Browse Source

1 加入游戏限制判断修改

2 去掉一些日志
dev
MoQingYu 5 months ago
parent
commit
67accc8cd7
  1. 4
      game-server/game/21Game/app/core/game/game_ctrl_blood.go
  2. 1
      game-server/game/21Game/app/core/game/game_get_banker.go
  3. 6
      game-server/game/21Game/app/core/game/game_logic.go
  4. 1
      game-server/game/21Game/app/core/game/game_out_room.go
  5. 101
      game-server/game/21Game/app/core/game/game_over.go
  6. 12
      game-server/game/21Game/app/core/game/game_select_banker.go
  7. 11
      game-server/game/21Game/app/core/protocol/protocol_msg.go
  8. 2
      game-server/game/21Game/app/gamemanage/gamemanage.go
  9. 2
      game-server/game/AndarBahar/app/gamemanage/gamemanage.go
  10. 30
      game-server/game/DZ/app/core/game/game_over.go
  11. 4
      game-server/game/DZ/app/core/game/game_start.go
  12. 12
      game-server/game/DZ/app/core/protocol/protocol_msg.go
  13. 2
      game-server/game/DZ/app/gamemanage/gamemanage.go
  14. 112
      game-server/game/DZ/config/blood.json
  15. 2
      game-server/game/SixAndarBahar/app/core/game/game_bet.go
  16. 5
      game-server/game/SixAndarBahar/app/core/game/game_ctrl_blood.go
  17. 2
      game-server/game/SixAndarBahar/app/core/game/game_get_banker.go
  18. 2
      game-server/game/SixAndarBahar/app/core/game/game_logic.go
  19. 6
      game-server/game/SixAndarBahar/app/core/game/game_select_banker.go
  20. 2
      game-server/game/SixAndarBahar/app/gamemanage/gamemanage.go
  21. 2
      game-server/game/dragonTiger/app/gamemanage/gamemanage.go
  22. 2
      game-server/game/rummy/app/gamemanage/gamemanage.go
  23. 2
      game-server/game/sevenUpSevenDown/app/gamemanage/gamemanage.go

4
game-server/game/21Game/app/core/game/game_ctrl_blood.go

@ -84,7 +84,7 @@ func (rr *Room) GetCtrlBlood() types.Poker { // 0 爆牌
}
}
log.Debug(" 桌子号", rr.RId, "要爆牌 发的牌 ", vGetCard, " 当前爆牌率", CurrentBoomPro, " 当前最小点数", CurrentMinPoint)
//log.Debug(" 桌子号", rr.RId, "要爆牌 发的牌 ", vGetCard, " 当前爆牌率", CurrentBoomPro, " 当前最小点数", CurrentMinPoint)
} else {
// 发不会爆的牌
NeedMaxPoint := 21 - CurrentMaxPoint
@ -128,7 +128,7 @@ func (rr *Room) GetCtrlBlood() types.Poker { // 0 爆牌
}
}
}
log.Debug(" 桌子号", rr.RId, "不爆牌 发的牌 ", vGetCard, " 当前爆牌率", CurrentBoomPro, " 当前点数", CurrentMaxPoint)
//log.Debug(" 桌子号", rr.RId, "不爆牌 发的牌 ", vGetCard, " 当前爆牌率", CurrentBoomPro, " 当前点数", CurrentMaxPoint)
}
if vGetCard.Point() == 0 {

1
game-server/game/21Game/app/core/game/game_get_banker.go

@ -35,6 +35,7 @@ func (rr *Room) OnUserGetBanker(uid int64, msg interface{}) { // 用户抢庄
if rr.Opt.HostLimit != 0 && !rr.PlayerMap[ChairId].IsRobot && rr.PlayerMap[ChairId].Gold.IntPart() < rr.Opt.HostLimit {
log.Debug(" 桌子号", rr.RId, " 玩家", ChairId, "钱不够不能抢庄 ", rr.PlayerMap[ChairId].Gold.IntPart(), " 要求 ", rr.Opt.HostLimit)
rr.NoGetBankerList = append(rr.NoGetBankerList, ChairId)
BankerRes.Code = protocol.ErrorGetBanker
BankerRes.CodeMsg = "钱不够不能抢庄"
rr.Send(rr.PlayerMap[ChairId], route.GetBankerRes, BankerRes)

6
game-server/game/21Game/app/core/game/game_logic.go

@ -328,6 +328,12 @@ func (rr *Room) run() {
}
}
if len(rr.PlayerMap) == 0 {
for _, player := range rr.PlayerWatchMap {
rr.OnGetOutRoom(player.Uid)
}
}
//// 观战转坐下
//TempChairID := int32(0)
//for TempChairID = 0; TempChairID < MAX_USER_NUM; TempChairID++ {

1
game-server/game/21Game/app/core/game/game_out_room.go

@ -79,6 +79,7 @@ func (rr *Room) OnGetOutRoom(uid int64) bool {
}
}
ret = true
break
}
}

101
game-server/game/21Game/app/core/game/game_over.go

@ -2,6 +2,7 @@ package game
import (
"base/log"
"encoding/json"
"fmt"
"github.com/shopspring/decimal"
"strconv"
@ -122,8 +123,8 @@ func (rr *Room) OnGameOtherResultRunning(ChangeOperateUser bool, ChangeState boo
}
//判断是否结束
log.Debug(" 桌子号", rr.RId, " 发的牌 ", vGetCard, " 当前用户 ", rr.CurrOperationPlayer, " 当前分数 ", AllCoin)
if len(rr.PlayerMap[rr.CurrOperationPlayer].HandPoker) == 2 && AllCoin[len(AllCoin)-1] == 21 {
log.Debug(" 桌子号", rr.RId, " 黑杰克 发的牌 ", vGetCard, " 当前用户 ", rr.CurrOperationPlayer, " 当前分数 ", AllCoin)
// 两张牌 21 点 就是黑杰克 提前结算
if rr.CurrOperationPlayer == rr.CurrBanker {
// 庄家是买保险
@ -141,6 +142,7 @@ func (rr *Room) OnGameOtherResultRunning(ChangeOperateUser bool, ChangeState boo
NextTimestamp: rr.CurrentOperationTimer,
})
} else if len(rr.PlayerMap[rr.CurrOperationPlayer].HandPoker) == 5 && AllCoin[0] <= 21 {
log.Debug(" 桌子号", rr.RId, " 五小龙 发的牌 ", vGetCard, " 当前用户 ", rr.CurrOperationPlayer, " 当前分数 ", AllCoin)
// 五张牌 最小的点数没有爆 就是五小龙 提前结算
if rr.CurrOperationPlayer == rr.CurrBanker {
rr.PlayerMap[rr.CurrOperationPlayer].GameState = 3
@ -157,6 +159,7 @@ func (rr *Room) OnGameOtherResultRunning(ChangeOperateUser bool, ChangeState boo
NextTimestamp: rr.CurrentOperationTimer,
})
} else if AllCoin[0] > 21 {
log.Debug(" 桌子号", rr.RId, "爆牌 发的牌 ", vGetCard, " 当前用户 ", rr.CurrOperationPlayer, " 当前分数 ", AllCoin)
// 爆牌 提前结算
if rr.CurrOperationPlayer == rr.CurrBanker {
rr.PlayerMap[rr.CurrOperationPlayer].GameState = 4
@ -257,6 +260,38 @@ func (rr *Room) OnEventGameSingeConclude(SingleChairID int32) { // 结束-单独
}
var sArea string
sArea = ""
var RecordInfo protocol.RecordInfo
for _, player := range rr.PlayerMap {
if !player.CanBet {
continue
}
var RecordInfoPlayer protocol.RecordInfoPlayer
RecordInfoPlayer.ChairID = player.ChairId
for _, poker := range player.HandPoker {
RecordInfoPlayer.HandPoker = append(RecordInfoPlayer.HandPoker, int32(poker))
}
RecordInfoPlayer.Point = player.HandPoker.GetAllCoin()
MaxTempCoin := int32(0)
for _, i2 := range RecordInfoPlayer.Point {
if i2 <= 21 {
MaxTempCoin = i2
} else {
break
}
}
RecordInfoPlayer.PointMax = MaxTempCoin
RecordInfo.Player = append(RecordInfo.Player, RecordInfoPlayer)
}
options, err := json.Marshal(RecordInfo)
if err != nil {
log.Debug("RecordInfo 序列化失败")
}
sArea = string(options)
var sPlayers string
TempBankerWin := int64(0) //庄家输赢
BankerUser := rr.PlayerMap[rr.CurrBanker]
@ -420,6 +455,38 @@ func (rr *Room) OnEventGameConclude() { // 结束-结算
}
var sArea string
sArea = ""
var RecordInfo protocol.RecordInfo
for _, player := range rr.PlayerMap {
if !player.CanBet {
continue
}
var RecordInfoPlayer protocol.RecordInfoPlayer
RecordInfoPlayer.ChairID = player.ChairId
for _, poker := range player.HandPoker {
RecordInfoPlayer.HandPoker = append(RecordInfoPlayer.HandPoker, int32(poker))
}
RecordInfoPlayer.Point = player.HandPoker.GetAllCoin()
MaxTempCoin := int32(0)
for _, i2 := range RecordInfoPlayer.Point {
if i2 <= 21 {
MaxTempCoin = i2
} else {
break
}
}
RecordInfoPlayer.PointMax = MaxTempCoin
RecordInfo.Player = append(RecordInfo.Player, RecordInfoPlayer)
}
options, err := json.Marshal(RecordInfo)
if err != nil {
log.Debug("RecordInfo 序列化失败")
}
sArea = string(options)
var sPlayers string
TempBankerWin := int64(0) //庄家输赢
BankerUser := rr.PlayerMap[rr.CurrBanker]
@ -592,6 +659,38 @@ func (rr *Room) OnEventGameConcludeBX() { // 结束-保险结算
}
var sArea string
sArea = ""
var RecordInfo protocol.RecordInfo
for _, player := range rr.PlayerMap {
if !player.CanBet {
continue
}
var RecordInfoPlayer protocol.RecordInfoPlayer
RecordInfoPlayer.ChairID = player.ChairId
for _, poker := range player.HandPoker {
RecordInfoPlayer.HandPoker = append(RecordInfoPlayer.HandPoker, int32(poker))
}
RecordInfoPlayer.Point = player.HandPoker.GetAllCoin()
MaxTempCoin := int32(0)
for _, i2 := range RecordInfoPlayer.Point {
if i2 <= 21 {
MaxTempCoin = i2
} else {
break
}
}
RecordInfoPlayer.PointMax = MaxTempCoin
RecordInfo.Player = append(RecordInfo.Player, RecordInfoPlayer)
}
options, err := json.Marshal(RecordInfo)
if err != nil {
log.Debug("RecordInfo 序列化失败")
}
sArea = string(options)
var sPlayers string
TempBankerWin := int64(0) //庄家输赢
for _, player := range rr.PlayerMap {

12
game-server/game/21Game/app/core/game/game_select_banker.go

@ -26,10 +26,14 @@ func (rr *Room) OnGameSelectBanker() { // 定庄
}
if NoHave {
for _, i2 := range rr.NoGetBankerList {
if i2 == TempPlayer.ChairId {
NoHave = false
break
if rr.Opt.HostLimit != 0 && !TempPlayer.IsRobot && TempPlayer.Gold.IntPart() < rr.Opt.HostLimit {
NoHave = false
} else {
for _, i2 := range rr.NoGetBankerList {
if i2 == TempPlayer.ChairId {
NoHave = false
break
}
}
}

11
game-server/game/21Game/app/core/protocol/protocol_msg.go

@ -244,3 +244,14 @@ type Options struct {
DefaultBet int64 `json:"defaultBet"` // 默认下注
RoundTime int64 `json:"roundTime"` // 每轮回合的轮次时间
}
type RecordInfoPlayer struct { // 存储的结构显示
ChairID int32 `json:"chairId"` //座位ID
HandPoker []int32 `json:"handPoker,omitempty"` // 用户当前手牌
Point []int32 `json:"point,omitempty"` // 当前点数和
PointMax int32 `json:"pointMax"` // 最大点数
}
type RecordInfo struct { // 存储的结构显示
Player []RecordInfoPlayer `json:"player,omitempty"` // 单独用户信息
}

2
game-server/game/21Game/app/gamemanage/gamemanage.go

@ -94,7 +94,7 @@ func JoinTable(ctx *node.Context) {
return
}
if reply3.Gold < item.RoomLimit {
if reply3.Gold < item.MinEnterAsset {
res.Code = -2
res.CodeMsg = "加入游戏失败,资产不足"
log.Debug(res.CodeMsg)

2
game-server/game/AndarBahar/app/gamemanage/gamemanage.go

@ -86,7 +86,7 @@ func EnterGame(ctx *node.Context) {
return
}
if reply3.Gold < item.RoomLimit {
if reply3.Gold < item.MinEnterAsset {
res.Code = -2
res.CodeMsg = "加入游戏失败,资产不足"
log.Debug(res.CodeMsg)

30
game-server/game/DZ/app/core/game/game_over.go

@ -1,6 +1,7 @@
package game
import (
"base/encoding/json"
"base/log"
"fmt"
"github.com/shopspring/decimal"
@ -290,6 +291,35 @@ func (rr *Room) OnEventGameConclude() { // 结束-结算
GameOver := &protocol.NotifyGameConclude{}
var sArea string
sArea = ""
var RecordInfo protocol.RecordInfo
for _, poker := range rr.HandPoker {
RecordInfo.TableHandPoker = append(RecordInfo.TableHandPoker, int32(poker))
}
for _, player := range rr.PlayerMap {
if !player.CanBet {
continue
}
var RecordInfoPlayer protocol.RecordInfoPlayer
RecordInfoPlayer.ChairID = player.ChairId
for _, poker := range player.HandPoker {
RecordInfoPlayer.HandPoker = append(RecordInfoPlayer.HandPoker, int32(poker))
}
for _, poker := range player.BestKind {
RecordInfoPlayer.BestPoker = append(RecordInfoPlayer.BestPoker, int32(poker))
}
RecordInfoPlayer.PokerType = int32(player.BestKind.GetCardType())
RecordInfo.Player = append(RecordInfo.Player, RecordInfoPlayer)
}
options, err := json.Marshal(RecordInfo)
if err != nil {
log.Debug("RecordInfo 序列化失败")
}
sArea = string(options)
var sPlayers string
// 找到赢家

4
game-server/game/DZ/app/core/game/game_start.go

@ -114,6 +114,10 @@ func (rr *Room) OnGameStart() bool {
})
}
for _, tempPlayer := range rr.PlayerWatchMap {
rr.Send(tempPlayer, route.NotifyGameStart, &protocol.NotifyGameStart{})
}
// 1秒后发三张牌
go func() {
time.Sleep(1000 * time.Millisecond)

12
game-server/game/DZ/app/core/protocol/protocol_msg.go

@ -218,3 +218,15 @@ type Options struct {
DefaultBet int64 `json:"defaultBet"` // 默认下注
RoundTime int64 `json:"roundTime"` // 每轮回合的轮次时间
}
type RecordInfoPlayer struct { // 存储的结构显示
ChairID int32 `json:"chairId"` //座位ID
HandPoker []int32 `json:"handPoker,omitempty"` // 用户当前手牌
BestPoker []int32 `json:"bestPoker,omitempty"` // 最佳排列
PokerType int32 `json:"pokerType" ` // 牌类型
}
type RecordInfo struct { // 存储的结构显示
TableHandPoker []int32 `json:"tableHandPoker,omitempty"` // 公牌
Player []RecordInfoPlayer `json:"player,omitempty"` // 单独用户信息
}

2
game-server/game/DZ/app/gamemanage/gamemanage.go

@ -94,7 +94,7 @@ func JoinTable(ctx *node.Context) {
return
}
if reply3.Gold < item.RoomLimit {
if reply3.Gold < item.MinEnterAsset {
res.Code = -2
res.CodeMsg = "加入游戏失败,资产不足"
log.Debug(res.CodeMsg)

112
game-server/game/DZ/config/blood.json

@ -11,7 +11,7 @@
"GearIDComment": "GearID 【输 3000档】",
"GearID": 3000,
"WinProComment": "赢得概率 万分率",
"WinPro": 9500,
"WinPro": 9000,
"UserWinPokerProComment": "玩家获胜抽牌权重",
"UserWinPokerPro": [[1,3508],[2,4000],[3,1801],[4,350],[5,200],[6,100],[7,25],[8,10],[9,5],[10,1]],
"RobotWinPokerProComment": "机器人获胜抽牌权重",
@ -19,9 +19,9 @@
"RobotWinDropProComment": "机器人赢的弃牌概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotWinDropPro": [[1,0],[2,0],[3,0],[4,0],[5,0]],
"RobotWinJiaProComment": "机器人赢的加注概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotWinJiaPro": [[1,2500],[2,2500],[3,2500],[4,4800],[5,6700]],
"RobotWinJiaPro": [[1,2500],[2,2300],[3,4600],[4,3000],[5,2000]],
"RobotLoseDropProComment": "机器人输的弃牌概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotLoseDropPro": [[1,6855],[2,4352],[3,7855],[4,8358],[5,9823]],
"RobotLoseDropPro": [[1,4283],[2,3725],[3,7600],[4,8010],[5,9935]],
"RobotLoseJiaProComment": "机器人输的加注概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotLoseJiaPro": [[1,0],[2,0],[3,0],[4,0],[5,0]]
},
@ -29,7 +29,7 @@
"GearIDComment": "GearID 【输 2000档】",
"GearID": 2000,
"WinProComment": "赢得概率 万分率",
"WinPro": 8000,
"WinPro": 8350,
"UserWinPokerProComment": "玩家获胜抽牌权重",
"UserWinPokerPro": [[1,3000],[2,3500],[3,2000],[4,800],[5,400],[6,200],[7,50],[8,25],[9,10],[10,5]],
"RobotWinPokerProComment": "机器人获胜抽牌权重",
@ -37,9 +37,9 @@
"RobotWinDropProComment": "机器人赢的弃牌概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotWinDropPro": [[1,0],[2,0],[3,0],[4,0],[5,0]],
"RobotWinJiaProComment": "机器人赢的加注概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotWinJiaPro": [[1,2300],[2,2300],[3,2300],[4,4000],[5,5500]],
"RobotWinJiaPro": [[1,2500],[2,2300],[3,4600],[4,3000],[5,2000]],
"RobotLoseDropProComment": "机器人输的弃牌概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotLoseDropPro": [[1,2685],[2,2198],[3,6931],[4,7199],[5,9538]],
"RobotLoseDropPro": [[1,2300],[2,3800],[3,5810],[4,5918],[5,9850]],
"RobotLoseJiaProComment": "机器人输的加注概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotLoseJiaPro": [[1,0],[2,0],[3,0],[4,0],[5,0]]
},
@ -47,7 +47,7 @@
"GearIDComment": "GearID 【输 1000档】",
"GearID": 1000,
"WinProComment": "赢得概率 万分率",
"WinPro": 6000,
"WinPro": 7100,
"UserWinPokerProComment": "玩家获胜抽牌权重",
"UserWinPokerPro": [[1,2500],[2,3000],[3,2200],[4,1200],[5,800],[6,400],[7,100],[8,50],[9,25],[10,10]],
"RobotWinPokerProComment": "机器人获胜抽牌权重",
@ -55,17 +55,17 @@
"RobotWinDropProComment": "机器人赢的弃牌概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotWinDropPro": [[1,0],[2,0],[3,0],[4,0],[5,0]],
"RobotWinJiaProComment": "机器人赢的加注概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotWinJiaPro": [[1,2000],[2,2000],[3,2000],[4,3500],[5,4500]],
"RobotWinJiaPro": [[1,2500],[2,2300],[3,4600],[4,3000],[5,2000]],
"RobotLoseDropProComment": "机器人输的弃牌概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotLoseDropPro":[[1,3000],[2,3000],[3,3000],[4,8000],[5,9000]],
"RobotLoseDropPro":[[1,2300],[2,1800],[3,5513],[4,6318],[5,9750]],
"RobotLoseJiaProComment": "机器人输的加注概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotLoseJiaPro": [[1,0],[2,0],[3,3588],[4,2515],[5,1681]]
"RobotLoseJiaPro": [[1,0],[2,0],[3,500],[4,300],[5,50]]
},
{
"GearIDComment": "GearID 【赢 1000档】",
"GearID": -1000,
"WinProComment": "赢得概率 万分率",
"WinPro": 6000,
"WinPro": 5700,
"UserWinPokerProComment": "玩家获胜抽牌权重",
"UserWinPokerPro": [[1,2000],[2,2500],[3,2500],[4,1500],[5,1000],[6,600],[7,200],[8,100],[9,50],[10,20]],
"RobotWinPokerProComment": "机器人获胜抽牌权重",
@ -73,17 +73,17 @@
"RobotWinDropProComment": "机器人赢的弃牌概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotWinDropPro": [[1,1000],[2,0],[3,0],[4,0],[5,0]],
"RobotWinJiaProComment": "机器人赢的加注概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotWinJiaPro": [[1,1500],[2,1500],[3,1500],[4,3000],[5,4000]],
"RobotWinJiaPro": [[1,2500],[2,2300],[3,4600],[4,3000],[5,2000]],
"RobotLoseDropProComment": "机器人输的弃牌概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotLoseDropPro": [[1,2685],[2,2198],[3,6931],[4,7199],[5,9538]],
"RobotLoseDropPro": [[1,1288],[2,4899],[3,3162],[4,4555],[5,9500]],
"RobotLoseJiaProComment": "机器人输的加注概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotLoseJiaPro": [[1,0],[2,0],[3,3611],[4,2518],[5,2696]]
"RobotLoseJiaPro": [[1,800],[2,800],[3,1100],[4,800],[5,300]]
},
{
"GearIDComment": "GearID 【赢 2000档】",
"GearID": -2000,
"WinProComment": "赢得概率 万分率",
"WinPro": 4000,
"WinPro": 5500,
"UserWinPokerProComment": "玩家获胜抽牌权重",
"UserWinPokerPro": [[1,1500],[2,2000],[3,2700],[4,1800],[5,1200],[6,800],[7,300],[8,150],[9,75],[10,30]],
"RobotWinPokerProComment": "机器人获胜抽牌权重",
@ -91,17 +91,17 @@
"RobotWinDropProComment": "机器人赢的弃牌概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotWinDropPro": [[1,2000],[2,0],[3,0],[4,0],[5,0]],
"RobotWinJiaProComment": "机器人赢的加注概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotWinJiaPro": [[1,1000],[2,1000],[3,1000],[4,2500],[5,3500]],
"RobotWinJiaPro": [[1,2500],[2,2300],[3,4600],[4,3000],[5,2000]],
"RobotLoseDropProComment": "机器人输的弃牌概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotLoseDropPro": [[1,2185],[2,1898],[3,4531],[4,5199],[5,9538]],
"RobotLoseDropPro": [[1,750],[2,430],[3,1999],[4,2999],[5,8599]],
"RobotLoseJiaProComment": "机器人输的加注概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotLoseJiaPro": [[1,0],[2,0],[3,3788],[4,3255],[5,2588]]
"RobotLoseJiaPro": [[1,600],[2,800],[3,1260],[4,1200],[5,300]]
},
{
"GearIDComment": "GearID 【赢 3000档】",
"GearID": -3000,
"WinProComment": "赢得概率 万分率",
"WinPro": 3500,
"WinPro": 4300,
"UserWinPokerProComment": "玩家获胜抽牌权重",
"UserWinPokerPro": [[1,500],[2,800],[3,3200],[4,2500],[5,2000],[6,1200],[7,500],[8,250],[9,100],[10,50]],
"RobotWinPokerProComment": "机器人获胜抽牌权重",
@ -109,43 +109,43 @@
"RobotWinDropProComment": "机器人赢的弃牌概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotWinDropPro": [[1,3000],[2,0],[3,0],[4,0],[5,0]],
"RobotWinJiaProComment": "机器人赢的加注概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotWinJiaPro": [[1,500],[2,500],[3,500],[4,2000],[5,3000]],
"RobotWinJiaPro": [[1,2500],[2,2300],[3,4600],[4,3000],[5,2000]],
"RobotLoseDropProComment": "机器人输的弃牌概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotLoseDropPro": [[1,1885],[2,1698],[3,3231],[4,3819],[5,9218]],
"RobotLoseDropPro": [[1,850],[2,500],[3,1700],[4,2300],[5,8499]],
"RobotLoseJiaProComment": "机器人输的加注概率 1:小盲注 2:大盲注 3:翻牌圈 4 转牌圈 5河牌圈",
"RobotLoseJiaPro": [[1,0],[2,0],[3,3788],[4,3415],[5,3111]]
}
],
"CommentAndroidOperateConfig": "机器人的配置",
"AndroidOperateConfig": {
"CommentInGold": "场次携带金币上下范围",
"InGold": [[1000000,3000000],[2000000,6000000],[5000000,20000000],[20000000,50000000],[20000000,50000000],[20000000,50000000]],
"CommentCreateTableHZ": "创建桌子的频率",
"CreateTableHZ": 30000,
"CommentTableCreatePro": "低于多少桌时创建桌子的概率 高于最后一个配置不再创建桌子",
"TableCreatePro": [[1,10000],[7,6000],[10,3000]],
"CommentCountMax": "房间多少个真实玩家情况下 机器人的个数概率",
"CountMax0": [[0,0],[1,0],[2,30],[3,50000],[4,15],[5,0]],
"CountMax1": [[0,0],[1,3000],[2,3000],[3,5000],[4,1500],[5,500]],
"CountMax2": [[0,0],[1,5000],[2,2000],[3,1000],[4,500],[5,0]],
"CountMax3": [[0,3000],[1,5000],[2,50],[3,0],[4,0],[5,0]],
"CountMax4": [[0,8000],[1,2000],[2,0],[3,0],[4,0],[5,0]],
"CountMax5": [[0,0],[1,0],[2,0],[3,0],[4,0],[5,0]],
"CommentJoinHZ": "机器人加入房间的时间间隔",
"JoinHZ": [1,3],
"CommentFlushHZ": "刷新机器人进房间的频率",
"FlushHZ": 300
},
"CommentTimeoutDestroy": "创建房间后没人的销毁时间",
"TimeoutDestroy": 60000,
"CommentTimeOutGetBanker": "等待随机庄时间",
"TimeOutGetBanker" : 2000,
"CommentTimeOutBegin": "抢庄后到开始操作等待时间",
"TimeOutBegin" : 3000,
"CommentTimeOutOperate": "操作的时间",
"TimeOutOperate" : 20000,
"CommentTimeOutFinalResult": "最终结算倒计时",
"TimeOutFinalResult" : 2000,
"CommentTimeKickTimes": "多少次不下注踢出房间",
"TimeKickTimes" :5
"RobotLoseJiaPro": [[1,2000],[2,1800],[3,1683],[4,1400],[5,500]]
}
],
"CommentAndroidOperateConfig": "机器人的配置",
"AndroidOperateConfig": {
"CommentInGold": "场次携带金币上下范围",
"InGold": [[1000000,3000000],[2000000,6000000],[5000000,20000000],[20000000,50000000],[20000000,50000000],[20000000,50000000]],
"CommentCreateTableHZ": "创建桌子的频率",
"CreateTableHZ": 30000,
"CommentTableCreatePro": "低于多少桌时创建桌子的概率 高于最后一个配置不再创建桌子",
"TableCreatePro": [[1,10000],[7,6000],[10,3000]],
"CommentCountMax": "房间多少个真实玩家情况下 机器人的个数概率",
"CountMax0": [[0,0],[1,0],[2,30],[3,50000],[4,15],[5,0]],
"CountMax1": [[0,0],[1,3000],[2,3000],[3,5000],[4,1500],[5,500]],
"CountMax2": [[0,0],[1,5000],[2,2000],[3,1000],[4,500],[5,0]],
"CountMax3": [[0,3000],[1,5000],[2,50],[3,0],[4,0],[5,0]],
"CountMax4": [[0,8000],[1,2000],[2,0],[3,0],[4,0],[5,0]],
"CountMax5": [[0,0],[1,0],[2,0],[3,0],[4,0],[5,0]],
"CommentJoinHZ": "机器人加入房间的时间间隔",
"JoinHZ": [1,3],
"CommentFlushHZ": "刷新机器人进房间的频率",
"FlushHZ": 300
},
"CommentTimeoutDestroy": "创建房间后没人的销毁时间",
"TimeoutDestroy": 60000,
"CommentTimeOutGetBanker": "等待随机庄时间",
"TimeOutGetBanker" : 2000,
"CommentTimeOutBegin": "抢庄后到开始操作等待时间",
"TimeOutBegin" : 3000,
"CommentTimeOutOperate": "操作的时间",
"TimeOutOperate" : 20000,
"CommentTimeOutFinalResult": "最终结算倒计时",
"TimeOutFinalResult" : 2000,
"CommentTimeKickTimes": "多少次不下注踢出房间",
"TimeKickTimes" :5
}

2
game-server/game/SixAndarBahar/app/core/game/game_bet.go

@ -198,7 +198,7 @@ func (rr *Room) OnUserBet(uid int64, msg interface{}, Auto bool) { // 用户下
}
if !Auto && bEnd { // 不是自动才能提前结算
log.Debug("OnUserBet 桌子号 ", rr.RId, " 提前结束 ")
//log.Debug("OnUserBet 桌子号 ", rr.RId, " 提前结束 ")
milliseconds := time.Now().UnixMilli()
rr.CurrentOperationTimer = milliseconds
}

5
game-server/game/SixAndarBahar/app/core/game/game_ctrl_blood.go

@ -10,7 +10,7 @@ func (rr *Room) GetCtrlBlood() int { // 0 不控 1 系统赢 2 系统输
//return 0 // 测试添加
TemPro := 10000 // todo 测试后删除
log.Debug(" 桌子号", rr.RId, "房间当前血池 :", rr.BoolePool)
//log.Debug(" 桌子号", rr.RId, "房间当前血池 :", rr.BoolePool)
CurrentGears := 0
TempRoomGears, err := strconv.Atoi(rr.BoolePool.RoomGears)
if err == nil {
@ -27,12 +27,11 @@ func (rr *Room) GetCtrlBlood() int { // 0 不控 1 系统赢 2 系统输
for _, TempGearConfig := range rr.BloodCtrl.GearConfig {
if TempGearConfig.GearID == CurrentGears {
TemPro = TempGearConfig.WinPro
log.Debug(" 桌子号", rr.RId, "档位 ", TempGearConfig.GearID, " 概率 ", TempGearConfig.WinPro)
break
}
}
log.Debug(" 桌子号", rr.RId, "是否个人点控 :", rr.isUserCtl, "点控档位 :", CurrentGears, " 房间点控", TempRoomGears, " 当前的概率", TemPro)
log.Debug(" 桌子号", rr.RId, "房间当前血池 :", rr.BoolePool, "是否个人点控 :", rr.isUserCtl, "点控档位 :", CurrentGears, " 房间点控", TempRoomGears, " 当前的概率", TemPro)
// 正数血池抽中控制 控系统赢 负数血池控系统输
if rr.GetInRoomRobotCount() > 0 && rand.Intn(10000) < TemPro {

2
game-server/game/SixAndarBahar/app/core/game/game_get_banker.go

@ -57,7 +57,7 @@ func (rr *Room) OnUserGetBanker(uid int64, msg interface{}) { // 用户抢庄
// 判断是否提前结束
if len(rr.PlayerMap) == (len(rr.GetBankerList) + len(rr.NoGetBankerList)) { // 提前开始
log.Debug("OnUserBet 桌子号 ", rr.RId, " 抢庄提前结束 ")
//log.Debug("OnUserBet 桌子号 ", rr.RId, " 抢庄提前结束 ")
milliseconds := time.Now().UnixMilli()
rr.CurrentOperationTimer = milliseconds
}

2
game-server/game/SixAndarBahar/app/core/game/game_logic.go

@ -209,7 +209,7 @@ func (rr *Room) run() {
case protocol.STATE_OTHER_RESULT_RUNNING:
{
if milliseconds >= rr.CurrentOperationTimer {
log.Debug("------------------------------ 翻张扑克 ", rr.RId, " milliseconds ", milliseconds, " CurrentOperationTimer", rr.CurrentOperationTimer)
//log.Debug("------------------------------ 翻张扑克 ", rr.RId, " milliseconds ", milliseconds, " CurrentOperationTimer", rr.CurrentOperationTimer)
rr.OnGameOtherResultRunning(true)
}
}

6
game-server/game/SixAndarBahar/app/core/game/game_select_banker.go

@ -11,7 +11,7 @@ import (
func (rr *Room) OnGameSelectBanker() { // 定庄
NotifyCurrentBanker := &protocol.NotifyCurrentBanker{}
log.Debug(" 桌子号", rr.RId, "定庄 庄家列表 :", rr.GetBankerList)
//log.Debug(" 桌子号", rr.RId, "定庄 庄家列表 :", rr.GetBankerList)
// 抢庄时候重置一下所有可下注的状态
for index, TempPlayer := range rr.PlayerMap {
@ -38,7 +38,7 @@ func (rr *Room) OnGameSelectBanker() { // 定庄
}
}
}
log.Debug(" 桌子号", rr.RId, "定庄 庄家列表 2 :", rr.GetBankerList)
//log.Debug(" 桌子号", rr.RId, "定庄 庄家列表 2 :", rr.GetBankerList)
if len(rr.GetBankerList) == 0 {
NotifyCurrentBanker.Reason = 1
@ -57,7 +57,7 @@ func (rr *Room) OnGameSelectBanker() { // 定庄
TempRoomGears, err := strconv.Atoi(rr.BoolePool.RoomGears)
if err == nil {
CurrentGears = TempRoomGears
log.Debug(" 桌子号", rr.RId, "房间当前血池档位1 :", TempRoomGears, " CurrentGears :", CurrentGears)
//log.Debug(" 桌子号", rr.RId, "房间当前血池档位1 :", TempRoomGears, " CurrentGears :", CurrentGears)
}
CurrentGearConfig := rr.BloodCtrl.GearConfig[0]

2
game-server/game/SixAndarBahar/app/gamemanage/gamemanage.go

@ -93,7 +93,7 @@ func JoinTable(ctx *node.Context) {
return
}
if reply3.Gold < item.RoomLimit {
if reply3.Gold < item.MinEnterAsset {
res.Code = -2
res.CodeMsg = "加入游戏失败,资产不足"
log.Debug(res.CodeMsg)

2
game-server/game/dragonTiger/app/gamemanage/gamemanage.go

@ -86,7 +86,7 @@ func EnterGame(ctx *node.Context) {
return
}
if reply3.Gold < item.RoomLimit {
if reply3.Gold < item.MinEnterAsset {
res.Code = -2
res.CodeMsg = "加入游戏失败,资产不足"
log.Debug(res.CodeMsg)

2
game-server/game/rummy/app/gamemanage/gamemanage.go

@ -94,7 +94,7 @@ func JoinTable(ctx *node.Context) {
return
}
if reply3.Gold < item.RoomLimit {
if reply3.Gold < item.MinEnterAsset {
res.Code = -2
res.CodeMsg = "加入游戏失败,资产不足"
log.Debug(res.CodeMsg)

2
game-server/game/sevenUpSevenDown/app/gamemanage/gamemanage.go

@ -87,7 +87,7 @@ func EnterGame(ctx *node.Context) {
return
}
if reply3.Gold < item.RoomLimit {
if reply3.Gold < item.MinEnterAsset {
res.Code = -2
res.CodeMsg = "加入游戏失败,资产不足"
log.Debug(res.CodeMsg)

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