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:
2026-04-01 10:26:53 +08:00
parent 100d950eb8
commit 941d878931

View File

@@ -96,9 +96,11 @@ const startGamePending = ref(false)
const dingQuePending = ref(false)
const discardPending = ref(false)
const claimActionPending = ref(false)
const turnActionPending = ref(false)
const selectedDiscardTileId = ref<number | null>(null)
let clockTimer: number | null = null
let discardPendingTimer: number | null = null
let turnActionPendingTimer: number | null = null
let unsubscribe: (() => void) | null = null
let needsInitialRoomInfo = false
@@ -508,6 +510,79 @@ const showClaimActions = computed(() => {
return visibleClaimOptions.value.length > 0
})
const canSelfHu = computed(() => {
const player = myPlayer.value
if (!player || !gameStore.roomId || wsStatus.value !== 'connected') {
return false
}
if (showDingQueChooser.value || gameStore.phase !== 'playing' || gameStore.needDraw || gameStore.pendingClaim) {
return false
}
if (player.seatIndex !== gameStore.currentTurn || turnActionPending.value) {
return false
}
if (hasMissingSuitTiles.value) {
return false
}
return isWinningHand(player.handTiles)
})
const concealedGangCandidates = computed<Tile[]>(() => {
const player = myPlayer.value
if (!player || !gameStore.roomId || wsStatus.value !== 'connected') {
return []
}
if (showDingQueChooser.value || gameStore.phase !== 'playing' || gameStore.needDraw || gameStore.pendingClaim) {
return []
}
if (player.seatIndex !== gameStore.currentTurn || turnActionPending.value) {
return []
}
const firstTileByFace = new Map<string, Tile>()
const faceCounts = new Map<string, number>()
player.handTiles.forEach((tile) => {
const key = tileFaceKey(tile)
faceCounts.set(key, (faceCounts.get(key) ?? 0) + 1)
if (!firstTileByFace.has(key)) {
firstTileByFace.set(key, tile)
}
})
return Array.from(faceCounts.entries())
.filter(([key, count]) => {
if (count < 4) {
return false
}
const tile = firstTileByFace.get(key)
if (!tile) {
return false
}
return !player.missingSuit || tile.suit !== player.missingSuit
})
.map(([key]) => firstTileByFace.get(key))
.filter((tile): tile is Tile => Boolean(tile))
.sort((left, right) => {
const suitDiff = handSuitOrder[left.suit] - handSuitOrder[right.suit]
if (suitDiff !== 0) {
return suitDiff
}
const valueDiff = left.value - right.value
if (valueDiff !== 0) {
return valueDiff
}
return left.id - right.id
})
})
const actionCountdown = computed(() => {
const countdown = roomCountdown.value
if (!countdown) {
@@ -694,6 +769,128 @@ function tileToText(tile: Tile): string {
return `${tile.suit}${tile.value}`
}
function tileFaceKey(tile: Tile): string {
return `${tile.suit}_${tile.value}`
}
function clearTurnActionPending(): void {
turnActionPending.value = false
if (turnActionPendingTimer !== null) {
window.clearTimeout(turnActionPendingTimer)
turnActionPendingTimer = null
}
}
function markTurnActionPending(kind: 'gang' | 'hu'): void {
clearTurnActionPending()
turnActionPending.value = true
turnActionPendingTimer = window.setTimeout(() => {
turnActionPending.value = false
turnActionPendingTimer = null
wsError.value = `${kind === 'gang' ? '杠牌' : '胡牌'}未收到服务器确认`
}, 2500)
}
function parseFaceKey(key: string): { suit: Tile['suit']; value: number } | null {
const [suitRaw, valueRaw] = key.split('_')
if ((suitRaw !== 'W' && suitRaw !== 'T' && suitRaw !== 'B') || !valueRaw) {
return null
}
const value = Number(valueRaw)
if (!Number.isInteger(value)) {
return null
}
return {
suit: suitRaw,
value,
}
}
function canFormWinningMelds(counts: Map<string, number>): boolean {
const currentKey = Array.from(counts.keys()).sort().find((key) => (counts.get(key) ?? 0) > 0)
if (!currentKey) {
return true
}
const currentCount = counts.get(currentKey) ?? 0
if (currentCount >= 3) {
counts.set(currentKey, currentCount - 3)
if (canFormWinningMelds(counts)) {
counts.set(currentKey, currentCount)
return true
}
counts.set(currentKey, currentCount)
}
const parsed = parseFaceKey(currentKey)
if (!parsed || parsed.value > 7) {
return false
}
const secondKey = `${parsed.suit}_${parsed.value + 1}`
const thirdKey = `${parsed.suit}_${parsed.value + 2}`
const secondCount = counts.get(secondKey) ?? 0
const thirdCount = counts.get(thirdKey) ?? 0
if (secondCount <= 0 || thirdCount <= 0) {
return false
}
counts.set(currentKey, currentCount - 1)
counts.set(secondKey, secondCount - 1)
counts.set(thirdKey, thirdCount - 1)
const success = canFormWinningMelds(counts)
counts.set(currentKey, currentCount)
counts.set(secondKey, secondCount)
counts.set(thirdKey, thirdCount)
return success
}
function isWinningHand(tiles: Tile[]): boolean {
if (tiles.length % 3 !== 2) {
return false
}
const counts = new Map<string, number>()
tiles.forEach((tile) => {
const key = tileFaceKey(tile)
counts.set(key, (counts.get(key) ?? 0) + 1)
})
if (tiles.length === 14) {
let pairCount = 0
let validQiDui = true
for (const count of counts.values()) {
if (count === 2) {
pairCount += 1
} else if (count === 4) {
pairCount += 2
} else {
validQiDui = false
break
}
}
if (validQiDui && pairCount === 7) {
return true
}
}
for (const [key, count] of counts.entries()) {
if (count < 2) {
continue
}
counts.set(key, count - 2)
if (canFormWinningMelds(counts)) {
counts.set(key, count)
return true
}
counts.set(key, count)
}
return false
}
function normalizeTile(tile: unknown): Tile | null {
const source = asRecord(tile)
if (!source) {
@@ -792,6 +989,25 @@ function normalizeMelds(value: unknown): PlayerState['melds'] {
return value
.map((item) => {
if (Array.isArray(item)) {
const tiles = normalizeTiles(item)
if (tiles.length === 3) {
return {
type: 'peng',
tiles,
fromPlayerId: '',
} satisfies MeldState
}
if (tiles.length === 4) {
return {
type: 'ming_gang',
tiles,
fromPlayerId: '',
} satisfies MeldState
}
return null
}
const source = asRecord(item)
if (!source) {
return null
@@ -810,10 +1026,15 @@ function normalizeMelds(value: unknown): PlayerState['melds'] {
const concealed =
readBoolean(source, 'concealed', 'is_concealed', 'isConcealed', 'hidden', 'is_hidden') ?? false
const type = normalizeMeldType(
const explicitType = normalizeMeldType(
source.type ?? source.meld_type ?? source.meldType ?? source.kind,
concealed,
)
const type = explicitType ?? (tiles.length === 4
? (concealed ? 'an_gang' : 'ming_gang')
: tiles.length === 3
? 'peng'
: null)
if (type === 'peng') {
return {
@@ -986,6 +1207,7 @@ function handleRoomStateResponse(message: unknown): void {
if (!gameStore.pendingClaim) {
claimActionPending.value = false
}
clearTurnActionPending()
const previousRoom = activeRoom.value
const roomPlayers = Object.values(gameStore.players)
@@ -1304,6 +1526,7 @@ function handleRoomInfoResponse(message: unknown): void {
if (!gameStore.pendingClaim) {
claimActionPending.value = false
}
clearTurnActionPending()
const scores = asRecord(gameState?.scores)
if (scores) {
gameStore.scores = Object.fromEntries(
@@ -1648,6 +1871,7 @@ function handlePlayerHandResponse(message: unknown): void {
return
}
clearTurnActionPending()
const existingPlayer = gameStore.players[loggedInUserId.value]
if (existingPlayer) {
existingPlayer.handTiles = handTiles
@@ -1767,6 +1991,32 @@ function handlePlayerTurn(message: unknown): void {
applyPlayerTurnCountdown(payload as PlayerTurnPayload)
}
function handleActionError(message: unknown): void {
const source = asRecord(message)
if (!source || typeof source.type !== 'string') {
return
}
if (normalizeWsType(source.type) !== 'ACTION_ERROR') {
return
}
const payload = asRecord(source.payload)
const roomId =
readString(payload ?? {}, 'room_id', 'roomId') ||
readString(source, 'roomId')
if (roomId && gameStore.roomId && roomId !== gameStore.roomId) {
return
}
const action = readString(payload ?? {}, 'action') || 'unknown'
const messageText = readString(payload ?? {}, 'message') || '操作失败'
claimActionPending.value = false
clearTurnActionPending()
wsError.value = messageText
wsMessages.value.push(`[action-error] ${action}: ${messageText}`)
}
function toGameAction(message: unknown): GameAction | null {
if (!message || typeof message !== 'object') {
return null
@@ -1811,6 +2061,26 @@ function toGameAction(message: unknown): GameAction | null {
return {type: 'CLAIM_RESOLVED', payload: payload as GameActionPayload<'CLAIM_RESOLVED'>}
}
return null
case 'PENG':
case 'GANG':
case 'HU':
case 'PASS': {
const resolvedPayload = asRecord(payload)
const playerId =
readString(resolvedPayload ?? {}, 'player_id', 'playerId', 'PlayerID') ||
readString(source, 'target')
const action = type.toLowerCase()
if (!playerId || (action !== 'peng' && action !== 'gang' && action !== 'hu' && action !== 'pass')) {
return null
}
return {
type: 'CLAIM_RESOLVED',
payload: {
playerId,
action,
},
}
}
case 'ROOM_PLAYER_UPDATE':
if (payload && typeof payload === 'object') {
return {type: 'ROOM_PLAYER_UPDATE', payload: payload as GameActionPayload<'ROOM_PLAYER_UPDATE'>}
@@ -2290,17 +2560,62 @@ function drawTile(): void {
})
}
function submitConcealedGang(tile: Tile): void {
if (!gameStore.roomId || turnActionPending.value) {
return
}
markTurnActionPending('gang')
sendWsMessage({
type: 'gang',
roomId: gameStore.roomId,
payload: {
room_id: gameStore.roomId,
tile: {
id: tile.id,
suit: tile.suit,
value: tile.value,
},
},
})
}
function submitSelfHu(): void {
if (!gameStore.roomId || !canSelfHu.value || turnActionPending.value) {
return
}
markTurnActionPending('hu')
sendWsMessage({
type: 'hu',
roomId: gameStore.roomId,
payload: {
room_id: gameStore.roomId,
},
})
}
function submitClaim(action: ClaimOptionState): void {
if (claimActionPending.value || !gameStore.roomId || !visibleClaimOptions.value.includes(action)) {
return
}
const claimTile = gameStore.pendingClaim?.tile
claimActionPending.value = true
sendWsMessage({
type: action,
roomId: gameStore.roomId,
payload: {
room_id: gameStore.roomId,
...(action !== 'pass' && claimTile
? {
tile: {
id: claimTile.id,
suit: claimTile.suit,
value: claimTile.value,
},
}
: {}),
},
})
}
@@ -2403,6 +2718,7 @@ onMounted(() => {
handleRoomStateResponse(msg)
handlePlayerHandResponse(msg)
handlePlayerTurn(msg)
handleActionError(msg)
handleDingQueCountdown(msg)
handleReadyStateResponse(msg)
handlePlayerDingQueResponse(msg)
@@ -2425,6 +2741,7 @@ onMounted(() => {
}
if (gameAction.type === 'CLAIM_RESOLVED') {
claimActionPending.value = false
clearTurnActionPending()
}
if (gameAction.type === 'ROOM_TRUSTEE') {
syncTrusteeState(gameAction.payload)
@@ -2436,6 +2753,7 @@ onMounted(() => {
})
wsClient.onError((message: string) => {
markDiscardCompleted()
clearTurnActionPending()
wsError.value = message
wsMessages.value.push(`[error] ${message}`)
@@ -2477,6 +2795,7 @@ onBeforeUnmount(() => {
clockTimer = null
}
clearDiscardPendingTimer()
clearTurnActionPending()
window.removeEventListener('click', handleGlobalClick)
window.removeEventListener('keydown', handleGlobalEsc)
@@ -2820,7 +3139,31 @@ onBeforeUnmount(() => {
</button>
</div>
<div v-if="showClaimActions" class="claim-action-bar" data-testid="claim-action-bar">
<div v-if="concealedGangCandidates.length > 0" class="hand-action-bar">
<button
v-for="tile in concealedGangCandidates"
:key="`gang-${tile.id}`"
class="hand-action-tile"
:data-testid="`hand-gang-${tile.suit}-${tile.value}`"
type="button"
:disabled="turnActionPending"
@click="submitConcealedGang(tile)"
>
{{ formatTile(tile) }}
</button>
</div>
<div v-if="canSelfHu || showClaimActions" class="claim-action-bar" data-testid="claim-action-bar">
<button
v-if="canSelfHu"
class="ready-toggle ready-toggle-inline"
data-testid="claim-self-hu"
type="button"
:disabled="turnActionPending"
@click="submitSelfHu"
>
<span class="ready-toggle-label"></span>
</button>
<button
v-for="option in visibleClaimOptions"
:key="option"