本文整理汇总了C#中ZyGames.Doudizhu.Model.TableData.DoDouble方法的典型用法代码示例。如果您正苦于以下问题:C# TableData.DoDouble方法的具体用法?C# TableData.DoDouble怎么用?C# TableData.DoDouble使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ZyGames.Doudizhu.Model.TableData
的用法示例。
在下文中一共展示了TableData.DoDouble方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: CallCard
/// <summary>
/// 叫地主
/// </summary>
/// <param name="positionId"></param>
/// <param name="tableData"></param>
/// <param name="isCall">true:叫,false:不叫</param>
public void CallCard(int positionId, TableData tableData, bool isCall)
{
if (positionId != tableData.CallLandlordPos)
{
TraceLog.WriteComplement("桌子:{0}未轮到位置{1}叫地主", tableData.TableId, positionId);
return;
}
if (tableData.CallTimes < tableData.CallOperation.Length)
{
if (isCall)
{
tableData.DoDouble();
TraceLog.WriteComplement("桌子:{0}叫地主加倍{1}", tableData.TableId, tableData.MultipleNum);
}
tableData.CallOperation[tableData.CallTimes] = isCall;
tableData.CallTimes++;
}
if (tableData.CallTimes > tableData.PlayerNum - 1 &&
!Array.Exists(tableData.CallOperation, op => op))
{
//都不叫时重新发牌接口
TraceLog.WriteComplement("桌子:{0}重新发牌,CallTimes:{1},Log:{2}", tableData.TableId, tableData.CallTimes, string.Join(",", tableData.CallOperation));
CheckStart(tableData);
return;
}
int noCallNum = 0;
int calledNum = 0;
int preCallIndex = 0;//上次操作的索引
//计算叫地主记录中,不叫次数
int endIndex = tableData.CallTimes - 1;
for (int i = endIndex; i >= 0; i--)
{
bool called = tableData.CallOperation[i];
if (!called)
{
noCallNum++;
}
else
{
calledNum++;
}
if (called && calledNum == 1)
{
preCallIndex = i;
}
}
TraceLog.WriteComplement("桌子:{0}位置:{1},前一个:{2},最后一个:{3}叫地主", tableData.TableId, positionId, preCallIndex, endIndex);
if ((tableData.CallTimes == tableData.PlayerNum && noCallNum == tableData.PlayerNum - 1) ||
tableData.CallTimes > tableData.PlayerNum)
{
int index = endIndex - preCallIndex;
index = (positionId + tableData.PlayerNum - index) % tableData.PlayerNum;
PositionData pos = index >= 0 && index < tableData.Positions.Length ? tableData.Positions[index] : null;
if (pos != null)
{
//确定地主
pos.IsLandlord = true;
tableData.LandlordPos = pos.Id;
tableData.LandlordId = pos.UserId;
tableData.IsCallEnd = true;
tableData.OutCardPos = pos.Id;
tableData.OutCardUserId = pos.UserId;
//增加底牌
pos.CardData.AddRange(tableData.BackCardData);
_cardRole.SortCard(pos.CardData);
}
}
else
{
//取下个叫地主玩家
int nextPos = (positionId + 1) % tableData.PlayerNum;
PositionData pos = tableData.Positions[nextPos];
if (pos != null)
{
tableData.CallLandlordPos = pos.Id;
tableData.CallLandlordId = pos.UserId;
tableData.CallLandlordName = pos.NickName;
}
}
var param = new Parameters();
param.Add("IsCall", isCall ? 1 : 0);
param.Add("IsRob", (calledNum == 1 && isCall) || calledNum == 0 ? 0 : 1);
SyncNotifyAction(ActionIDDefine.Cst_Action2006, tableData, param, null);
TraceLog.WriteComplement("桌子:{0}叫地主通知成功,地主是:{1},是否结束{2}",
tableData.TableId,
tableData.IsCallEnd ? (tableData.LandlordId + "") : (tableData.CallLandlordId + tableData.CallLandlordName),
tableData.IsCallEnd);
}
示例2: DoOutCardEnd
/// <summary>
/// 出牌结束,并结算积分
/// </summary>
/// <param name="tableData"></param>
private void DoOutCardEnd(TableData tableData)
{
int count = (tableData.CardData.Count - TableData.CardBackNum) / tableData.PlayerNum;
int landCount = count + TableData.CardBackNum - 1;//地主只出一张
int[] cardNums = new int[tableData.Positions.Length];
int landIndex = 0;
int index = 0;
int noOutNum = 0;
List<PositionData> posList = new List<PositionData>();
foreach (PositionData position in tableData.Positions)
{
if (position.IsLandlord)
{
landIndex = index;
}
else
{
posList.Add(position);
}
if (position.CardData.Count == count)
{
noOutNum++;
}
cardNums[index] = position.CardData.Count;
index++;
}
//春天判断
if ((tableData.IsLandlordWin && noOutNum == 2) ||
(!tableData.IsLandlordWin && cardNums[landIndex] == landCount))
{
tableData.DoDouble();
}
var pos = tableData.Positions[landIndex];
DoSettlement(tableData, tableData.IsLandlordWin, pos, posList);
}
示例3: ShowCard
/// <summary>
/// 明牌
/// </summary>
/// <param name="user"></param>
/// <param name="tableData"></param>
public void ShowCard(GameUser user, TableData tableData)
{
var pos = GetUserPosition(user, tableData);
if (pos != null && pos.IsLandlord && !tableData.IsShow)
{
tableData.DoDouble();
pos.IsShow = true;
tableData.IsShow = true;
SyncNotifyAction(ActionIDDefine.Cst_Action2008, tableData, null, null);
TraceLog.WriteComplement("桌子:{0}玩家{1}明牌通知成功", tableData.TableId, user.UserId);
}
}
示例4: CheckFlee
/// <summary>
/// 检查逃跑,并结束当局游戏,扣分两家平分
/// </summary>
/// <param name="user"></param>
/// <param name="table"></param>
/// <param name="userPos"></param>
private void CheckFlee(GameUser user, TableData table, PositionData userPos)
{
table.IsClosed = true;
if (table.IsStarting)
{
int multipleMinNum = ConfigEnvSet.GetInt("Game.FleeMultipleNum", 10);
PositionData pos = null;
List<PositionData> posList = new List<PositionData>();
//计算炸弹数量
foreach (PositionData position in table.Positions)
{
if (position.UserId == user.UserId)
{
pos = position;
}
else
{
posList.Add(position);
}
var obj = _cardRole.ParseCardGroup(position.CardData.ToArray());
for (int i = 0; i < obj.Count; i++)
{
var item = obj.GetSame(i);
if (item.Length == 4 || (item.Length == 2 && _cardRole.GetCardSize(item[0]) > (int)CardSize.C_2))
{
table.DoDouble();
}
}
}
table.IsFlee = true;
if (table.MultipleNum < multipleMinNum)
{
table.SetDouble(multipleMinNum);
}
DoSettlement(table, false, pos, posList);
var param = new Parameters();
param.Add("FleeUserId", user.UserId);
var userList = ClientNotifier.GetUserList(table, user.UserId);
SyncNotifyAction(ActionIDDefine.Cst_Action2013, userList, param,
c =>
{
DoComplatedSettlement(table);
//
TraceLog.WriteComplement("桌子:{0}玩家{1}逃跑通知", table.TableId, user.UserId);
});
NotifyUserChange(user.UserId);
}
else
{
//还没有开始时,可以离开位置等待新玩家
user.Property.InitTablePos();
userPos.Init();
table.IsClosed = false;
int periodAiStart = ConfigEnvSet.GetInt("Game.Table.AIIntoTime", 5000);
table.ReStartTimer(periodAiStart);
var userList = ClientNotifier.GetUserList(table, user.UserId);
SyncNotifyAction(ActionIDDefine.Cst_Action2003, userList, null, null);
}
}
示例5: DoOutCard
/// <summary>
/// 出牌
/// </summary>
/// <param name="userId"></param>
/// <param name="positionId"></param>
/// <param name="tableData"></param>
/// <param name="cardsStr"></param>
/// <param name="errorCode">0:正常,1:不合规则,2:不存在牌,3:离开桌位</param>
public bool DoOutCard(int userId, int positionId, TableData tableData, string cardsStr, out int errorCode)
{
errorCode = 0;
int[] cards = new int[0];
if (!string.IsNullOrEmpty(cardsStr.Trim()))
{
string[] tempArray = cardsStr.Split(new char[] { ',' });
List<int> tempList = new List<int>();
for (int i = 0; i < tempArray.Length; i++)
{
if (!string.IsNullOrEmpty(tempArray[i]))
{
tempList.Add(tempArray[i].ToInt());
}
}
cards = tempList.ToArray();
}
var pos = GetUserPosition(positionId, tableData);
if (pos == null)
{
errorCode = 3;
return false;
}
if (!CheckCardEffective(pos.CardData, cards))
{
errorCode = 2;
TraceLog.WriteComplement("桌子:{0}玩家{0}出牌{1}不在手中的牌内", tableData.TableId, userId, cardsStr);
return false;
}
int cardSize;
var cardType = _cardRole.GetCardType(cards, out cardSize);
if (cardType == DeckType.Error)
{
errorCode = 1;
TraceLog.WriteComplement("桌子:{0}玩家{0}出牌{1}不合规则", tableData.TableId, userId, cardsStr);
return false;
}
if (cardType == DeckType.None && CheckOutCardNoneType(tableData))
{
//多次循环不出牌,则结束
tableData.StopTimer();
var param = new Parameters();
param.Add("FleeUserId", 0);
SyncNotifyAction(ActionIDDefine.Cst_Action2013, tableData, param,
c =>
{
//Console.WriteLine("Table:{0} is stop", tableData.TableId);
DoComplatedSettlement(tableData);
TraceLog.WriteError("桌子{0}多次连续不出牌并强制退出桌位", tableData.TableId);
});
errorCode = 3;
return true;
}
CardData cardData = new CardData(userId, positionId);
cardData.Cards = cards;
cardData.Type = cardType;
cardData.CardSize = cardSize;
if (tableData.PreCardData != null)
{
//压牌
CardData tempData = tableData.PreCardData;
if (cardData.Type != DeckType.None &&
tempData.Type != DeckType.None &&
tempData.UserId != cardData.UserId &&
!_cardRole.EqualsCard(cardData, tempData))
{
errorCode = 1;
return false;
}
}
foreach (var card in cardData.Cards)
{
pos.CardData.Remove(card);
}
tableData.OutCardList.Add(cardData);
if (cardData.Type != DeckType.None)
{
tableData.PreCardData = cardData;
}
if (cardData.Type == DeckType.Bomb ||
cardData.Type == DeckType.WangBomb)
{
tableData.DoDouble();
}
if (pos.CardData.Count > 0)
{
int index = (pos.Id + 1) % tableData.PlayerNum;
var nextPos = tableData.Positions[index];
tableData.OutCardPos = nextPos.Id;
//.........这里部分代码省略.........