feat(game): 添加自摸胡牌和暗杠功能支持
- 添加了 turnActionPending 状态管理当前回合动作状态 - 新增 canSelfHu 计算属性用于判断是否可以自摸胡牌 - 实现 concealedGangCandidates 计算属性计算可暗杠的牌面选项 - 添加 tileFaceKey 工具函数用于生成牌面键值 - 实现 clearTurnActionPending 和 markTurnActionPending 动作状态管理函数 - 新增牌面解析和胡牌判断相关辅助函数 - 修改 meld 解析逻辑支持数组格式的碰杠数据 - 在游戏状态更新时清理回合动作状态 - 添加 ACTION_ERROR 消息处理器处理操作错误 - 扩展 PENG/GANG/HU/PASS 消息解析支持 - 实现 submitConcealedGang 提交暗杠功能 - 实现 submitSelfHu 提交自摸胡牌功能 - 在 UI 界面添加暗杠和自摸胡牌按钮组件 - 集成 WebSocket 错误处理和状态清理逻辑
This commit is contained in:
@@ -96,9 +96,11 @@ const startGamePending = ref(false)
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const dingQuePending = ref(false)
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const discardPending = ref(false)
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const claimActionPending = ref(false)
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const turnActionPending = ref(false)
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const selectedDiscardTileId = ref<number | null>(null)
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let clockTimer: number | null = null
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let discardPendingTimer: number | null = null
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let turnActionPendingTimer: number | null = null
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let unsubscribe: (() => void) | null = null
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let needsInitialRoomInfo = false
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@@ -508,6 +510,79 @@ const showClaimActions = computed(() => {
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return visibleClaimOptions.value.length > 0
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})
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const canSelfHu = computed(() => {
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const player = myPlayer.value
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if (!player || !gameStore.roomId || wsStatus.value !== 'connected') {
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return false
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}
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if (showDingQueChooser.value || gameStore.phase !== 'playing' || gameStore.needDraw || gameStore.pendingClaim) {
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return false
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}
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if (player.seatIndex !== gameStore.currentTurn || turnActionPending.value) {
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return false
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}
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if (hasMissingSuitTiles.value) {
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return false
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}
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return isWinningHand(player.handTiles)
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})
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const concealedGangCandidates = computed<Tile[]>(() => {
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const player = myPlayer.value
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if (!player || !gameStore.roomId || wsStatus.value !== 'connected') {
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return []
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}
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if (showDingQueChooser.value || gameStore.phase !== 'playing' || gameStore.needDraw || gameStore.pendingClaim) {
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return []
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}
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if (player.seatIndex !== gameStore.currentTurn || turnActionPending.value) {
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return []
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}
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const firstTileByFace = new Map<string, Tile>()
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const faceCounts = new Map<string, number>()
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player.handTiles.forEach((tile) => {
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const key = tileFaceKey(tile)
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faceCounts.set(key, (faceCounts.get(key) ?? 0) + 1)
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if (!firstTileByFace.has(key)) {
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firstTileByFace.set(key, tile)
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}
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})
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return Array.from(faceCounts.entries())
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.filter(([key, count]) => {
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if (count < 4) {
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return false
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}
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const tile = firstTileByFace.get(key)
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if (!tile) {
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return false
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}
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return !player.missingSuit || tile.suit !== player.missingSuit
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})
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.map(([key]) => firstTileByFace.get(key))
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.filter((tile): tile is Tile => Boolean(tile))
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.sort((left, right) => {
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const suitDiff = handSuitOrder[left.suit] - handSuitOrder[right.suit]
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if (suitDiff !== 0) {
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return suitDiff
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}
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const valueDiff = left.value - right.value
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if (valueDiff !== 0) {
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return valueDiff
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}
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return left.id - right.id
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})
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})
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const actionCountdown = computed(() => {
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const countdown = roomCountdown.value
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if (!countdown) {
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@@ -694,6 +769,128 @@ function tileToText(tile: Tile): string {
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return `${tile.suit}${tile.value}`
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}
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function tileFaceKey(tile: Tile): string {
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return `${tile.suit}_${tile.value}`
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}
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function clearTurnActionPending(): void {
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turnActionPending.value = false
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if (turnActionPendingTimer !== null) {
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window.clearTimeout(turnActionPendingTimer)
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turnActionPendingTimer = null
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}
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}
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function markTurnActionPending(kind: 'gang' | 'hu'): void {
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clearTurnActionPending()
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turnActionPending.value = true
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turnActionPendingTimer = window.setTimeout(() => {
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turnActionPending.value = false
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turnActionPendingTimer = null
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wsError.value = `${kind === 'gang' ? '杠牌' : '胡牌'}未收到服务器确认`
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}, 2500)
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}
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function parseFaceKey(key: string): { suit: Tile['suit']; value: number } | null {
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const [suitRaw, valueRaw] = key.split('_')
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if ((suitRaw !== 'W' && suitRaw !== 'T' && suitRaw !== 'B') || !valueRaw) {
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return null
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}
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const value = Number(valueRaw)
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if (!Number.isInteger(value)) {
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return null
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}
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return {
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suit: suitRaw,
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value,
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}
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}
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function canFormWinningMelds(counts: Map<string, number>): boolean {
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const currentKey = Array.from(counts.keys()).sort().find((key) => (counts.get(key) ?? 0) > 0)
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if (!currentKey) {
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return true
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}
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const currentCount = counts.get(currentKey) ?? 0
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if (currentCount >= 3) {
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counts.set(currentKey, currentCount - 3)
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if (canFormWinningMelds(counts)) {
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counts.set(currentKey, currentCount)
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return true
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}
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counts.set(currentKey, currentCount)
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}
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const parsed = parseFaceKey(currentKey)
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if (!parsed || parsed.value > 7) {
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return false
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}
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const secondKey = `${parsed.suit}_${parsed.value + 1}`
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const thirdKey = `${parsed.suit}_${parsed.value + 2}`
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const secondCount = counts.get(secondKey) ?? 0
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const thirdCount = counts.get(thirdKey) ?? 0
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if (secondCount <= 0 || thirdCount <= 0) {
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return false
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}
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counts.set(currentKey, currentCount - 1)
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counts.set(secondKey, secondCount - 1)
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counts.set(thirdKey, thirdCount - 1)
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const success = canFormWinningMelds(counts)
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counts.set(currentKey, currentCount)
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counts.set(secondKey, secondCount)
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counts.set(thirdKey, thirdCount)
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return success
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}
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function isWinningHand(tiles: Tile[]): boolean {
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if (tiles.length % 3 !== 2) {
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return false
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}
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const counts = new Map<string, number>()
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tiles.forEach((tile) => {
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const key = tileFaceKey(tile)
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counts.set(key, (counts.get(key) ?? 0) + 1)
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})
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if (tiles.length === 14) {
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let pairCount = 0
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let validQiDui = true
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for (const count of counts.values()) {
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if (count === 2) {
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pairCount += 1
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} else if (count === 4) {
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pairCount += 2
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} else {
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validQiDui = false
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break
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}
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}
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if (validQiDui && pairCount === 7) {
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return true
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}
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}
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for (const [key, count] of counts.entries()) {
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if (count < 2) {
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continue
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}
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counts.set(key, count - 2)
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if (canFormWinningMelds(counts)) {
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counts.set(key, count)
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return true
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}
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counts.set(key, count)
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}
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return false
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}
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function normalizeTile(tile: unknown): Tile | null {
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const source = asRecord(tile)
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if (!source) {
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@@ -792,6 +989,25 @@ function normalizeMelds(value: unknown): PlayerState['melds'] {
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return value
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.map((item) => {
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if (Array.isArray(item)) {
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const tiles = normalizeTiles(item)
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if (tiles.length === 3) {
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return {
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type: 'peng',
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tiles,
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fromPlayerId: '',
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} satisfies MeldState
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}
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if (tiles.length === 4) {
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return {
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type: 'ming_gang',
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tiles,
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fromPlayerId: '',
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} satisfies MeldState
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}
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return null
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}
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const source = asRecord(item)
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if (!source) {
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return null
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@@ -810,10 +1026,15 @@ function normalizeMelds(value: unknown): PlayerState['melds'] {
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const concealed =
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readBoolean(source, 'concealed', 'is_concealed', 'isConcealed', 'hidden', 'is_hidden') ?? false
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const type = normalizeMeldType(
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const explicitType = normalizeMeldType(
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source.type ?? source.meld_type ?? source.meldType ?? source.kind,
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concealed,
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)
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const type = explicitType ?? (tiles.length === 4
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? (concealed ? 'an_gang' : 'ming_gang')
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: tiles.length === 3
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? 'peng'
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: null)
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if (type === 'peng') {
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return {
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@@ -986,6 +1207,7 @@ function handleRoomStateResponse(message: unknown): void {
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if (!gameStore.pendingClaim) {
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claimActionPending.value = false
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}
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clearTurnActionPending()
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const previousRoom = activeRoom.value
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const roomPlayers = Object.values(gameStore.players)
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@@ -1304,6 +1526,7 @@ function handleRoomInfoResponse(message: unknown): void {
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if (!gameStore.pendingClaim) {
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claimActionPending.value = false
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}
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clearTurnActionPending()
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const scores = asRecord(gameState?.scores)
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if (scores) {
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gameStore.scores = Object.fromEntries(
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@@ -1648,6 +1871,7 @@ function handlePlayerHandResponse(message: unknown): void {
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return
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}
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clearTurnActionPending()
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const existingPlayer = gameStore.players[loggedInUserId.value]
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if (existingPlayer) {
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existingPlayer.handTiles = handTiles
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@@ -1767,6 +1991,32 @@ function handlePlayerTurn(message: unknown): void {
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applyPlayerTurnCountdown(payload as PlayerTurnPayload)
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}
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function handleActionError(message: unknown): void {
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const source = asRecord(message)
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if (!source || typeof source.type !== 'string') {
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return
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}
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if (normalizeWsType(source.type) !== 'ACTION_ERROR') {
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return
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}
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const payload = asRecord(source.payload)
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const roomId =
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readString(payload ?? {}, 'room_id', 'roomId') ||
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readString(source, 'roomId')
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if (roomId && gameStore.roomId && roomId !== gameStore.roomId) {
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return
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}
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const action = readString(payload ?? {}, 'action') || 'unknown'
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const messageText = readString(payload ?? {}, 'message') || '操作失败'
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claimActionPending.value = false
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clearTurnActionPending()
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wsError.value = messageText
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wsMessages.value.push(`[action-error] ${action}: ${messageText}`)
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}
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function toGameAction(message: unknown): GameAction | null {
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if (!message || typeof message !== 'object') {
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return null
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@@ -1811,6 +2061,26 @@ function toGameAction(message: unknown): GameAction | null {
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return {type: 'CLAIM_RESOLVED', payload: payload as GameActionPayload<'CLAIM_RESOLVED'>}
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}
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return null
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case 'PENG':
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case 'GANG':
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case 'HU':
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case 'PASS': {
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const resolvedPayload = asRecord(payload)
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const playerId =
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readString(resolvedPayload ?? {}, 'player_id', 'playerId', 'PlayerID') ||
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readString(source, 'target')
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const action = type.toLowerCase()
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if (!playerId || (action !== 'peng' && action !== 'gang' && action !== 'hu' && action !== 'pass')) {
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return null
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}
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return {
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type: 'CLAIM_RESOLVED',
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payload: {
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playerId,
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action,
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},
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}
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}
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case 'ROOM_PLAYER_UPDATE':
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if (payload && typeof payload === 'object') {
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return {type: 'ROOM_PLAYER_UPDATE', payload: payload as GameActionPayload<'ROOM_PLAYER_UPDATE'>}
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@@ -2290,17 +2560,62 @@ function drawTile(): void {
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})
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}
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function submitConcealedGang(tile: Tile): void {
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if (!gameStore.roomId || turnActionPending.value) {
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return
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}
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markTurnActionPending('gang')
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sendWsMessage({
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type: 'gang',
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roomId: gameStore.roomId,
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payload: {
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room_id: gameStore.roomId,
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tile: {
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id: tile.id,
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suit: tile.suit,
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value: tile.value,
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},
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},
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})
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}
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function submitSelfHu(): void {
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if (!gameStore.roomId || !canSelfHu.value || turnActionPending.value) {
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return
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}
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markTurnActionPending('hu')
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sendWsMessage({
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type: 'hu',
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roomId: gameStore.roomId,
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payload: {
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room_id: gameStore.roomId,
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},
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})
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}
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function submitClaim(action: ClaimOptionState): void {
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if (claimActionPending.value || !gameStore.roomId || !visibleClaimOptions.value.includes(action)) {
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return
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}
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const claimTile = gameStore.pendingClaim?.tile
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claimActionPending.value = true
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sendWsMessage({
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type: action,
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roomId: gameStore.roomId,
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payload: {
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room_id: gameStore.roomId,
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...(action !== 'pass' && claimTile
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? {
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tile: {
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id: claimTile.id,
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suit: claimTile.suit,
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value: claimTile.value,
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},
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}
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: {}),
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},
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})
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}
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@@ -2403,6 +2718,7 @@ onMounted(() => {
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handleRoomStateResponse(msg)
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handlePlayerHandResponse(msg)
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handlePlayerTurn(msg)
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handleActionError(msg)
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handleDingQueCountdown(msg)
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handleReadyStateResponse(msg)
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handlePlayerDingQueResponse(msg)
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@@ -2425,6 +2741,7 @@ onMounted(() => {
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}
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if (gameAction.type === 'CLAIM_RESOLVED') {
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claimActionPending.value = false
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clearTurnActionPending()
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}
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if (gameAction.type === 'ROOM_TRUSTEE') {
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syncTrusteeState(gameAction.payload)
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@@ -2436,6 +2753,7 @@ onMounted(() => {
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})
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wsClient.onError((message: string) => {
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markDiscardCompleted()
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clearTurnActionPending()
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wsError.value = message
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wsMessages.value.push(`[error] ${message}`)
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@@ -2477,6 +2795,7 @@ onBeforeUnmount(() => {
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clockTimer = null
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}
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clearDiscardPendingTimer()
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clearTurnActionPending()
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window.removeEventListener('click', handleGlobalClick)
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window.removeEventListener('keydown', handleGlobalEsc)
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@@ -2820,7 +3139,31 @@ onBeforeUnmount(() => {
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</button>
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</div>
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<div v-if="showClaimActions" class="claim-action-bar" data-testid="claim-action-bar">
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<div v-if="concealedGangCandidates.length > 0" class="hand-action-bar">
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<button
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v-for="tile in concealedGangCandidates"
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:key="`gang-${tile.id}`"
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class="hand-action-tile"
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:data-testid="`hand-gang-${tile.suit}-${tile.value}`"
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type="button"
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:disabled="turnActionPending"
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@click="submitConcealedGang(tile)"
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>
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杠 {{ formatTile(tile) }}
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</button>
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</div>
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<div v-if="canSelfHu || showClaimActions" class="claim-action-bar" data-testid="claim-action-bar">
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<button
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v-if="canSelfHu"
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class="ready-toggle ready-toggle-inline"
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data-testid="claim-self-hu"
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type="button"
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:disabled="turnActionPending"
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@click="submitSelfHu"
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>
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<span class="ready-toggle-label">胡</span>
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</button>
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<button
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v-for="option in visibleClaimOptions"
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:key="option"
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Reference in New Issue
Block a user