Files
doucan/app/internal/game/game.go
2026-02-19 21:18:12 +08:00

564 lines
12 KiB
Go

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,
}
}