娃娃机服务搭建

This commit is contained in:
kxdd 2024-08-12 18:14:32 +08:00
parent 53022f51d9
commit 6afa58394e
8 changed files with 1047 additions and 0 deletions

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@ -86,6 +86,7 @@ const (
GameId_CaoThap = 605 //CaoThap
GameId_AngerUncle = 606 // 愤怒大叔
GameId_SmallRoket = 607 // 小火箭
GameId_Clawdoll = 609 // 娃娃机
__GameId_ThrGame_Min__ = 700 //################三方类################
GameId_Thr_Dg = 701 //DG Game
GameId_Thr_XHJ = 901 //DG Game
@ -104,6 +105,7 @@ const (
GameDifTamQuoc = "305" // 百战成神
GameDifFruits = "306" // 水果机
GameDifRichblessed = "307" // 多彩多福
GameDifClawdoll = "609" // 娃娃机
)
// IsTienLenYuLe TienLen娱乐

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@ -0,0 +1,25 @@
package clawdoll
import "time"
// 场景状态
const (
ClawDollSceneStateWait int = iota //等待状态
ClawDollSceneStateStart //开始倒计时
ClawDollSceneStatePlayGame //游戏中
ClawDollSceneStateBilled //结算
ClawDollSceneStateMax
)
const (
ClawDollSceneWaitTimeout = time.Second * 2 //等待倒计时
ClawDollSceneStartTimeout = time.Second * 6 //开始倒计时
ClawDollSceneBilledTimeout = time.Second * 2 //结算
)
// 玩家操作
const (
ClawDollPlayerOpScore = iota + 1 // 上分
ClawDollPlayerOpGo // 下抓
ClawDollPlayerOpMove // 移动方向
)

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@ -0,0 +1,4 @@
package clawdoll
type Logic struct {
}

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@ -0,0 +1,55 @@
package clawdoll
import (
"mongo.games.com/game/common"
"mongo.games.com/game/gamesrv/base"
"mongo.games.com/game/protocol/clawdoll"
"mongo.games.com/goserver/core/logger"
"mongo.games.com/goserver/core/netlib"
)
type CSPlayerOpPacketFactory struct {
}
type CSPlayerOpHandler struct {
}
func (f *CSPlayerOpPacketFactory) CreatePacket() interface{} {
pack := &clawdoll.CSCLAWDOLLOp{}
return pack
}
func (h *CSPlayerOpHandler) Process(s *netlib.Session, packetid int, data interface{}, sid int64) error {
logger.Logger.Trace("CSPlayerOpHandler Process recv ", data)
if msg, ok := data.(*clawdoll.CSCLAWDOLLOp); ok {
p := base.PlayerMgrSington.GetPlayer(sid)
if p == nil {
logger.Logger.Warn("CSPlayerOpHandler p == nil")
return nil
}
scene := p.GetScene()
if scene == nil {
logger.Logger.Warn("CSPlayerOpHandler p.scene == nil")
return nil
}
if scene.KeyGameDif != common.GameDifClawdoll {
logger.Logger.Error("CSPlayerOpHandler gameId Error ", scene.GameId)
return nil
}
if !scene.HasPlayer(p) {
return nil
}
sp := scene.GetScenePolicy()
if sp != nil {
sp.OnPlayerOp(scene, p, int(msg.GetOpCode()), msg.GetParams())
}
return nil
}
return nil
}
func init() {
common.RegisterHandler(int(clawdoll.CLAWDOLLPacketID_PACKET_CS_CLAWDOLL_PLAYEROP), &CSPlayerOpHandler{})
netlib.RegisterFactory(int(clawdoll.CLAWDOLLPacketID_PACKET_CS_CLAWDOLL_PLAYEROP), &CSPlayerOpPacketFactory{})
}

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@ -0,0 +1,71 @@
package clawdoll
import (
"mongo.games.com/game/gamesrv/base"
"mongo.games.com/goserver/core/logger"
)
type PlayerEx struct {
*base.Player //玩家信息
gainCoin int64 // 本局赢的金币
taxCoin int64 // 本局税收
odds int32
}
func (this *PlayerEx) Clear(baseScore int32) {
this.UnmarkFlag(base.PlayerState_WaitNext)
this.UnmarkFlag(base.PlayerState_GameBreak)
this.MarkFlag(base.PlayerState_Ready)
this.gainCoin = 0
this.taxCoin = 0
this.odds = 0
}
func (this *PlayerEx) CanOp(sceneEx *SceneEx) bool {
if !this.IsGameing() {
logger.Logger.Trace("(this *PlayerEx) CanOp return false ", this.SnId)
return false
}
return true
}
func (this *PlayerEx) CanPayCoinByPos() bool {
return false
}
// 游戏新一局 设置数据
func (this *PlayerEx) ReStartGame() {
this.ReBetDataStartGame()
this.gainCoin = 0
this.taxCoin = 0
this.odds = 0
}
// 初始化
func (this *PlayerEx) InitData(baseScore int32) {
}
// 重置下注数据
func (this *PlayerEx) ResetBetData() {
}
// 游戏新一局 设置数据
func (this *PlayerEx) ReBetDataStartGame() {
}
func (this *PlayerEx) CanPlayerOpInState(sceneState int) bool {
return false
}
// 能否退出游戏
func (this *PlayerEx) CanLeaveScene(sceneState int) bool {
return true
}

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@ -0,0 +1,205 @@
package clawdoll
import (
"mongo.games.com/game/protocol/clawdoll"
"mongo.games.com/goserver/core/logger"
"mongo.games.com/game/common"
rule "mongo.games.com/game/gamerule/clawdoll"
"mongo.games.com/game/gamesrv/base"
"mongo.games.com/game/proto"
)
type PlayerData struct {
SnId int32
Head int32 //头像框
VIP int32 //VIP帐号 等级
Name string //名字
Sex int32 //性别
IsRob bool
Coin int64
gainCoin int64 //本局赢的金币
taxCoin int64 //本局税收
isBilled bool //是否结算
CurIsWin int64 //当局输赢 负数:输 正数:赢
InviterId int32 //邀请人Id
BeUnderAgentCode string //隶属经销商(推广人)
IsPlayerFirst bool
Platform string //平台
Channel string //渠道信息
PackageID string //推广包标识 对应客户端的packagetag
flag int
}
type SceneEx struct {
*base.Scene // 场景
logic *rule.Logic //
players map[int32]*PlayerEx // 玩家信息
PlayerBackup map[int32]*PlayerData // 本局离场玩家数据备份
seats []*PlayerEx // 本局游戏中的玩家状态数据
RoundId int // 局数,第几局
robotNum int // 参与游戏的机器人数量
logid string
}
// 游戏是否能开始
func (this *SceneEx) CanStart() bool {
//人数>=1自动开始
if len(this.players) >= 0 && (this.GetRealPlayerNum() >= 0 || this.IsPreCreateScene()) {
return true
}
return false
}
// 从房间删除玩家
func (this *SceneEx) delPlayer(p *base.Player) {
if p, exist := this.players[p.SnId]; exist {
this.seats[p.GetPos()] = nil
delete(this.players, p.SnId)
}
}
// 广播玩家离开
func (this *SceneEx) BroadcastPlayerLeave(p *base.Player, reason int) {
scLeavePack := &clawdoll.SCCLAWDOLLPlayerLeave{
Pos: proto.Int(p.GetPos()),
}
proto.SetDefaults(scLeavePack)
this.Broadcast(int(clawdoll.CLAWDOLLPacketID_PACKET_SC_CLAWDOLL_PlayerLeave), scLeavePack, p.GetSid())
}
// 玩家离开事件
func (this *SceneEx) OnPlayerLeave(p *base.Player, reason int) {
this.delPlayer(p)
this.BroadcastPlayerLeave(p, reason)
}
func (this *SceneEx) SceneDestroy(force bool) {
//销毁房间
this.Scene.Destroy(force)
}
func (e *SceneEx) playerOpPack(snId int32, opcode int, opRetCode clawdoll.OpResultCode, params []int64) *clawdoll.SCCLAWDOLLOp {
pack := &clawdoll.SCCLAWDOLLOp{
SnId: proto.Int32(snId),
OpCode: proto.Int32(int32(opcode)),
Params: params,
OpRetCode: clawdoll.OpResultCode_OPRC_Success,
}
proto.SetDefaults(pack)
return pack
}
// OnPlayerSCOp 发送玩家操作情况
func (e *SceneEx) OnPlayerSCOp(p *base.Player, opcode int, opRetCode clawdoll.OpResultCode, params []int64) {
pack := e.playerOpPack(p.SnId, opcode, opRetCode, params)
p.SendToClient(int(clawdoll.CLAWDOLLPacketID_PACKET_SC_CLAWDOLL_PLAYEROP), pack)
logger.Logger.Tracef("OnPlayerSCOp %s", pack)
}
// 房间信息打包
func (this *SceneEx) ClawdollCreateRoomInfoPacket(s *base.Scene, p *base.Player) interface{} {
pack := &clawdoll.SCCLAWDOLLRoomInfo{
RoomId: proto.Int(s.GetSceneId()),
GameId: proto.Int(s.GetGameId()),
RoomMode: proto.Int(s.GetSceneMode()),
Params: common.CopySliceInt64ToInt32(s.Params),
State: proto.Int(s.GetSceneState().GetState()),
TimeOut: proto.Int(s.GetSceneState().GetTimeout(s)),
TotalPlayer: proto.Int(len(this.players)),
RoundId: proto.Int(this.RoundId),
ParamsEx: nil,
GameFreeId: 0,
BaseScore: proto.Int32(this.GetBaseScore()),
}
// 玩家信息
for _, playerEx := range this.players {
if p.SnId == playerEx.SnId {
pd := &clawdoll.CLAWDOLLPlayerData{
SnId: proto.Int32(playerEx.SnId),
Name: proto.String(playerEx.Name),
Head: proto.Int32(playerEx.Head),
Sex: proto.Int32(playerEx.Sex),
Coin: proto.Int64(playerEx.Coin),
Flag: proto.Int(playerEx.GetFlag()),
HeadOutLine: proto.Int32(playerEx.HeadOutLine),
VIP: proto.Int32(playerEx.VIP),
WinCoin: proto.Int64(playerEx.gainCoin),
}
pack.Players = append(pack.Players, pd)
}
}
proto.SetDefaults(pack)
if p != nil {
p.SyncFlag()
}
return pack
}
func NewClawdollSceneData(s *base.Scene) *SceneEx {
sceneEx := &SceneEx{
Scene: s,
logic: new(rule.Logic),
players: make(map[int32]*PlayerEx),
seats: make([]*PlayerEx, s.GetPlayerNum()),
PlayerBackup: make(map[int32]*PlayerData),
}
return sceneEx
}
func (this *SceneEx) init() bool {
this.Clear()
return true
}
// 检查上分是否合法
func (this *SceneEx) CheckPayOp(betVal int64, takeMul int64) bool { //游戏底分
return true
}
func (this *SceneEx) Clear() {
this.robotNum = 0
this.PlayerBackup = make(map[int32]*PlayerData)
this.RoundId = 0
for i := 0; i < this.GetPlayerNum(); i++ {
if this.seats[i] != nil {
this.seats[i].Clear(this.GetBaseScore())
}
}
}
func (this *SceneEx) BackupPlayer(p *PlayerEx, isBilled bool) {
this.PlayerBackup[p.SnId] = &PlayerData{
SnId: p.SnId,
gainCoin: p.gainCoin,
taxCoin: p.taxCoin,
isBilled: isBilled,
IsRob: p.IsRob,
Coin: p.Coin,
Head: p.Head,
flag: p.GetFlag(),
Platform: p.Platform,
Channel: p.Channel,
PackageID: p.PackageID,
CurIsWin: p.CurIsWin,
Name: p.Name,
Sex: p.Sex,
VIP: p.VIP,
InviterId: p.InviterId,
IsPlayerFirst: this.IsPlayerFirst(p.Player),
BeUnderAgentCode: p.BeUnderAgentCode,
}
}

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@ -0,0 +1,582 @@
package clawdoll
import (
"mongo.games.com/game/protocol/clawdoll"
"time"
"mongo.games.com/goserver/core"
"mongo.games.com/goserver/core/logger"
"mongo.games.com/game/common"
rule "mongo.games.com/game/gamerule/clawdoll"
"mongo.games.com/game/gamesrv/base"
"mongo.games.com/game/proto"
)
var PolicyClawdollSingleton = &PolicyClawdoll{}
type PolicyClawdoll struct {
base.BaseScenePolicy
states [rule.ClawDollSceneStateMax]base.SceneState
}
// SCDeviceAction 娃娃机操作信息
type SCDeviceAction struct {
DeviceID string `json:"id"` //设备ID
Action int `json:"action"` //操作信息
}
func (this *PolicyClawdoll) CreateSceneExData(s *base.Scene) interface{} {
sceneEx := NewClawdollSceneData(s)
if sceneEx != nil {
if sceneEx.init() {
s.ExtraData = sceneEx
}
}
return sceneEx
}
func (this *PolicyClawdoll) CreatePlayerExData(s *base.Scene, p *base.Player) interface{} {
playerEx := &PlayerEx{Player: p}
if playerEx != nil {
p.ExtraData = playerEx
}
return playerEx
}
func (this *PolicyClawdoll) OnStart(s *base.Scene) {
logger.Logger.Trace("(this *PolicyClawdoll) OnStart, sceneId=", s.GetSceneId())
sceneEx := NewClawdollSceneData(s)
if sceneEx != nil {
if sceneEx.init() {
s.ExtraData = sceneEx
s.ChangeSceneState(rule.ClawDollSceneStateWait)
}
}
}
func (this *PolicyClawdoll) OnStop(s *base.Scene) {
logger.Logger.Trace("(this *PolicyClawdoll) OnStop , sceneId=", s.GetSceneId())
}
func (this *PolicyClawdoll) OnTick(s *base.Scene) {
if s == nil {
return
}
if s.SceneState != nil {
s.SceneState.OnTick(s)
}
}
func (this *PolicyClawdoll) OnPlayerEnter(s *base.Scene, p *base.Player) {
if s == nil || p == nil {
return
}
logger.Logger.Trace("(this *PolicyClawdoll) OnPlayerEnter, sceneId=", s.GetSceneId(), " player=", p.SnId)
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
pos := -1
for i := 0; i < sceneEx.GetPlayerNum(); i++ {
if sceneEx.seats[i] == nil {
pos = i
break
}
}
if pos != -1 {
playerEx := &PlayerEx{Player: p}
sceneEx.seats[pos] = playerEx
sceneEx.players[p.SnId] = playerEx
baseScore := sceneEx.GetBaseScore()
p.Pos = pos
p.ExtraData = playerEx
playerEx.Clear(baseScore)
if sceneEx.Gaming {
p.MarkFlag(base.PlayerState_WaitNext)
p.UnmarkFlag(base.PlayerState_Ready)
}
//给自己发送房间信息
this.SendRoomInfo(s, p, sceneEx)
s.FirePlayerEvent(p, base.PlayerEventEnter, nil)
}
}
}
func (this *PolicyClawdoll) OnPlayerLeave(s *base.Scene, p *base.Player, reason int) {
logger.Logger.Trace("(this *PolicyClawdoll) OnPlayerLeave, sceneId=", s.GetSceneId(), " player=", p.SnId)
if s == nil || p == nil {
return
}
if !this.CanChangeCoinScene(s, p) {
return
}
sceneEx, ok := s.ExtraData.(*SceneEx)
if !ok {
return
}
playerEx, ok := p.ExtraData.(*PlayerEx)
if !ok {
return
}
isBilled := false
// 游戏已开始,玩家离开,备份玩家数据
if sceneEx.Gaming {
sceneEx.BackupPlayer(playerEx, isBilled)
}
// 清理玩家数据
sceneEx.OnPlayerLeave(p, reason)
s.FirePlayerEvent(p, base.PlayerEventLeave, nil)
}
func (this *PolicyClawdoll) OnPlayerDropLine(s *base.Scene, p *base.Player) {
if s == nil || p == nil {
return
}
logger.Logger.Trace("(this *PolicyClawdoll) OnPlayerDropLine, sceneId=", s.GetSceneId(), " player=", p.SnId)
s.FirePlayerEvent(p, base.PlayerEventDropLine, nil)
}
func (this *PolicyClawdoll) OnPlayerRehold(s *base.Scene, p *base.Player) {
if s == nil || p == nil {
return
}
logger.Logger.Trace("(this *PolicyClawdoll) OnPlayerRehold, sceneId=", s.GetSceneId(), " player=", p.SnId)
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
if _, ok := p.ExtraData.(*PlayerEx); ok {
//发送房间信息给自己
if p.IsGameing() {
p.MarkFlag(base.PlayerState_Ready)
}
this.SendRoomInfo(s, p, sceneEx)
s.FirePlayerEvent(p, base.PlayerEventRehold, nil)
}
}
}
func (this *PolicyClawdoll) OnPlayerReturn(s *base.Scene, p *base.Player) {
if s == nil || p == nil {
return
}
logger.Logger.Trace("(this *PolicyClawdoll) OnPlayerRehold, sceneId=", s.GetSceneId(), " player=", p.SnId)
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
if _, ok := p.ExtraData.(*PlayerEx); ok {
//发送房间信息给自己
if p.IsGameing() {
p.MarkFlag(base.PlayerState_Ready)
}
this.SendRoomInfo(s, p, sceneEx)
s.FirePlayerEvent(p, base.PlayerEventReturn, nil)
}
}
}
func (this *PolicyClawdoll) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, params []int64) bool {
if s == nil || p == nil {
return false
}
logger.Logger.Trace("(this *PolicyClawdoll) OnPlayerOp, sceneId=", s.GetSceneId(), " player=", p.SnId, " opcode=", opcode, " params=", params)
if s.SceneState != nil {
p.LastOPTimer = time.Now()
p.Trusteeship = 0
return s.SceneState.OnPlayerOp(s, p, opcode, params)
}
return true
}
func (this *PolicyClawdoll) OnPlayerEvent(s *base.Scene, p *base.Player, evtcode int, params []int64) {
if s == nil || p == nil {
return
}
logger.Logger.Trace("(this *PolicyClawdoll) OnPlayerEvent, sceneId=", s.GetSceneId(), " player=", p.SnId, " eventcode=", evtcode, " params=", params)
if s.SceneState != nil {
s.SceneState.OnPlayerEvent(s, p, evtcode, params)
}
}
func (this *PolicyClawdoll) IsCompleted(s *base.Scene) bool {
if s == nil {
return false
}
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
return !sceneEx.Gaming
}
return false
}
func (this *PolicyClawdoll) IsCanForceStart(s *base.Scene) bool {
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
return len(s.Players) >= 2 && !sceneEx.Gaming
}
return false
}
func (this *PolicyClawdoll) ForceStart(s *base.Scene) {
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
if sceneEx.SceneState.GetState() == rule.ClawDollSceneStateWait {
s.ChangeSceneState(rule.ClawDollSceneStateStart)
}
}
}
// 当前状态能否退出游戏
func (this *PolicyClawdoll) CanChangeCoinScene(s *base.Scene, p *base.Player) bool {
if s == nil || p == nil {
return false
}
if s.GetSceneState() != nil {
return s.GetSceneState().CanChangeCoinScene(s, p)
}
return true
}
func (this *PolicyClawdoll) SendRoomInfo(s *base.Scene, p *base.Player, sceneEx *SceneEx) {
pack := sceneEx.ClawdollCreateRoomInfoPacket(s, p)
p.SendToClient(int(clawdoll.CLAWDOLLPacketID_PACKET_SC_CLAWDOLL_ROOMINFO), pack)
}
// 广播房间状态
func ClawdollBroadcastRoomState(s *base.Scene, params ...float32) {
pack := &clawdoll.SCCLAWDOLLRoomState{
State: proto.Int(s.SceneState.GetState()),
Params: params,
}
s.Broadcast(int(clawdoll.CLAWDOLLPacketID_PACKET_SC_CLAWDOLL_ROOMSTATE), pack, 0)
}
//=====================================
// BaseState 状态基类
//=====================================
type BaseState struct {
}
func (this *BaseState) GetTimeout(s *base.Scene) int {
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
return int(time.Now().Sub(sceneEx.StateStartTime) / time.Second)
}
return 0
}
func (this *BaseState) CanChangeTo(s base.SceneState) bool {
return true
}
func (this *BaseState) CanChangeCoinScene(s *base.Scene, p *base.Player) bool {
//playerEx, ok := p.ExtraData.(*PlayerEx)
//if !ok {
// return false
//}
//
//if !playerEx.CanLeaveScene(s.GetSceneState().GetState()) {
// return false
//}
return true
}
func (this *BaseState) OnEnter(s *base.Scene) {
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
sceneEx.StateStartTime = time.Now()
}
}
func (this *BaseState) OnLeave(s *base.Scene) {}
func (this *BaseState) OnTick(s *base.Scene) {
}
func (this *BaseState) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, params []int64) bool {
return false
}
func (this *BaseState) OnPlayerEvent(s *base.Scene, p *base.Player, evtcode int, params []int64) {
}
//=====================================
// StateWait 等待中
//=====================================
type StateWait struct {
BaseState
}
func (this *StateWait) GetState() int {
return rule.ClawDollSceneStateWait
}
func (this *StateWait) CanChangeTo(s base.SceneState) bool {
if s.GetState() == rule.ClawDollSceneStateStart {
return true
}
return false
}
func (this *StateWait) GetTimeout(s *base.Scene) int {
return this.BaseState.GetTimeout(s)
}
func (this *StateWait) OnEnter(s *base.Scene) {
this.BaseState.OnEnter(s)
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
if s.Gaming {
s.NotifySceneRoundPause()
}
s.Gaming = false
ClawdollBroadcastRoomState(s, float32(0), float32(0))
if sceneEx.CanStart() {
s.ChangeSceneState(rule.ClawDollSceneStateStart)
}
}
}
// 玩家事件
func (this *StateWait) OnPlayerEvent(s *base.Scene, p *base.Player, evtcode int, params []int64) {
logger.Logger.Trace("(this *StateWait) OnPlayerEvent, sceneId=", s.GetSceneId(), " player=", p.SnId, " evtcode=", evtcode)
this.BaseState.OnPlayerEvent(s, p, evtcode, params)
if _, ok := s.ExtraData.(*SceneEx); ok {
switch evtcode {
case base.PlayerEventLeave:
case base.PlayerEventEnter:
if !p.IsReady() {
p.MarkFlag(base.PlayerState_Ready)
p.SyncFlag()
}
}
}
}
func (this *StateWait) OnTick(s *base.Scene) {
this.BaseState.OnTick(s)
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
if s.CheckNeedDestroy() {
sceneEx.SceneDestroy(true)
return
}
if time.Now().Sub(sceneEx.StateStartTime) > rule.ClawDollSceneWaitTimeout {
//切换到准备开局状态
if sceneEx.CanStart() {
s.ChangeSceneState(rule.ClawDollSceneStateStart)
}
}
}
}
//=====================================
// StateStart 开始倒计时
//=====================================
type StateStart struct {
BaseState
}
func (this *StateStart) GetState() int {
return rule.ClawDollSceneStateStart
}
func (this *StateStart) CanChangeTo(s base.SceneState) bool {
switch s.GetState() {
case rule.ClawDollSceneStatePlayGame:
return true
}
return false
}
func (this *StateStart) OnEnter(s *base.Scene) {
this.BaseState.OnEnter(s)
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
ClawdollBroadcastRoomState(s, float32(0), float32(0))
s.Gaming = false
sceneEx.GameNowTime = time.Now()
sceneEx.NumOfGames++
}
}
func (this *StateStart) OnTick(s *base.Scene) {
this.BaseState.OnTick(s)
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
if time.Now().Sub(sceneEx.StateStartTime) > rule.ClawDollSceneStartTimeout {
//切换到等待操作状态
if sceneEx.CanStart() {
s.ChangeSceneState(rule.ClawDollSceneStatePlayGame)
} else {
s.ChangeSceneState(rule.ClawDollSceneStateWait)
}
}
}
}
func (this *StateStart) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, params []int64) bool {
if this.BaseState.OnPlayerOp(s, p, opcode, params) {
return true
}
return false
}
func (this *StateStart) OnPlayerEvent(s *base.Scene, p *base.Player, evtcode int, params []int64) {
logger.Logger.Trace("(this *StateStart) OnPlayerEvent, sceneId=", s.GetSceneId(), " player=", p.SnId, " evtcode=", evtcode)
this.BaseState.OnPlayerEvent(s, p, evtcode, params)
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
switch evtcode {
case base.PlayerEventLeave:
if !sceneEx.CanStart() {
s.ChangeSceneState(rule.ClawDollSceneStateWait)
}
case base.PlayerEventEnter:
if !p.IsReady() {
p.MarkFlag(base.PlayerState_Ready)
p.SyncFlag()
}
}
}
}
// =====================================
// PlayGame 游戏中
// =====================================
type PlayGame struct {
BaseState
}
func (this *PlayGame) GetState() int {
return rule.ClawDollSceneStatePlayGame
}
func (this *PlayGame) CanChangeTo(s base.SceneState) bool {
switch s.GetState() {
case rule.ClawDollSceneStateBilled:
return true
}
return false
}
func (this *PlayGame) OnEnter(s *base.Scene) {
logger.Logger.Trace("(this *PlayGame) OnEnter, sceneid=", s.GetSceneId())
this.BaseState.OnEnter(s)
s.Gaming = true
ClawdollBroadcastRoomState(s, float32(0), float32(0))
}
func (this *PlayGame) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, params []int64) bool {
logger.Logger.Trace("StatePlayGame OnPlayerOp-----SnId:", p.SnId, " opcode: ", opcode, " params:", params)
if this.BaseState.OnPlayerOp(s, p, opcode, params) {
return true
}
return false
}
func (this *PlayGame) OnTick(s *base.Scene) {
this.BaseState.OnTick(s)
}
//=====================================
// StateBilled 结算
//=====================================
type StateBilled struct {
BaseState
}
func (this *StateBilled) GetState() int {
return rule.ClawDollSceneStateBilled
}
func (this *StateBilled) CanChangeTo(s base.SceneState) bool {
switch s.GetState() {
case rule.ClawDollSceneStateStart:
return true
}
return false
}
func (this *StateBilled) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, params []int64) bool {
return false
}
func (this *StateBilled) OnEnter(s *base.Scene) {
logger.Logger.Trace("(this *StateBilled) OnEnter, sceneid=", s.GetSceneId())
this.BaseState.OnEnter(s)
}
func (this *StateBilled) OnLeave(s *base.Scene) {
logger.Logger.Trace("(this *StateBilled) OnLeave, sceneid=", s.GetSceneId())
this.BaseState.OnLeave(s)
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
sceneEx.PlayerBackup = make(map[int32]*PlayerData)
if s.CheckNeedDestroy() {
sceneEx.SceneDestroy(true)
}
}
}
func (this *StateBilled) OnTick(s *base.Scene) {
this.BaseState.OnTick(s)
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
if time.Now().Sub(sceneEx.StateStartTime) > rule.ClawDollSceneBilledTimeout {
if sceneEx.CanStart() {
s.ChangeSceneState(rule.ClawDollSceneStateStart)
} else {
s.ChangeSceneState(rule.ClawDollSceneStateWait)
}
return
}
}
}
// // //////////////////////////////////////////////////////////////////////////////
func (this *PolicyClawdoll) RegisteSceneState(state base.SceneState) {
if state == nil {
return
}
stateid := state.GetState()
if stateid < 0 || stateid >= rule.ClawDollSceneStateMax {
return
}
this.states[stateid] = state
}
func (this *PolicyClawdoll) GetSceneState(s *base.Scene, stateid int) base.SceneState {
if stateid >= 0 && stateid < rule.ClawDollSceneStateMax {
return this.states[stateid]
}
return nil
}
func init() {
PolicyClawdollSingleton.RegisteSceneState(&StateWait{})
PolicyClawdollSingleton.RegisteSceneState(&StateStart{})
PolicyClawdollSingleton.RegisteSceneState(&PlayGame{})
PolicyClawdollSingleton.RegisteSceneState(&StateBilled{})
core.RegisteHook(core.HOOK_BEFORE_START, func() error {
base.RegisteScenePolicy(common.GameId_Clawdoll, 0, PolicyClawdollSingleton)
return nil
})
}

View File

@ -0,0 +1,103 @@
syntax = "proto3";
package clawdoll;
option go_package = "mongo.games.com/game/protocol/clawdoll";
//
enum CLAWDOLLPacketID {
PACKET_CLAWDOLL_ZERO = 0; //
PACKET_SC_CLAWDOLL_ROOMINFO = 5601; //
PACKET_CS_CLAWDOLL_PLAYEROP = 5602; //->
PACKET_SC_CLAWDOLL_PLAYEROP = 5603; //->
PACKET_SC_CLAWDOLL_ROOMSTATE = 5604; //
PACKET_SC_CLAWDOLL_GAMEBILLED = 5605; //
PACKET_SC_CLAWDOLL_PlayerEnter = 5606; //
PACKET_SC_CLAWDOLL_PlayerLeave = 5607; //
PACKET_SC_CLAWDOLL_PLAYERINFO = 5608; //
}
//
enum OpResultCode {
OPRC_Success = 0; //
OPRC_Error = 1; //
OPRC_CoinNotEnough = 2; //
OPRC_PosAlReadyPlaying = 3; //
}
message CLAWDOLLPlayerData {
string Name = 1; //
int32 SnId = 2; //
int32 Head = 3; //
int32 Sex = 4; //
int64 Coin = 5; //
int32 HeadOutLine = 6; //
int32 VIP = 7;
int32 Flag = 8; // :线(0:线 1:线) :(0: 1:)
int64 WinCoin = 9; //
}
//
message SCCLAWDOLLRoomInfo {
int32 RoomId = 1; //id
int32 GameId = 2; //id
int32 RoomMode = 3; //
repeated int32 Params = 4; //
int32 State = 5; //
int32 TimeOut = 6; // :
repeated CLAWDOLLPlayerData Players = 7; //
int32 TotalPlayer = 8; //
int32 RoundId = 9; //ID
repeated int32 ParamsEx = 10; //
int32 GameFreeId = 15;
int32 BaseScore = 16; //
}
//
message CSCLAWDOLLOp {
int32 OpCode = 1;
repeated int64 Params = 2;
}
//
message SCCLAWDOLLOp {
int32 SnId = 1; //ID
int32 OpCode = 2; //
repeated int64 Params = 3; // CSCLAWDOLLOp
OpResultCode OpRetCode = 4; //
}
//
message SCCLAWDOLLRoundGameBilled {
int32 RoundId = 1; //ID
int32 ClowResult = 2; //
int64 Award = 3; //
int64 Balance = 4; //
}
//
message SCCLAWDOLLRoomState {
int32 State = 1; //
repeated float Params = 2;
}
//
message SCCLAWDOLLPlayerInfo {
int32 SnId = 1; //ID
int64 gainCoin = 2; //
int64 Coin = 3; //
}
//
//PACKET_SCCLAWDOLLPlayerEnter
message SCCLAWDOLLPlayerEnter {
CLAWDOLLPlayerData Data = 1;
}
//
//PACKET_SCCLAWDOLLPlayerLeave
message SCCLAWDOLLPlayerLeave {
int32 Pos = 1; //
}