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- import { NetPlayer } from "./NetPlayer";
- type PickEvent<T, Prefix extends string> = Pick<T, Extract<keyof T, `${Prefix}${string}`>>;
- const C2S_MATCH = 'c2s_match';
- const C2S_MATCH_CANCEL = 'c2s_match_cancel';
- const C2S_READY = 'c2s_ready';
- const C2S_KICK_OUT = 'c2s_kick_out';
- /**网络队伍*/
- export class NetTeam<GD> {
- /**队伍事件*/
- public readonly evt = chsdk.get_new_event<PickEvent<GD, 't_'>>();
- private _status: boolean = true;
- /**队伍是否能进*/public get status(): boolean { return this._status };
- private _hostId: string;
- /**队伍队长ID*/public get HostId(): string { return this._hostId };
- private _password: string;
- /**队伍进入口令*/public get Password(): string { return this._password };
- private _limit: number;
- /**队伍上限*/public get Limit(): number { return this._limit };
- private _id: string;
- /**队伍标识id*/public get Id(): string { return this._id };
- private _inCollect: boolean = false;
- /**是否在匹配中*/public get inCollect(): boolean { return this._inCollect };
- private _own_id: string;
- private _players: Map<string, NetPlayer<GD>> = new Map();
- private _send: (type: string, data?: any) => void;
- constructor(data: any, send: (type: string, data?: any) => void) {
- const team = data.teamData;
- const playerData = data.playerData;
- this._hostId = team.hostInfo;
- this._status = team.status;
- this._inCollect = team.inCollect;
- this._password = team.password;
- this._limit = team.limit;
- this._id = team.roomId;
- this._players.clear();
- let ps = Object.keys(playerData).map(key => ({ key, data: playerData[key] }));
- for (let i = 0; i < ps.length; i++) this.addPlayer(ps[i]);
- this._send = send;
- }
- /**主机开始匹配*/
- public match(): void {
- if (!this.isHost) return;
- this._send(C2S_MATCH);
- }
- /**主机退出匹配*/
- public exit_match(): void {
- if (!this.isHost) return;
- this._send(C2S_MATCH_CANCEL);
- }
- /**主机踢出某个玩家出小队 */
- public kick_out(location: number): void;
- public kick_out(id: string): void;
- public kick_out(arg: string | number): void {
- if (!this.isHost) return;
- if (typeof arg === 'string') {
- this._send(C2S_KICK_OUT, arg);
- } else if (typeof arg === 'number') {
- const playerToKick = this.all.find(player => player.location === arg);
- if (playerToKick) this._send(C2S_KICK_OUT, playerToKick.Id); // 踢出找到的玩家
- }
- }
- /**主机踢出所有没有准备的玩家 */
- public kick_out_no_readys(): void {
- if (!this.isHost) return;
- const list = this.notreadys;
- for (let i = 0; i < list.length; i++) this._send(C2S_KICK_OUT, list[i].Id);
- }
- /**主机踢出所有不在线玩家*/
- public kick_out_outlines(): void {
- if (!this.isHost) return;
- const list = this.outlines;
- for (let i = 0; i < list.length; i++) this._send(C2S_KICK_OUT, list[i].Id);
- }
- /**主机踢出所有不在线或没有准备的玩家*/
- public kick_out_badplayers(): void {
- if (!this.isHost) return;
- const list = this.badplayers;
- for (let i = 0; i < list.length; i++) this._send(C2S_KICK_OUT, list[i].Id);
- }
- /**准备*/
- public ready(): void {
- this._send(C2S_READY);
- }
- private addPlayer(p: any, isevt: boolean = false): void {
- const id = p.key;
- const pd = p.data;
- let player = this._players.get(id);
- if (!player) {
- player = new NetPlayer<GD>(id);
- this._players.set(id, player);
- }
- player.init(pd);
- (player as any).set_host(player.Id === this._hostId);
- if (player.isOwn) this._own_id = id;
- if (isevt) (this.evt as any)._emit('t_entry', id, player.location, player.nickName);
- }
- /**玩家离开*/
- private removePlayer(id: string): void {
- const p = this._players.get(id)
- if (p) {
- const location = p.location;
- const nickName = p.nickName;
- this._players.delete(id);
- (this.evt as any)._emit('t_exit', id, location, nickName);
- }
- }
- /**队伍解散*/
- private closed(): void {
- (this.evt as any)._emit('t_closed');
- }
- private updatePlayerStatus(id: string, online: boolean): void {
- const p = this.getPlayer(id);
- if (p) {
- (p as any).change_online(online);
- const location = p.location;
- const nickName = p.nickName;
- (this.evt as any)._emit('t_online', id, online, location, nickName);
- }
- }
- private updatePlayerReady(id: string, ready: boolean): void {
- const p = this.getPlayer(id);
- if (p) {
- (p as any).change_ready(ready);
- const location = p.location;
- const nickName = p.nickName;
- (this.evt as any)._emit('t_ready', id, ready, location, nickName);
- }
- }
- private match_start(): void {
- this._inCollect = true;
- (this.evt as any)._emit('t_matchStart');
- }
- private match_cancel(): void {
- this._inCollect = false;
- (this.evt as any)._emit('t_matchCancel');
- }
- private match_success(): void {
- this._inCollect = false;
- (this.evt as any)._emit('t_matchSuccess');
- const ps = this.getAllPlayer();
- for (let i = 0; i < ps.length; i++) {
- (ps[i] as any).change_ready(false);
- }
- }
- private not_ready(): void {
- (this.evt as any)._emit('t_no_ready');
- }
- private changeHost(id: string): void {
- this._hostId = id;
- this._players.forEach((v, _) => { (v as any).set_host(v.Id === this._hostId); });
- const p = this.getPlayer(this._hostId);
- (this.evt as any)._emit('t_host', id, p.location, p.nickName);
- }
- private _chat_msg: string | null = null;
- private _last_chat_time: number = 0;
- /*队伍里聊天,成功返回true,发送频率过快返回false*/
- public chat(msg: string): boolean {
- const now = chsdk.date.now();
- if (now - this._last_chat_time < 1000) return false;
- this._last_chat_time = now;
- this._chat_msg = msg;
- return true;
- }
- private onChat(id: string, msg: string): void {
- const p = this.getPlayer(id);
- (this.evt as any)._emit('t_chat', id, msg, p.location, p.nickName);
- }
- private doSendChat(f: (msg: string) => void) {
- f(this._chat_msg);
- this._chat_msg = null;
- }
- /**自己是否是主机*/
- get isHost(): boolean {
- return this._own_id === this._hostId;
- }
- /**自己的所有信息*/
- public get own(): NetPlayer<GD> {
- return this._players.get(this._own_id);
- }
- /**所有玩家*/
- public get all(): NetPlayer<GD>[] {
- return Array.from(this._players.values());
- }
- /**其它玩家信息*/
- public get others(): NetPlayer<GD>[] {
- return Array.from(this._players.values()).filter(player => !player.isOwn);;
- }
- /**在线玩家信息*/
- public get onlines(): NetPlayer<GD>[] {
- return Array.from(this._players.values()).filter(player => player.online);;
- }
- /**不在线玩家信息*/
- public get outlines(): NetPlayer<GD>[] {
- return Array.from(this._players.values()).filter(player => !player.online);;
- }
- /**没有准备或不在线玩家*/
- public get badplayers(): NetPlayer<GD>[] {
- return Array.from(this._players.values()).filter(player => !player.ready || !player.online);;
- }
- /**准备好的玩家信息*/
- public get readys(): NetPlayer<GD>[] {
- return Array.from(this._players.values()).filter(player => player.ready);;
- }
- /**没有准备的玩家信息*/
- public get notreadys(): NetPlayer<GD>[] {
- return Array.from(this._players.values()).filter(player => !player.ready);;
- }
- /**某个玩家的所有信息*/
- public getPlayer(id: string): NetPlayer<GD> {
- return this._players.get(id);
- }
- /**所有玩家*/
- public getAllPlayer(): NetPlayer<GD>[] {
- return this.all;
- }
- /**将玩家按 location 放到一个数组中,并自定义数组长度*/
- public getAllPlayersAtLocations(customLength: number): (NetPlayer<GD> | null)[] {
- const locationArray: (NetPlayer<GD> | null)[] = Array(customLength).fill(null);
- this._players.forEach((player) => {
- if (player.location >= 0 && player.location < customLength) locationArray[player.location] = player;
- });
- return locationArray;
- }
- /**获取除了某个id的所有玩家*/
- public getExPlayer(id: string): NetPlayer<GD>[] {
- return Array.from(this._players.values()).filter(player => player.Id != id);;
- }
- /**获在线或不在线的所有玩家*/
- public getOnlinePlayer(isOnline: boolean): NetPlayer<GD>[] {
- return isOnline ? this.onlines : this.outlines;
- }
- /**获准备或没有准备的所有玩家*/
- public getReadyPlayer(ready: boolean): NetPlayer<GD>[] {
- return ready ? this.readys : this.notreadys;
- }
- public dispose(): void {
- this._send = null;
- this._players.forEach((v, _) => {
- v.dispose();
- });
- this._players.clear();
- }
- }
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