangeState */
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/** ChangeState */
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public ChangeState(state?: EGameState, conn?: BaseConnection): void {
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public ChangeState(needData: boolean = false, state?: EGameState, conn?: BaseConnection): void {
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this.connData.forEach((connData: RoomConnData, key: BaseConnection) => {
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this.connData.forEach((connData: RoomConnData, key: BaseConnection) => {
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let target: WsConnection<ServiceType>[] = [];
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let data: MsgChangeState = [];
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if (conn) {
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if (conn) {
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const player: WsConnection<ServiceType>[] = <WsConnection<ServiceType>[]>this.conns.filter((conn) => conn === key);
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if (state) {
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target = <WsConnection<ServiceType>[]>this.conns.filter((conn) => conn === key);
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const apiNum: number = conn === key ? 100 : 200;
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const apiNum: number = conn === key ? 100 : 200;
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server.broadcastMsg("room/ChangeState", [(connData.state ?? EGameState.Ready) + apiNum], player);
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data = [state + apiNum];
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} else {
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} else if (conn) {
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server.broadcastMsg("room/ChangeState", [state], <WsConnection<ServiceType>[]>this.conns);
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target = <WsConnection<ServiceType>[]>this.conns.filter((conn) => conn === key);
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const apiNum: number = conn === key ? 100 : 200;
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data = [(connData.state ?? EGameState.Ready) + apiNum];
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}
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}
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} else {
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target = <WsConnection<ServiceType>[]>this.conns.filter((conn) => conn === key);
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data = [connData.state];
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}
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if (needData) {
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data.push(connData.card);
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}
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server.broadcastMsg("room/ChangeState", data, target);
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});
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});
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switch (state) {
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switch (state) {
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case EGameState.Ready:
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case EGameState.Ready:
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@ -112,24 +126,26 @@ export default class Room {
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const now: number = RandomEx.GetInt(0, 2);
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const now: number = RandomEx.GetInt(0, 2);
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this.connData.forEach((connData: RoomConnData, key: BaseConnection) => {
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this.connData.forEach((connData: RoomConnData, key: BaseConnection) => {
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const card: number = RandomEx.GetInt(0, cardCount);
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const card: number = RandomEx.GetInt(0, cardCount);
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connData.state = key === self.conns[now] ? EGameState.TurnCards : EGameState.Wait;
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connData.state = key === self.conns[now] ? EGameState.MyTurnCards : EGameState.MyWait;
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connData.card = card;
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connData.card = card;
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self.connData.set(key, connData);
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self.connData.set(key, connData);
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});
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});
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this.ChangeState(EGameState.TurnCards, self.conns[now]);
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this.ChangeState(true);
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}
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}
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}
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}
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/** TurnEnd */
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/** TurnEnd */
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public TurnEnd(conn: BaseConnection): void {
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public TurnEnd(conn: BaseConnection): void {
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const data: RoomConnData = this.connData.get(conn);
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const self: this = this;
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data.state = EGameState.TurnEnd;
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this.connData.forEach((connData: RoomConnData, key: BaseConnection) => {
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this.connData.set(conn, data);
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connData.state = EGameState.MyWait;
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self.connData.set(key, connData);
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});
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const index: number = this.conns.indexOf(conn);
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const index: number = this.conns.indexOf(conn);
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const nextIndex: number = (index + 1) % this.conns.length;
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const nextIndex: number = (index + 1) % this.conns.length;
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const nextConn: BaseConnection = this.conns[nextIndex];
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const nextConn: BaseConnection = this.conns[nextIndex];
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const nextData: RoomConnData = this.connData.get(nextConn);
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const nextData: RoomConnData = this.connData.get(nextConn);
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nextData.state = EGameState.TurnCards;
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nextData.state = EGameState.MyTurnCards;
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this.connData.set(nextConn, nextData);
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this.connData.set(nextConn, nextData);
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this.ChangeState();
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this.ChangeState();
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}
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}
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