Files
mahjong-web/src/store/gameStore.ts
wsy182 66834d8a7a feat(game): 添加房间玩家状态同步功能
- 定义 RoomPlayerUpdatePayload 接口用于处理房间状态更新
- 在游戏动作中新增 ROOM_PLAYER_UPDATE 类型支持
- 实现游戏状态管理器中的房间玩家更新逻辑
- 重构成都麻将页面以使用新的状态管理机制
- 添加从 WebSocket 消息转换为游戏动作的功能
- 更新房间离开时的 WebSocket 消息发送逻辑
- 优化玩家手牌显示和选择逻辑
- 调整房间状态显示逻辑以匹配新状态模型
- 修复座位索引计算和庄家标识逻辑
- 更新全局样式中的图标按钮样式
- 替换大厅页面的刷新图标为 SVG 图像
- 升级 pnpm 包管理器版本
- 扩展玩家状态类型定义以支持显示名称和缺门信息
2026-03-25 17:26:18 +08:00

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import { defineStore } from 'pinia'
import {
GAME_PHASE,
type GameState,
type PendingClaimState,
} from '../types/state'
import type { RoomPlayerUpdatePayload } from '../game/actions'
import type { Tile } from '../types/tile'
export const useGameStore = defineStore('game', {
state: (): GameState => ({
roomId: '',
phase: GAME_PHASE.WAITING,
dealerIndex: 0,
currentTurn: 0,
players: {},
remainingTiles: 0,
pendingClaim: undefined,
winners: [],
scores: {},
}),
actions: {
// 初始化
initGame(data: GameState) {
Object.assign(this, data)
},
// 摸牌
onDrawTile(data: { playerId: string; tile: Tile }) {
const player = this.players[data.playerId]
if (!player) return
// 只更新自己的手牌
if (player.playerId === this.getMyPlayerId()) {
player.handTiles.push(data.tile)
}
// 剩余牌数减少
this.remainingTiles = Math.max(0, this.remainingTiles - 1)
// 更新回合seatIndex
this.currentTurn = player.seatIndex
// 清除操作窗口
this.pendingClaim = undefined
// 进入出牌阶段
this.phase = GAME_PHASE.PLAYING
},
// 出牌
onPlayTile(data: {
playerId: string
tile: Tile
nextSeat: number
}) {
const player = this.players[data.playerId]
if (!player) return
// 如果是自己,移除手牌
if (player.playerId === this.getMyPlayerId()) {
const index = player.handTiles.findIndex(
(t) => t.id === data.tile.id
)
if (index !== -1) {
player.handTiles.splice(index, 1)
}
}
// 加入出牌区
player.discardTiles.push(data.tile)
// 更新回合
this.currentTurn = data.nextSeat
// 等待其他玩家响应
this.phase = GAME_PHASE.ACTION
},
// 触发操作窗口(碰/杠/胡)
onPendingClaim(data: PendingClaimState) {
this.pendingClaim = data
this.phase = GAME_PHASE.ACTION
},
onRoomPlayerUpdate(payload: RoomPlayerUpdatePayload) {
if (typeof payload.room_id === 'string' && payload.room_id) {
this.roomId = payload.room_id
}
if (typeof payload.status === 'string' && payload.status) {
const phaseMap: Record<string, GameState['phase']> = {
waiting: GAME_PHASE.WAITING,
dealing: GAME_PHASE.DEALING,
playing: GAME_PHASE.PLAYING,
action: GAME_PHASE.ACTION,
settlement: GAME_PHASE.SETTLEMENT,
}
this.phase = phaseMap[payload.status] ?? this.phase
}
const hasPlayerList =
Array.isArray(payload.players) || Array.isArray(payload.player_ids)
if (!hasPlayerList) {
return
}
const nextPlayers: GameState['players'] = {}
const players = Array.isArray(payload.players) ? payload.players : []
const playerIds = Array.isArray(payload.player_ids) ? payload.player_ids : []
players.forEach((raw, index) => {
const playerId =
(typeof raw.PlayerID === 'string' && raw.PlayerID) ||
(typeof raw.player_id === 'string' && raw.player_id) ||
playerIds[index]
if (!playerId) {
return
}
const previous = this.players[playerId]
const seatRaw = raw.Index ?? raw.index ?? index
const seatIndex =
typeof seatRaw === 'number' && Number.isFinite(seatRaw) ? seatRaw : index
const readyRaw = raw.Ready ?? raw.ready
const displayNameRaw = raw.PlayerName ?? raw.player_name
const missingSuitRaw = raw.MissingSuit ?? raw.missing_suit
nextPlayers[playerId] = {
playerId,
seatIndex,
displayName:
typeof displayNameRaw === 'string' && displayNameRaw
? displayNameRaw
: previous?.displayName,
missingSuit:
typeof missingSuitRaw === 'string' || missingSuitRaw === null
? missingSuitRaw
: previous?.missingSuit,
handTiles: previous?.handTiles ?? [],
melds: previous?.melds ?? [],
discardTiles: previous?.discardTiles ?? [],
score: previous?.score ?? 0,
isReady:
typeof readyRaw === 'boolean'
? readyRaw
: (previous?.isReady ?? false),
}
})
if (players.length === 0) {
playerIds.forEach((playerId, index) => {
if (typeof playerId !== 'string' || !playerId) {
return
}
const previous = this.players[playerId]
nextPlayers[playerId] = {
playerId,
seatIndex: previous?.seatIndex ?? index,
displayName: previous?.displayName ?? playerId,
missingSuit: previous?.missingSuit,
handTiles: previous?.handTiles ?? [],
melds: previous?.melds ?? [],
discardTiles: previous?.discardTiles ?? [],
score: previous?.score ?? 0,
isReady: previous?.isReady ?? false,
}
})
}
this.players = nextPlayers
},
// 清理操作窗口
clearPendingClaim() {
this.pendingClaim = undefined
this.phase = GAME_PHASE.PLAYING
},
// 获取当前玩家ID后续建议放到 userStore
getMyPlayerId(): string {
return Object.keys(this.players)[0] || ''
},
},
})