-
Notifications
You must be signed in to change notification settings - Fork 0
/
PhaseState.cpp
889 lines (838 loc) · 27.3 KB
/
PhaseState.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
#include "PhaseState.h"
#include <iostream>
#include <imgui.h>
#include "utilities.h"
PhaseState::PhaseState()
{
game = Game::Instance();
expired = false;
}
void PhaseState::OnEnter()
{
Log();
expired = false;
}
void PhaseState::Update(sf::Time dt)
{
}
void PhaseState::OnExit()
{
expired = true;
}
void PhaseState::Log()
{
std::cout << "log: entered " << phase_name << std::endl;
}
void PrepareState::OnEnter()
{
std::cout << "log: entered PrepareState" << std::endl;
}
void PrepareState::Update(sf::Time dt)
{
// 决定亲子,0是p1为亲,1是p2为亲
int temp = random(0, 1);
if (temp == 0)
{
game->parent = game->p1;
game->player_queue.push_back(game->p1);
game->player_queue.push_back(game->p2);
}
else
{
game->parent = game->p2;
game->player_queue.push_back(game->p2);
game->player_queue.push_back(game->p1);
}
game->parent_sign.setPosition(game->player_queue.front()->get_parent_sign_pos());
game->switch_state(fs_dispatch);
}
void DispatchState::OnEnter()
{
PhaseState::OnEnter();
Card *temp_card;
for (int i = 0; i < 8; ++i)
{
// 按照子-场-亲顺序发牌,还要为Card对象设定好目标位置
temp_card = game->draw_card();
if (game->player_queue.back() == game->p2 && !DEBUG_SHOW_FACE)
temp_card->show_back();
//temp_card->visible = true;
game->player_queue.back()->get(temp_card);
game->moving_cards.push_back(temp_card);
temp_card->set_dispatch_speed();
temp_card = game->draw_card();
//temp_card->visible = true;
//field_cards.push_back(temp_card);
game->put_to_field(temp_card);
game->moving_cards.push_back(temp_card);
temp_card->set_dispatch_speed();
temp_card = game->draw_card();
if (game->player_queue.front() == game->p2 && !DEBUG_SHOW_FACE)
temp_card->show_back();
//temp_card->visible = true;
game->player_queue.front()->get(temp_card);
game->moving_cards.push_back(temp_card);
temp_card->set_dispatch_speed();
}
}
void DispatchState::Update(sf::Time dt)
{
// 发牌过程的操作可以改一下
/*for(deque<Card*>::iterator it=moving_cards.begin(); it!=moving_cards.end(); )
{
(*it)->visible = true;
(*it)->Update(time);
if (!(*it)->moving)
it = moving_cards.erase(it);
else
++it;
}*/
if (!game->moving_cards.empty())
{
game->move_cards(dt);
}
else
{
game->switch_state(fs_validate_game);
}
}
void ValidateGameState::OnEnter()
{
PhaseState::OnEnter();
int month_count[12] = {0};
for (std::list<Card *>::iterator it = game->field_cards.begin(); it != game->field_cards.end(); ++it)
{
if (*it)
{
++month_count[(*it)->month - 1];
}
}
for (int i = 0; i < 12; ++i)
{
if (month_count[i] == 4)
{
std::cout << "场牌四张同月,流局!" << std::endl;
game->reset();
return;
}
}
game->switch_state(fs_precomplete);
}
void PrecompleteState::OnEnter()
{
PhaseState::OnEnter();
// 检查手四,先亲后子,以便应对双方都有手四的情况
// TODO: 双手四的情况没考虑
bool found_hand_four = false;
int temp_month[12] = {0};
for (auto it = game->player_queue.front()->hand_cards.begin();
it != game->player_queue.front()->hand_cards.end(); ++it)
{
++temp_month[(*it)->month - 1];
}
for (int i = 0; i < 12; ++i)
{
if (temp_month[i] == 4)
{
found_hand_four = true;
game->player_queue.front()->earned_wins[HAND_FOUR] = true;
game->switch_state(fs_koikoi);
break;
}
}
// 按理说,如果第一个玩家koikoi了,那么会进入下一个玩家的回合
memset(temp_month, 0, sizeof(int) * 12);
for (list<Card *>::iterator it = game->player_queue.back()->hand_cards.begin();
it != game->player_queue.back()->hand_cards.end(); ++it)
{
++temp_month[(*it)->month - 1];
}
for (int i = 0; i < 12; ++i)
{
if (temp_month[i] == 4)
{
found_hand_four = true;
game->player_queue.back()->earned_wins[HAND_FOUR] = true;
game->switch_state(fs_koikoi);
break;
}
}
if (!found_hand_four)
{
game->switch_state(fs_put);
}
}
void PutState::Update(sf::Time dt)
{
// 手牌打光,本局结束
// 本段代码经测试效果基本正常
if (game->player_queue.front()->hand_cards.empty())
{
game->switch_state(fs_summary);
return;
}
// 由于有玩家队列,所以每次在流程函数中操作“玩家”就应该操纵队首。这样同样的流程对于两个玩家来说,就不用分两个流程状态了
// 接受输入,选择手牌
// 用l_button_pos查找p1手牌,找不到就不做事
// 如果场牌没有可得牌,将所选牌加入场牌
// 如果有1或3张可得牌,将p1_put_move_to_target入队
// 如果场牌中有2张可得牌,就把p1_select_put_target入队
if (game->player_queue.front() == game->p1)
{
Card *point_card = game->get_point_card(game->player_queue.front()->hand_cards);
if (point_card)
{
for (auto &i : game->player_queue.front()->hand_cards)
i->highlighted = false;
point_card->highlighted = true;
}
else
{
// 如果鼠标没有停留在任意手牌,取消高亮
for (auto &i : game->player_queue.front()->hand_cards)
i->highlighted = false;
}
if (game->l_button_clicked)
{
// 打出了就取消高亮
for (auto &i : game->player_queue.front()->hand_cards)
i->highlighted = false;
//Card *temp_card = get_point_card(player_queue.front()->hand_cards);
Put(point_card);
}
}
else
{
game->ai->calculate(game->field_cards);
Card *put_card = game->ai->select_put();
// 将ai出牌正面显示
if (!DEBUG_SHOW_FACE)
put_card->show_face();
Put(put_card);
game->ai->earned(put_card);
}
}
void PutState::Put(Card *card)
{
game->put_card = card;
// 将选中的牌从手牌中移除
remove_item(game->player_queue.front()->hand_cards, card);
if (card)
{
switch (game->count_same_month(card->month))
{
case 0:
game->put_to_field(card);
game->switch_state(fs_put_move);
break;
case 1:
// TODO: 这里有一个问题,在p1_put_move_to_target里面,那个target该怎么记录?
// 将两张得牌加入earned_cards
game->earned_cards.push_back(card);
for (auto it = game->field_cards.begin(); it != game->field_cards.end(); ++it)
{
// 要求不能已经被纳入得牌列表
// 因为可能有这种情况:场上有两张同月,一张已经被赢取,但在这里没被跳过,反而因为顺序靠前被二次赢取
if ((*it) && (*it)->month == card->month && !in_list(game->earned_cards, (*it)))
{
game->earned_cards.push_back(*it);
card->set_dest((*it)->get_upon_pos());
game->moving_cards.push_back(card);
//*it = nullptr;
//field_cards.erase(it);
break;
}
}
game->switch_state(fs_put_move);
break;
case 2:
// TODO: 这里也有一样的问题,而且不能简单地用遍历解决
// 由于被选中的只有1张牌,那就先考虑用一个变量记录好了
game->earned_cards.push_back(card);
// 预先将可选牌设置高亮
for (auto it = game->field_cards.begin(); it != game->field_cards.end(); ++it)
{
if ((*it) && (*it)->month == card->month)
(*it)->highlighted = true;
}
// 同样
game->switch_state(fs_select_put_target);
break;
case 3:
game->earned_cards.push_back(card);
Card *target = nullptr;
// 将四张得牌加入earned_cards
for (list<Card *>::iterator it = game->field_cards.begin(); it != game->field_cards.end(); ++it)
{
if ((*it) && (*it)->month == card->month)
{
game->earned_cards.push_back(*it);
if (!target)
target = *it;
// 然后要将它们从场牌消去
//*it = nullptr;
}
}
list<Card *>::iterator it = game->earned_cards.begin();
// 将其余三张牌的移动目标都设置为第一个场牌中的得牌上方
// 这种方法不稳妥
// Card *target = *(++++it);
for (it = game->earned_cards.begin(); it != game->earned_cards.end(); ++it)
{
if ((*it) != target)
{
(*it)->set_dest(target->get_upon_pos());
game->moving_cards.push_back(*it);
}
}
// 同样
game->switch_state(fs_put_move);
break;
}
}
}
void DrawState::OnEnter()
{
PhaseState::OnEnter();
if (game->heap.empty())
cout << "错误!牌堆已空!" << endl;
Card *temp_card = game->heap.front();
game->heap.pop_front();
temp_card->visible = true;
// 将卡正面显示
temp_card->show_face();
// 无论如何在卡翻开后先等待一会儿,让用户看清楚
// 这句似乎看不出明显效果
//game->state_queue.pop_front();
//state_queue.push_front(fs_wait_interval);
switch (game->count_same_month(temp_card->month))
{
case 0:
game->put_to_field(temp_card);
game->switch_state(fs_draw_move, 0.5f);
break;
case 1:
// TODO: 这里有一个问题,在p1_put_move_to_target里面,那个target该怎么记录?
// 将两张得牌加入earned_cards
game->earned_cards.push_back(temp_card);
for (list<Card *>::iterator it = game->field_cards.begin(); it != game->field_cards.end(); ++it)
{
// 选到的牌必须没有被已经打出的牌占据
if ((*it) && (*it)->month == temp_card->month && !in_list(game->earned_cards, (*it)))
{
game->earned_cards.push_back(*it);
temp_card->set_dest((*it)->get_upon_pos());
game->moving_cards.push_back(temp_card);
//*it = nullptr;
//field_cards.erase(it);
break;
}
}
game->switch_state(fs_draw_move, 0.5f);
break;
case 2:
// TODO: 这里也有一样的问题,而且不能简单地用遍历解决
// 由于被选中的只有1张牌,那就先考虑用一个变量记录好了
game->drawn_card = temp_card;
game->earned_cards.push_back(temp_card);
// 预先将可选牌设置高亮
for (list<Card *>::iterator it = game->field_cards.begin(); it != game->field_cards.end(); ++it)
{
if ((*it) && !in_list(game->earned_cards, (*it)) && (*it)->month == temp_card->month)
(*it)->highlighted = true;
}
game->switch_state(fs_select_draw_target, 0.5f);
break;
case 3:
game->earned_cards.push_back(temp_card);
// 将四张得牌加入earned_cards
for (list<Card *>::iterator it = game->field_cards.begin(); it != game->field_cards.end(); ++it)
{
if ((*it) && (*it)->month == temp_card->month)
{
game->earned_cards.push_back(*it);
//*it = nullptr;
}
}
//list<Card*>::iterator it = earned_cards.begin();
// 将其余三张牌的移动目标都设置为第一个场牌中的得牌上方
// 下面这个++++可能有问题,不是每次都能准确定位到第一张场牌
//Card *target = *(++++it);
Card *target = nullptr;
for (auto card : game->field_cards)
{
if (!card)
continue;
if (card->month == temp_card->month)
{
target = card;
break;
}
}
for (auto &card : game->earned_cards)
{
if (card != target && card->month == target->month)
{
card->set_dest(target->get_upon_pos());
game->moving_cards.push_back(card);
}
}
game->switch_state(fs_draw_move, 0.5f);
break;
}
}
void SelectPutTargetState::OnEnter()
{
PhaseState::OnEnter();
}
void SelectPutTargetState::Update(sf::Time dt)
{
if (game->player_queue.front() != game->p2)
{
if (game->l_button_clicked)
{
Card *temp_card = game->get_point_card(game->field_cards);
SelectPutTarget(temp_card);
}
}
else
{
// AI选牌
Card *target = game->ai->select_put_target();
SelectPutTarget(target);
game->ai->earned(target);
}
}
void SelectPutTargetState::SelectPutTarget(Card *card)
{
if (card && card->month == game->put_card->month)
{
// 取消高亮
for (list<Card *>::iterator it = game->field_cards.begin(); it != game->field_cards.end(); ++it)
{
if ((*it) && (*it)->month == card->month)
(*it)->highlighted = false;
}
// 将p1_put_move_to_target入队,将出牌的目标设为所选牌的上方
game->put_card->set_dest(card->get_upon_pos());
game->moving_cards.push_back(game->put_card);
game->earned_cards.push_back(card);
//null_item(field_cards, temp_card);
game->switch_state(fs_put_move); // todo: 这里实际上一个put_move状态即可
}
}
void SelectDrawTargetState::OnEnter()
{
PhaseState::OnEnter();
}
void SelectDrawTargetState::Update(sf::Time dt)
{
if (game->player_queue.front() != game->p2)
{
// 将可选牌高亮渲染
if (game->l_button_clicked)
{
Card *temp_card = game->get_point_card(game->field_cards);
// 如果点了可选的牌
// 其实完全可以把抽到的牌直接插到earned_cards的首位的,但为了容易理解,还是另用一个变量记录
/*if (temp_card && temp_card->month == drawn_card->month)
{
// 取消高亮
for (list<Card*>::iterator it = field_cards.begin(); it != field_cards.end(); ++it)
{
if ((*it) && (*it)->highlighted)
(*it)->highlighted = false;
}
// 将p1_put_move_to_target入队,将出牌的目标设为所选牌的上方
drawn_card->set_dest(temp_card->get_upon_pos());
moving_cards.push_back(drawn_card);
earned_cards.push_back(temp_card);
//null_item(field_cards, temp_card);
state_queue.pop_front();
state_queue.push_front(fs_draw_move);
}*/
select_draw_target(temp_card);
}
}
else
{
// AI选牌
Card *target = game->ai->select_draw_target(game->drawn_card, game->field_cards);
select_draw_target(target);
game->ai->earned(target);
}
}
void SelectDrawTargetState::select_draw_target(Card *card)
{
// TODO: 这里是对card的合法性再做一个判断,要与打出的牌同月才行。但earned_cards的顺序无法保证,与队首比较可能出问题而卡住
if (card && card->month == game->drawn_card->month)
{
// 取消高亮
for (list<Card *>::iterator it = game->field_cards.begin(); it != game->field_cards.end(); ++it)
{
if ((*it) && (*it)->month == card->month)
(*it)->highlighted = false;
}
// 将p1_put_move_to_target入队,将出牌的目标设为所选牌的上方
game->drawn_card->set_dest(card->get_upon_pos());
game->moving_cards.push_back(game->drawn_card);
game->earned_cards.push_back(card);
//null_item(field_cards, temp_card);
game->switch_state(fs_draw_move); // todo: 同样一个move状态即可
}
}
void PutMoveToTargetState::Update(sf::Time dt)
{
// 看看earned_cards中有几个元素,有2个就是场牌中有1或2张同月,有4个就是场牌中有3张同月
if (!game->moving_cards.empty())
{
if (game->move_cards(dt))
game->sound_put.play();
}
// 为了让被选的场牌在move_to_target过程中也能显示,在put中就先不从场牌中去掉了
// 而是在put_move_to_target结束后,再根据earned_cards去掉
/*for (list<Card*>::iterator it = earned_cards.begin(); it != earned_cards.end(); ++it)
{
// 场牌不能用remove_item
//remove_item(field_cards, (*it));
null_item(field_cards, *it);
}*/
else
{
// todo: 这里是流程队列和状态模式区别的重点,注意
// 等待一段时间,好让用户看清楚
//game->state_queue.push_back(game->state_dict[fs_draw]);
//flow_queue.push_back(fs_wait_interval);
//game->state_queue.push_back(game->state_dict[fs_put_get]);
// 这里在draw开始时,put_get已经完成了,所以不用担心earned_cards冲突
// 将put的全过程和draw的全过程彻底错开,放到put_get_move结束再入队
//game->state_queue.pop_front();
game->switch_state(fs_draw);
// todo: 其实如果把put_get用队列实现并切换到队首,也可以
}
}
// void DrawMoveToFieldState::Update(sf::Time dt)
// {
// //PhaseState::Update(dt);
// // draw_move_to_field之后当前玩家就没什么操作了,进行玩家队列操作,换下一个玩家
// if (!game->moving_cards.empty())
// {
// if (game->move_cards(dt))
// game->sound_put.play();
// } else
// {
// // 重整双方手牌,此时earned_cards为空
// game->player_queue.front()->format_cards();
// //game->state_queue.push_back(game->state_dict[fs_wait_interval]);
// //game->state_queue.push_back(game->state_dict[fs_detect_win]);
// //game->state_queue.pop_front();
// game->switch_state(fs_put_get, 0.5f);
// }
// }
void DrawMoveToTargetState::Update(sf::Time dt)
{
PhaseState::Update(dt);
if (!game->moving_cards.empty())
{
if (game->move_cards(dt))
game->sound_put.play();
}
else
{
//game->state_queue.push_back(game->state_dict[fs_draw_get]);
game->switch_state(fs_put_get, 0.5f);
}
}
void PutGetState::OnEnter()
{
PhaseState::OnEnter();
// FIXME: 且在这里先把drawn和putted清掉
game->drawn_card = nullptr;
game->put_card = nullptr;
// 对earned_cards中的所有卡实行赢取操作
for (list<Card *>::iterator it = game->earned_cards.begin(); it != game->earned_cards.end(); ++it)
{
game->moving_cards.push_back(*it);
game->player_queue.front()->earn(*it, game->current_month);
// 在这里再将牌从场牌消去
null_item(game->field_cards, *it);
// 这一步操作进行完以后,目的就已经达到了。各得牌列表有了真实的长度,可以算出正确的位置和便宜
// 同时新的得牌也已经在列表中,可以用format函数中生成的各种位置信息,为没有moving的原得牌设置pos
// 为有moving的新得牌设置dest。moving属性会在移动结束后消去,所以在移动中,渲染得牌部分时也不渲染有moving的
}
// 重整双方手牌
game->player_queue.front()->format_cards();
// 由于这个状态对于手牌出牌和抽牌出牌是通用的,所以转换状态之前要清空earned_cards
game->earned_cards.clear();
}
void PutGetState::Update(sf::Time dt)
{
PhaseState::Update(dt);
if (!game->moving_cards.empty())
{
game->move_cards(dt);
}
else
{
game->switch_state(fs_detect_win);
}
}
void DrawGetState::OnEnter()
{
PhaseState::OnEnter();
// 对earned_cards中的所有卡实行赢取操作
for (list<Card *>::iterator it = game->earned_cards.begin(); it != game->earned_cards.end(); ++it)
{
game->moving_cards.push_back(*it);
game->player_queue.front()->earn(*it, game->current_month);
// 在这里再将牌从场牌消去
null_item(game->field_cards, *it);
}
// 重整双方手牌
game->player_queue.front()->format_cards();
// 由于这个状态对于手牌出牌和抽牌出牌是通用的,所以转换状态之前要清空earned_cards
game->earned_cards.clear();
}
void DrawGetState::Update(sf::Time dt)
{
PhaseState::Update(dt);
if (!game->moving_cards.empty())
{
game->move_cards(dt);
}
else
{
game->state_queue.push_back(game->state_dict[fs_detect_win]);
game->state_queue.pop_front();
}
}
// void PutMoveToFieldState::Update(sf::Time dt)
// {
// if (!game->moving_cards.empty())
// {
// if (game->move_cards(dt))
// game->sound_put.play();
// } else
// {
// // 重整双方手牌,此时earned_cards为空
// game->player_queue.front()->format_cards();
// //game->flow_queue.push_back(fs_draw);
// //game->flow_queue.pop_front();
// game->switch_state(fs_draw);
// }
// }
void CheckWinState::OnEnter()
{
PhaseState::OnEnter();
bool has_new_win = false;
Player *p = game->player_queue.front();
// 五光
if (!p->earned_wins[FIVE_LIGHT] && p->earned_light.size() == 5)
{
p->earned_wins[FIVE_LIGHT] = true;
// 取消三光、四光、雨四光
p->earned_wins[THREE_LIGHT] = false;
p->earned_wins[FOUR_LIGHT] = false;
p->earned_wins[RAIN_FOUR_LIGHT] = false;
has_new_win = true;
}
// 四光
if (!p->earned_wins[FOUR_LIGHT] && !in_list(p->earned_light, &game->all_cards[40]) && p->earned_light.size() == 4)
{
p->earned_wins[FOUR_LIGHT] = true;
// 取消三光
p->earned_wins[THREE_LIGHT] = false;
has_new_win = true;
}
// 雨四光
if (!p->earned_wins[RAIN_FOUR_LIGHT] && in_list(p->earned_light, &game->all_cards[40]) &&
p->earned_light.size() == 4)
{
p->earned_wins[RAIN_FOUR_LIGHT] = true;
// 取消三光
p->earned_wins[THREE_LIGHT] = false;
has_new_win = true;
}
// 三光
if (!p->earned_wins[THREE_LIGHT] && !in_list(p->earned_light, &game->all_cards[40]) && p->earned_light.size() == 3)
{
p->earned_wins[THREE_LIGHT] = true;
has_new_win = true;
}
// 猪鹿蝶
if (!p->earned_wins[PDB] && p->win_pdb.size() == 3)
{
p->earned_wins[PDB] = true;
has_new_win = true;
}
// 赤短
if (!p->earned_wins[REDS] && p->win_reds.size() == 3)
{
p->earned_wins[REDS] = true;
has_new_win = true;
}
// 青短
if (!p->earned_wins[PURPLES] && p->win_purples.size() == 3)
{
p->earned_wins[PURPLES] = true;
has_new_win = true;
}
// 花见酒
if (!p->earned_wins[FWINE] && p->win_fwine.size() == 2)
{
p->earned_wins[FWINE] = true;
has_new_win = true;
}
// 月见酒
if (!p->earned_wins[MWINE] && p->win_mwine.size() == 2)
{
p->earned_wins[MWINE] = true;
has_new_win = true;
}
// 短册
if (!p->earned_wins[SBOOK] && p->win_sbook.size() >= 5)
{
p->earned_wins[SBOOK] = true;
has_new_win = true;
p->last_koikoi_sbook_length = p->win_sbook.size();
}
else if (p->win_sbook.size() > 5)
{
//p->earned_wins[SBOOK] = true;
if (p->win_sbook.size() > p->last_koikoi_sbook_length)
{
has_new_win = true;
p->last_koikoi_sbook_length = p->win_sbook.size();
}
}
// 种
if (!p->earned_wins[SEED] && p->win_seed.size() >= 5)
{
p->earned_wins[SEED] = true;
has_new_win = true;
p->last_koikoi_seed_length = p->win_seed.size();
}
else if (p->win_seed.size() > 5)
{
//p->earned_wins[SEED] = true;
if (p->win_seed.size() > p->last_koikoi_seed_length)
{
has_new_win = true;
p->last_koikoi_seed_length = p->win_seed.size();
}
}
// 皮
if (!p->earned_wins[SKIN] && p->win_skin.size() >= 10)
{
p->earned_wins[SKIN] = true;
has_new_win = true;
p->last_koikoi_skin_length = p->win_seed.size();
}
else if (p->win_skin.size() > 10)
{
//p->earned_wins[SKIN] = true;
if (p->win_skin.size() > p->last_koikoi_skin_length)
{
has_new_win = true;
p->last_koikoi_skin_length = p->win_seed.size();
}
}
// 月札
if (!p->earned_wins[MONTH_CARDS] && p->win_monthcards.size() == 4)
{
p->earned_wins[MONTH_CARDS] = true;
has_new_win = true;
}
if (has_new_win)
{
//game->state_queue.push_back(game->state_dict[fs_koikoi]);
game->switch_state(fs_koikoi);
game->selected_koikoi = false;
game->selected_end = false;
}
else
{
// todo: 下面这段注意,会有什么问题
game->switch_state(fs_end_turn);
// 我现在这里把两个fs_end_turn改成一个试试...万恶的分号
// if (game->state_queue.back() != game->state_dict[fs_end_turn])
// game->state_queue.push_back(game->state_dict[fs_end_turn]);
}
//game->state_queue.pop_front();
}
void KoikoiState::OnEnter()
{
PhaseState::OnEnter();
}
void KoikoiState::Update(sf::Time dt)
{
// 当玩家手牌已经出完时,没有koikoi选项,直接summary
if (game->player_queue.front()->hand_cards.empty())
{
game->switch_state(fs_summary);
}
else
{
if (game->selected_koikoi)
{
game->switch_state(fs_end_turn);
game->selected_koikoi = false;
}
if (game->selected_end)
{
game->switch_state(fs_summary);
game->selected_koikoi = false;
}
}
}
void SummaryState::OnEnter()
{
PhaseState::OnEnter();
// TODO: 这里可以判断一下双方是否有扎役。如果没有就要考虑亲权
int total = 0;
for (int i = 0; i < 14; ++i)
{
if (game->player_queue.front()->earned_wins[i])
{
if (cm.wins[i].name == u8"短册" && game->player_queue.front()->sbook_extra() > 0)
total += cm.wins[i].money + game->player_queue.front()->win_sbook.size() - 5;
else if (cm.wins[i].name == u8"种" && game->player_queue.front()->seed_extra() > 0)
total += cm.wins[i].money + game->player_queue.front()->win_seed.size() - 5;
else if (cm.wins[i].name == u8"皮" && game->player_queue.front()->skin_extra() > 0)
total += cm.wins[i].money + game->player_queue.front()->win_skin.size() - 5;
else
total += cm.wins[i].money;
}
}
// 由于每个玩家是自己将自身加入队尾的,所以这里基本可以确定输家也在player_queue里面
if (game->player_queue.back()->money >= total)
{
game->player_queue.front()->money += total;
game->player_queue.back()->money -= total;
}
else
{
game->player_queue.front()->money += game->player_queue.back()->money;
game->player_queue.back()->money = 0;
}
}
void SummaryState::Update(sf::Time dt)
{
}
void WaitIntervalState::Update(sf::Time dt)
{
game->interval_waited += dt;
if (game->interval_waited.asSeconds() >= WAIT_INTERVAL)
{
// 计时器清零
game->interval_waited = sf::Time::Zero;
game->state_queue.pop_front();
}
}
void EndTurnState::OnEnter()
{
PhaseState::OnEnter();
game->player_queue.push_back(game->player_queue.front());
game->player_queue.pop_front();
game->switch_state(fs_put);
}