初始化斗地主残局版项目

This commit is contained in:
wtz
2026-02-19 21:18:12 +08:00
commit 13d2b0e1dc
18 changed files with 2259 additions and 0 deletions

46
.gitignore vendored Normal file
View File

@@ -0,0 +1,46 @@
# 二进制文件
*.exe
*.exe~
*.dll
*.so
*.dylib
*.bin
*.test
*.out
# Go编译生成的文件
/app/cmd/main
/app/cmd/*.exe
# 依赖管理
/vendor/
/app/vendor/
# 测试覆盖率文件
*.coverprofile
coverage.html
coverage.out
# IDE和编辑器配置
.idea/
.vscode/
*.swp
*.swo
*~
.DS_Store
# 日志文件
*.log
# 临时文件
/tmp/
temp/
*.tmp
# 环境变量文件
.env
.env.local
.env.*.local
# Docker相关
*.pid

150
AGENTS.md Normal file
View File

@@ -0,0 +1,150 @@
# 斗地主残局版 - AGENTS.md
## 1. 项目结构
```
doudizhu-server/
├── app/ # Go后端
│ ├── cmd/main.go # 程序入口
│ ├── internal/
│ │ ├── models/ # 数据模型Card, Room, Player等
│ │ ├── game/ # 游戏逻辑(牌型判断、对局管理)
│ │ ├── handlers/ # HTTP API处理器
│ │ └── ws/ # WebSocket处理
│ ├── Dockerfile
│ └── go.mod
├── nginx/nginx.conf # Nginx反向代理配置
├── nginx/html/ # 静态文件HTML/CSS/JS
├── compose.yaml
├── README.md
└── API.md
```
## 2. 构建与运行命令
```bash
# 本地开发
cd doudizhu-server/app && go mod tidy && go run ./cmd
# Docker部署
cd doudizhu-server && docker compose up -d --build
# 代码格式化
gofmt -w ./app
# 静态检查
go vet ./app/...
# 运行所有测试
go test ./app/...
# 运行单个包测试
go test ./app/internal/game/...
# 运行单个测试
go test ./app/internal/game/... -run TestCardType
# 带覆盖率
go test ./app/... -cover
```
## 3. Go代码风格规范
### 命名规范
- **导出**:大驼峰命名,如 `GameManager``NewCardLogic`
- **模块内**:小驼峰命名,如 `userId``cardKey`
- **模块名**:全小写,如 `game``handlers``ws`
- **常量**:全大写下划线命名
### Import规范
```go
import (
"encoding/json" // 标准库
"net/http"
"github.com/gorilla/websocket" // 第三方库
"doudizhu-server/internal/game" // 本地包
"doudizhu-server/internal/models"
)
```
### 错误处理
使用哨兵错误模式:
```go
// 定义 (internal/game/errors.go)
var (
ErrRoomNotFound = errors.New("room not found")
ErrNotYourTurn = errors.New("not your turn")
)
// 使用:早返回
func (h *Handler) CreateRoom(w http.ResponseWriter, r *http.Request) {
if err := json.NewDecoder(r.Body).Decode(&req); err != nil {
h.writeError(w, http.StatusBadRequest, "invalid request")
return
}
}
```
### 并发安全
```go
type GameManager struct {
rooms map[string]*models.Room
mu sync.RWMutex
}
// 读操作用RLock
func (gm *GameManager) GetRoom(id string) (*models.Room, error) {
gm.mu.RLock()
defer gm.mu.RUnlock()
// ...
}
// 写操作用Lock
func (gm *GameManager) CreateRoom(...) {
gm.mu.Lock()
defer gm.mu.Unlock()
// ...
}
```
## 4. HTTP API响应格式
```go
type ApiResponse struct {
Status int `json:"status"` // HTTP状态码
Code int `json:"code"` // 0=成功, 1=失败
Message string `json:"message"`
Data interface{} `json:"data"`
}
```
## 5. 游戏规则要点
- **超人强**第55张牌最大单牌可管一切
- **简化牌型**:三张可成顺子/炸弹,两对可成连对
- **发牌**每人初始5张一轮后摸1张
- **无地主**:上一轮获胜者先出
## 6. 开发注意事项
1. **代码变动后同步更新文档**README.md 和 API.md
2. **后端API路由必须在 `/api` 下**
3. **WebSocket路径**`/api/ws?roomId=xxx&playerId=xxx`
4. **前端不使用npm/react**采用HTML+CSS+JS
5. **JSON字段用下划线命名**,如 `room_id`,但尽量用单词
## 7. 调试
```bash
# 查看日志
docker compose logs -f app
# 前端不生效?强制刷新 (Ctrl+F5)
```

277
API.md Normal file
View File

@@ -0,0 +1,277 @@
# 斗地主残局版 API 文档
## 基础信息
- 基础URL: `http://<host>/api`
- 响应格式: JSON
## 响应格式
所有API响应遵循统一格式:
```json
{
"status": 200,
"code": 0,
"message": "success",
"data": { ... }
}
```
| 字段 | 类型 | 说明 |
|------|------|------|
| status | int | HTTP状态码 |
| code | int | 业务状态码 (0=成功, 1=失败) |
| message | string | 提示信息 |
| data | object | 实际业务数据 |
---
## HTTP API
### 创建房间
**POST** `/api/rooms`
请求体:
```json
{
"playerName": "玩家昵称",
"maxPlayers": 4
}
```
| 参数 | 类型 | 必填 | 说明 |
|------|------|------|------|
| playerName | string | 是 | 玩家昵称 |
| maxPlayers | int | 否 | 最大玩家数默认4范围2-10 |
响应:
```json
{
"status": 200,
"code": 0,
"message": "success",
"data": {
"roomId": "a1b2c3d4e5f6g7h8",
"playerId": "i9j0k1l2m3n4o5p6"
}
}
```
### 加入房间
**POST** `/api/rooms/{roomId}/join`
请求体:
```json
{
"playerName": "玩家昵称"
}
```
响应:
```json
{
"status": 200,
"code": 0,
"message": "success",
"data": {
"roomId": "a1b2c3d4e5f6g7h8",
"playerId": "q7r8s9t0u1v2w3x4"
}
}
```
### 错误响应示例
```json
{
"status": 400,
"code": 1,
"message": "room not found",
"data": null
}
```
---
## WebSocket API
**连接地址**: `ws://<host>/api/ws?roomId={roomId}&playerId={playerId}`
### 消息格式
所有消息为JSON格式:
```json
{
"type": "消息类型",
"playerId": "玩家ID",
"roomId": "房间ID",
"data": { ... },
"timestamp": 1708123456
}
```
### 消息类型
| 类型 | 方向 | 说明 |
|------|------|------|
| ready | 客户端→服务器 | 准备/取消准备 |
| play | 客户端→服务器 | 出牌 |
| pass | 客户端→服务器 | 不出 |
| chat | 双向 | 聊天消息 |
| state | 服务器→客户端 | 游戏状态更新 |
| gameOver | 服务器→客户端 | 游戏结束 |
| error | 服务器→客户端 | 错误消息 |
### 准备
```json
{
"type": "ready",
"playerId": "xxx",
"roomId": "xxx",
"data": { "ready": true }
}
```
当所有玩家都准备后,游戏自动开始。
### 出牌
```json
{
"type": "play",
"playerId": "xxx",
"roomId": "xxx",
"data": {
"cards": [
{ "suit": 0, "value": 14 },
{ "suit": 1, "value": 14 }
]
}
}
```
### 不出
```json
{
"type": "pass",
"playerId": "xxx",
"roomId": "xxx"
}
```
注意: 只能在上家出牌后才能"不出",自己最后出牌时不能"不出"。
### 聊天
```json
{
"type": "chat",
"playerId": "xxx",
"roomId": "xxx",
"data": "消息内容"
}
```
### 游戏状态 (服务器推送)
```json
{
"type": "state",
"data": {
"id": "a1b2c3d4e5f6g7h8",
"players": [
{
"id": "xxx",
"name": "玩家1",
"cards": [...],
"cardCount": 5,
"isReady": true,
"isOnline": true
}
],
"currentTurn": 0,
"state": 1,
"lastPlay": {
"playerId": "xxx",
"cards": [...],
"cardType": 2
},
"roundCount": 1,
"maxPlayers": 4
},
"timestamp": 1708123456
}
```
注意: 只有当前玩家能看到自己的手牌(cards),其他玩家只能看到牌数(cardCount)。
### 游戏结束 (服务器推送)
```json
{
"type": "gameOver",
"data": {
"winnerId": "xxx"
},
"timestamp": 1708123456
}
```
---
## 数据类型
### Card (牌)
| 字段 | 类型 | 说明 |
|------|------|------|
| suit | int | 花色 |
| value | int | 点数 |
花色值:
- 0: 红桃 ♥
- 1: 方块 ♦
- 2: 梅花 ♣
- 3: 黑桃 ♠
- 4: 王 (Joker)
- 5: 超人强 (Super)
点数值:
- 3-10: 对应点数
- 11: J
- 12: Q
- 13: K
- 14: A
- 15: 2
- 16: 小王
- 17: 大王
- 18: 超人强
### CardType (牌型)
| 值 | 说明 |
|----|------|
| 0 | 无效 |
| 1 | 单牌 |
| 2 | 对子 |
| 3 | 三张 (未使用) |
| 4 | 三带一 |
| 5 | 三带对 (未使用) |
| 6 | 顺子 |
| 7 | 连对 |
| 8 | 炸弹 |
| 9 | 火箭 |
### RoomState (房间状态)
| 值 | 说明 |
|----|------|
| 0 | 等待中 |
| 1 | 游戏中 |
| 2 | 已结束 |

101
README.md Normal file
View File

@@ -0,0 +1,101 @@
# 斗地主残局版 - 在线对战平台
## 项目简介
斗地主残局版(斗残)是创造性转化自原版斗地主的在线对战游戏。
### 特殊规则
1. **新增牌 - 超人强**: 作为第55张牌是最大单牌可管一切单牌不可组合出
2. **人数灵活**: 最少2人最多10人
3. **发牌规则**: 每人初始5张牌一轮结束后每人摸一张牌
4. **简化牌型**: 三张可成顺子,三张可成炸弹,两对可成连对
5. **无地主**: 不设置地主,上一轮获胜者先出牌
### 牌型说明
| 牌型 | 说明 |
|------|------|
| 单牌 | 任意一张牌 |
| 对子 | 两张相同点数的牌 |
| 顺子 | 三张或以上连续点数的牌不含2和王 |
| 连对 | 两对或以上连续点数的对子不含2和王 |
| 三带一 | 三张相同点数+任意一张 |
| 炸弹 | 三张或以上相同点数的牌 |
| 火箭 | 小王+大王 |
### 牌型大小
超人强 > 大王 > 小王 > 2 > A > K > Q > J > 10 > 9 > 8 > 7 > 6 > 5 > 4 > 3
炸弹可管任何非炸弹牌型,火箭最大。
## 技术栈
- 后端: Go 1.21
- 前端: HTML + CSS + JavaScript
- 通信: WebSocket
- 代理: Nginx
- 部署: Docker Compose
## 项目结构
```
doudizhu-server/
├── app/ # Go后端
│ ├── cmd/main.go # 程序入口
│ ├── internal/
│ │ ├── models/ # 数据模型
│ │ ├── game/ # 游戏逻辑
│ │ ├── handlers/ # HTTP处理器
│ │ └── ws/ # WebSocket处理
│ ├── Dockerfile
│ └── go.mod
├── nginx/
│ ├── nginx.conf # Nginx配置
│ └── html/ # 静态文件
├── compose.yaml
├── README.md
└── API.md
```
## 快速开始
### 部署
```bash
cd doudizhu-server
docker compose up -d --build
```
### 访问
- 本机: http://localhost
- 局域网: http://<服务器IP>
### 游戏流程
1. 输入昵称,创建房间或输入房间号加入
2. 所有玩家点击"准备"
3. 游戏自动开始每人发5张牌
4. 轮流出牌或选择"不出"
5. 一轮结束后每人摸一张牌
6. 先出完所有手牌者获胜
## 开发
### 本地运行
```bash
cd doudizhu-server/app
go mod tidy
go run ./cmd
# 另开终端启动nginx或直接访问http://localhost:8080
```
### 构建
```bash
cd doudizhu-server
docker compose build
```

15
app/Dockerfile Normal file
View File

@@ -0,0 +1,15 @@
FROM golang:1.21-alpine AS builder
ENV GOPROXY=https://goproxy.cn,direct
WORKDIR /app
COPY go.mod go.sum ./
RUN go mod download
COPY . .
WORKDIR /app/cmd
RUN CGO_ENABLED=0 GOOS=linux go build -o /server .
FROM alpine:3.18
RUN apk --no-cache add ca-certificates tzdata
WORKDIR /app
COPY --from=builder /server .
EXPOSE 8080
CMD ["./server"]

39
app/cmd/main.go Normal file
View File

@@ -0,0 +1,39 @@
package main
import (
"doudizhu-server/internal/game"
"doudizhu-server/internal/handlers"
"doudizhu-server/internal/ws"
"log"
"net/http"
)
func main() {
gameMgr := game.NewGameManager()
hub := ws.NewHub(gameMgr)
go hub.Run()
h := handlers.NewHandler(gameMgr, hub)
mux := http.NewServeMux()
mux.HandleFunc("/api/rooms", func(w http.ResponseWriter, r *http.Request) {
if r.Method == "POST" {
h.CreateRoom(w, r)
} else {
http.NotFound(w, r)
}
})
mux.HandleFunc("/api/rooms/", func(w http.ResponseWriter, r *http.Request) {
if r.Method == "POST" {
h.JoinRoom(w, r)
} else {
http.NotFound(w, r)
}
})
mux.HandleFunc("/api/ws", h.WebSocket)
log.Println("App server starting on :8080")
if err := http.ListenAndServe(":8080", mux); err != nil {
log.Fatal(err)
}
}

7
app/go.mod Normal file
View File

@@ -0,0 +1,7 @@
module doudizhu-server
go 1.21
require github.com/gorilla/websocket v1.5.1
require golang.org/x/net v0.17.0 // indirect

4
app/go.sum Normal file
View File

@@ -0,0 +1,4 @@
github.com/gorilla/websocket v1.5.1 h1:gmztn0JnHVt9JZquRuzLw3g4wouNVzKL15iLr/zn/QY=
github.com/gorilla/websocket v1.5.1/go.mod h1:x3kM2JMyaluk02fnUJpQuwD2dCS5NDG2ZHL0uE0tcaY=
golang.org/x/net v0.17.0 h1:pVaXccu2ozPjCXewfr1S7xza/zcXTity9cCdXQYSjIM=
golang.org/x/net v0.17.0/go.mod h1:NxSsAGuq816PNPmqtQdLE42eU2Fs7NoRIZrHJAlaCOE=

View File

@@ -0,0 +1,34 @@
package game
import (
"crypto/rand"
"doudizhu-server/internal/models"
"encoding/hex"
"errors"
"fmt"
)
var (
ErrRoomNotFound = errors.New("room not found")
ErrRoomFull = errors.New("room is full")
ErrGameStarted = errors.New("game already started")
ErrGameNotStarted = errors.New("game not started")
ErrPlayerNotFound = errors.New("player not found")
ErrNotEnoughPlayers = errors.New("not enough players")
ErrPlayerNotReady = errors.New("player not ready")
ErrNotYourTurn = errors.New("not your turn")
ErrCardsNotInHand = errors.New("cards not in hand")
ErrInvalidCardType = errors.New("invalid card type")
ErrCannotBeat = errors.New("cannot beat last play")
ErrCannotPass = errors.New("cannot pass")
)
func generateID() string {
b := make([]byte, 8)
rand.Read(b)
return hex.EncodeToString(b)
}
func cardKey(c models.Card) string {
return fmt.Sprintf("%d_%d", c.Suit, c.Value)
}

563
app/internal/game/game.go Normal file
View File

@@ -0,0 +1,563 @@
package game
import (
"doudizhu-server/internal/models"
"math/rand"
"sort"
"sync"
"time"
)
type CardLogic struct{}
func NewCardLogic() *CardLogic {
return &CardLogic{}
}
func (cl *CardLogic) CreateDeck() []models.Card {
deck := make([]models.Card, 0, 55)
suits := []models.Suit{models.SuitHeart, models.SuitDiamond, models.SuitClub, models.SuitSpade}
for _, suit := range suits {
for value := 3; value <= 15; value++ {
deck = append(deck, models.Card{Suit: suit, Value: value})
}
}
deck = append(deck, models.Card{Suit: models.SuitJoker, Value: 16})
deck = append(deck, models.Card{Suit: models.SuitJoker, Value: 17})
deck = append(deck, models.Card{Suit: models.SuitSuper, Value: 18})
return deck
}
func (cl *CardLogic) Shuffle(deck []models.Card) {
r := rand.New(rand.NewSource(time.Now().UnixNano()))
r.Shuffle(len(deck), func(i, j int) { deck[i], deck[j] = deck[j], deck[i] })
}
func (cl *CardLogic) SortCards(cards []models.Card) {
sort.Slice(cards, func(i, j int) bool {
if cards[i].Value != cards[j].Value {
return cards[i].Value > cards[j].Value
}
return cards[i].Suit < cards[j].Suit
})
}
func (cl *CardLogic) GetCardType(cards []models.Card) models.CardType {
n := len(cards)
if n == 0 {
return models.CardTypeInvalid
}
if cl.isRocket(cards) {
return models.CardTypeRocket
}
sorted := make([]models.Card, n)
copy(sorted, cards)
cl.SortCards(sorted)
counts := cl.getValueCounts(sorted)
switch n {
case 1:
return models.CardTypeSingle
case 2:
if len(counts) == 1 {
return models.CardTypePair
}
return models.CardTypeInvalid
case 3:
if len(counts) == 1 {
return models.CardTypeBomb
}
if cl.isStraight(sorted) {
return models.CardTypeStraight
}
return models.CardTypeInvalid
case 4:
if len(counts) == 1 {
return models.CardTypeBomb
}
if len(counts) == 2 {
for _, c := range counts {
if c == 3 {
return models.CardTypeTripleOne
}
}
}
if cl.isStraight(sorted) {
return models.CardTypeStraight
}
if cl.isDoubleStraight(sorted, counts) {
return models.CardTypeDoubleStraight
}
return models.CardTypeInvalid
default:
if cl.isStraight(sorted) {
return models.CardTypeStraight
}
if cl.isDoubleStraight(sorted, counts) {
return models.CardTypeDoubleStraight
}
hasTriple := false
for _, c := range counts {
if c >= 3 {
hasTriple = true
break
}
}
if hasTriple && (n == 4 || n == 5) {
return models.CardTypeTripleOne
}
return models.CardTypeInvalid
}
}
func (cl *CardLogic) isRocket(cards []models.Card) bool {
if len(cards) != 2 {
return false
}
hasSmall, hasBig := false, false
for _, c := range cards {
if c.Suit == models.SuitJoker {
if c.Value == 16 {
hasSmall = true
} else if c.Value == 17 {
hasBig = true
}
}
}
return hasSmall && hasBig
}
func (cl *CardLogic) isStraight(cards []models.Card) bool {
if len(cards) < 3 {
return false
}
for _, c := range cards {
if c.Value >= 15 || c.Suit == models.SuitJoker || c.Suit == models.SuitSuper {
return false
}
}
values := make([]int, len(cards))
for i, c := range cards {
values[i] = c.Value
}
sort.Ints(values)
for i := 1; i < len(values); i++ {
if values[i] != values[i-1]+1 {
return false
}
}
return true
}
func (cl *CardLogic) isDoubleStraight(cards []models.Card, counts map[int]int) bool {
if len(cards) < 4 || len(cards)%2 != 0 {
return false
}
pairs := make([]int, 0)
for v, c := range counts {
if c != 2 {
return false
}
if v >= 15 {
return false
}
pairs = append(pairs, v)
}
sort.Ints(pairs)
for i := 1; i < len(pairs); i++ {
if pairs[i] != pairs[i-1]+1 {
return false
}
}
return true
}
func (cl *CardLogic) getValueCounts(cards []models.Card) map[int]int {
counts := make(map[int]int)
for _, c := range cards {
counts[c.Value]++
}
return counts
}
func (cl *CardLogic) CanPlay(cards []models.Card, lastPlay *models.PlayRecord) bool {
cardType := cl.GetCardType(cards)
if cardType == models.CardTypeInvalid {
return false
}
if lastPlay == nil {
return true
}
if cardType == models.CardTypeRocket {
return true
}
if cardType == models.CardTypeBomb {
if lastPlay.CardType == models.CardTypeBomb {
return cl.getMainValue(cards) > cl.getMainValue(lastPlay.Cards)
}
if lastPlay.CardType == models.CardTypeRocket {
return false
}
return true
}
if lastPlay.CardType == models.CardTypeBomb || lastPlay.CardType == models.CardTypeRocket {
return false
}
if cardType != lastPlay.CardType || len(cards) != len(lastPlay.Cards) {
return false
}
return cl.getMainValue(cards) > cl.getMainValue(lastPlay.Cards)
}
func (cl *CardLogic) getMainValue(cards []models.Card) int {
counts := cl.getValueCounts(cards)
maxValue, maxCount := 0, 0
for v, c := range counts {
if c > maxCount || (c == maxCount && v > maxValue) {
maxCount, maxValue = c, v
}
}
return maxValue
}
type GameManager struct {
rooms map[string]*models.Room
players map[string]*models.Player
deck map[string][]models.Card
discard map[string][]models.Card
mu sync.RWMutex
cl *CardLogic
}
func NewGameManager() *GameManager {
return &GameManager{
rooms: make(map[string]*models.Room),
players: make(map[string]*models.Player),
deck: make(map[string][]models.Card),
discard: make(map[string][]models.Card),
cl: NewCardLogic(),
}
}
func (gm *GameManager) CreateRoom(playerName string, maxPlayers int) (*models.Room, *models.Player) {
gm.mu.Lock()
defer gm.mu.Unlock()
roomID := generateID()
playerID := generateID()
player := &models.Player{ID: playerID, Name: playerName, IsOnline: true}
room := &models.Room{
ID: roomID,
Players: []*models.Player{player},
MaxPlayers: maxPlayers,
State: models.RoomStateWaiting,
}
deck := gm.cl.CreateDeck()
gm.cl.Shuffle(deck)
gm.rooms[roomID] = room
gm.players[playerID] = player
gm.deck[roomID] = deck
gm.discard[roomID] = make([]models.Card, 0)
return room, player
}
func (gm *GameManager) JoinRoom(roomID, playerName string) (*models.Room, *models.Player, error) {
gm.mu.Lock()
defer gm.mu.Unlock()
room, ok := gm.rooms[roomID]
if !ok {
return nil, nil, ErrRoomNotFound
}
if len(room.Players) >= room.MaxPlayers {
return nil, nil, ErrRoomFull
}
if room.State == models.RoomStatePlaying {
return nil, nil, ErrGameStarted
}
playerID := generateID()
player := &models.Player{ID: playerID, Name: playerName, IsOnline: true}
room.Players = append(room.Players, player)
gm.players[playerID] = player
return room, player, nil
}
func (gm *GameManager) LeaveRoom(roomID, playerID string) error {
gm.mu.Lock()
defer gm.mu.Unlock()
room, ok := gm.rooms[roomID]
if !ok {
return ErrRoomNotFound
}
for i, p := range room.Players {
if p.ID == playerID {
room.Players = append(room.Players[:i], room.Players[i+1:]...)
delete(gm.players, playerID)
if len(room.Players) == 0 {
delete(gm.rooms, roomID)
delete(gm.deck, roomID)
delete(gm.discard, roomID)
}
return nil
}
}
return ErrPlayerNotFound
}
func (gm *GameManager) SetReady(roomID, playerID string, ready bool) error {
gm.mu.Lock()
defer gm.mu.Unlock()
room, ok := gm.rooms[roomID]
if !ok {
return ErrRoomNotFound
}
if room.State == models.RoomStatePlaying {
return ErrGameStarted
}
for _, p := range room.Players {
if p.ID == playerID {
p.IsReady = ready
if room.State == models.RoomStateFinished {
room.State = models.RoomStateWaiting
}
return nil
}
}
return ErrPlayerNotFound
}
func (gm *GameManager) StartGame(roomID string) error {
gm.mu.Lock()
defer gm.mu.Unlock()
room, ok := gm.rooms[roomID]
if !ok {
return ErrRoomNotFound
}
if len(room.Players) < 2 {
return ErrNotEnoughPlayers
}
if room.State == models.RoomStatePlaying {
return ErrGameStarted
}
for _, p := range room.Players {
p.Cards = make([]models.Card, 0)
p.CardCount = 0
p.IsReady = false
}
deck := gm.cl.CreateDeck()
gm.cl.Shuffle(deck)
gm.deck[roomID] = deck
gm.discard[roomID] = make([]models.Card, 0)
room.State = models.RoomStatePlaying
room.RoundCount = 1
room.CurrentTurn = 0
room.LastPlay = nil
room.LastWinner = ""
gm.dealCards(roomID, 5)
return nil
}
func (gm *GameManager) dealCards(roomID string, count int) {
room := gm.rooms[roomID]
deck := gm.deck[roomID]
for i := 0; i < count; i++ {
for _, p := range room.Players {
if len(deck) == 0 {
deck = gm.discard[roomID]
gm.cl.Shuffle(deck)
gm.discard[roomID] = make([]models.Card, 0)
}
if len(deck) > 0 {
p.Cards = append(p.Cards, deck[0])
deck = deck[1:]
}
}
}
gm.deck[roomID] = deck
for _, p := range room.Players {
gm.cl.SortCards(p.Cards)
p.CardCount = len(p.Cards)
}
}
func (gm *GameManager) PlayCards(roomID, playerID string, cards []models.Card) error {
gm.mu.Lock()
defer gm.mu.Unlock()
room, ok := gm.rooms[roomID]
if !ok {
return ErrRoomNotFound
}
if room.State != models.RoomStatePlaying {
return ErrGameNotStarted
}
if room.Players[room.CurrentTurn].ID != playerID {
return ErrNotYourTurn
}
player := room.Players[room.CurrentTurn]
if !gm.hasCards(player, cards) {
return ErrCardsNotInHand
}
cardType := gm.cl.GetCardType(cards)
if cardType == models.CardTypeInvalid {
return ErrInvalidCardType
}
if !gm.cl.CanPlay(cards, room.LastPlay) {
return ErrCannotBeat
}
gm.removeCards(player, cards)
player.CardCount = len(player.Cards)
room.LastPlay = &models.PlayRecord{
PlayerID: playerID,
Cards: cards,
CardType: cardType,
}
gm.discard[roomID] = append(gm.discard[roomID], cards...)
if len(player.Cards) == 0 {
room.LastWinner = playerID
room.State = models.RoomStateFinished
return nil
}
gm.nextTurn(room)
return nil
}
func (gm *GameManager) Pass(roomID, playerID string) error {
gm.mu.Lock()
defer gm.mu.Unlock()
room, ok := gm.rooms[roomID]
if !ok {
return ErrRoomNotFound
}
if room.State != models.RoomStatePlaying {
return ErrGameNotStarted
}
if room.Players[room.CurrentTurn].ID != playerID {
return ErrNotYourTurn
}
if room.LastPlay == nil || room.LastPlay.PlayerID == playerID {
return ErrCannotPass
}
gm.nextTurn(room)
if room.Players[room.CurrentTurn].ID == room.LastPlay.PlayerID {
room.LastPlay = nil
gm.dealCards(roomID, 1)
room.RoundCount++
}
return nil
}
func (gm *GameManager) nextTurn(room *models.Room) {
room.CurrentTurn = (room.CurrentTurn + 1) % len(room.Players)
}
func (gm *GameManager) hasCards(player *models.Player, cards []models.Card) bool {
hand := make(map[string]int)
for _, c := range player.Cards {
hand[cardKey(c)]++
}
for _, c := range cards {
k := cardKey(c)
if hand[k] == 0 {
return false
}
hand[k]--
}
return true
}
func (gm *GameManager) removeCards(player *models.Player, cards []models.Card) {
toRemove := make(map[string]int)
for _, c := range cards {
toRemove[cardKey(c)]++
}
newCards := make([]models.Card, 0)
removed := make(map[string]int)
for _, c := range player.Cards {
k := cardKey(c)
if removed[k] < toRemove[k] {
removed[k]++
} else {
newCards = append(newCards, c)
}
}
player.Cards = newCards
}
func (gm *GameManager) GetRoom(roomID string) (*models.Room, error) {
gm.mu.RLock()
defer gm.mu.RUnlock()
room, ok := gm.rooms[roomID]
if !ok {
return nil, ErrRoomNotFound
}
return room, nil
}
func (gm *GameManager) GetRoomState(roomID, playerID string) *models.Room {
gm.mu.RLock()
defer gm.mu.RUnlock()
room, ok := gm.rooms[roomID]
if !ok {
return nil
}
players := make([]*models.Player, len(room.Players))
for i, p := range room.Players {
pp := &models.Player{
ID: p.ID,
Name: p.Name,
IsReady: p.IsReady,
IsOnline: p.IsOnline,
CardCount: p.CardCount,
}
if p.ID == playerID {
pp.Cards = p.Cards
}
players[i] = pp
}
return &models.Room{
ID: room.ID,
Players: players,
CurrentTurn: room.CurrentTurn,
State: room.State,
LastPlay: room.LastPlay,
LastWinner: room.LastWinner,
RoundCount: room.RoundCount,
MaxPlayers: room.MaxPlayers,
}
}

View File

@@ -0,0 +1,96 @@
package handlers
import (
"doudizhu-server/internal/game"
"doudizhu-server/internal/models"
"doudizhu-server/internal/ws"
"encoding/json"
"net/http"
"strings"
)
type Handler struct {
GameMgr *game.GameManager
Hub *ws.Hub
}
func NewHandler(gameMgr *game.GameManager, hub *ws.Hub) *Handler {
return &Handler{GameMgr: gameMgr, Hub: hub}
}
func (h *Handler) CreateRoom(w http.ResponseWriter, r *http.Request) {
var req models.CreateRoomRequest
if err := json.NewDecoder(r.Body).Decode(&req); err != nil {
h.jsonError(w, http.StatusBadRequest, "invalid request")
return
}
if req.PlayerName == "" {
h.jsonError(w, http.StatusBadRequest, "player name required")
return
}
if req.MaxPlayers < 2 || req.MaxPlayers > 10 {
req.MaxPlayers = 4
}
room, player := h.GameMgr.CreateRoom(req.PlayerName, req.MaxPlayers)
h.jsonSuccess(w, map[string]string{"roomId": room.ID, "playerId": player.ID})
}
func (h *Handler) JoinRoom(w http.ResponseWriter, r *http.Request) {
roomID := strings.ToLower(extractRoomID(r.URL.Path))
if roomID == "" {
h.jsonError(w, http.StatusBadRequest, "room id required")
return
}
var req models.JoinRoomRequest
if err := json.NewDecoder(r.Body).Decode(&req); err != nil {
h.jsonError(w, http.StatusBadRequest, "invalid request")
return
}
if req.PlayerName == "" {
h.jsonError(w, http.StatusBadRequest, "player name required")
return
}
room, player, err := h.GameMgr.JoinRoom(roomID, req.PlayerName)
if err != nil {
h.jsonError(w, http.StatusBadRequest, err.Error())
return
}
h.jsonSuccess(w, map[string]string{"roomId": room.ID, "playerId": player.ID})
}
func (h *Handler) WebSocket(w http.ResponseWriter, r *http.Request) {
ws.ServeWs(h.Hub, w, r)
}
func (h *Handler) jsonSuccess(w http.ResponseWriter, data interface{}) {
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(models.ApiResponse{
Status: 200,
Code: 0,
Message: "success",
Data: data,
})
}
func (h *Handler) jsonError(w http.ResponseWriter, status int, msg string) {
w.Header().Set("Content-Type", "application/json")
w.WriteHeader(status)
json.NewEncoder(w).Encode(models.ApiResponse{
Status: status,
Code: 1,
Message: msg,
})
}
func extractRoomID(path string) string {
parts := strings.Split(strings.Trim(path, "/"), "/")
for i, p := range parts {
if p == "rooms" && i+1 < len(parts) && parts[i+1] != "join" {
return parts[i+1]
}
}
return ""
}

View File

@@ -0,0 +1,103 @@
package models
type Suit int
const (
SuitHeart Suit = iota
SuitDiamond
SuitClub
SuitSpade
SuitJoker
SuitSuper
)
type Card struct {
Suit Suit `json:"suit"`
Value int `json:"value"`
}
type CardType int
const (
CardTypeInvalid CardType = iota
CardTypeSingle
CardTypePair
CardTypeTriple
CardTypeTripleOne
CardTypeTriplePair
CardTypeStraight
CardTypeDoubleStraight
CardTypeBomb
CardTypeRocket
)
type Player struct {
ID string `json:"id"`
Name string `json:"name"`
Cards []Card `json:"cards,omitempty"`
CardCount int `json:"cardCount"`
IsReady bool `json:"isReady"`
IsOnline bool `json:"isOnline"`
}
type RoomState int
const (
RoomStateWaiting RoomState = iota
RoomStatePlaying
RoomStateFinished
)
type PlayRecord struct {
PlayerID string `json:"playerId"`
Cards []Card `json:"cards"`
CardType CardType `json:"cardType"`
}
type Room struct {
ID string `json:"id"`
Players []*Player `json:"players"`
CurrentTurn int `json:"currentTurn"`
State RoomState `json:"state"`
LastPlay *PlayRecord `json:"lastPlay,omitempty"`
LastWinner string `json:"lastWinner,omitempty"`
RoundCount int `json:"roundCount"`
MaxPlayers int `json:"maxPlayers"`
}
type MessageType string
const (
MsgTypeJoin MessageType = "join"
MsgTypeLeave MessageType = "leave"
MsgTypeReady MessageType = "ready"
MsgTypePlay MessageType = "play"
MsgTypePass MessageType = "pass"
MsgTypeState MessageType = "state"
MsgTypeError MessageType = "error"
MsgTypeChat MessageType = "chat"
MsgTypeGameOver MessageType = "gameOver"
)
type Message struct {
Type MessageType `json:"type"`
PlayerID string `json:"playerId,omitempty"`
Data interface{} `json:"data,omitempty"`
Timestamp int64 `json:"timestamp"`
}
type ApiResponse struct {
Status int `json:"status"`
Code int `json:"code"`
Message string `json:"message"`
Data interface{} `json:"data"`
}
type CreateRoomRequest struct {
PlayerName string `json:"playerName"`
MaxPlayers int `json:"maxPlayers"`
}
type JoinRoomRequest struct {
PlayerName string `json:"playerName"`
}

288
app/internal/ws/hub.go Normal file
View File

@@ -0,0 +1,288 @@
package ws
import (
"doudizhu-server/internal/game"
"doudizhu-server/internal/models"
"encoding/json"
"log"
"net/http"
"strings"
"sync"
"time"
"github.com/gorilla/websocket"
)
var upgrader = websocket.Upgrader{
ReadBufferSize: 1024,
WriteBufferSize: 1024,
CheckOrigin: func(r *http.Request) bool { return true },
}
type Client struct {
ID string
RoomID string
Conn *websocket.Conn
Send chan []byte
Hub *Hub
}
type Hub struct {
Clients map[string]*Client
Register chan *Client
Unregister chan *Client
GameMgr *game.GameManager
mu sync.RWMutex
}
func NewHub(gameMgr *game.GameManager) *Hub {
return &Hub{
Clients: make(map[string]*Client),
Register: make(chan *Client, 64),
Unregister: make(chan *Client, 64),
GameMgr: gameMgr,
}
}
func (h *Hub) Run() {
for {
select {
case c := <-h.Register:
h.mu.Lock()
h.Clients[c.ID] = c
h.mu.Unlock()
case c := <-h.Unregister:
h.mu.Lock()
if _, ok := h.Clients[c.ID]; ok {
delete(h.Clients, c.ID)
close(c.Send)
}
h.mu.Unlock()
if c.RoomID != "" {
h.GameMgr.LeaveRoom(c.RoomID, c.ID)
h.broadcastRoomState(c.RoomID)
}
}
}
}
func (c *Client) ReadPump() {
defer func() {
c.Hub.Unregister <- c
c.Conn.Close()
}()
c.Conn.SetReadDeadline(time.Now().Add(60 * time.Second))
c.Conn.SetPongHandler(func(string) error {
c.Conn.SetReadDeadline(time.Now().Add(60 * time.Second))
return nil
})
for {
_, data, err := c.Conn.ReadMessage()
if err != nil {
break
}
c.handleMessage(data)
}
}
func (c *Client) WritePump() {
ticker := time.NewTicker(30 * time.Second)
defer func() {
ticker.Stop()
c.Conn.Close()
}()
for {
select {
case msg, ok := <-c.Send:
c.Conn.SetWriteDeadline(time.Now().Add(10 * time.Second))
if !ok {
c.Conn.WriteMessage(websocket.CloseMessage, nil)
return
}
if err := c.Conn.WriteMessage(websocket.TextMessage, msg); err != nil {
return
}
case <-ticker.C:
c.Conn.SetWriteDeadline(time.Now().Add(10 * time.Second))
if err := c.Conn.WriteMessage(websocket.PingMessage, nil); err != nil {
return
}
}
}
}
func (c *Client) handleMessage(data []byte) {
var msg models.Message
if err := json.Unmarshal(data, &msg); err != nil {
return
}
msg.Timestamp = time.Now().Unix()
switch msg.Type {
case models.MsgTypeReady:
ready := true
if m, ok := msg.Data.(map[string]interface{}); ok {
if r, ok := m["ready"].(bool); ok {
ready = r
}
}
c.Hub.GameMgr.SetReady(c.RoomID, c.ID, ready)
c.Hub.broadcastRoomState(c.RoomID)
c.tryStartGame()
case models.MsgTypePlay:
cards := c.parseCards(msg.Data)
if len(cards) == 0 {
c.sendError("invalid cards")
return
}
if err := c.Hub.GameMgr.PlayCards(c.RoomID, c.ID, cards); err != nil {
c.sendError(err.Error())
return
}
room, _ := c.Hub.GameMgr.GetRoom(c.RoomID)
if room != nil && room.State == models.RoomStateFinished {
c.Hub.broadcastToRoom(c.RoomID, models.Message{
Type: models.MsgTypeGameOver,
Data: map[string]string{"winnerId": room.LastWinner},
})
} else {
c.Hub.broadcastRoomState(c.RoomID)
}
case models.MsgTypePass:
if err := c.Hub.GameMgr.Pass(c.RoomID, c.ID); err != nil {
c.sendError(err.Error())
return
}
c.Hub.broadcastRoomState(c.RoomID)
case models.MsgTypeChat:
c.Hub.broadcastToRoom(c.RoomID, msg)
}
}
func (c *Client) tryStartGame() {
room, err := c.Hub.GameMgr.GetRoom(c.RoomID)
if err != nil || len(room.Players) < 2 {
return
}
for _, p := range room.Players {
if !p.IsReady {
return
}
}
if err := c.Hub.GameMgr.StartGame(c.RoomID); err == nil {
c.Hub.broadcastRoomState(c.RoomID)
}
}
func (c *Client) parseCards(data interface{}) []models.Card {
cards := make([]models.Card, 0)
m, ok := data.(map[string]interface{})
if !ok {
return cards
}
arr, ok := m["cards"].([]interface{})
if !ok {
return cards
}
for _, item := range arr {
if cm, ok := item.(map[string]interface{}); ok {
card := models.Card{}
if suit, ok := cm["suit"].(float64); ok {
card.Suit = models.Suit(int(suit))
}
if value, ok := cm["value"].(float64); ok {
card.Value = int(value)
}
cards = append(cards, card)
}
}
return cards
}
func (c *Client) sendError(msg string) {
data, _ := json.Marshal(models.Message{
Type: models.MsgTypeError,
Data: msg,
Timestamp: time.Now().Unix(),
})
select {
case c.Send <- data:
default:
}
}
func (h *Hub) broadcastToRoom(roomID string, msg models.Message) {
data, _ := json.Marshal(msg)
h.mu.RLock()
defer h.mu.RUnlock()
for _, c := range h.Clients {
if c.RoomID == roomID {
select {
case c.Send <- data:
default:
}
}
}
}
func (h *Hub) broadcastRoomState(roomID string) {
h.mu.RLock()
clients := make([]*Client, 0)
for _, c := range h.Clients {
if c.RoomID == roomID {
clients = append(clients, c)
}
}
h.mu.RUnlock()
for _, c := range clients {
state := h.GameMgr.GetRoomState(roomID, c.ID)
if state != nil {
data, _ := json.Marshal(models.Message{
Type: models.MsgTypeState,
Data: state,
Timestamp: time.Now().Unix(),
})
select {
case c.Send <- data:
default:
}
}
}
}
func ServeWs(hub *Hub, w http.ResponseWriter, r *http.Request) {
roomID := strings.ToLower(r.URL.Query().Get("roomId"))
playerID := r.URL.Query().Get("playerId")
if roomID == "" || playerID == "" {
http.Error(w, "missing params", http.StatusBadRequest)
return
}
conn, err := upgrader.Upgrade(w, r, nil)
if err != nil {
log.Println("ws upgrade error:", err)
return
}
client := &Client{
ID: playerID,
RoomID: roomID,
Conn: conn,
Send: make(chan []byte, 256),
Hub: hub,
}
hub.mu.Lock()
hub.Clients[client.ID] = client
hub.mu.Unlock()
go client.WritePump()
go client.ReadPump()
time.Sleep(50 * time.Millisecond)
hub.broadcastRoomState(roomID)
}

19
compose.yaml Normal file
View File

@@ -0,0 +1,19 @@
services:
app:
build: ./app
restart: unless-stopped
environment:
- TZ=Asia/Shanghai
nginx:
image: nginx:alpine
ports:
- "80:80"
volumes:
- ./nginx/nginx.conf:/etc/nginx/conf.d/default.conf:ro
- ./nginx/html:/usr/share/nginx/html:ro
depends_on:
- app
restart: unless-stopped
environment:
- TZ=Asia/Shanghai

57
nginx/html/css/style.css Normal file
View File

@@ -0,0 +1,57 @@
*{margin:0;padding:0;box-sizing:border-box}
body{font-family:system-ui,sans-serif;background:linear-gradient(135deg,#1a1a2e,#16213e);min-height:100vh;color:#fff}
#app{max-width:1000px;margin:0 auto;padding:20px}
.screen{animation:fadeIn .2s}
.hidden{display:none!important}
@keyframes fadeIn{from{opacity:0}to{opacity:1}}
h1{text-align:center;font-size:2rem;color:#ffd700;margin-bottom:20px}
h2{text-align:center;color:#ffd700;margin-bottom:15px}
h3{color:#ffd700;margin-bottom:10px}
.form{background:rgba(255,255,255,.1);padding:25px;border-radius:12px;max-width:350px;margin:0 auto 20px}
.form input,.form select{width:100%;padding:10px;margin-bottom:10px;border:none;border-radius:6px;background:rgba(255,255,255,.15);color:#fff;font-size:15px}
.form input::placeholder{color:#aaa}
.btn{padding:10px 20px;border:none;border-radius:6px;cursor:pointer;font-size:15px;font-weight:600;transition:.2s}
.btn:hover{transform:translateY(-1px)}
.btn:disabled{opacity:.5;cursor:not-allowed;transform:none}
.btn.primary{background:linear-gradient(135deg,#ffd700,#ff8c00);color:#1a1a2e}
.btn.danger{background:linear-gradient(135deg,#ff4757,#c0392b)}
.btn.sm{padding:6px 12px;font-size:13px}
.join-row{display:flex;gap:8px;margin-top:10px}
.join-row input{flex:1}
.rules{background:rgba(255,255,255,.05);padding:15px;border-radius:8px;max-width:350px;margin:0 auto}
.rules ul{list-style:none}
.rules li{padding:5px 0;color:#ccc;font-size:14px}
.room-id{font-size:1.3rem;color:#ffd700;letter-spacing:1px}
#playerList{display:flex;flex-wrap:wrap;gap:10px;justify-content:center;margin:15px 0}
.player-card{background:rgba(255,255,255,.1);padding:12px 20px;border-radius:8px;text-align:center;min-width:100px}
.player-card.ready{background:rgba(0,255,0,.2);border:2px solid #0f0}
.player-card.current{background:rgba(255,215,0,.3);border:2px solid #ffd700}
.player-card .name{font-weight:600}
.player-card .status{font-size:12px;color:#aaa;margin-top:4px}
.actions{display:flex;justify-content:center;gap:10px;margin-top:15px}
.header{display:flex;justify-content:space-between;padding:8px 15px;background:rgba(0,0,0,.3);border-radius:8px;margin-bottom:15px;font-size:14px}
.others{display:flex;flex-wrap:wrap;gap:10px;justify-content:center;margin-bottom:15px;min-height:50px}
.play-area{min-height:100px;background:rgba(0,0,0,.2);border-radius:10px;display:flex;align-items:center;justify-content:center;margin-bottom:15px}
.last-play{text-align:center}
.last-play span{color:#ffd700;font-size:14px}
.my-area{background:rgba(0,0,0,.3);border-radius:10px;padding:15px}
.my-cards{display:flex;flex-wrap:wrap;gap:6px;justify-content:center;margin-bottom:12px;min-height:80px}
.card{width:50px;height:70px;background:linear-gradient(135deg,#fff,#f0f0f0);border-radius:6px;display:flex;align-items:center;justify-content:center;font-size:14px;font-weight:700;cursor:pointer;transition:.15s;user-select:none}
.card:hover{transform:translateY(-3px)}
.card.selected{transform:translateY(-12px);box-shadow:0 4px 12px rgba(0,0,0,.4);border:2px solid #ffd700}
.card.red{color:#e74c3c}
.card.black{color:#2d3436}
.card.super{background:linear-gradient(135deg,#ffd700,#ff8c00);color:#fff;font-size:12px}
.card.joker{background:linear-gradient(135deg,#9b59b6,#8e44ad);color:#fff;font-size:11px}
.card.sm{width:35px;height:50px;font-size:11px}
.chat{position:fixed;bottom:15px;right:15px;width:250px;background:rgba(0,0,0,.85);border-radius:8px;overflow:hidden}
#chatMsgs{height:150px;overflow-y:auto;padding:8px;font-size:13px}
#chatMsgs p{margin-bottom:5px}
#chatMsgs .sys{color:#888;font-style:italic}
#chatMsgs .pn{color:#ffd700}
.chat-input{display:flex;padding:8px;gap:6px;background:rgba(0,0,0,.3)}
.chat-input input{flex:1;padding:6px;border:none;border-radius:4px;background:rgba(255,255,255,.1);color:#fff;font-size:13px}
.modal{position:fixed;top:0;left:0;width:100%;height:100%;background:rgba(0,0,0,.8);display:flex;align-items:center;justify-content:center}
.modal-box{background:#16213e;padding:30px;border-radius:12px;text-align:center;border:2px solid #ffd700}
.modal-box h2{margin-bottom:20px}
@media(max-width:600px){#app{padding:10px}.card{width:42px;height:60px;font-size:12px}.chat{width:100%;bottom:0;right:0;border-radius:8px 8px 0 0}}

86
nginx/html/index.html Normal file
View File

@@ -0,0 +1,86 @@
<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>斗地主残局版</title>
<link rel="stylesheet" href="/css/style.css">
</head>
<body>
<div id="app">
<div id="lobby" class="screen">
<h1>斗地主残局版</h1>
<div class="form">
<input type="text" id="playerName" placeholder="昵称" maxlength="10">
<select id="maxPlayers">
<option value="2">2人</option>
<option value="3">3人</option>
<option value="4" selected>4人</option>
<option value="5">5人</option>
<option value="6">6人</option>
</select>
<button id="createBtn" class="btn primary">创建房间</button>
<div class="join-row">
<input type="text" id="roomIdInput" placeholder="房间号">
<button id="joinBtn" class="btn">加入</button>
</div>
</div>
<div class="rules">
<h3>规则</h3>
<ul>
<li>新增"超人强"为最大单牌</li>
<li>每人初始5张牌</li>
<li>三张可成顺子/炸弹,两对可成连对</li>
</ul>
</div>
</div>
<div id="waiting" class="screen hidden">
<h2>等待中</h2>
<p>房间号: <span id="displayRoomId" class="room-id"></span></p>
<div id="playerList"></div>
<div class="actions">
<button id="readyBtn" class="btn primary">准备</button>
<button id="leaveBtn" class="btn danger">离开</button>
</div>
</div>
<div id="game" class="screen hidden">
<div class="header">
<span><span id="roundNum">1</span></span>
<span id="turnInfo"></span>
</div>
<div id="others" class="others"></div>
<div id="playArea" class="play-area">
<div id="lastPlay" class="last-play hidden">
<span id="lastPlayer"></span>
<div id="lastCards"></div>
</div>
</div>
<div class="my-area">
<div id="myCards" class="my-cards"></div>
<div class="actions">
<button id="playBtn" class="btn primary" disabled>出牌</button>
<button id="passBtn" class="btn" disabled>不出</button>
</div>
</div>
</div>
<div id="gameOver" class="modal hidden">
<div class="modal-box">
<h2 id="winnerText"></h2>
<button id="againBtn" class="btn primary">再来一局</button>
</div>
</div>
<div id="chat" class="chat">
<div id="chatMsgs"></div>
<div class="chat-input">
<input type="text" id="chatInput" placeholder="消息">
<button id="chatBtn" class="btn sm"></button>
</div>
</div>
</div>
<script src="/js/game.js"></script>
</body>
</html>

346
nginx/html/js/game.js Normal file
View File

@@ -0,0 +1,346 @@
let ws = null, playerId = '', roomId = '', state = null, selected = [];
const $ = id => document.getElementById(id);
function show(id) {
document.querySelectorAll('.screen').forEach(s => s.classList.add('hidden'));
$(id).classList.remove('hidden');
}
function chat(name, msg, sys) {
const p = document.createElement('p');
p.innerHTML = sys ? '<span class="sys">' + msg + '</span>' : '<span class="pn">' + name + ':</span> ' + msg;
$('chatMsgs').appendChild(p);
$('chatMsgs').scrollTop = 1e6;
}
async function create() {
const name = $('playerName').value.trim();
if (!name) { alert('请输入昵称'); return; }
try {
const res = await fetch('/api/rooms', {
method: 'POST',
headers: {'Content-Type': 'application/json'},
body: JSON.stringify({playerName: name, maxPlayers: +$('maxPlayers').value})
});
const d = await res.json();
if (d.code === 0) {
roomId = d.data.roomId;
playerId = d.data.playerId;
connect();
} else {
alert(d.message);
}
} catch (e) {
alert('创建失败: ' + e.message);
}
}
async function join() {
const name = $('playerName').value.trim();
const rid = $('roomIdInput').value.trim().toLowerCase();
if (!name) { alert('请输入昵称'); return; }
if (!rid) { alert('请输入房间号'); return; }
try {
const res = await fetch('/api/rooms/' + rid + '/join', {
method: 'POST',
headers: {'Content-Type': 'application/json'},
body: JSON.stringify({playerName: name})
});
const d = await res.json();
if (d.code === 0) {
roomId = d.data.roomId;
playerId = d.data.playerId;
connect();
} else {
alert(d.message);
}
} catch (e) {
alert('加入失败: ' + e.message);
}
}
function connect() {
const proto = location.protocol === 'https:' ? 'wss:' : 'ws:';
ws = new WebSocket(proto + '//' + location.host + '/api/ws?roomId=' + roomId + '&playerId=' + playerId);
ws.onopen = function() { chat('', '已连接', true); };
ws.onmessage = function(e) {
const msg = JSON.parse(e.data);
if (msg.type === 'state') render(msg.data);
else if (msg.type === 'gameOver') showGameOver(msg.data);
else if (msg.type === 'chat') chat(msg.data.playerName, msg.data.message);
else if (msg.type === 'error') chat('', msg.data, true);
};
ws.onerror = function() { chat('', '连接错误', true); };
ws.onclose = function() { chat('', '断开连接', true); };
}
function send(type, data) {
if (ws && ws.readyState === 1) {
ws.send(JSON.stringify({type: type, playerId: playerId, roomId: roomId, data: data}));
}
}
function render(s) {
state = s;
$('displayRoomId').textContent = s.id;
$('roundNum').textContent = s.roundCount;
var me = null;
for (var i = 0; i < s.players.length; i++) {
if (s.players[i].id === playerId) { me = s.players[i]; break; }
}
if (s.state === 0) {
show('waiting');
var html = '';
for (var i = 0; i < s.players.length; i++) {
var p = s.players[i];
html += '<div class="player-card' + (p.isReady ? ' ready' : '') + '">';
html += '<div class="name">' + p.name + (p.id === playerId ? ' (你)' : '') + '</div>';
html += '<div class="status">' + (p.isReady ? '已准备' : '等待中') + '</div></div>';
}
$('playerList').innerHTML = html;
$('readyBtn').textContent = (me && me.isReady) ? '取消准备' : '准备';
} else if (s.state === 1) {
show('game');
var cur = s.players[s.currentTurn];
$('turnInfo').textContent = cur.id === playerId ? '轮到你出牌' : '等待 ' + cur.name + ' 出牌';
var othersHtml = '';
for (var i = 0; i < s.players.length; i++) {
var p = s.players[i];
if (p.id === playerId) continue;
othersHtml += '<div class="player-card' + (s.currentTurn === i ? ' current' : '') + '">';
othersHtml += '<div class="name">' + p.name + '</div>';
othersHtml += '<div class="status">' + p.cardCount + '张</div></div>';
}
$('others').innerHTML = othersHtml;
if (s.lastPlay) {
$('lastPlay').classList.remove('hidden');
var lpName = '';
for (var i = 0; i < s.players.length; i++) {
if (s.players[i].id === s.lastPlay.playerId) { lpName = s.players[i].name; break; }
}
$('lastPlayer').textContent = lpName;
$('lastCards').innerHTML = s.lastPlay.cards.map(function(c) { return makeCardHtml(c, true); }).join('');
} else {
$('lastPlay').classList.add('hidden');
}
renderMyCards(me);
updateBtns();
} else if (s.state === 2) {
show('waiting');
var html = '';
for (var i = 0; i < s.players.length; i++) {
var p = s.players[i];
html += '<div class="player-card">';
html += '<div class="name">' + p.name + '</div>';
html += '<div class="status">' + (p.isReady ? '已准备' : '等待中') + '</div></div>';
}
$('playerList').innerHTML = html;
$('readyBtn').textContent = (me && me.isReady) ? '取消准备' : '准备';
}
}
function getCardClass(c) {
if (c.suit === 5) return 'super';
if (c.suit === 4) return 'joker';
return c.suit < 2 ? 'red' : 'black';
}
function getCardText(c) {
if (c.suit === 5) return '超人强';
if (c.suit === 4) return c.value === 16 ? '小王' : '大王';
var suits = ['♥', '♦', '♣', '♠'];
var vals = ['', '', '', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K', 'A', '2'];
return suits[c.suit] + vals[c.value];
}
function makeCardHtml(c, small) {
return '<div class="card ' + getCardClass(c) + (small ? ' sm' : '') + '">' + getCardText(c) + '</div>';
}
function renderMyCards(me) {
var el = $('myCards');
el.innerHTML = '';
if (!me || !me.cards) return;
for (var i = 0; i < me.cards.length; i++) {
(function(c) {
var key = c.suit + '_' + c.value;
var div = document.createElement('div');
div.className = 'card ' + getCardClass(c) + (selected.indexOf(key) >= 0 ? ' selected' : '');
div.textContent = getCardText(c);
div.onclick = function() {
var idx = selected.indexOf(key);
if (idx === -1) { selected.push(key); div.classList.add('selected'); }
else { selected.splice(idx, 1); div.classList.remove('selected'); }
updateBtns();
};
el.appendChild(div);
})(me.cards[i]);
}
}
function getValueCounts(cards) {
var counts = {};
for (var i = 0; i < cards.length; i++) {
var v = cards[i].value;
counts[v] = (counts[v] || 0) + 1;
}
return counts;
}
function getCardType(cards) {
var n = cards.length;
if (n === 0) return 0;
var isRocket = n === 2 && cards.some(function(c) { return c.suit === 4 && c.value === 16; })
&& cards.some(function(c) { return c.suit === 4 && c.value === 17; });
if (isRocket) return 9;
var counts = getValueCounts(cards);
var keys = Object.keys(counts);
if (n === 1) return 1;
if (n === 2 && keys.length === 1) return 2;
if (n === 3 && keys.length === 1) return 8;
if (n === 4 && keys.length === 1) return 8;
if (n === 4 && keys.length === 2) {
for (var k in counts) { if (counts[k] === 3) return 4; }
}
var sorted = cards.slice().sort(function(a, b) { return a.value - b.value; });
var isSeq = true;
for (var i = 1; i < sorted.length; i++) {
if (sorted[i].value !== sorted[i-1].value + 1 || sorted[i].value >= 15) { isSeq = false; break; }
}
if (n >= 3 && keys.length === n && isSeq) return 6;
var allPairs = true;
for (var k in counts) { if (counts[k] !== 2 || parseInt(k) >= 15) allPairs = false; }
var pairVals = keys.map(function(k) { return parseInt(k); }).sort(function(a,b){return a-b;});
var seqPairs = true;
for (var i = 1; i < pairVals.length; i++) {
if (pairVals[i] !== pairVals[i-1] + 1) seqPairs = false;
}
if (n >= 4 && n % 2 === 0 && allPairs && seqPairs) return 7;
return 0;
}
function canPlay(cards, lastPlay) {
var cardType = getCardType(cards);
if (cardType === 0) return false;
if (!lastPlay) return true;
if (cardType === 9) return true;
if (cardType === 8) {
if (lastPlay.cardType === 8) {
var myMain = 0, lastMain = 0;
var myCounts = getValueCounts(cards);
var lastCounts = getValueCounts(lastPlay.cards);
for (var k in myCounts) { if (myCounts[k] >= 3 && parseInt(k) > myMain) myMain = parseInt(k); }
for (var k in lastCounts) { if (lastCounts[k] >= 3 && parseInt(k) > lastMain) lastMain = parseInt(k); }
return myMain > lastMain;
}
return lastPlay.cardType !== 9;
}
if (lastPlay.cardType === 8 || lastPlay.cardType === 9) return false;
if (cardType !== lastPlay.cardType || cards.length !== lastPlay.cards.length) return false;
var myMain = 0, lastMain = 0;
var myCounts = getValueCounts(cards);
var lastCounts = getValueCounts(lastPlay.cards);
var myMaxC = 0, lastMaxC = 0;
for (var k in myCounts) {
if (myCounts[k] > myMaxC || (myCounts[k] === myMaxC && parseInt(k) > myMain)) {
myMaxC = myCounts[k]; myMain = parseInt(k);
}
}
for (var k in lastCounts) {
if (lastCounts[k] > lastMaxC || (lastCounts[k] === lastMaxC && parseInt(k) > lastMain)) {
lastMaxC = lastCounts[k]; lastMain = parseInt(k);
}
}
return myMain > lastMain;
}
function updateBtns() {
var myTurn = state && state.players[state.currentTurn].id === playerId;
var cards = getSelectedCards();
var validPlay = selected.length > 0 && canPlay(cards, state ? state.lastPlay : null);
$('playBtn').disabled = !myTurn || !validPlay;
var canPass = state && state.lastPlay && state.lastPlay.playerId !== playerId;
$('passBtn').disabled = !myTurn || !canPass;
}
function getSelectedCards() {
if (!state) return [];
var me = null;
for (var i = 0; i < state.players.length; i++) {
if (state.players[i].id === playerId) { me = state.players[i]; break; }
}
if (!me || !me.cards) return [];
return me.cards.filter(function(c) { return selected.indexOf(c.suit + '_' + c.value) >= 0; });
}
function play() {
if (selected.length === 0) return;
var cards = getSelectedCards();
if (!canPlay(cards, state ? state.lastPlay : null)) {
chat('', '牌型无效或管不上', true);
return;
}
send('play', {cards: cards});
selected = [];
}
function pass() { send('pass', {}); }
function toggleReady() {
var me = null;
if (state) {
for (var i = 0; i < state.players.length; i++) {
if (state.players[i].id === playerId) { me = state.players[i]; break; }
}
}
send('ready', {ready: me ? !me.isReady : true});
}
function leave() {
if (ws) ws.close();
show('lobby');
roomId = ''; playerId = ''; state = null; selected = [];
}
function showGameOver(d) {
var w = null;
if (state) {
for (var i = 0; i < state.players.length; i++) {
if (state.players[i].id === d.winnerId) { w = state.players[i]; break; }
}
}
$('winnerText').textContent = w ? (w.id === playerId ? '你赢了!' : w.name + ' 获胜') : '游戏结束';
$('gameOver').classList.remove('hidden');
}
function again() {
$('gameOver').classList.add('hidden');
send('ready', {ready: false});
}
document.addEventListener('DOMContentLoaded', function() {
$('createBtn').onclick = create;
$('joinBtn').onclick = join;
$('readyBtn').onclick = toggleReady;
$('leaveBtn').onclick = leave;
$('playBtn').onclick = play;
$('passBtn').onclick = pass;
$('againBtn').onclick = again;
$('chatBtn').onclick = function() {
var v = $('chatInput').value.trim();
if (v) { send('chat', v); $('chatInput').value = ''; }
};
$('chatInput').onkeypress = function(e) { if (e.key === 'Enter') $('chatBtn').click(); };
$('roomIdInput').onkeypress = function(e) { if (e.key === 'Enter') join(); };
});

28
nginx/nginx.conf Normal file
View File

@@ -0,0 +1,28 @@
server {
listen 80;
server_name localhost;
root /usr/share/nginx/html;
index index.html;
location / {
try_files $uri $uri/ /index.html;
}
location /api/ {
proxy_pass http://app:8080;
proxy_http_version 1.1;
proxy_set_header Host $host;
proxy_set_header X-Real-IP $remote_addr;
proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;
}
location /api/ws {
proxy_pass http://app:8080;
proxy_http_version 1.1;
proxy_set_header Upgrade $http_upgrade;
proxy_set_header Connection "upgrade";
proxy_set_header Host $host;
proxy_read_timeout 86400;
}
}