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- local MJDefine = MJFramework.MJImport("mj.luaScript.MJDefine")
- local CommonHandCard = MJFramework.MJFrameworkClassImprot("mj.luaScript.Common.2d.CommonHandCard")
-
- local HandCard2D = class("HandCard2D", CommonHandCard)
-
- function HandCard2D:ctor(...)
- HandCard2D.super.ctor(self, ...)
- end
- --- HandCard2D:onAfterCreateHandcards 创建手牌之后的处理
- function HandCard2D:onAfterCreateHandcards()
- HandCard2D.super.onAfterCreateHandcards(self)
- self:refreshLuoBoCards()
- end
- ---
- -- 摊牌之后的处理
- --
- function HandCard2D:onAfterCreateOpenHandcards()
- HandCard2D.super.onAfterCreateOpenHandcards(self)
- self:refreshLuoBoCards()
- end
-
- function HandCard2D:createGroupCards(arg, fromViewId)
- for _, v in pairs(arg) do
- if not fromViewId then
- fromViewId = v.fromViewId
- end
-
- local group = nil
-
- if v.opType == MJDefine.MJOperateType.OPREATE_ANGANG then
- group = self:getGroup(v.values[1], {MJDefine.MJOperateType.OPREATE_ANGANG})
- if group then
- group:setCardNum(v.cardNum)
- group:customRefresh(v)
- return
- end
- end
-
- local groupIndex = table.nums(self._groupNodes) + 1
- group = self:createGroup(v.values, v.showType, self._viewId, groupIndex, v.cardNum)
- if group then
- group.fromViewId = v.fromViewId ---保留触发操作的玩家位置,补杠需要
- group.opType = v.opType
- local x, y = self:getGroupPosition(group, groupIndex)
- group:setPosition(cc.p(x, y))
- group:customRefresh(v)
- self:addChild(group)
- table.insert(self._groupNodes, group)
- end
- end
- self:refreshLuoBoCards()
- self:refreshGroupZOrder()
- end
-
- function HandCard2D:createGroup(values, showType, viewId, groupIndex, cardNum)
- local group = nil
- if showType == MJDefine.MJGroupType.Chi then
- group = require(MJDefine.MJConfig_2d.GROUP_CHI):new(values, viewId, groupIndex)
- elseif showType == MJDefine.MJGroupType.Peng then
- group = require(MJDefine.MJConfig_2d.GROUP_PENG):new(values, viewId, groupIndex)
- elseif showType == MJDefine.MJGroupType.Gang then
- group = require(MJDefine.MJConfig_2d.GROUP_GANG):new(values, viewId, groupIndex, cardNum)
- elseif showType == MJDefine.MJGroupType.AnGang then
- group = require(MJDefine.MJConfig_2d.GROUP_ANGANG):new(values, viewId, groupIndex, cardNum)
- elseif showType == MJDefine.MJGroupType.BaGang then
- group = require(MJDefine.MJConfig_2d.GROUP_BAGANG):new(values, viewId, groupIndex, cardNum)
- end
- return group
- end
-
- --- HandCard2D:refreshLuoBoCards 刷新萝卜牌
- function HandCard2D:refreshLuoBoCards ()
- for cardIndex, card in ipairs(self._handCardNodes or {}) do
- local count = app.room:getLuoBoCardCount(card:getValue()) or 0;
- card:setLuoBoVisible(count > 0, count, cardIndex)
- end
-
- for groupIndex, v in pairs(self._groupNodes) do
- local cards = v:getCards();
- for _, card in pairs(cards) do
- local cardValue = card:getValue();
- if cardValue > 0 then
- local count = app.room:getLuoBoCardCount(cardValue) or 0;
- cards[1]:setLuoBoVisible(count > 0, count, groupIndex)
- break;
- end
- end
- end
- end
- ---
- -- 补杠
- -- @param card 补杠的牌
- -- @param cardNum 多头杠牌张数
- -- @return
- --
- function HandCard2D:buGang(card, cardNum)
- local oldGroup = self:getGroup(card, {MJDefine.MJOperateType.OPREATE_BAGANG, MJDefine.MJOperateType.OPREATE_ZHIGANG, MJDefine.MJOperateType.OPREATE_ANGANG})
- if oldGroup then
- -- 如果没有碰牌,则查看是否已经有补杠
- local cards = oldGroup:getCards()
- if cards and cards[4] then
- oldGroup:setCardNum(cardNum)
- cards[4]:setOperateBackImage()
- end
- return
- else
- oldGroup = self:getGroup(card, {MJDefine.MJOperateType.OPREATE_PENG})
- end
-
- if not oldGroup then
- return
- end
-
- local fromViewId = oldGroup.fromViewId
- -- 杠牌对家,换成第四张
- if app.room:getMaxPlayerCount() == 2 and fromViewId ~= 0 then
- fromViewId = 4
- end
- if app.room:getMaxPlayerCount() == 4 and fromViewId == 2 then
- fromViewId = 4
- end
-
- local oldPos = oldGroup:getPosition()
- local index = table.indexOf(self._groupNodes, oldGroup)
- table.remove(self._groupNodes, index)
- oldGroup:removeFromParent()
-
- local newGroup = self:createGroup({card, card, card, card}, MJDefine.MJGroupType.BaGang, self._viewId, index, cardNum)
- if not newGroup then
- return
- end
- newGroup.fromViewId = fromViewId
- newGroup.opType = MJDefine.MJOperateType.OPREATE_BAGANG
- table.insert(self._groupNodes, index, newGroup)
-
- newGroup:setPosition(oldPos)
- newGroup:customRefresh(newGroup)
- self:addChild(newGroup)
- self:refreshGroupZOrder()
- end
- --- HandCard2D:retoreBuGang 还原补杠
- -- @param card 牌值
- -- @param cardNum 牌张数
- function HandCard2D:restoreBuGang(card, cardNum)
- local oldGroup =
- self:getGroup(
- card,
- {
- MJDefine.MJOperateType.OPREATE_BAGANG,
- MJDefine.MJOperateType.OPREATE_ANGANG,
- MJDefine.MJOperateType.OPREATE_ZHIGANG
- })
- if not oldGroup then
- return
- end
-
- local oldCardNum = oldGroup:getCardNum()
- if oldCardNum > 4 then
- oldCardNum = oldCardNum - 1
- oldGroup:setCardNum(oldCardNum)
- oldGroup:customRefresh()
- return
- end
-
- local fromViewId = oldGroup.fromViewId
- -- 杠牌对家,换成第四张
- if app.room:getMaxPlayerCount() == 2 and fromViewId ~= 0 then
- fromViewId = 4
- end
- if app.room:getMaxPlayerCount() == 4 and fromViewId == 2 then
- fromViewId = 4
- end
-
- local oldPos = oldGroup:getPosition()
- local index = table.indexOf(self._groupNodes, oldGroup)
- table.remove(self._groupNodes, index)
- oldGroup:removeFromParent()
-
- local newGroup = self:createGroup({card, card, card}, MJDefine.MJGroupType.Peng, self._viewId, index, cardNum)
- if not newGroup then
- return
- end
-
- newGroup.fromViewId = fromViewId
- newGroup.opType = MJDefine.MJOperateType.OPREATE_PENG
- table.insert(self._groupNodes, index, newGroup)
-
- newGroup:setPosition(pos)
- self:addChild(newGroup)
- self:refreshGroupZOrder()
- end
-
- --判断是否符合换三张规则
- function HandCard2D:checkIsInSwapRule()
- local roomInfo=app.room.roomInfo
- local gameInfo=json.decode(roomInfo.strGameInfo)
- local swapcolorcard = getNumBand(gameInfo.specRule, 0x80000)
-
-
- local selectNums = #self._selectCards
- logD("HandCard2D:checkIsInSwapRule1 "..selectNums)
- if selectNums ~= 3 then
- return false
- end
-
- --如果勾选了可换不同花色则不需要花色判断 只判断数量
- if swapcolorcard > 0 and selectNums == 3 then
- return true
- end
-
- if swapcolorcard==0 then
- local huase = self._selectCards[1]:getMJColorType()
- logD("HandCard2D:checkIsInSwapRule2 "..huase)
- for i,v in pairs(self._selectCards) do
- local tHuase = v:getMJColorType()
- logD("HandCard2D:checkIsInSwapRule3 "..tHuase)
- if tHuase ~= huase then
- return false
- end
- end
- logD("HandCard2D:checkIsInSwapRule4 ")
- return true
- end
- end
-
- return HandCard2D
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