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c6ee48573b
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aed283b37e
Author | SHA1 | Date |
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aed283b37e | |
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87486f1a48 |
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@ -8,13 +8,17 @@ const (
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ClawDollSceneStateStart //开始倒计时
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ClawDollSceneStatePlayGame //游戏中
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ClawDollSceneStateBilled //结算
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ClawDollSceneWaitPayCoin //等待下一局投币
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ClawDollSceneStateMax
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)
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const (
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ClawDollSceneWaitTimeout = time.Second * 6 //等待倒计时
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ClawDollSceneStartTimeout = time.Second * 15 //开始倒计时
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ClawDollSceneBilledTimeout = time.Second * 2 //结算
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ClawDollSceneWaitTimeout = time.Second * 6 //等待倒计时
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ClawDollSceneStartTimeout = time.Second * 5 //开始倒计时
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ClawDollScenePlayTimeout = time.Second * 30 //娃娃机下抓倒计时
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ClawDollSceneBilledTimeout = time.Second * 2 //结算
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ClawDollSceneWaitPayCoinimeout = time.Second * 10 //等待下一局投币
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)
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// 玩家操作
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@ -24,11 +28,13 @@ const (
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ClawDollPlayerOpMove // 玩家操控动作 // 1-前 2-后 3-左 4-右
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)
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// 1-前 2-后 3-左 4-右 5-投币
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const (
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ButtonFront = iota + 1 /*前*/
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ButtonBack /*后*/
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ButtonLeft /*左*/
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ButtonRight /*右*/
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ButtonFront = iota + 1 /*前*/
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ButtonBack /*后*/
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ButtonLeft /*左*/
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ButtonRight /*右*/
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ButtonPayCoin /*投币*/
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)
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const (
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@ -0,0 +1,221 @@
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package clawdoll
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// queue队列容器包
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// 以动态数组的形式实现
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// 该容器可以在尾部实现线性增加元素,在首部实现线性减少元素
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// 队列的扩容和缩容同vector一样,即数组小采用翻倍扩缩容/折半缩容,数组大时采用固定扩/缩容
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// 该容器满足FIFO的先进先出模式
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// 可接纳不同类型的元素
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// queue队列结构体
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// 包含泛型切片和该切片的首尾位的下标
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// 当删除节点时仅仅需要后移首位一位即可
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// 当剩余长度较小时采用缩容策略进行缩容以释放空间
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// 当添加节点时若未占满全部已分配空间则尾指针后移一位同时进行覆盖存放
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// 当添加节点时尾指针大于已分配空间长度,则先去掉首部多出来的空间,如果还不足则进行扩容
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// 首节点指针始终不能超过尾节点指针
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type Queue struct {
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data []interface{} //泛型切片
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begin uint64 //首节点下标
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end uint64 //尾节点下标
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cap uint64 //容量
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}
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//queue队列容器接口
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//存放了queue容器可使用的函数
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//对应函数介绍见下方
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type queuer interface {
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Size() (size uint64) //返回该队列中元素的使用空间大小
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Clear() //清空该队列
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Empty() (b bool) //判断该队列是否为空
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Push(e interface{}) //将元素e添加到该队列末尾
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Pop() (e interface{}) //将该队列首元素弹出并返回
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Front() (e interface{}) //获取该队列首元素
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Back() (e interface{}) //获取该队列尾元素
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}
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// 新建一个queue队列容器并返回
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// 初始queue的切片数组为空
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// 初始queue的首尾指针均置零
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//
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// @receiver nil
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// @param nil
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// @return q *Queue 新建的queue指针
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func New() (q *Queue) {
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return &Queue{
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data: make([]interface{}, 1, 1),
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begin: 0,
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end: 0,
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cap: 1,
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}
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}
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// 返回该容器当前含有元素的数量
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// 该长度并非实际占用空间数量
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// 若容器为空则返回0
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//
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// @receiver q *Queue 接受者queue的指针
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// @param nil
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// @return size uint64 容器中实际使用元素所占空间大小
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func (q *Queue) Size() (size uint64) {
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if q == nil {
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q = New()
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}
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return q.end - q.begin
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}
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// 以queue队列容器做接收者
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// 将该容器中所承载的元素清空
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// 将该容器的首尾指针均置0,容量设为1
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//
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// @receiver q *Queue 接受者queue的指针
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// @param nil
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// @return nil
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func (q *Queue) Clear() {
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if q == nil {
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q = New()
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}
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q.data = make([]interface{}, 1, 1)
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q.begin = 0
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q.end = 0
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q.cap = 1
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}
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// 判断该queue队列容器是否含有元素
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// 如果含有元素则不为空,返回false
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// 如果不含有元素则说明为空,返回true
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// 如果容器不存在,返回true
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// 该判断过程通过首尾指针数值进行判断
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// 当尾指针数值等于首指针时说明不含有元素
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// 当尾指针数值大于首指针时说明含有元素
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//
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// @receiver q *Queue 接受者queue的指针
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// @param nil
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// @return b bool 该容器是空的吗?
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func (q *Queue) Empty() (b bool) {
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if q == nil {
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q = New()
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}
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return q.Size() <= 0
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}
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// 在容器尾部插入元素
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// 若尾指针小于切片实际使用长度,则对当前指针位置进行覆盖,同时尾下标后移一位
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// 若尾指针等于切片实际使用长度,则对实际使用量和实际占用量进行判断
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// 当首部还有冗余时则删将实际使用整体前移到首部,否则对尾部进行扩容即可
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//
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// @receiver q *Queue 接受者queue的指针
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// @param e interface{} 待插入元素
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// @return nil
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func (q *Queue) Push(e interface{}) {
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if q == nil {
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q = New()
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}
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if q.end < q.cap {
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//不需要扩容
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q.data[q.end] = e
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} else {
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//需要扩容
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if q.begin > 0 {
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//首部有冗余,整体前移
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for i := uint64(0); i < q.end-q.begin; i++ {
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q.data[i] = q.data[i+q.begin]
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}
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q.end -= q.begin
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q.begin = 0
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} else {
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//冗余不足,需要扩容
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if q.cap <= 65536 {
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//容量翻倍
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if q.cap == 0 {
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q.cap = 1
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}
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q.cap *= 2
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} else {
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//容量增加2^16
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q.cap += 2 ^ 16
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}
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//复制扩容前的元素
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tmp := make([]interface{}, q.cap, q.cap)
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copy(tmp, q.data)
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q.data = tmp
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}
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q.data[q.end] = e
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}
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q.end++
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}
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// 弹出容器第一个元素,同时首下标后移一位
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// 若容器为空,则不进行弹出
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// 弹出结束后,进行缩容判断,考虑到queue的冗余会存在于前后两个方向
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// 所以需要对前后两方分别做判断, 但由于首部主要是减少,并不会增加,所以不需要太多冗余量,而尾部只做添加,所以需要更多的冗余
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// 所以可以对首部预留2^10的冗余,当超过时直接对首部冗余清除即可,释放首部空间时尾部空间仍然保留不变
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// 当首部冗余不足2^10时,但冗余超过实际使用空间,也会对首部进行缩容,尾部不变
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// 同时返回队首元素
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//
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// @receiver q *Queue 接受者queue的指针
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// @param nil
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// @return e interface{} 队首元素
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func (q *Queue) Pop() (e interface{}) {
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if q == nil {
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q = New()
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return nil
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}
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if q.Empty() {
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q.Clear()
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return nil
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}
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e = q.data[q.begin]
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q.begin++
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if q.begin >= 1024 || q.begin*2 > q.end {
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//首部冗余超过2^10或首部冗余超过实际使用
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q.cap -= q.begin
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q.end -= q.begin
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tmp := make([]interface{}, q.cap, q.cap)
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copy(tmp, q.data[q.begin:])
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q.data = tmp
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q.begin = 0
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}
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return e
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}
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// 返回该容器的第一个元素
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// 若该容器当前为空,则返回nil
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//
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// @receiver q *Queue 接受者queue的指针
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// @param nil
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// @return e interface{} 容器的第一个元素
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func (q *Queue) Front() (e interface{}) {
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if q == nil {
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q = New()
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return nil
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}
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if q.Empty() {
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q.Clear()
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return nil
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}
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return q.data[q.begin]
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}
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// 返回该容器的最后一个元素
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// 若该容器当前为空,则返回nil
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//
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// @receiver q *Queue 接受者queue的指针
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// @param nil
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// @return e interface{} 容器的最后一个元素
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func (q *Queue) Back() (e interface{}) {
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if q == nil {
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q = New()
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return nil
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}
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if q.Empty() {
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q.Clear()
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return nil
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}
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return q.data[q.end-1]
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}
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@ -8,6 +8,8 @@ import (
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type PlayerEx struct {
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*base.Player //玩家信息
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dollCardsCnt int32 // 娃娃卡数量
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gainCoin int64 // 本局赢的金币
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taxCoin int64 // 本局税收
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odds int32
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@ -33,7 +35,6 @@ func (this *PlayerEx) CanOp(sceneEx *SceneEx) bool {
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// 能否投币
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func (this *PlayerEx) CanPayCoin() bool {
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return true
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}
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@ -62,7 +63,7 @@ func (this *PlayerEx) InitData(baseScore int32) {
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}
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// 重置下注数据
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// 重置数据
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func (this *PlayerEx) ResetData() {
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}
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@ -1,6 +1,7 @@
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package clawdoll
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import (
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"container/list"
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"mongo.games.com/game/common"
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rule "mongo.games.com/game/gamerule/clawdoll"
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"mongo.games.com/game/gamesrv/base"
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@ -43,6 +44,9 @@ type SceneEx struct {
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PlayerBackup map[int32]*PlayerData // 本局离场玩家数据备份
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seats []*PlayerEx // 本局游戏中的玩家状态数据
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waitPlayers *list.List
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playingSnid int32 // 正在玩的玩家snid
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RoundId int // 局数,第几局
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robotNum int // 参与游戏的机器人数量
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logid string
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@ -65,6 +69,7 @@ func (this *SceneEx) delPlayer(p *base.Player) {
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if p, exist := this.players[p.SnId]; exist {
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this.seats[p.GetPos()] = nil
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delete(this.players, p.SnId)
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this.RemoveWaitPlayer(p.SnId)
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}
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}
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@ -159,6 +164,7 @@ func NewClawdollSceneData(s *base.Scene) *SceneEx {
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players: make(map[int32]*PlayerEx),
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seats: make([]*PlayerEx, s.GetPlayerNum()),
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PlayerBackup: make(map[int32]*PlayerData),
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waitPlayers: list.New(),
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}
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return sceneEx
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@ -179,11 +185,34 @@ func (this *SceneEx) Clear() {
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this.PlayerBackup = make(map[int32]*PlayerData)
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this.RoundId = 0
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for e := this.waitPlayers.Front(); e != nil; e = e.Next() {
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if e != nil {
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p := e.Value.(*PlayerEx)
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p.Clear(0)
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}
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}
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for i := 0; i < this.GetPlayerNum(); i++ {
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if this.seats[i] != nil {
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this.seats[i].Clear(this.GetBaseScore())
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}
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}
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}
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// 是否有玩家正在玩
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func (this *SceneEx) IsHasPlaying() bool {
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if this.playingSnid == 0 {
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return false
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}
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return true
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}
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// 等待下一个玩家
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func (this *SceneEx) WaitNextPlayer() {
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this.playingSnid = 0
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}
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func (this *SceneEx) BackupPlayer(p *PlayerEx, isBilled bool) {
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@ -209,6 +238,46 @@ func (this *SceneEx) BackupPlayer(p *PlayerEx, isBilled bool) {
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}
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}
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func (this *SceneEx) GetPlayGrabType(player *PlayerEx) int32 {
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if player == nil {
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return rule.ClawWeak
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}
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if this.RoundId%100 == 0 && this.RoundId != 0 {
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return rule.ClawStrong
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}
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return rule.ClawWeak
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}
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func (this *SceneEx) AddWaitPlayer(player *PlayerEx) {
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if player == nil {
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return
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}
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this.waitPlayers.PushBack(player)
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}
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func (this *SceneEx) RemoveWaitPlayer(SnId int32) bool {
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l := this.waitPlayers
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for e := l.Front(); e != nil; e = e.Next() {
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if p := e.Value.(*PlayerEx); p.SnId == SnId {
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this.waitPlayers.Remove(e)
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return true
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}
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}
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return false
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}
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// 时间到 系统开始下抓
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func (this *SceneEx) TimeOutPlayGrab() bool {
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this.OnPlayerSMGrabOp(this.playingSnid, int32(this.machineId), rule.ClawWeak)
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return true
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}
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// OnPlayerSMGrabOp 下抓 //1-弱力抓 2 -强力抓 3-必出抓
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func (this *SceneEx) OnPlayerSMGrabOp(SnId, Id, GrabType int32) {
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@ -93,35 +93,26 @@ func (this *PolicyClawdoll) OnPlayerEnter(s *base.Scene, p *base.Player) {
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if s == nil || p == nil {
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return
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}
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logger.Logger.Trace("(this *PolicyClawdoll) OnPlayerEnter, sceneId=", s.GetSceneId(), " player=", p.SnId)
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if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
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pos := -1
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for i := 0; i < sceneEx.GetPlayerNum(); i++ {
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if sceneEx.seats[i] == nil {
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pos = i
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break
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}
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playerEx := &PlayerEx{Player: p}
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sceneEx.players[p.SnId] = playerEx
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baseScore := sceneEx.GetBaseScore()
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p.ExtraData = playerEx
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playerEx.Clear(baseScore)
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if sceneEx.playingSnid == 0 {
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p.MarkFlag(base.PlayerState_WaitNext)
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p.UnmarkFlag(base.PlayerState_Ready)
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sceneEx.playingSnid = p.GetSnId()
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}
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if pos != -1 {
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playerEx := &PlayerEx{Player: p}
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sceneEx.seats[pos] = playerEx
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sceneEx.players[p.SnId] = playerEx
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baseScore := sceneEx.GetBaseScore()
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sceneEx.AddWaitPlayer(playerEx)
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p.Pos = pos
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p.ExtraData = playerEx
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playerEx.Clear(baseScore)
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if sceneEx.Gaming {
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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)
|
||||
}
|
||||
//给自己发送房间信息
|
||||
this.SendRoomInfo(s, p, sceneEx)
|
||||
s.FirePlayerEvent(p, base.PlayerEventEnter, nil)
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -231,9 +222,6 @@ func (this *PolicyClawdoll) IsCompleted(s *base.Scene) bool {
|
|||
}
|
||||
|
||||
func (this *PolicyClawdoll) IsCanForceStart(s *base.Scene) bool {
|
||||
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
|
||||
return len(s.Players) >= 2 && !sceneEx.Gaming
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
|
@ -342,7 +330,6 @@ func (this *StateWait) CanChangeTo(s base.SceneState) bool {
|
|||
}
|
||||
|
||||
func (this *StateWait) GetTimeout(s *base.Scene) int {
|
||||
|
||||
return this.BaseState.GetTimeout(s)
|
||||
}
|
||||
|
||||
|
@ -354,7 +341,7 @@ func (this *StateWait) OnEnter(s *base.Scene) {
|
|||
}
|
||||
s.Gaming = false
|
||||
|
||||
ClawdollBroadcastRoomState(s, float32(0), float32(0))
|
||||
ClawdollBroadcastRoomState(s, float32(0))
|
||||
|
||||
if sceneEx.CanStart() {
|
||||
s.ChangeSceneState(rule.ClawDollSceneStateStart)
|
||||
|
@ -385,13 +372,42 @@ func (this *StateWait) OnTick(s *base.Scene) {
|
|||
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)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (this *StateWait) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, params []int64) bool {
|
||||
if this.BaseState.OnPlayerOp(s, p, opcode, params) {
|
||||
return true
|
||||
}
|
||||
|
||||
sceneEx, ok := s.ExtraData.(*SceneEx)
|
||||
if !ok {
|
||||
return false
|
||||
}
|
||||
playerEx, ok := p.ExtraData.(*PlayerEx)
|
||||
if !ok {
|
||||
return false
|
||||
}
|
||||
|
||||
switch opcode {
|
||||
case rule.ClawDollPlayerOpPayCoin:
|
||||
if sceneEx.IsHasPlaying() {
|
||||
return false
|
||||
}
|
||||
|
||||
if !playerEx.CanPayCoin() {
|
||||
return false
|
||||
}
|
||||
|
||||
// 1-前 2-后 3-左 4-右 5-投币
|
||||
sceneEx.OnPlayerSMPerateOp(p.SnId, int32(sceneEx.machineId), rule.ButtonPayCoin)
|
||||
|
||||
if sceneEx.CanStart() {
|
||||
s.ChangeSceneState(rule.ClawDollSceneStateStart)
|
||||
}
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
//=====================================
|
||||
|
@ -409,6 +425,7 @@ func (this *StateStart) GetState() int {
|
|||
func (this *StateStart) CanChangeTo(s base.SceneState) bool {
|
||||
switch s.GetState() {
|
||||
case rule.ClawDollSceneStatePlayGame:
|
||||
case rule.ClawDollSceneStateWait:
|
||||
return true
|
||||
}
|
||||
return false
|
||||
|
@ -417,11 +434,10 @@ func (this *StateStart) CanChangeTo(s base.SceneState) bool {
|
|||
func (this *StateStart) OnEnter(s *base.Scene) {
|
||||
this.BaseState.OnEnter(s)
|
||||
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
|
||||
ClawdollBroadcastRoomState(s, float32(0), float32(0))
|
||||
ClawdollBroadcastRoomState(s)
|
||||
s.Gaming = false
|
||||
sceneEx.GameNowTime = time.Now()
|
||||
sceneEx.NumOfGames++
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -440,29 +456,6 @@ func (this *StateStart) OnTick(s *base.Scene) {
|
|||
}
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
sceneEx, ok := s.ExtraData.(*SceneEx)
|
||||
if !ok {
|
||||
return false
|
||||
}
|
||||
playerEx, ok := p.ExtraData.(*PlayerEx)
|
||||
if !ok {
|
||||
return false
|
||||
}
|
||||
|
||||
switch opcode {
|
||||
case rule.ClawDollPlayerOpPayCoin:
|
||||
if !playerEx.CanPayCoin() {
|
||||
return false
|
||||
}
|
||||
|
||||
// 1-前 2-后 3-左 4-右 5-投币
|
||||
sceneEx.OnPlayerSMPerateOp(p.SnId, int32(sceneEx.machineId), int32(5))
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
|
@ -532,27 +525,26 @@ func (this *PlayGame) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, para
|
|||
}
|
||||
|
||||
switch opcode {
|
||||
case rule.ClawDollPlayerOpPayCoin:
|
||||
// 投币检测
|
||||
if !playerEx.CanPayCoin() {
|
||||
return false
|
||||
}
|
||||
|
||||
// 1-前 2-后 3-左 4-右 5-投币
|
||||
sceneEx.OnPlayerSMPerateOp(p.SnId, int32(sceneEx.machineId), int32(5))
|
||||
//sceneEx.OnPlayerSCOp(p, opcode, clawdoll.OpResultCode_OPRC_Success, params)
|
||||
case rule.ClawDollPlayerOpGo:
|
||||
if !playerEx.CanGrab() {
|
||||
return false
|
||||
}
|
||||
|
||||
grapType := sceneEx.GetPlayGrabType(playerEx)
|
||||
|
||||
logger.Logger.Trace("StatePlayGame OnPlayerOp-----SnId:", p.SnId, " grapType: ", grapType)
|
||||
//1-弱力抓 2 -强力抓
|
||||
sceneEx.OnPlayerSMGrabOp(p.SnId, int32(sceneEx.machineId), int32(2))
|
||||
sceneEx.OnPlayerSMGrabOp(p.SnId, int32(sceneEx.machineId), grapType)
|
||||
|
||||
case rule.ClawDollPlayerOpMove:
|
||||
if !playerEx.CanMove() {
|
||||
return false
|
||||
}
|
||||
|
||||
if params[0] < rule.ButtonFront || params[0] > rule.ButtonRight {
|
||||
logger.Logger.Trace("StatePlayGame OnPlayerOp-----SnId:", p.SnId, " opcode: ", opcode, " params:", params)
|
||||
return false
|
||||
}
|
||||
// 1-前 2-后 3-左 4-右 5-投币
|
||||
sceneEx.OnPlayerSMPerateOp(p.SnId, int32(sceneEx.machineId), int32(params[0]))
|
||||
}
|
||||
|
@ -562,6 +554,17 @@ func (this *PlayGame) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, para
|
|||
|
||||
func (this *PlayGame) OnTick(s *base.Scene) {
|
||||
this.BaseState.OnTick(s)
|
||||
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
|
||||
if time.Now().Sub(sceneEx.StateStartTime) > rule.ClawDollScenePlayTimeout {
|
||||
|
||||
if sceneEx.TimeOutPlayGrab() {
|
||||
|
||||
}
|
||||
|
||||
s.ChangeSceneState(rule.ClawDollSceneStateBilled)
|
||||
return
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//=====================================
|
||||
|
@ -610,11 +613,100 @@ 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)
|
||||
}
|
||||
|
||||
s.ChangeSceneState(rule.ClawDollSceneWaitPayCoin)
|
||||
|
||||
return
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//=====================================
|
||||
// StateWaitPayCoin 等待下一局投币
|
||||
//=====================================
|
||||
|
||||
type StateWaitPayCoin struct {
|
||||
BaseState
|
||||
}
|
||||
|
||||
func (this *StateWaitPayCoin) GetState() int {
|
||||
return rule.ClawDollSceneWaitPayCoin
|
||||
}
|
||||
|
||||
func (this *StateWaitPayCoin) CanChangeTo(s base.SceneState) bool {
|
||||
switch s.GetState() {
|
||||
case rule.ClawDollSceneStateStart:
|
||||
case rule.ClawDollSceneStateWait:
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
func (this *StateWaitPayCoin) 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
|
||||
}
|
||||
|
||||
sceneEx, ok := s.ExtraData.(*SceneEx)
|
||||
if !ok {
|
||||
return false
|
||||
}
|
||||
playerEx, ok := p.ExtraData.(*PlayerEx)
|
||||
if !ok {
|
||||
return false
|
||||
}
|
||||
|
||||
switch opcode {
|
||||
case rule.ClawDollPlayerOpPayCoin:
|
||||
|
||||
if sceneEx.playingSnid != playerEx.SnId {
|
||||
logger.Logger.Trace("StateWaitPayCoin OnPlayerOp-----sceneEx.playingSnid:", sceneEx.playingSnid, " playerEx.SnId: ", playerEx.SnId)
|
||||
return false
|
||||
}
|
||||
|
||||
// 投币检测
|
||||
if !playerEx.CanPayCoin() {
|
||||
logger.Logger.Trace("StateWaitPayCoin OnPlayerOp-----CanPayCoin: false")
|
||||
return false
|
||||
}
|
||||
|
||||
sceneEx.OnPlayerSMPerateOp(p.SnId, int32(sceneEx.machineId), rule.ButtonPayCoin)
|
||||
|
||||
s.ChangeSceneState(rule.ClawDollSceneStateStart)
|
||||
//sceneEx.OnPlayerSCOp(p, opcode, clawdoll.OpResultCode_OPRC_Success, params)
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
func (this *StateWaitPayCoin) OnEnter(s *base.Scene) {
|
||||
logger.Logger.Trace("(this *StateWaitPayCoin) OnEnter, sceneid=", s.GetSceneId())
|
||||
this.BaseState.OnEnter(s)
|
||||
}
|
||||
|
||||
func (this *StateWaitPayCoin) OnLeave(s *base.Scene) {
|
||||
logger.Logger.Trace("(this *StateWaitPayCoin) 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 *StateWaitPayCoin) OnTick(s *base.Scene) {
|
||||
this.BaseState.OnTick(s)
|
||||
if sceneEx, ok := s.ExtraData.(*SceneEx); ok {
|
||||
if time.Now().Sub(sceneEx.StateStartTime) > rule.ClawDollSceneWaitPayCoinimeout {
|
||||
|
||||
// 时间到,重置scene数据
|
||||
sceneEx.WaitNextPlayer()
|
||||
|
||||
s.ChangeSceneState(rule.ClawDollSceneStateWait)
|
||||
return
|
||||
}
|
||||
}
|
||||
|
@ -645,6 +737,7 @@ func init() {
|
|||
PolicyClawdollSingleton.RegisteSceneState(&StateStart{})
|
||||
PolicyClawdollSingleton.RegisteSceneState(&PlayGame{})
|
||||
PolicyClawdollSingleton.RegisteSceneState(&StateBilled{})
|
||||
PolicyClawdollSingleton.RegisteSceneState(&StateWaitPayCoin{})
|
||||
|
||||
core.RegisteHook(core.HOOK_BEFORE_START, func() error {
|
||||
base.RegisteScenePolicy(common.GameId_Clawdoll, 0, PolicyClawdollSingleton)
|
||||
|
|
Loading…
Reference in New Issue