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room_type.go
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package main
import (
"fmt"
"github.com/pkg/errors"
"math/rand"
"slices"
)
type RoomStartHandler interface {
OnStart()
}
type RoomNextRoundHandler interface {
HandleNextRound() error
}
type RoomType interface {
Name() string
CanPause() bool
RandSpells(games, ranks []string, difficulty [3]int) ([]*Spell, error)
HandleUpdateSpell(token string, idx uint32, status SpellStatus, now int64) (tokens []string, newStatus SpellStatus, err error)
}
func (x *Room) Type() RoomType {
switch x.RoomType {
case 1:
return RoomTypeNormal{room: x}
case 2:
return RoomTypeBP{room: x}
case 3:
return RoomTypeLink{room: x}
default:
panic("不支持的游戏类型")
}
}
type RoomTypeNormal struct {
room *Room
}
func (r RoomTypeNormal) Name() string {
return "标准赛"
}
func (r RoomTypeNormal) CanPause() bool {
return true
}
func (r RoomTypeNormal) RandSpells(games, ranks []string, difficulty [3]int) ([]*Spell, error) {
return RandSpells(games, ranks, difficulty)
}
func (r RoomTypeNormal) HandleUpdateSpell(token string, idx uint32, status SpellStatus, now int64) (tokens []string, newStatus SpellStatus, err error) {
room := r.room
st := room.Status[idx]
if status == SpellStatus_banned {
return nil, st, errors.New("不支持的操作")
}
if room.PauseBeginMs != 0 && token != room.Host {
return nil, status, errors.New("暂停中,不能操作")
}
if room.StartMs <= now-int64(room.GameTime)*60000-int64(room.Countdown)*1000-room.TotalPauseMs {
return nil, st, errors.New("游戏时间到")
}
if room.StartMs > now-int64(room.Countdown)*1000 && !status.isSelectStatus() && !(status == SpellStatus_none && st.isSelectStatus()) {
return nil, st, errors.New("倒计时还没结束")
}
tokens = append(tokens, room.Host)
switch token {
case room.Host:
newStatus = status
tokens = append(tokens, room.Players...)
case room.Players[0]:
if status.isRightStatus() || st == SpellStatus_left_get && status != SpellStatus_left_get {
return nil, st, errors.New("权限不足")
}
if st == SpellStatus_right_get {
return nil, st, errors.New("对方已经打完")
}
switch status {
case SpellStatus_left_get:
newStatus = status
case SpellStatus_left_select:
remainSelectTime := room.LastGetTime[0] + 29000 - now
if remainSelectTime > 0 {
return nil, st, errors.New(fmt.Sprint("还有", remainSelectTime/1000+1, "秒才能选卡"))
}
if st == SpellStatus_right_select {
newStatus = SpellStatus_both_select
} else {
newStatus = status
}
case SpellStatus_none:
if st == SpellStatus_both_select {
newStatus = SpellStatus_right_select
} else {
newStatus = status
}
}
tokens = append(tokens, room.Players[0])
if status != SpellStatus_left_select && status != SpellStatus_none {
tokens = append(tokens, room.Players[1])
}
case room.Players[1]:
if status.isLeftStatus() || st == SpellStatus_right_get && status != SpellStatus_right_get {
return nil, st, errors.New("权限不足")
}
if st == SpellStatus_left_get {
return nil, st, errors.New("对方已经打完")
}
switch status {
case SpellStatus_right_get:
newStatus = status
case SpellStatus_right_select:
remainSelectTime := room.LastGetTime[1] + 29000 - now
if remainSelectTime > 0 {
return nil, st, errors.New(fmt.Sprint("还有", remainSelectTime/1000+1, "秒才能选卡"))
}
if st == SpellStatus_left_select {
newStatus = SpellStatus_both_select
} else {
newStatus = status
}
case SpellStatus_none:
if st == SpellStatus_both_select {
newStatus = SpellStatus_left_select
} else {
newStatus = status
}
}
tokens = append(tokens, room.Players[1])
if status != SpellStatus_right_select && status != SpellStatus_none {
tokens = append(tokens, room.Players[0])
}
}
return
}
type RoomTypeBP struct {
room *Room
}
func (r RoomTypeBP) Name() string {
return "BP赛"
}
func (r RoomTypeBP) CanPause() bool {
return false
}
func (r RoomTypeBP) OnStart() {
if r.room.LastWinner > 0 {
r.room.BpData = &BpData{
WhoseTurn: r.room.LastWinner - 1,
BanPick: 1,
}
} else {
r.room.BpData = &BpData{
WhoseTurn: rand.Int31n(2),
BanPick: 1,
}
}
}
func (r RoomTypeBP) RandSpells(games, ranks []string, difficulty [3]int) ([]*Spell, error) {
return RandSpells(games, ranks, difficulty)
}
func (r RoomTypeBP) HandleUpdateSpell(token string, idx uint32, status SpellStatus, _ int64) (tokens []string, newStatus SpellStatus, err error) {
room := r.room
st := room.Status[idx]
switch token {
case room.Players[0]:
if room.BpData.WhoseTurn != 0 {
return nil, st, errors.New("不是你的回合")
}
if st != SpellStatus_none ||
room.BpData.BanPick == 0 && status != SpellStatus_left_select ||
room.BpData.BanPick == 1 && status != SpellStatus_banned {
return nil, st, errors.New("权限不足")
}
r.nextRound()
case room.Players[1]:
if room.BpData.WhoseTurn != 1 {
return nil, st, errors.New("不是你的回合")
}
if st != SpellStatus_none ||
room.BpData.BanPick == 0 && status != SpellStatus_right_select ||
room.BpData.BanPick == 1 && status != SpellStatus_banned {
return nil, st, errors.New("权限不足")
}
r.nextRound()
}
newStatus = status
tokens = append(tokens, room.Host)
tokens = append(tokens, room.Players...)
return
}
func (r RoomTypeBP) HandleNextRound() error {
if r.room.BpData.BanPick != 2 {
return errors.New("现在不是这个操作的时候")
}
r.nextRound()
return nil
}
func (r RoomTypeBP) nextRound() {
bp := r.room.BpData
bp.Round++
switch bp.Round {
case 1:
bp.WhoseTurn = 1 - bp.WhoseTurn
case 2:
bp.WhoseTurn = 1 - bp.WhoseTurn
bp.BanPick = 0
case 3:
bp.WhoseTurn = 1 - bp.WhoseTurn
case 4:
case 5:
bp.WhoseTurn = 1 - bp.WhoseTurn
bp.BanPick = 2
case 6:
bp.BanPick = 1
case 7:
bp.WhoseTurn = 1 - bp.WhoseTurn
case 8:
case 9:
bp.WhoseTurn = 1 - bp.WhoseTurn
bp.BanPick = 0
case 10:
case 11:
bp.WhoseTurn = 1 - bp.WhoseTurn
case 12:
bp.WhoseTurn = 1 - bp.WhoseTurn
bp.BanPick = 2
case 13:
bp.BanPick = 1
case 14:
case 15:
bp.WhoseTurn = 1 - bp.WhoseTurn
case 16:
bp.BanPick = 0
default:
if !bp.LessThan4 && bp.Round%5 == 1 {
count := 0
for _, status := range r.room.Status {
if status == SpellStatus_none {
count++
}
}
if count < 4 {
bp.LessThan4 = true
}
}
if bp.LessThan4 {
if bp.BanPick == 2 {
bp.WhoseTurn = 1 - bp.WhoseTurn
bp.BanPick = 0
} else {
bp.BanPick = 2
}
} else {
switch bp.Round % 5 {
case 0:
bp.WhoseTurn = 1 - bp.WhoseTurn
bp.BanPick = 2
case 1:
bp.WhoseTurn = 1 - bp.WhoseTurn
bp.BanPick = 0
case 3:
bp.WhoseTurn = 1 - bp.WhoseTurn
}
}
}
}
type RoomTypeLink struct {
room *Room
}
func (r RoomTypeLink) Name() string {
return "Link赛"
}
func (r RoomTypeLink) CanPause() bool {
return false
}
func (r RoomTypeLink) OnStart() {
r.room.Status[0] = SpellStatus_left_select
r.room.Status[4] = SpellStatus_right_select
r.room.LinkData = &LinkData{LinkIdxA: []uint32{0}, LinkIdxB: []uint32{4}}
}
func (r RoomTypeLink) RandSpells(games, ranks []string, difficulty [3]int) ([]*Spell, error) {
return RandSpellsLink(games, ranks, difficulty)
}
func (r RoomTypeLink) HandleUpdateSpell(token string, idx uint32, status SpellStatus, _ int64) (tokens []string, newStatus SpellStatus, err error) {
room := r.room
st := room.Status[idx]
if status == SpellStatus_banned {
return nil, st, errors.New("不支持的操作")
}
switch token {
case room.Host:
newStatus = status
case room.Players[0]:
if (room.LinkData.StartMsA > 0 || room.LinkData.StartMsB > 0) && room.LinkData.LinkIdxA[len(room.LinkData.LinkIdxA)-1] == 24 {
return nil, st, errors.New("选卡已结束")
}
switch status {
case SpellStatus_left_select:
if slices.Contains(r.room.LinkData.LinkIdxA, idx) {
return nil, st, errors.New("已经选了这张卡")
}
idx0 := room.LinkData.LinkIdxA[len(room.LinkData.LinkIdxA)-1]
diff := int32(idx) - int32(idx0)
if idx0 == 24 || diff != -6 && diff != -5 && diff != -4 && diff != -1 && diff != 1 && diff != 4 && diff != 5 && diff != 6 {
return nil, st, errors.New("不合理的选卡")
}
if st == SpellStatus_right_select {
newStatus = SpellStatus_both_select
} else {
newStatus = status
}
room.LinkData.LinkIdxA = append(room.LinkData.LinkIdxA, idx)
case SpellStatus_none:
if len(room.LinkData.LinkIdxA) <= 1 {
return nil, st, errors.New("初始选卡不能删除")
}
if room.LinkData.LinkIdxA[len(room.LinkData.LinkIdxA)-1] != idx {
return nil, st, errors.New("只能删除最后一张卡")
}
if st == SpellStatus_both_select {
newStatus = SpellStatus_right_select
} else {
newStatus = status
}
room.LinkData.LinkIdxA = room.LinkData.LinkIdxA[:len(room.LinkData.LinkIdxA)-1]
default:
return nil, st, errors.New("权限不足")
}
case room.Players[1]:
if (room.LinkData.StartMsA > 0 || room.LinkData.StartMsB > 0) && room.LinkData.LinkIdxB[len(room.LinkData.LinkIdxB)-1] == 20 {
return nil, st, errors.New("选卡已结束")
}
switch status {
case SpellStatus_right_select:
if slices.Contains(r.room.LinkData.LinkIdxB, idx) {
return nil, st, errors.New("已经选了这张卡")
}
idx0 := room.LinkData.LinkIdxB[len(room.LinkData.LinkIdxB)-1]
diff := int32(idx) - int32(idx0)
if idx0 == 20 || diff != -6 && diff != -5 && diff != -4 && diff != -1 && diff != 1 && diff != 4 && diff != 5 && diff != 6 {
return nil, st, errors.New("不合理的选卡")
}
if st == SpellStatus_left_select {
newStatus = SpellStatus_both_select
} else {
newStatus = status
}
room.LinkData.LinkIdxB = append(room.LinkData.LinkIdxB, idx)
case SpellStatus_none:
if len(room.LinkData.LinkIdxB) <= 1 {
return nil, st, errors.New("初始选卡不能删除")
}
if room.LinkData.LinkIdxB[len(room.LinkData.LinkIdxB)-1] != idx {
return nil, st, errors.New("只能删除最后一张卡")
}
if st == SpellStatus_both_select {
newStatus = SpellStatus_left_select
} else {
newStatus = status
}
room.LinkData.LinkIdxB = room.LinkData.LinkIdxB[:len(room.LinkData.LinkIdxB)-1]
default:
return nil, st, errors.New("权限不足")
}
}
tokens = append(tokens, room.Host)
tokens = append(tokens, room.Players...)
return
}