.Net Core——用SignalR撸个游戏

之前开内部培训,说到实时web应用这一块讲到了SignalR,我说找时间用它做个游戏玩玩,后面时间紧张就一直没安排。这两天闲了又想起这个事,考虑后决定用2天时间写个斗D主,安排了前端同学写客户端,我写游戏逻辑和服务。

这个项目难度并不高,但是游戏逻辑还是挺绕的,联调过程中也发现解决了很多小问题。来园子里整理一篇文章,记录一下。

基础的介绍就免了,毕竟官网跟着走两圈啥都懂了。没基础的可以戳这里,是我之前写的一篇SignalR基础介绍,带有一个极简聊天室。

tips:文章结尾有开源地址,游戏数据都是本地的,改下IP运行起来就可以玩了。

直接上干货,首先是数据模型:

    /// 
    /// 用户信息
    /// 
    public class Customer
    {
        /// 
        /// 唯一ID
        /// 
        public string? ID { get; set; }

        /// 
        /// 昵称
        /// 
        public string? NickName { get; set; }

        /// 
        /// 卡片
        /// 
        public List<string> Card { get; set; }
    }


    /// 
    /// 房间
    /// 
    public class Room
    {
        /// 
        /// 房间名
        /// 
        public string Name { get; set; }

        /// 
        /// 房主id
        /// 
        public string Masterid { get; set; }

        /// 
        /// 当前出牌人
        /// 
        public int Curr { get; set; }

        /// 
        /// 当前卡片
        /// 
        public List<string> CurrCard { get; set; } = new List<string>();

        /// 
        /// 当前卡片打出人
        /// 
        public string ExistingCardClient { get; set; }

        /// 
        /// 房间成员列表
        /// 
        public List Customers { get; set; } = new List();
    }

tips:只是单纯为了斗D主设计的,商用版肯定不能这么搞,参考请慎用。

有了数据模型,自然少不了CRUD:

    /// 
    /// 用户操作
    /// 
    public static class CustomerAction
    {
        /// 
        /// 用户列表
        /// 
        private static List cusList = new List();

        /// 
        /// 不存在则新增,存在则修改昵称
        /// 
        /// 
        public static void Create(Customer customer)
        {
            Customer curr = null;

            if (cusList.Count > 0)
                curr = cusList.Where(x => x.ID == customer.ID).FirstOrDefault();

            if (curr is null)
                cusList.Add(customer);
            else
            {
                curr.NickName = customer.NickName;

                Up4ID(curr);
            }
        }

        /// 
        /// 用户列表
        /// 
        /// 
        public static List GetList()
        {
            return cusList;
        }

        /// 
        /// 获取单个
        /// 
        /// 
        /// 
        public static Customer GetOne(string id)
        {
            return cusList.Where(x => x.ID == id).FirstOrDefault();
        }

        /// 
        /// 删除用户
        /// 
        /// 
        public static void Delete(string id)
        {
            cusList.RemoveAll(x => x.ID == id);
        }

        /// 
        /// 增加卡片
        /// 
        /// 
        /// 
        public static void InCard(string id, List<string> cards)
        {
            Customer customer = cusList.Where(x => x.ID == id).FirstOrDefault();

            if (customer.Card is null)
                customer.Card = cards;
            else
                customer.Card.AddRange(cards);

            Up4ID(customer);
        }

        /// 
        /// 扣除卡片
        /// 
        /// 
        /// 
        /// 
        /// 
        public static bool OutCard(string id, List<string> cards, Room group)
        {
            Customer client = cusList.Where(x => x.ID == id).FirstOrDefault();

            if (client is null)
                return false;

            //卡片不匹配直接失败
            if (client.Card.Where(x => cards.Contains(x)).ToList().Count != cards.Count)
                return false;

            //不符合出牌规则直接失败
            if (!new Game.WithCard().Rule(group.CurrCard, cards, group.ExistingCardClient is null || group.ExistingCardClient == id))
                return false;

            foreach (var item in cards)
            {
                client.Card.Remove(item);
            }

            group.CurrCard = cards;

            group.ExistingCardClient = id;

            Up4ID(client);

            RoomAction.Up4Name(group);

            return true;
        }

        /// 
        /// 更新(根据ID)
        /// 
        /// 
        /// 
        public static bool Up4ID(Customer customer)
        {
            if (cusList.Count == 0)
                return false;

            cusList.RemoveAll(x => x.ID == customer.ID);

            cusList.Add(customer);

            return true;
        }
    }


    /// 
    /// 房间操作
    /// 
    public static class RoomAction
    {
        /// 
        /// 房间列表
        /// 
        private static List roomList = new List();

        /// 
        /// 新增房间
        /// 如果房间已存在则不新增
        /// 
        /// 
        public static void Create(Room group)
        {
            if (!roomList.Where(x => x.Name == group.Name).Any())
                roomList.Add(group);
        }

        /// 
        /// 获取列表
        /// 
        /// 
        public static List GetList()
        {
            return roomList;
        }

        /// 
        /// 获取单个
        /// 
        /// 房主id
        /// 房间名称
        /// 
        public static Room GetOne(string masterid = null, string roomName = null)
        {
            if (roomList.Count == 0)
                return null;

            if (masterid != null)
                return roomList.Where(x => x.Masterid == masterid).FirstOrDefault();

            if (roomName != null)
                return roomList.Where(x => x.Name == roomName).FirstOrDefault();

            return null;
        }

        /// 
        /// 加入房间
        /// 
        /// 
        /// 
        public static bool Join(Customer client, string roomName)
        {
            if (roomList.Count == 0)
                return false;

            var room = roomList.Where(x => x.Name == roomName).FirstOrDefault();

            if (room is null)
                return false;

            if (room.Customers.Count == 3)
                return false;

            room.Customers.Add(client);

            Up4Name(room);

            return true;
        }

        /// 
        /// 删除房间
        /// 
        /// 房主id
        public static bool Delete(string masterid)
        {
            if (roomList.Count == 0)
                return false;

            var room = roomList.Where(x => x.Masterid == masterid).FirstOrDefault();

            if (room == null)
                return false;

            roomList.Remove(room);

            return true;
        }

        /// 
        /// 更新(根据房名)
        /// 
        /// 
        /// 
        public static bool Up4Name(Room room)
        {
            if (roomList.Count == 0)
                return false;

            roomList.RemoveAll(x => x.Name == room.Name);

            roomList.Add(room);

            return true;
        }

        /// 
        /// 更新当前出牌人
        /// 
        /// 
        /// 传入则强制修改,不传按规则走
        public static Customer ChangeCurr(string roomName, int index = -1)
        {
            var room = roomList.Where(x => x.Name == roomName).FirstOrDefault();

            if (index != -1)
                room.Curr = index;
            else
                room.Curr = (room.Curr + 1) % 3;

            Up4Name(room);

            return room.Customers[room.Curr];
        }
    }

因为所有数据都是通过静态属性保存的,所以大部分都是linq操作(原谅我linq水平有限)。

接下来是游戏逻辑:

    /// 
    /// 卡片相关
    /// 
    public class WithCard
    {
        /// 
        /// 黑桃-S、红桃-H、梅花-C、方块-D
        /// BG大王,SG小王,14-A,15-2
        /// 
        readonly List<string> Cards = new List<string>()
        {
            "S-14","S-15","S-3","S-4","S-5","S-6","S-7","S-8","S-9","S-10","S-11","S-12","S-13",
            "H-14","H-15","H-3","H-4","H-5","H-6","H-7","H-8","H-9","H-10","H-11","H-12","H-13",
            "C-14","C-15","C-3","C-4","C-5","C-6","C-7","C-8","C-9","C-10","C-11","C-12","C-13",
            "D-14","D-15","D-3","D-4","D-5","D-6","D-7","D-8","D-9","D-10","D-11","D-12","D-13",
            "BG-99","SG-88"
        };

        /// 
        /// 发牌
        /// 
        public Liststring>> DrawCard()
        {
            List<string> a = new List<string>();
            List<string> b = new List<string>();
            List<string> c = new List<string>();

            Random ran = new Random();

            //剩3张底牌
            for (int i = 0; i < 51; i++)
            {
                //随机抽取一张牌
                string item = Cards[ran.Next(Cards.Count)];

                switch (i % 3)
                {
                    case 0:
                        a.Add(item);
                        break;
                    case 1:
                        b.Add(item);
                        break;
                    case 2:
                        c.Add(item);
                        break;
                }

                Cards.Remove(item);
            }

            return new Liststring>>()
            {
                a,b,c,Cards
            };
        }

        /// 
        /// 规则
        /// 
        /// 
        /// 
        /// 
        /// 
        public bool Rule(List<string> existingCard, List<string> newCard, bool isSelf)
        {
            //现有牌号
            List<int> existingCardNo = existingCard.Select(x => Convert.ToInt32(x.Split('-')[1])).ToList().OrderBy(x => x).ToList();

            //新出牌号
            List<int> newCardNo = newCard.Select(x => Convert.ToInt32(x.Split('-')[1])).ToList().OrderBy(x => x).ToList();

            //上一手是王炸,禁止其他人出牌
            if (existingCardNo.All(x => x > 50) && existingCardNo.Count == 2)
            {
                if (isSelf)
                    return true;
                else
                    return false;
            }

            //王炸最大
            if (newCardNo.All(x => x > 50) && newCard.Count == 2)
                return true;

            //单张
            if (newCardNo.Count == 1)
            {
                if (existingCardNo.Count == 0)
                    return true;

                if ((existingCardNo.Count == 1 && newCardNo[0] > existingCardNo[0]) || isSelf)
                    return true;
            }

            //对子/三只
            if (newCardNo.Count == 2 || newCardNo.Count == 3)
            {
                if (existingCardNo.Count == 0 && newCardNo.All(x => x == newCardNo[0]))
                    return true;

                if (newCardNo.All(x => x == newCardNo[0]) && (isSelf || newCardNo.Count == existingCardNo.Count && newCardNo[0] > existingCardNo[0]))
                    return true;
            }

            if (newCard.Count == 4)
            {
                //
                if (newCardNo.All(x => x == newCardNo[0]))
                {
                    if (existingCardNo.Count == 0 || isSelf)
                        return true;

                    if (existingCardNo.All(x => x == existingCardNo[0]) && existingCardNo.Count == 4)
                    {
                        if (newCardNo[0] > existingCardNo[0])
                            return true;
                    }

                    return true;
                }

                //三带一
                {
                    List<int> flagA = newCardNo.Distinct().ToList();

                    //超过2种牌直接失败
                    if (flagA.Count > 2)
                        return false;

                    //没有上一手牌,或者上一手是自己出的牌
                    if (existingCardNo.Count == 0 || isSelf)
                        return true;

                    int newCardFlag = 0;

                    if (newCardNo.Where(x => x == flagA[0]).ToList().Count() > 1)
                    {
                        newCardFlag = flagA[0];
                    }
                    else
                        newCardFlag = flagA[1];

                    List<int> flagB = existingCardNo.Distinct().ToList();

                    //上一手牌不是三带一
                    if (flagB.Count > 2)
                        return false;

                    int existingCardFlag = 0;

                    if (existingCardNo.Where(x => x == flagB[0]).ToList().Count() > 1)
                    {
                        existingCardFlag = flagB[0];
                    }
                    else
                        existingCardFlag = flagB[1];

                    if (newCardFlag > existingCardFlag)
                        return true;
                }
            }

            if (newCard.Count >= 5)
            {
                bool flag = true;

                for (int i = 0; i < newCardNo.Count - 1; i++)
                {
                    if (newCardNo[i] + 1 != newCardNo[i + 1])
                    {
                        flag = false;
                        break;
                    }
                }

                //顺子
                if (flag)
                {
                    if (existingCardNo.Count == 0 || (newCardNo[0] > existingCardNo[0] && newCardNo.Count == existingCardNo.Count) || isSelf)
                        return true;
                }
            }

            return false;
        }
    }

单张规则和普通斗D主一样(除了王以外2最大,其次是A),多张规则目前支持:王炸、对子、三只、顺子、三带一。目前只做到这里,各位同学可以拿回去自行扩展。

上一些运行图。房主建房并加入:

新玩家加入:

房间人满以后房主开始游戏,随机分配地主:

出牌特效:

游戏结算:

最后附上开源地址(客户端在web分支):https://gitee.com/muchengqingxin/card-game

tips:前端同学在没有UI配合的情况下做到现在这样,必须给个赞。最后提醒大家,不要拿去商用。

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