This commit is contained in:
2026-06-18 17:31:10 +08:00
commit 6dd576158c
13 changed files with 2454 additions and 0 deletions
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# Python-generated files
__pycache__/
*.py[oc]
build/
dist/
wheels/
*.egg-info
# from ide
.vscode
.idea
# Virtual environments
.venv
venv
# config
settings.json
# logs
log/*
cmake-build-debug
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package game
import (
"fmt"
"math/rand"
"time"
)
type CardDef struct {
TypeID string
Name string
MP int
Priority int
Count int
Unusable bool
}
type Card struct {
UID string
TypeID string
Name string
MP int
}
var AllCardDefs = []CardDef{
{"student_council_president", "学生会长", 3, 4, 1, false},
{"class_monitor", "班长", 2, 4, 2, false},
{"honor_student", "优等生", 2, 4, 3, false},
{"discipline_committee_member", "风纪委员", 1, 4, 2, false},
{"library_committee_member", "图书委员", 1, 4, 3, false},
{"health_committee_member", "保健委员", 1, 4, 2, false},
{"young_lady", "大小姐", 1, 4, 3, false},
{"newspaper_club", "新闻部", 1, 4, 3, false},
{"go_home_club", "归宅部", 0, 5, 3, false},
{"infected_person", "感染者", 0, 2, 1, false},
{"accomplice", "共犯", 0, 3, 1, false},
{"culprit", "犯人", 0, 3, 1, true},
{"alien", "外星人", -1, 1, 1, false},
}
type RemoveRule struct {
TypeID string
Count int
}
type GameSetting struct {
PlayerCount int
HarmonyTarget int
RemoveCards []RemoveRule
TotalCards int
HandSize int
}
var GameSettings = map[int]GameSetting{
3: {3, 9, []RemoveRule{
{"library_committee_member", 1}, {"accomplice", 1}, {"honor_student", 1},
{"discipline_committee_member", 1}, {"young_lady", 1}, {"newspaper_club", 1}, {"go_home_club", 1},
}, 18, 6},
4: {4, 8, []RemoveRule{{"library_committee_member", 1}}, 24, 6},
5: {5, 7, nil, 25, 5},
6: {6, 6, []RemoveRule{{"library_committee_member", 1}}, 24, 4},
}
func BuildDeck(playerCount int) ([]*Card, GameSetting) {
setting := GameSettings[playerCount]
rng := rand.New(rand.NewSource(time.Now().UnixNano()))
removeCount := make(map[string]int)
for _, r := range setting.RemoveCards {
removeCount[r.TypeID] += r.Count
}
var deck []*Card
uid := 0
for _, def := range AllCardDefs {
toRemove := removeCount[def.TypeID]
toAdd := def.Count - toRemove
for i := 0; i < toAdd; i++ {
uid++
deck = append(deck, &Card{
UID: fmt.Sprintf("c_%03d", uid),
TypeID: def.TypeID,
Name: def.Name,
MP: def.MP,
})
}
}
rng.Shuffle(len(deck), func(i, j int) { deck[i], deck[j] = deck[j], deck[i] })
return deck, setting
}
func IsUnusable(typeID string) bool {
return typeID == "culprit"
}
func GetCardDef(typeID string) *CardDef {
for i := range AllCardDefs {
if AllCardDefs[i].TypeID == typeID {
return &AllCardDefs[i]
}
}
return nil
}
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package game
import "fmt"
type EffectState struct {
Active bool
CardTypeID string
CasterID string
Step int
WaitingFor string
ChoiceType string
ChoiceData map[string]interface{}
TempData map[string]interface{}
PendingResponses map[string]interface{}
AllCollected bool
}
func (e *Engine) triggerEffect(caster *PlayerState, card *Card) bool {
switch card.TypeID {
case "student_council_president", "culprit", "alien":
return false
case "library_committee_member":
return e.effectLibrary(caster)
case "discipline_committee_member":
return e.effectDiscipline(caster)
case "health_committee_member":
return e.effectHealth(caster)
case "go_home_club":
return e.effectGoHome(caster)
case "accomplice":
return e.effectAccomplice(caster)
case "class_monitor":
return e.effectClassMonitor(caster)
case "young_lady":
return e.effectYoungLady(caster)
case "newspaper_club":
return e.effectNewspaper(caster)
case "honor_student":
return e.effectHonorStudent(caster)
case "infected_person":
return e.effectInfected(caster)
}
return false
}
func (e *Engine) effectLibrary(caster *PlayerState) bool {
if len(e.HarmonyZone) == 0 {
return false
}
var cards []map[string]interface{}
for _, c := range e.HarmonyZone {
cards = append(cards, map[string]interface{}{
"uid": c.UID, "type_id": c.TypeID, "name": c.Name, "mp": c.MP,
})
}
e.Effect = &EffectState{
Active: true, CardTypeID: "library_committee_member", CasterID: caster.ID,
WaitingFor: caster.ID, ChoiceType: "view_cards", Step: 0,
ChoiceData: map[string]interface{}{"cards": cards, "message": "调和区的卡牌"},
}
return true
}
func (e *Engine) effectDiscipline(caster *PlayerState) bool {
var targets []map[string]interface{}
for _, p := range e.Players {
if p.ID != caster.ID && !p.IsExited && len(p.Hand) > 0 {
targets = append(targets, map[string]interface{}{"player_id": p.ID, "nickname": p.Nickname})
}
}
if len(targets) == 0 {
return false
}
e.Effect = &EffectState{
Active: true, CardTypeID: "discipline_committee_member", CasterID: caster.ID,
WaitingFor: caster.ID, ChoiceType: "select_player", Step: 0,
ChoiceData: map[string]interface{}{"targets": targets, "message": "选择要查看手牌的玩家"},
TempData: make(map[string]interface{}),
}
return true
}
func (e *Engine) effectHealth(caster *PlayerState) bool {
var cards []map[string]interface{}
for _, p := range e.Players {
for _, c := range p.SkillZone {
if c.TypeID != "health_committee_member" {
cards = append(cards, map[string]interface{}{
"uid": c.UID, "type_id": c.TypeID, "name": c.Name, "owner_id": p.ID,
})
}
}
}
if len(cards) == 0 {
return false
}
e.Effect = &EffectState{
Active: true, CardTypeID: "health_committee_member", CasterID: caster.ID,
WaitingFor: caster.ID, ChoiceType: "select_skill_card", Step: 0,
ChoiceData: map[string]interface{}{"cards": cards, "message": "选择一张已使用的牌加入手牌"},
}
return true
}
func (e *Engine) effectGoHome(caster *PlayerState) bool {
if len(e.HarmonyZone) == 0 || len(caster.Hand) == 0 {
return false
}
var handCards []map[string]interface{}
for _, c := range caster.Hand {
handCards = append(handCards, map[string]interface{}{"uid": c.UID, "type_id": c.TypeID, "name": c.Name})
}
e.Effect = &EffectState{
Active: true, CardTypeID: "go_home_club", CasterID: caster.ID,
WaitingFor: caster.ID, ChoiceType: "select_card_from_hand", Step: 0,
ChoiceData: map[string]interface{}{"cards": handCards, "message": "选择一张手牌与调和区交换"},
TempData: make(map[string]interface{}),
}
return true
}
func (e *Engine) effectAccomplice(caster *PlayerState) bool {
var cards []map[string]interface{}
for _, p := range e.Players {
for _, c := range p.ChallengeZone {
cards = append(cards, map[string]interface{}{
"uid": c.UID, "owner_id": p.ID,
})
}
}
if len(cards) == 0 {
return false
}
e.Effect = &EffectState{
Active: true, CardTypeID: "accomplice", CasterID: caster.ID,
WaitingFor: caster.ID, ChoiceType: "select_challenge_card", Step: 0,
ChoiceData: map[string]interface{}{"cards": cards, "message": "选择一张质疑区的牌"},
TempData: make(map[string]interface{}),
}
return true
}
func (e *Engine) effectClassMonitor(caster *PlayerState) bool {
var targets []map[string]interface{}
for _, p := range e.Players {
if !p.IsExited && len(p.Hand) > 0 {
targets = append(targets, map[string]interface{}{"player_id": p.ID, "nickname": p.Nickname})
}
}
if len(targets) < 2 {
return false
}
e.Effect = &EffectState{
Active: true, CardTypeID: "class_monitor", CasterID: caster.ID,
WaitingFor: caster.ID, ChoiceType: "select_player", Step: 0,
ChoiceData: map[string]interface{}{"targets": targets, "message": "选择换牌的第一名玩家(可以是自己)"},
TempData: make(map[string]interface{}),
}
return true
}
func (e *Engine) effectYoungLady(caster *PlayerState) bool {
var targets []map[string]interface{}
for _, p := range e.Players {
if p.ID != caster.ID && !p.IsExited && len(p.Hand) > 0 {
targets = append(targets, map[string]interface{}{"player_id": p.ID, "nickname": p.Nickname})
}
}
if len(targets) == 0 {
return false
}
e.Effect = &EffectState{
Active: true, CardTypeID: "young_lady", CasterID: caster.ID,
WaitingFor: caster.ID, ChoiceType: "select_player", Step: 0,
ChoiceData: map[string]interface{}{"targets": targets, "message": "选择一名玩家抽取手牌"},
TempData: make(map[string]interface{}),
}
return true
}
func (e *Engine) effectNewspaper(caster *PlayerState) bool {
e.Effect = &EffectState{
Active: true, CardTypeID: "newspaper_club", CasterID: caster.ID,
ChoiceType: "all_select_card", Step: 0,
ChoiceData: map[string]interface{}{"message": "选择一张手牌传给左手边的玩家"},
PendingResponses: make(map[string]interface{}),
}
for _, p := range e.Players {
if !p.IsExited && len(p.Hand) > 0 {
e.Effect.WaitingFor = p.ID
}
}
return true
}
func (e *Engine) effectHonorStudent(caster *PlayerState) bool {
var culpritHolder, alienHolder string
for _, p := range e.Players {
if p.ID == caster.ID {
continue
}
for _, c := range p.Hand {
if c.TypeID == "culprit" {
culpritHolder = p.ID
}
if c.TypeID == "alien" {
alienHolder = p.ID
}
}
}
e.Effect = &EffectState{
Active: true, CardTypeID: "honor_student", CasterID: caster.ID,
TempData: map[string]interface{}{
"culprit_holder": culpritHolder,
"alien_holder": alienHolder,
},
}
if culpritHolder != "" {
cp := e.GetPlayer(culpritHolder)
if cp != nil && !cp.IsExited {
e.Effect.Step = 0
e.Effect.WaitingFor = culpritHolder
e.Effect.ChoiceType = "select_option"
e.Effect.ChoiceData = map[string]interface{}{
"message": "有人使用了优等生!你是犯人,必须吐出舌头。",
"options": []map[string]interface{}{
{"value": "long", "label": "吐长舌头"},
{"value": "short", "label": "吐短舌头"},
},
}
return true
}
}
if alienHolder != "" {
ap := e.GetPlayer(alienHolder)
if ap != nil && !ap.IsExited {
e.Effect.Step = 1
e.Effect.WaitingFor = alienHolder
e.Effect.ChoiceType = "select_option"
e.Effect.ChoiceData = map[string]interface{}{
"message": "有人使用了优等生!你是外星人,是否要装作犯人吐舌头?",
"options": []map[string]interface{}{
{"value": "long", "label": "吐长舌头"},
{"value": "short", "label": "吐短舌头"},
{"value": "none", "label": "不吐舌头"},
},
}
return true
}
}
e.Effect.Step = 99
e.Effect.WaitingFor = caster.ID
e.Effect.ChoiceType = "view_cards"
e.Effect.ChoiceData = map[string]interface{}{"message": "优等生效果:没有人吐舌头"}
return true
}
func (e *Engine) effectInfected(caster *PlayerState) bool {
if len(caster.Hand) <= 1 {
return false
}
caster.InfectedActive = true
return false
}
// HandleEffectResponse processes a player's response during effect resolution
func (e *Engine) HandleEffectResponse(playerID string, response map[string]interface{}) error {
ef := e.Effect
if ef == nil || !ef.Active {
return fmt.Errorf("no active effect")
}
switch ef.CardTypeID {
case "library_committee_member", "student_council_president":
return e.finishEffect()
case "discipline_committee_member":
return e.respondDiscipline(playerID, response)
case "health_committee_member":
return e.respondHealth(playerID, response)
case "go_home_club":
return e.respondGoHome(playerID, response)
case "accomplice":
return e.respondAccomplice(playerID, response)
case "class_monitor":
return e.respondClassMonitor(playerID, response)
case "young_lady":
return e.respondYoungLady(playerID, response)
case "newspaper_club":
return e.respondNewspaper(playerID, response)
case "honor_student":
return e.respondHonorStudent(playerID, response)
case "infected_person":
return e.respondInfected(playerID, response)
}
return e.finishEffect()
}
func (e *Engine) respondDiscipline(pid string, resp map[string]interface{}) error {
ef := e.Effect
if ef.Step == 0 {
tid, _ := resp["player_id"].(string)
target := e.GetPlayer(tid)
if target == nil {
return fmt.Errorf("invalid target")
}
var cards []map[string]interface{}
for _, c := range target.Hand {
cards = append(cards, map[string]interface{}{"uid": c.UID, "type_id": c.TypeID, "name": c.Name, "mp": c.MP})
}
ef.Step = 1
ef.ChoiceType = "view_cards"
ef.ChoiceData = map[string]interface{}{"cards": cards, "message": target.Nickname + " 的手牌"}
return nil
}
return e.finishEffect()
}
func (e *Engine) respondHealth(pid string, resp map[string]interface{}) error {
uid, _ := resp["card_uid"].(string)
for _, p := range e.Players {
for i, c := range p.SkillZone {
if c.UID == uid && c.TypeID != "health_committee_member" {
p.SkillZone = append(p.SkillZone[:i], p.SkillZone[i+1:]...)
caster := e.GetPlayer(e.Effect.CasterID)
caster.Hand = append(caster.Hand, c)
return e.finishEffect()
}
}
}
return fmt.Errorf("card not found")
}
func (e *Engine) respondGoHome(pid string, resp map[string]interface{}) error {
ef := e.Effect
if ef.Step == 0 {
uid, _ := resp["card_uid"].(string)
ef.TempData["hand_card_uid"] = uid
ef.Step = 1
var hCards []map[string]interface{}
for i, c := range e.HarmonyZone {
hCards = append(hCards, map[string]interface{}{"uid": c.UID, "index": i})
}
ef.ChoiceType = "select_harmony_card"
ef.ChoiceData = map[string]interface{}{"cards": hCards, "message": "选择调和区的一张牌"}
return nil
}
hUID, _ := resp["card_uid"].(string)
handUID, _ := ef.TempData["hand_card_uid"].(string)
caster := e.GetPlayer(ef.CasterID)
var handCard *Card
for i, c := range caster.Hand {
if c.UID == handUID {
handCard = c
caster.Hand = append(caster.Hand[:i], caster.Hand[i+1:]...)
break
}
}
var harmonyCard *Card
for i, c := range e.HarmonyZone {
if c.UID == hUID {
harmonyCard = c
e.HarmonyZone = append(e.HarmonyZone[:i], e.HarmonyZone[i+1:]...)
break
}
}
if handCard != nil {
e.HarmonyZone = append(e.HarmonyZone, handCard)
}
if harmonyCard != nil {
caster.Hand = append(caster.Hand, harmonyCard)
}
return e.finishEffect()
}
func (e *Engine) respondAccomplice(pid string, resp map[string]interface{}) error {
ef := e.Effect
if ef.Step == 0 {
uid, _ := resp["card_uid"].(string)
ef.TempData["challenge_uid"] = uid
owner, _ := resp["owner_id"].(string)
ef.TempData["challenge_owner"] = owner
ef.Step = 1
var targets []map[string]interface{}
for _, p := range e.Players {
if p.ID != owner {
targets = append(targets, map[string]interface{}{"player_id": p.ID, "nickname": p.Nickname})
}
}
ef.ChoiceType = "select_player"
ef.ChoiceData = map[string]interface{}{"targets": targets, "message": "选择转移到哪个玩家面前"}
return nil
}
targetID, _ := resp["player_id"].(string)
cUID, _ := ef.TempData["challenge_uid"].(string)
ownerID, _ := ef.TempData["challenge_owner"].(string)
owner := e.GetPlayer(ownerID)
target := e.GetPlayer(targetID)
if owner == nil || target == nil {
return e.finishEffect()
}
for i, c := range owner.ChallengeZone {
if c.UID == cUID {
owner.ChallengeZone = append(owner.ChallengeZone[:i], owner.ChallengeZone[i+1:]...)
target.ChallengeZone = append(target.ChallengeZone, c)
break
}
}
return e.finishEffect()
}
func (e *Engine) respondClassMonitor(pid string, resp map[string]interface{}) error {
ef := e.Effect
if ef.Step == 0 {
aid, _ := resp["player_id"].(string)
ef.TempData["player_a_id"] = aid
ef.Step = 1
var targets []map[string]interface{}
for _, p := range e.Players {
if p.ID != aid && !p.IsExited && len(p.Hand) > 0 {
targets = append(targets, map[string]interface{}{"player_id": p.ID, "nickname": p.Nickname})
}
}
ef.WaitingFor = ef.CasterID
ef.ChoiceType = "select_player"
ef.ChoiceData = map[string]interface{}{"targets": targets, "message": "选择换牌的第二名玩家"}
return nil
}
if ef.Step == 1 {
bid, _ := resp["player_id"].(string)
ef.TempData["player_b_id"] = bid
ef.Step = 2
aid, _ := ef.TempData["player_a_id"].(string)
playerA := e.GetPlayer(aid)
ef.WaitingFor = aid
var cards []map[string]interface{}
for _, c := range playerA.Hand {
cards = append(cards, map[string]interface{}{"uid": c.UID, "type_id": c.TypeID, "name": c.Name})
}
ef.ChoiceType = "select_card_from_hand"
ef.ChoiceData = map[string]interface{}{"cards": cards, "message": playerA.Nickname + ":选择一张手牌交给对方"}
return nil
}
if ef.Step == 2 {
uid, _ := resp["card_uid"].(string)
ef.TempData["card_a_uid"] = uid
ef.Step = 3
bid, _ := ef.TempData["player_b_id"].(string)
playerB := e.GetPlayer(bid)
ef.WaitingFor = bid
var cards []map[string]interface{}
for _, c := range playerB.Hand {
cards = append(cards, map[string]interface{}{"uid": c.UID, "type_id": c.TypeID, "name": c.Name})
}
ef.ChoiceType = "select_card_from_hand"
ef.ChoiceData = map[string]interface{}{"cards": cards, "message": playerB.Nickname + ":选择一张手牌交给对方"}
return nil
}
bUID, _ := resp["card_uid"].(string)
aUID, _ := ef.TempData["card_a_uid"].(string)
aid, _ := ef.TempData["player_a_id"].(string)
bid, _ := ef.TempData["player_b_id"].(string)
pA := e.GetPlayer(aid)
pB := e.GetPlayer(bid)
var cA, cB *Card
for i, c := range pA.Hand {
if c.UID == aUID {
cA = c
pA.Hand = append(pA.Hand[:i], pA.Hand[i+1:]...)
break
}
}
for i, c := range pB.Hand {
if c.UID == bUID {
cB = c
pB.Hand = append(pB.Hand[:i], pB.Hand[i+1:]...)
break
}
}
if cA != nil {
pB.Hand = append(pB.Hand, cA)
}
if cB != nil {
pA.Hand = append(pA.Hand, cB)
}
return e.finishEffect()
}
func (e *Engine) respondYoungLady(pid string, resp map[string]interface{}) error {
ef := e.Effect
caster := e.GetPlayer(ef.CasterID)
if ef.Step == 0 {
tid, _ := resp["player_id"].(string)
target := e.GetPlayer(tid)
if target == nil || len(target.Hand) == 0 {
return e.finishEffect()
}
drawn := target.Hand[e.rng.Intn(len(target.Hand))]
e.removeFromHand(target, drawn.UID)
caster.Hand = append(caster.Hand, drawn)
ef.TempData["target_id"] = tid
ef.Step = 1
ef.WaitingFor = ef.CasterID
var cards []map[string]interface{}
for _, c := range caster.Hand {
cards = append(cards, map[string]interface{}{"uid": c.UID, "type_id": c.TypeID, "name": c.Name})
}
ef.ChoiceType = "select_card_from_hand"
ef.ChoiceData = map[string]interface{}{
"cards": cards,
"message": "从 " + target.Nickname + " 抽到了「" + drawn.Name + "」,选择一张手牌反面返还",
}
return nil
}
uid, _ := resp["card_uid"].(string)
tid, _ := ef.TempData["target_id"].(string)
target := e.GetPlayer(tid)
for i, c := range caster.Hand {
if c.UID == uid {
caster.Hand = append(caster.Hand[:i], caster.Hand[i+1:]...)
if target != nil {
target.Hand = append(target.Hand, c)
}
break
}
}
return e.finishEffect()
}
func (e *Engine) respondNewspaper(pid string, resp map[string]interface{}) error {
ef := e.Effect
uid, _ := resp["card_uid"].(string)
ef.PendingResponses[pid] = uid
allDone := true
for _, p := range e.Players {
if !p.IsExited && len(p.Hand) > 0 {
if _, ok := ef.PendingResponses[p.ID]; !ok {
allDone = false
break
}
}
}
if !allDone {
return nil
}
type passInfo struct {
from *PlayerState
card *Card
}
var passes []passInfo
activePlayers := e.getActivePlayers()
for _, p := range activePlayers {
uidStr, ok := ef.PendingResponses[p.ID].(string)
if !ok {
continue
}
for _, c := range p.Hand {
if c.UID == uidStr {
passes = append(passes, passInfo{from: p, card: c})
break
}
}
}
for _, pi := range passes {
e.removeFromHand(pi.from, pi.card.UID)
}
for i, pi := range passes {
nextIdx := (i + 1) % len(activePlayers)
activePlayers[nextIdx].Hand = append(activePlayers[nextIdx].Hand, pi.card)
}
return e.finishEffect()
}
func (e *Engine) respondHonorStudent(pid string, resp map[string]interface{}) error {
ef := e.Effect
if ef.Step == 0 {
tongue, _ := resp["value"].(string)
culpritID, _ := ef.TempData["culprit_holder"].(string)
cp := e.GetPlayer(culpritID)
name := culpritID
if cp != nil {
name = cp.Nickname
}
tongues := []interface{}{map[string]interface{}{"nickname": name, "tongue": tongue}}
ef.TempData["tongues"] = tongues
alienHolder, _ := ef.TempData["alien_holder"].(string)
if alienHolder != "" {
ap := e.GetPlayer(alienHolder)
if ap != nil && !ap.IsExited {
ef.Step = 1
ef.WaitingFor = alienHolder
ef.ChoiceType = "select_option"
ef.ChoiceData = map[string]interface{}{
"message": "有人使用了优等生!你是外星人,是否要装作犯人吐舌头?",
"options": []interface{}{
map[string]interface{}{"value": "long", "label": "吐长舌头"},
map[string]interface{}{"value": "short", "label": "吐短舌头"},
map[string]interface{}{"value": "none", "label": "不吐舌头"},
},
}
return nil
}
}
return e.showHonorResult()
}
if ef.Step == 1 {
tongue, _ := resp["value"].(string)
if tongue != "none" {
alienHolder, _ := ef.TempData["alien_holder"].(string)
ap := e.GetPlayer(alienHolder)
name := alienHolder
if ap != nil {
name = ap.Nickname
}
tongues, _ := ef.TempData["tongues"].([]interface{})
tongues = append(tongues, map[string]interface{}{"nickname": name, "tongue": tongue})
ef.TempData["tongues"] = tongues
}
return e.showHonorResult()
}
return e.finishEffect()
}
func (e *Engine) showHonorResult() error {
ef := e.Effect
tongues, _ := ef.TempData["tongues"].([]interface{})
msg := fmt.Sprintf("优等生效果:%d人吐了舌头\n", len(tongues))
for _, t := range tongues {
tm, _ := t.(map[string]interface{})
nick, _ := tm["nickname"].(string)
tongue, _ := tm["tongue"].(string)
label := "长舌头"
if tongue == "short" {
label = "短舌头"
}
msg += fmt.Sprintf(" • %s — %s\n", nick, label)
}
ef.Step = 99
ef.WaitingFor = ef.CasterID
ef.ChoiceType = "view_cards"
ef.ChoiceData = map[string]interface{}{"message": msg, "tongues": tongues}
return nil
}
func (e *Engine) finishEffect() error {
e.Effect = nil
caster := e.GetPlayer(e.Players[e.CurrentTurn].ID)
e.finishTurn(caster)
return nil
}
func (e *Engine) getActivePlayers() []*PlayerState {
var active []*PlayerState
for _, p := range e.Players {
if !p.IsExited && len(p.Hand) > 0 {
active = append(active, p)
}
}
return active
}
func (e *Engine) CheckInfectedEffect() bool {
p := e.CurrentPlayer()
if p == nil || !p.InfectedActive {
return false
}
still := false
for _, c := range p.SkillZone {
if c.TypeID == "infected_person" {
still = true
break
}
}
if !still || len(e.HarmonyZone) == 0 {
p.InfectedActive = false
return false
}
p.InfectedActive = false
var hCards []map[string]interface{}
for _, c := range e.HarmonyZone {
hCards = append(hCards, map[string]interface{}{"uid": c.UID})
}
e.Effect = &EffectState{
Active: true, CardTypeID: "infected_person", CasterID: p.ID,
WaitingFor: p.ID, ChoiceType: "select_harmony_card", Step: 0,
ChoiceData: map[string]interface{}{"cards": hCards, "message": "感染者效果:选择调和区的一张牌加入手牌"},
}
return true
}
func (e *Engine) respondInfected(pid string, resp map[string]interface{}) error {
uid, _ := resp["card_uid"].(string)
caster := e.GetPlayer(e.Effect.CasterID)
for i, c := range e.HarmonyZone {
if c.UID == uid {
e.HarmonyZone = append(e.HarmonyZone[:i], e.HarmonyZone[i+1:]...)
caster.Hand = append(caster.Hand, c)
break
}
}
e.Effect = nil
return nil
}
+349
View File
@@ -0,0 +1,349 @@
package game
import (
"errors"
"fmt"
"math/rand"
"time"
)
type PlayerState struct {
ID string
Nickname string
IsBot bool
Hand []*Card
SkillZone []*Card
ChallengeZone []*Card
IsExited bool
InfectedActive bool
}
type Engine struct {
Players []*PlayerState
HarmonyZone []*Card
CurrentTurn int
Phase string
TurnPhase string
HarmonyTarget int
Setting GameSetting
SelectedCard *Card
SelectedBy string
Effect *EffectState
rng *rand.Rand
}
func NewEngine(playerIDs []string, nicknames []string, botFlags []bool, playerCount int) *Engine {
e := &Engine{
Phase: "dealing",
rng: rand.New(rand.NewSource(time.Now().UnixNano())),
}
for i, pid := range playerIDs {
e.Players = append(e.Players, &PlayerState{
ID: pid, Nickname: nicknames[i], IsBot: botFlags[i],
})
}
return e
}
func (e *Engine) Deal() {
deck, setting := BuildDeck(len(e.Players))
e.Setting = setting
e.HarmonyTarget = setting.HarmonyTarget
idx := 0
for idx < len(deck) {
for _, p := range e.Players {
if idx >= len(deck) {
break
}
p.Hand = append(p.Hand, deck[idx])
idx++
}
}
e.CurrentTurn = e.findStartingPlayer()
e.Phase = "playing"
e.TurnPhase = "select_card"
e.startTurn()
}
func (e *Engine) findStartingPlayer() int {
for i, p := range e.Players {
for _, c := range p.Hand {
if c.TypeID == "student_council_president" {
return i
}
}
}
return e.rng.Intn(len(e.Players))
}
func (e *Engine) startTurn() {
if e.CheckInfectedEffect() {
e.TurnPhase = "effect_resolving"
} else {
e.TurnPhase = "select_card"
}
}
func (e *Engine) CurrentPlayer() *PlayerState {
if e.CurrentTurn < 0 || e.CurrentTurn >= len(e.Players) {
return nil
}
return e.Players[e.CurrentTurn]
}
func (e *Engine) GetPlayer(id string) *PlayerState {
for _, p := range e.Players {
if p.ID == id {
return p
}
}
return nil
}
func (e *Engine) SelectCard(playerID, cardUID string) error {
if e.Phase != "playing" || e.TurnPhase != "select_card" {
return errors.New("cannot select card now")
}
cp := e.CurrentPlayer()
if cp == nil || cp.ID != playerID {
return errors.New("not your turn")
}
for _, c := range cp.Hand {
if c.UID == cardUID {
if IsUnusable(c.TypeID) {
return fmt.Errorf("「%s」无法被使用", c.Name)
}
e.SelectedCard = c
e.SelectedBy = playerID
e.TurnPhase = "select_action"
return nil
}
}
return errors.New("card not in hand")
}
func (e *Engine) ConfirmAction(playerID, action string, targetPlayerID string) error {
if e.Phase != "playing" {
return errors.New("not playing")
}
cp := e.CurrentPlayer()
if cp == nil || cp.ID != playerID {
return errors.New("not your turn")
}
if e.SelectedCard == nil {
return errors.New("no card selected")
}
switch action {
case "skill":
return e.doSkill(cp)
case "harmony":
return e.doHarmony(cp)
case "challenge":
if e.TurnPhase == "select_action" && targetPlayerID == "" {
e.TurnPhase = "select_target"
return nil
}
return e.doChallenge(cp, targetPlayerID)
}
return errors.New("unknown action")
}
func (e *Engine) doSkill(p *PlayerState) error {
card := e.SelectedCard
e.removeFromHand(p, card.UID)
p.SkillZone = append(p.SkillZone, card)
e.SelectedCard = nil
e.SelectedBy = ""
if e.triggerEffect(p, card) {
e.TurnPhase = "effect_resolving"
return nil
}
e.finishTurn(p)
return nil
}
func (e *Engine) doHarmony(p *PlayerState) error {
card := e.SelectedCard
e.removeFromHand(p, card.UID)
e.HarmonyZone = append(e.HarmonyZone, card)
e.SelectedCard = nil
e.SelectedBy = ""
e.finishTurn(p)
return nil
}
func (e *Engine) doChallenge(p *PlayerState, targetID string) error {
if targetID == "" || targetID == p.ID {
return errors.New("invalid challenge target")
}
target := e.GetPlayer(targetID)
if target == nil {
return errors.New("target not found")
}
card := e.SelectedCard
e.removeFromHand(p, card.UID)
target.ChallengeZone = append(target.ChallengeZone, card)
e.SelectedCard = nil
e.SelectedBy = ""
e.finishTurn(p)
return nil
}
func (e *Engine) finishTurn(p *PlayerState) {
if len(p.Hand) <= 1 {
p.IsExited = true
}
if e.allExited() {
e.Phase = "all_exited"
e.TurnPhase = ""
return
}
e.advanceTurn()
e.startTurn()
}
func (e *Engine) advanceTurn() {
n := len(e.Players)
next := (e.CurrentTurn + 1) % n
for i := 0; i < n; i++ {
if !e.Players[next].IsExited {
e.CurrentTurn = next
return
}
next = (next + 1) % n
}
}
func (e *Engine) allExited() bool {
for _, p := range e.Players {
if !p.IsExited {
return false
}
}
return true
}
func (e *Engine) removeFromHand(p *PlayerState, uid string) {
for i, c := range p.Hand {
if c.UID == uid {
p.Hand = append(p.Hand[:i], p.Hand[i+1:]...)
return
}
}
}
func (e *Engine) IsEffectResolving() bool {
return e.Effect != nil && e.Effect.Active
}
func (e *Engine) EffectNeedsResponseFrom(playerID string) bool {
if !e.IsEffectResolving() {
return false
}
ef := e.Effect
if ef.ChoiceType == "all_select_card" {
_, done := ef.PendingResponses[playerID]
p := e.GetPlayer(playerID)
return !done && p != nil && !p.IsExited && len(p.Hand) > 0
}
return ef.WaitingFor == playerID
}
func (e *Engine) BotAutoPlay(playerID string) (string, string) {
p := e.GetPlayer(playerID)
if p == nil || !p.IsBot || p.IsExited {
return "", ""
}
var playable []*Card
for _, c := range p.Hand {
if !IsUnusable(c.TypeID) {
playable = append(playable, c)
}
}
if len(playable) == 0 {
return "", ""
}
card := playable[e.rng.Intn(len(playable))]
e.SelectedCard = card
e.SelectedBy = playerID
roll := e.rng.Intn(10)
if roll < 4 {
return "harmony", ""
} else if roll < 7 {
return "skill", ""
} else {
var targets []string
for _, o := range e.Players {
if o.ID != playerID && !o.IsExited {
targets = append(targets, o.ID)
}
}
if len(targets) == 0 {
return "harmony", ""
}
return "challenge", targets[e.rng.Intn(len(targets))]
}
}
func (e *Engine) BotAutoEffectResponse(playerID string) map[string]interface{} {
ef := e.Effect
if ef == nil || !ef.Active {
return nil
}
p := e.GetPlayer(playerID)
if p == nil {
return nil
}
resp := make(map[string]interface{})
switch ef.ChoiceType {
case "view_cards":
resp["ok"] = true
case "select_player":
if targets, ok := ef.ChoiceData["targets"].([]map[string]interface{}); ok && len(targets) > 0 {
resp["player_id"] = targets[e.rng.Intn(len(targets))]["player_id"]
}
case "select_card_from_hand", "all_select_card":
if len(p.Hand) > 0 {
playable := p.Hand
var filtered []*Card
for _, c := range playable {
if !IsUnusable(c.TypeID) {
filtered = append(filtered, c)
}
}
if len(filtered) > 0 {
playable = filtered
}
resp["card_uid"] = playable[e.rng.Intn(len(playable))].UID
}
case "select_skill_card":
if cards, ok := ef.ChoiceData["cards"].([]map[string]interface{}); ok && len(cards) > 0 {
resp["card_uid"] = cards[e.rng.Intn(len(cards))]["uid"]
}
case "select_challenge_card":
if cards, ok := ef.ChoiceData["cards"].([]map[string]interface{}); ok && len(cards) > 0 {
c := cards[e.rng.Intn(len(cards))]
resp["card_uid"] = c["uid"]
resp["owner_id"] = c["owner_id"]
}
case "select_harmony_card":
if cards, ok := ef.ChoiceData["cards"].([]map[string]interface{}); ok && len(cards) > 0 {
resp["card_uid"] = cards[e.rng.Intn(len(cards))]["uid"]
}
case "yes_no":
resp["yes"] = e.rng.Intn(2) == 0
case "select_option":
if opts, ok := ef.ChoiceData["options"].([]map[string]interface{}); ok && len(opts) > 0 {
resp["value"] = opts[e.rng.Intn(len(opts))]["value"]
} else if opts2, ok := ef.ChoiceData["options"].([]interface{}); ok && len(opts2) > 0 {
if m, ok := opts2[e.rng.Intn(len(opts2))].(map[string]interface{}); ok {
resp["value"] = m["value"]
}
}
}
return resp
}
+189
View File
@@ -0,0 +1,189 @@
package game
type victoryCheck struct {
ID string
Nickname string
CardType string
CardName string
Priority int
Met bool
}
func (e *Engine) RunSettlement() map[string]interface{} {
harmony := e.settleHarmony()
challenge := e.settleChallenge()
harmonyOK := harmony["success"].(bool)
imprisoned := challenge["imprisoned"].([]string)
victory := e.settleVictory(harmonyOK, imprisoned)
return map[string]interface{}{
"harmony": harmony, "challenge": challenge, "victory": victory,
}
}
func (e *Engine) settleHarmony() map[string]interface{} {
var cards []map[string]interface{}
total := 0
for _, c := range e.HarmonyZone {
cards = append(cards, map[string]interface{}{
"uid": c.UID, "type_id": c.TypeID, "name": c.Name, "mp": c.MP,
})
total += c.MP
}
return map[string]interface{}{
"cards": cards, "total_mp": total, "target": e.HarmonyTarget,
"success": total >= e.HarmonyTarget,
}
}
func (e *Engine) settleChallenge() map[string]interface{} {
var perPlayer []map[string]interface{}
maxMP := 0
for _, p := range e.Players {
var cards []map[string]interface{}
total := 0
for _, c := range p.ChallengeZone {
eff := c.MP
if eff < 0 {
eff = 0
}
total += eff
cards = append(cards, map[string]interface{}{
"uid": c.UID, "type_id": c.TypeID, "name": c.Name, "mp": c.MP, "effective_mp": eff,
})
}
perPlayer = append(perPlayer, map[string]interface{}{
"player_id": p.ID, "nickname": p.Nickname, "cards": cards, "total_mp": total,
})
if total > maxMP {
maxMP = total
}
}
allSame := true
for _, pp := range perPlayer {
if pp["total_mp"].(int) != perPlayer[0]["total_mp"].(int) {
allSame = false
break
}
}
var imprisoned []string
if !allSame && maxMP > 0 {
for _, pp := range perPlayer {
if pp["total_mp"].(int) == maxMP {
imprisoned = append(imprisoned, pp["player_id"].(string))
}
}
}
return map[string]interface{}{
"per_player": perPlayer, "max_mp": maxMP, "imprisoned": imprisoned,
}
}
func (e *Engine) settleVictory(harmonyOK bool, imprisoned []string) map[string]interface{} {
isJailed := func(pid string) bool {
for _, id := range imprisoned {
if id == pid {
return true
}
}
return false
}
var all []victoryCheck
for _, p := range e.Players {
if len(p.Hand) == 0 {
continue
}
last := p.Hand[0]
def := GetCardDef(last.TypeID)
if def == nil {
continue
}
all = append(all, victoryCheck{
ID: p.ID, Nickname: p.Nickname,
CardType: last.TypeID, CardName: last.Name, Priority: def.Priority,
})
}
culpritWins := false
for pri := 1; pri <= 5; pri++ {
var group []int
for i, vc := range all {
if vc.Priority == pri {
group = append(group, i)
}
}
if len(group) == 0 {
continue
}
for _, i := range group {
switch all[i].CardType {
case "culprit":
all[i].Met = !isJailed(all[i].ID)
if all[i].Met {
culpritWins = true
}
}
}
for _, i := range group {
switch all[i].CardType {
case "alien":
all[i].Met = isJailed(all[i].ID)
case "infected_person":
all[i].Met = !harmonyOK
case "accomplice":
all[i].Met = culpritWins
case "go_home_club":
all[i].Met = true
case "culprit":
// already set above
default:
all[i].Met = harmonyOK
}
}
anyWin := false
for _, i := range group {
if all[i].Met {
anyWin = true
break
}
}
if !anyWin {
continue
}
var winners []map[string]interface{}
for _, i := range group {
if all[i].Met {
winners = append(winners, vcToMap(all[i]))
}
}
return map[string]interface{}{
"checks": allToMaps(all), "winners": winners,
"winning_priority": pri, "end_type": "normal",
}
}
return map[string]interface{}{
"checks": allToMaps(all), "winners": []map[string]interface{}{}, "end_type": "all_dead",
}
}
func vcToMap(vc victoryCheck) map[string]interface{} {
return map[string]interface{}{
"player_id": vc.ID, "nickname": vc.Nickname,
"card_type": vc.CardType, "card_name": vc.CardName,
"priority": vc.Priority, "met": vc.Met,
}
}
func allToMaps(all []victoryCheck) []map[string]interface{} {
var r []map[string]interface{}
for _, vc := range all {
r = append(r, vcToMap(vc))
}
return r
}
+77
View File
@@ -0,0 +1,77 @@
package game
func (e *Engine) Snapshot(forPlayerID string) map[string]interface{} {
cp := e.CurrentPlayer()
currentTurnID := ""
if cp != nil {
currentTurnID = cp.ID
}
snap := map[string]interface{}{
"phase": e.Phase,
"turn_phase": e.TurnPhase,
"current_turn": currentTurnID,
"your_player_id": forPlayerID,
"harmony_target": e.HarmonyTarget,
}
var players []map[string]interface{}
for _, p := range e.Players {
pi := map[string]interface{}{
"player_id": p.ID,
"nickname": p.Nickname,
"is_bot": p.IsBot,
"is_exited": p.IsExited,
"hand_card_count": len(p.Hand),
"challenge_zone_count": len(p.ChallengeZone),
}
var skill []map[string]interface{}
for _, c := range p.SkillZone {
skill = append(skill, map[string]interface{}{
"uid": c.UID, "type_id": c.TypeID, "name": c.Name, "mp": c.MP,
})
}
pi["skill_zone"] = skill
players = append(players, pi)
}
snap["players"] = players
me := e.GetPlayer(forPlayerID)
var hand []map[string]interface{}
if me != nil {
for _, c := range me.Hand {
hand = append(hand, map[string]interface{}{
"uid": c.UID, "type_id": c.TypeID, "name": c.Name, "mp": c.MP,
})
}
}
snap["hand_cards"] = hand
var harmony []map[string]interface{}
for _, c := range e.HarmonyZone {
harmony = append(harmony, map[string]interface{}{
"uid": c.UID, "face_up": false,
})
}
snap["harmony_zone"] = harmony
if e.Effect != nil && e.Effect.Active {
ef := e.Effect
effectInfo := map[string]interface{}{
"active": true,
"card_type": ef.CardTypeID,
"caster_id": ef.CasterID,
}
if e.EffectNeedsResponseFrom(forPlayerID) {
effectInfo["needs_response"] = true
effectInfo["choice_type"] = ef.ChoiceType
effectInfo["choice_data"] = ef.ChoiceData
} else {
effectInfo["needs_response"] = false
effectInfo["waiting_message"] = "等待效果结算中..."
}
snap["effect"] = effectInfo
}
return snap
}
+5
View File
@@ -0,0 +1,5 @@
module Embalming_Girl_Server
go 1.22
require github.com/gorilla/websocket v1.5.3
+2
View File
@@ -0,0 +1,2 @@
github.com/gorilla/websocket v1.5.3 h1:saDtZ6Pbx/0u+bgYQ3q96pZgCzfhKXGPqt7kZ72aNNg=
github.com/gorilla/websocket v1.5.3/go.mod h1:YR8l580nyteQvAITg2hZ9XVh4b55+EU/adAjf1fMHhE=
+626
View File
@@ -0,0 +1,626 @@
package handler
import (
"Embalming_Girl_Server/game"
"Embalming_Girl_Server/room"
"encoding/json"
"log"
"math/rand"
"net/http"
"sync"
"time"
"github.com/gorilla/websocket"
)
var upgrader = websocket.Upgrader{
CheckOrigin: func(r *http.Request) bool { return true },
}
type Client struct {
ID string
RoomID string
Conn *websocket.Conn
Send chan []byte
mu sync.Mutex
}
type Hub struct {
RoomMgr *room.Manager
clients map[string]*Client
engines map[string]*game.Engine
mu sync.RWMutex
}
func NewHub() *Hub {
return &Hub{
RoomMgr: room.NewManager(),
clients: make(map[string]*Client),
engines: make(map[string]*game.Engine),
}
}
func (h *Hub) InitTestRooms() {
for _, n := range []int{3, 4, 5, 6} {
rid := "TEST" + string(rune('0'+n))
h.RoomMgr.CreateTestRoom(rid, n)
log.Printf("Test room: %s (%d players, %d bots)", rid, n, n-1)
}
}
func (h *Hub) ServeWS(w http.ResponseWriter, r *http.Request) {
conn, err := upgrader.Upgrade(w, r, nil)
if err != nil {
log.Println("Upgrade:", err)
return
}
clientID := generateClientID()
client := &Client{ID: clientID, Conn: conn, Send: make(chan []byte, 256)}
h.mu.Lock()
h.clients[clientID] = client
h.mu.Unlock()
log.Printf("Connected: %s", clientID)
go h.writePump(client)
go h.readPump(client)
}
func (h *Hub) readPump(c *Client) {
defer func() { h.removeClient(c); c.Conn.Close() }()
for {
msgType, msg, err := c.Conn.ReadMessage()
if err != nil {
break
}
if msgType == websocket.BinaryMessage {
h.relayAudio(c, msg)
continue
}
var m map[string]interface{}
if json.Unmarshal(msg, &m) == nil {
h.handleMessage(c, m)
}
}
}
func (h *Hub) writePump(c *Client) {
defer c.Conn.Close()
for data := range c.Send {
c.mu.Lock()
err := c.Conn.WriteMessage(websocket.TextMessage, data)
c.mu.Unlock()
if err != nil {
break
}
}
}
func (h *Hub) removeClient(c *Client) {
h.mu.Lock()
delete(h.clients, c.ID)
h.mu.Unlock()
if c.RoomID != "" {
h.RoomMgr.LeaveRoom(c.RoomID, c.ID)
rm := h.RoomMgr.GetRoom(c.RoomID)
if rm != nil {
h.broadcastRoomState(rm)
}
}
close(c.Send)
log.Printf("Disconnected: %s", c.ID)
}
func (h *Hub) handleMessage(c *Client, msg map[string]interface{}) {
t, _ := msg["type"].(string)
p, _ := msg["payload"].(map[string]interface{})
switch t {
case "create_room":
h.handleCreateRoom(c, p)
case "join_room":
h.handleJoinRoom(c, p)
case "leave_room":
h.handleLeaveRoom(c)
case "set_ready":
h.handleSetReady(c, p)
case "start_game":
h.handleStartGame(c)
case "list_rooms":
h.handleListRooms(c)
case "select_card":
h.handleSelectCard(c, p)
case "confirm_action":
h.handleConfirmAction(c, p)
case "effect_response":
h.handleEffectResponse(c, p)
case "send_chat":
h.handleChat(c, p)
case "heartbeat":
h.sendTo(c, "heartbeat_ack", nil)
}
}
// ---- Room handlers ----
func (h *Hub) handleListRooms(c *Client) {
h.sendTo(c, "room_list", map[string]interface{}{"rooms": h.RoomMgr.ListRooms()})
}
func (h *Hub) handleCreateRoom(c *Client, p map[string]interface{}) {
nick, _ := p["nickname"].(string)
mp := 4
if v, ok := p["max_players"].(float64); ok {
mp = int(v)
}
if nick == "" {
nick = "Player"
}
rm := h.RoomMgr.CreateRoom(c.ID, nick, mp)
c.RoomID = rm.ID
rm.Players[c.ID].Send = c.Send
h.sendTo(c, "room_created", map[string]interface{}{"room_id": rm.ID})
h.broadcastRoomState(rm)
}
func (h *Hub) handleJoinRoom(c *Client, p map[string]interface{}) {
rid, _ := p["room_id"].(string)
nick, _ := p["nickname"].(string)
if nick == "" {
nick = "Player"
}
rm, ok := h.RoomMgr.JoinRoom(rid, c.ID, nick)
if !ok {
h.sendTo(c, "error", map[string]interface{}{"message": "Cannot join room"})
return
}
c.RoomID = rm.ID
rm.Players[c.ID].Send = c.Send
h.sendTo(c, "room_joined", map[string]interface{}{"room_id": rm.ID})
h.broadcastRoomState(rm)
}
func (h *Hub) handleLeaveRoom(c *Client) {
if c.RoomID == "" {
return
}
rid := c.RoomID
h.RoomMgr.LeaveRoom(rid, c.ID)
c.RoomID = ""
h.sendTo(c, "room_left", nil)
if rm := h.RoomMgr.GetRoom(rid); rm != nil {
h.broadcastRoomState(rm)
}
}
func (h *Hub) handleChat(c *Client, p map[string]interface{}) {
if c.RoomID == "" {
return
}
rm := h.RoomMgr.GetRoom(c.RoomID)
if rm == nil {
return
}
text, _ := p["text"].(string)
if text == "" {
return
}
nick := ""
if pl, ok := rm.Players[c.ID]; ok {
nick = pl.Nickname
}
msg := map[string]interface{}{
"sender_id": c.ID, "nickname": nick, "text": text,
}
for _, pid := range rm.PlayerOrder {
pl := rm.Players[pid]
if pl.IsBot || pl.Send == nil {
continue
}
h.sendToChannel(pl.Send, "chat", msg)
}
}
func (h *Hub) handleSetReady(c *Client, p map[string]interface{}) {
ready, _ := p["ready"].(bool)
if c.RoomID == "" {
return
}
h.RoomMgr.SetReady(c.RoomID, c.ID, ready)
if rm := h.RoomMgr.GetRoom(c.RoomID); rm != nil {
h.broadcastRoomState(rm)
}
}
// ---- Game start ----
func (h *Hub) handleStartGame(c *Client) {
if c.RoomID == "" {
return
}
rm := h.RoomMgr.GetRoom(c.RoomID)
if rm == nil || !rm.Players[c.ID].IsHost {
h.sendTo(c, "error", map[string]interface{}{"message": "Only host can start"})
return
}
if len(rm.Players) < 3 {
h.sendTo(c, "error", map[string]interface{}{"message": "Need 3+ players"})
return
}
var ids, nicks []string
var bots []bool
for _, pid := range rm.PlayerOrder {
p := rm.Players[pid]
ids = append(ids, p.ID)
nicks = append(nicks, p.Nickname)
bots = append(bots, p.IsBot)
}
eng := game.NewEngine(ids, nicks, bots, len(ids))
eng.Deal()
h.mu.Lock()
h.engines[rm.ID] = eng
h.mu.Unlock()
rm.State = "playing"
rm.HarmonyTarget = eng.HarmonyTarget
for _, pid := range rm.PlayerOrder {
p := rm.Players[pid]
if p.IsBot || p.Send == nil {
continue
}
h.sendToChannel(p.Send, "game_start", map[string]interface{}{
"your_player_id": pid,
"harmony_target": eng.HarmonyTarget,
"player_count": len(ids),
})
}
log.Printf("Game started in %s, %d players, target=%d, first=%s",
rm.ID, len(ids), eng.HarmonyTarget, eng.CurrentPlayer().ID)
h.broadcastSnapshots(rm.ID)
h.processBotTurns(rm.ID)
}
// ---- Game action handlers ----
func (h *Hub) handleSelectCard(c *Client, p map[string]interface{}) {
h.mu.RLock()
eng := h.engines[c.RoomID]
h.mu.RUnlock()
if eng == nil {
return
}
uid, _ := p["card_uid"].(string)
if err := eng.SelectCard(c.ID, uid); err != nil {
h.sendTo(c, "error", map[string]interface{}{"message": err.Error()})
return
}
h.broadcastSnapshots(c.RoomID)
}
func (h *Hub) handleConfirmAction(c *Client, p map[string]interface{}) {
h.mu.RLock()
eng := h.engines[c.RoomID]
h.mu.RUnlock()
if eng == nil {
return
}
action, _ := p["action"].(string)
target, _ := p["target_player_id"].(string)
if err := eng.ConfirmAction(c.ID, action, target); err != nil {
h.sendTo(c, "error", map[string]interface{}{"message": err.Error()})
return
}
h.broadcastSnapshots(c.RoomID)
if eng.IsEffectResolving() {
h.processBotEffectResponses(c.RoomID)
return
}
if eng.Phase == "all_exited" {
h.handleAllExited(c.RoomID)
return
}
h.processBotTurns(c.RoomID)
}
func (h *Hub) handleEffectResponse(c *Client, p map[string]interface{}) {
h.mu.RLock()
eng := h.engines[c.RoomID]
h.mu.RUnlock()
if eng == nil || !eng.IsEffectResolving() {
return
}
if err := eng.HandleEffectResponse(c.ID, p); err != nil {
h.sendTo(c, "error", map[string]interface{}{"message": err.Error()})
return
}
h.broadcastSnapshots(c.RoomID)
if eng.IsEffectResolving() {
h.processBotEffectResponses(c.RoomID)
return
}
if eng.Phase == "all_exited" {
h.handleAllExited(c.RoomID)
return
}
h.processBotTurns(c.RoomID)
}
func (h *Hub) processBotEffectResponses(roomID string) {
h.mu.RLock()
eng := h.engines[roomID]
h.mu.RUnlock()
if eng == nil {
return
}
for eng.IsEffectResolving() {
ef := eng.Effect
if ef == nil {
break
}
if ef.ChoiceType == "all_select_card" {
anyBotLeft := false
for _, p := range eng.Players {
if p.IsBot && eng.EffectNeedsResponseFrom(p.ID) {
time.Sleep(200 * time.Millisecond)
resp := eng.BotAutoEffectResponse(p.ID)
if resp != nil {
eng.HandleEffectResponse(p.ID, resp)
}
anyBotLeft = true
}
}
if !anyBotLeft {
break
}
h.broadcastSnapshots(roomID)
continue
}
waitFor := ef.WaitingFor
bot := eng.GetPlayer(waitFor)
if bot == nil || !bot.IsBot {
break
}
time.Sleep(200 * time.Millisecond)
resp := eng.BotAutoEffectResponse(waitFor)
if resp != nil {
eng.HandleEffectResponse(waitFor, resp)
}
h.broadcastSnapshots(roomID)
}
}
func (h *Hub) processBotTurns(roomID string) {
h.mu.RLock()
eng := h.engines[roomID]
h.mu.RUnlock()
if eng == nil {
return
}
for eng.Phase == "playing" && !eng.IsEffectResolving() {
cp := eng.CurrentPlayer()
if cp == nil || !cp.IsBot {
break
}
time.Sleep(300 * time.Millisecond)
action, target := eng.BotAutoPlay(cp.ID)
if action == "" {
break
}
eng.ConfirmAction(cp.ID, action, target)
h.broadcastSnapshots(roomID)
if eng.IsEffectResolving() {
h.processBotEffectResponses(roomID)
if eng.IsEffectResolving() {
break
}
h.broadcastSnapshots(roomID)
}
if eng.Phase == "all_exited" {
h.handleAllExited(roomID)
return
}
}
}
func (h *Hub) handleAllExited(roomID string) {
rm := h.RoomMgr.GetRoom(roomID)
if rm == nil {
return
}
h.mu.RLock()
eng := h.engines[roomID]
h.mu.RUnlock()
if eng == nil {
return
}
result := eng.RunSettlement()
log.Printf("Settlement in room %s: %s", roomID, result["victory"].(map[string]interface{})["end_type"])
for _, pid := range rm.PlayerOrder {
p := rm.Players[pid]
if p.IsBot || p.Send == nil {
continue
}
h.sendToChannel(p.Send, "settlement_result", result)
}
endType, _ := result["victory"].(map[string]interface{})["end_type"].(string)
winners, _ := result["victory"].(map[string]interface{})["winners"].([]map[string]interface{})
var winnerNames []string
for _, w := range winners {
winnerNames = append(winnerNames, w["nickname"].(string))
}
endMsg := map[string]interface{}{"end_type": endType}
if endType == "all_dead" {
endMsg["message"] = "全灭结局 — 没有任何人获胜"
} else {
msg := ""
for i, n := range winnerNames {
if i > 0 {
msg += ", "
}
msg += n
}
endMsg["message"] = "获胜者: " + msg
endMsg["winners"] = winners
}
for _, pid := range rm.PlayerOrder {
p := rm.Players[pid]
if p.IsBot || p.Send == nil {
continue
}
h.sendToChannel(p.Send, "game_end", endMsg)
}
rm.State = "waiting"
for _, p := range rm.Players {
p.IsReady = false
if p.IsBot {
p.IsReady = true
}
}
h.mu.Lock()
delete(h.engines, roomID)
h.mu.Unlock()
h.broadcastRoomState(rm)
}
// ---- Audio relay ----
func (h *Hub) relayAudio(sender *Client, pcm []byte) {
if sender.RoomID == "" {
return
}
rm := h.RoomMgr.GetRoom(sender.RoomID)
if rm == nil {
return
}
idBytes := []byte(sender.ID)
header := make([]byte, 2+len(idBytes))
header[0] = byte(len(idBytes) >> 8)
header[1] = byte(len(idBytes))
copy(header[2:], idBytes)
frame := append(header, pcm...)
h.mu.RLock()
defer h.mu.RUnlock()
for _, pid := range rm.PlayerOrder {
p := rm.Players[pid]
if p.IsBot || pid == sender.ID {
continue
}
if cl, ok := h.clients[pid]; ok {
cl.mu.Lock()
cl.Conn.WriteMessage(websocket.BinaryMessage, frame)
cl.mu.Unlock()
}
}
}
// ---- Broadcast helpers ----
func (h *Hub) broadcastSnapshots(roomID string) {
rm := h.RoomMgr.GetRoom(roomID)
if rm == nil {
return
}
h.mu.RLock()
eng := h.engines[roomID]
h.mu.RUnlock()
if eng == nil {
return
}
for _, pid := range rm.PlayerOrder {
p := rm.Players[pid]
if p.IsBot || p.Send == nil {
continue
}
snap := eng.Snapshot(pid)
data := buildMessage("state_snapshot", snap)
select {
case p.Send <- data:
default:
}
}
}
func (h *Hub) broadcastRoomState(rm *room.Room) {
players := rm.GetPlayerInfos()
for _, pid := range rm.PlayerOrder {
p, ok := rm.Players[pid]
if !ok || p.IsBot || p.Send == nil {
continue
}
st := map[string]interface{}{
"room_id": rm.ID, "state": rm.State,
"harmony_target": rm.HarmonyTarget,
"players": players, "your_player_id": pid,
}
select {
case p.Send <- buildMessage("room_state", st):
default:
}
}
}
func (h *Hub) sendTo(c *Client, t string, p map[string]interface{}) {
select {
case c.Send <- buildMessage(t, p):
default:
}
}
func (h *Hub) sendToChannel(ch chan []byte, t string, p map[string]interface{}) {
select {
case ch <- buildMessage(t, p):
default:
}
}
func buildMessage(t string, p map[string]interface{}) []byte {
m := map[string]interface{}{"type": t}
if p != nil {
m["payload"] = p
}
d, _ := json.Marshal(m)
return d
}
func generateClientID() string {
const cs = "abcdefghijklmnopqrstuvwxyz0123456789"
b := make([]byte, 12)
for i := range b {
b[i] = cs[rand.Intn(len(cs))]
}
return string(b)
}
+25
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@@ -0,0 +1,25 @@
package main
import (
"Embalming_Girl_Server/handler"
"log"
"net/http"
)
func main() {
hub := handler.NewHub()
hub.InitTestRooms()
http.HandleFunc("/ws", hub.ServeWS)
http.HandleFunc("/", func(w http.ResponseWriter, r *http.Request) {
w.Header().Set("Content-Type", "text/plain; charset=utf-8")
w.Write([]byte("Embalming Girl Server v0.1.0"))
})
addr := ":8080"
log.Printf("Server started on %s", addr)
log.Printf("Test rooms: TEST3, TEST4, TEST5, TEST6")
if err := http.ListenAndServe(addr, nil); err != nil {
log.Fatal("ListenAndServe:", err)
}
}
+23
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@@ -0,0 +1,23 @@
package model
type Message struct {
Type string `json:"type"`
Seq int `json:"seq,omitempty"`
Timestamp int64 `json:"timestamp,omitempty"`
Payload map[string]interface{} `json:"payload,omitempty"`
}
type PlayerInfo struct {
PlayerID string `json:"player_id"`
Nickname string `json:"nickname"`
IsReady bool `json:"is_ready"`
IsHost bool `json:"is_host"`
}
type RoomState struct {
RoomID string `json:"room_id"`
State string `json:"state"`
HarmonyTarget int `json:"harmony_target"`
Players []PlayerInfo `json:"players"`
YourPlayerID string `json:"your_player_id"`
}
+310
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@@ -0,0 +1,310 @@
package room
import (
"fmt"
"math/rand"
"sync"
"time"
)
type Player struct {
ID string
Nickname string
IsReady bool
IsHost bool
IsBot bool
Send chan []byte
}
type Room struct {
ID string
State string
MaxPlayers int
HarmonyTarget int
ChaosMode bool
Players map[string]*Player
PlayerOrder []string
mu sync.RWMutex
}
type Manager struct {
rooms map[string]*Room
mu sync.RWMutex
}
func NewManager() *Manager {
return &Manager{
rooms: make(map[string]*Room),
}
}
func (m *Manager) CreateTestRoom(roomID string, playerCount int) *Room {
m.mu.Lock()
defer m.mu.Unlock()
rm := &Room{
ID: roomID,
State: "waiting",
MaxPlayers: playerCount,
Players: make(map[string]*Player),
}
botNames := []string{"Bot-A", "Bot-B", "Bot-C", "Bot-D", "Bot-E"}
for i := 0; i < playerCount-1; i++ {
botID := fmt.Sprintf("bot_%s_%d", roomID, i)
bot := &Player{
ID: botID,
Nickname: botNames[i%len(botNames)],
IsReady: true,
IsBot: true,
Send: nil,
}
rm.Players[botID] = bot
rm.PlayerOrder = append(rm.PlayerOrder, botID)
}
m.rooms[roomID] = rm
return rm
}
func (m *Manager) CreateRoom(hostID, nickname string, maxPlayers int) *Room {
m.mu.Lock()
defer m.mu.Unlock()
roomID := generateRoomID()
room := &Room{
ID: roomID,
State: "waiting",
MaxPlayers: maxPlayers,
Players: make(map[string]*Player),
}
host := &Player{
ID: hostID,
Nickname: nickname,
IsHost: true,
Send: make(chan []byte, 256),
}
room.Players[hostID] = host
room.PlayerOrder = append(room.PlayerOrder, hostID)
m.rooms[roomID] = room
return room
}
func (m *Manager) GetRoom(roomID string) *Room {
m.mu.RLock()
defer m.mu.RUnlock()
return m.rooms[roomID]
}
func (m *Manager) ListRooms() []map[string]interface{} {
m.mu.RLock()
defer m.mu.RUnlock()
var list []map[string]interface{}
for _, rm := range m.rooms {
rm.mu.RLock()
realCount := 0
totalCount := len(rm.Players)
for _, p := range rm.Players {
if !p.IsBot {
realCount++
}
}
rm.mu.RUnlock()
list = append(list, map[string]interface{}{
"room_id": rm.ID,
"state": rm.State,
"player_count": totalCount,
"real_players": realCount,
"max_players": rm.MaxPlayers,
})
}
return list
}
func (m *Manager) JoinRoom(roomID, playerID, nickname string) (*Room, bool) {
m.mu.RLock()
room, exists := m.rooms[roomID]
m.mu.RUnlock()
if !exists {
return nil, false
}
room.mu.Lock()
defer room.mu.Unlock()
if len(room.Players) >= room.MaxPlayers {
return nil, false
}
if room.State != "waiting" {
return nil, false
}
player := &Player{
ID: playerID,
Nickname: nickname,
Send: make(chan []byte, 256),
}
room.Players[playerID] = player
room.PlayerOrder = append(room.PlayerOrder, playerID)
hasRealHost := false
for _, p := range room.Players {
if p.IsHost && !p.IsBot {
hasRealHost = true
break
}
}
if !hasRealHost {
for _, p := range room.Players {
p.IsHost = false
}
player.IsHost = true
}
return room, true
}
func (m *Manager) LeaveRoom(roomID, playerID string) {
m.mu.Lock()
defer m.mu.Unlock()
room, exists := m.rooms[roomID]
if !exists {
return
}
room.mu.Lock()
defer room.mu.Unlock()
delete(room.Players, playerID)
newOrder := make([]string, 0)
for _, id := range room.PlayerOrder {
if id != playerID {
newOrder = append(newOrder, id)
}
}
room.PlayerOrder = newOrder
realCount := 0
for _, p := range room.Players {
if !p.IsBot {
realCount++
}
}
if realCount == 0 && !isTestRoom(roomID) {
delete(m.rooms, roomID)
return
}
if realCount == 0 && isTestRoom(roomID) {
for _, p := range room.Players {
p.IsHost = false
}
room.State = "waiting"
return
}
hasHost := false
for _, p := range room.Players {
if p.IsHost && !p.IsBot {
hasHost = true
break
}
}
if !hasHost {
for _, p := range room.Players {
p.IsHost = false
}
for _, id := range room.PlayerOrder {
p := room.Players[id]
if !p.IsBot {
p.IsHost = true
break
}
}
}
}
func isTestRoom(roomID string) bool {
return roomID == "TEST3" || roomID == "TEST4" || roomID == "TEST5" || roomID == "TEST6"
}
func (m *Manager) SetReady(roomID, playerID string, ready bool) bool {
room := m.GetRoom(roomID)
if room == nil {
return false
}
room.mu.Lock()
defer room.mu.Unlock()
p, exists := room.Players[playerID]
if !exists {
return false
}
p.IsReady = ready
return true
}
func (r *Room) GetPlayerInfos() []map[string]interface{} {
r.mu.RLock()
defer r.mu.RUnlock()
var infos []map[string]interface{}
for _, id := range r.PlayerOrder {
p, ok := r.Players[id]
if !ok {
continue
}
infos = append(infos, map[string]interface{}{
"player_id": p.ID,
"nickname": p.Nickname,
"is_ready": p.IsReady,
"is_host": p.IsHost,
"is_bot": p.IsBot,
})
}
return infos
}
func (r *Room) BroadcastToReal(data []byte) {
r.mu.RLock()
defer r.mu.RUnlock()
for _, p := range r.Players {
if p.IsBot || p.Send == nil {
continue
}
select {
case p.Send <- data:
default:
}
}
}
func (r *Room) SendToPlayer(playerID string, data []byte) {
r.mu.RLock()
defer r.mu.RUnlock()
p, ok := r.Players[playerID]
if !ok || p.IsBot || p.Send == nil {
return
}
select {
case p.Send <- data:
default:
}
}
func generateRoomID() string {
src := rand.NewSource(time.Now().UnixNano())
r := rand.New(src)
const charset = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789"
b := make([]byte, 6)
for i := range b {
b[i] = charset[r.Intn(len(charset))]
}
return string(b)
}
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