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Room.js
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/**
* Created by Author.
* 结构与普通房间基本相同
* 整个生命周期由Match管理
*/
module.exports = Room;
//var MatchManager = require('./MatchManager.js');
var Emitter = require('events').EventEmitter;
var util = require("util");
var uuid = require("uuid");
var ThemeScene = require('../common/ThemeScene');
var logger = require("../common/logHelper").helper;
//var EVENT_CREATE = "create";create在外部由RoomManager控制
var EVENT_CLOSE = "close";
var EVENT_ENTER = "enter";
var EVENT_LEAVE = "leave";
var EVENT_STATUS_CHANGE = 'status_change';
//广播类型 玩家动作
var BROADCAST_ENTER = 1;//玩家进入房间
var BROADCAST_FIRE = 2;//开火
var BROADCAST_USE_CARD = 3;//使用卡牌
var BROADCAST_USE_SKILL = 4;//使用技能
var BROADCAST_CAPTURE = 5;//玩家捕获
var BROADCAST_LEAVE = 6;//玩家离开房间
var BROADCAST_SYNC_TRACK_TIME = 7;//定时同步track time
var BROADCAST_SYNC_TRACK_RESET = 8;//重置track
var BROADCAST_START_GAME = 9;
var BROADCAST_TASKFISH_REWARD = 10;
var BROADCAST_FULL = 13;//全服通告
var BROADCAST_QILIN_VALUE = 14//麒麟BOSS价值
var BROADCAST_BOMB_LOCKSCREEN = 15;//捕获炸弹BOSS后锁屏
var BROADCAST_CHANGE_SKIN = 16;//更换皮肤
var BROADCAST_PROPDATA_DROP = 17;//物品掉落
var BROADCAST_THEMESWITCH_READY = 18;//准备切换场景
var BROADCAST_THEMESWITCH_BEGIN = 19;//开始切换场景
var BROADCAST_FISH_TIDE = 20;//鱼潮
var BROADCAST_SPECIAL_FIRE = 21;//特殊武器开火
var BROADCAST_WEAPON_ENERGY = 22;//特殊武器能量
var BROADCAST_ROOM_TALK = 24;
var BROADCAST_GIFT_GIVE = 26;
var BROADCAST_TEST = 10086;
var BIG_BOSS_DIE_ANIMATION_TIME = 18;/// 大BOSS死亡动画时间
var TASK_FISH_ANIMATION_TIME = 20;/// 任务鱼动画时间
var messageid = 0;
var TRACK_UPDATE_BROADCAST_INTERVAL = 15 * 1000;//track更新广播间隔时间
module.exports = Room;
/**
* @class createRoom 房间 继承了event.EventEmitter
*
* 拥有事件
* close
* enter
* leave
* */
function Room(options) {
if (!options) {
throw new Error("argument options can not be null!");
}
Emitter.call(this);
this.guid = uuid.v4();
this.roomId = options.roomId;//房间唯一识别id
this.size = options.size > 8 ? 8 : options.size;//创建的房间大小(最多多少人) 此项可以为空
this.status = -1;//房间状态 -1 不可用 0可以进入 1 条件进入(密码) 2不可进入(满员)
//this.fishFarmIndex = options.farmIndex || 0;//房间类型 配置表index
this.pwd = options.pwd;
this.matchTypeId = options.matchTypeId;
this.switchSceneStatus = 0; /// 0:准备切换场景 1:已经切换好场景 2:等待鱼潮
this.fishTideState = false;
this.farmIndexList = global.getRandomFarmIdByLastFarmId(this.matchTypeId, null);
this.curFishFarmIndex = 0; ///从下标0的开始
this.sceneSwitchByIndex(this.curFishFarmIndex);
this.playerPos = [];//玩家位置表 元素对应玩家 index表示位置 0 ~ size-1
this.playerCount = 0;//玩家数量
this.stopFlag = false;
this.startFlag = false;
this.bombLockScreenTime = 0; ///炸弹Boss被捕获后,锁屏时间
this.qieLockScreenTime = 0; ///企鹅被捕获后,锁屏时间
this.explosionQiLin = 0; ///用于记录麒麟鱼的击中次数
this.isFistUpdateTrackTime = true; ///是否是鱼潮结束后第一次同步时间
this.init();
}
util.inherits(Room, Emitter);
Room.prototype.init = function () {
this.lastUpdateTime = 0;
//this.scene = require('./Scene')(this.fishFarmIndex);
for (var i = 0; i < this.size; i++) {
this.playerPos[i] = null; //空位置是-1 初始化
}
this.time = 0;// room已经存在的时间
if (this.pwd !== undefined || this.pwd !== null) {
this.changeStatus(1);
} else {
this.changeStatus(0);
}
};
/// 切换场景时调用()
Room.prototype.sceneSwitchByIndex = function (index) {
if (index == undefined) {
return;
}
if (index * 1 > this.farmIndexList.length - 1) {
index = 0;
this.curFishFarmIndex = index;
this.farmIndexList = global.getRandomFarmIdByLastFarmId(this.matchTypeId, this.fishFarmId);
}
this.fishFarmId = this.farmIndexList[index];
logger.debug('==FastMatch==sceneSwitchByIndex==>curFishFarmId: ' + this.fishFarmId + ", ", this.fishTideTrackId);
if (this.fishFarmId == undefined || this.fishFarmId < 0) {
this.fishFarmId = 0;
}
if (this.scene != undefined) {
this.weaponEnergyInfo[0] = this.scene.weaponFishEnergy * 1;
this.scene = {};
}
this.scene = ThemeScene(this.fishFarmId, this.matchTypeId, this.fishTideTrackId, this.weaponEnergyInfo);
this.fishTideTrackId = this.scene.curFishTideTrackId || 0;
this.weaponEnergyInfo = []; /// 下标0为当前能量值,下标1为总的能量值
};
Room.prototype.setMatchInfo = function (matchInfo) {
///matchInfo = {timeCounter,current}
this.match = matchInfo;
};
//房间内广播 根据type分配pid pName
Room.prototype.broadcast = function (type, data, except) {
if (!except) except = []; //除外规则 不广播谁
var pid = -1;
var pName;
switch (type) {
case BROADCAST_ENTER:
pid = 4203;
pName = 'SC_BroadcastEnterRoom';
break;
case BROADCAST_FIRE:
pid = 4208;
pName = "SC_BroadcastFire";
break;
case BROADCAST_USE_CARD:
break;
case BROADCAST_USE_SKILL:
pid = 4602;
pName = 'SC_BroadcastUseSkill';
break;
//皮肤更换
case BROADCAST_CHANGE_SKIN:
pid = 4229;
pName = 'SC_BroadcastSkinChange';
break;
case BROADCAST_CAPTURE:
pid = 4210;
pName = null;
break;
case BROADCAST_LEAVE:
pid = 4206;
pName = 'SC_BroadcastLeaveRoom';
break;
case BROADCAST_SYNC_TRACK_TIME:
pid = 4212;
pName = 'SC_SynchTrackTime';
break;
case BROADCAST_SYNC_TRACK_RESET:
pid = 4211;
pName = 'Pathinfo';
break;
case BROADCAST_ROOM_TALK:
pid = 4233;
pName = 'SC_BroadcastExpressionInfo';
break;
case BROADCAST_GIFT_GIVE:
pid = 4237;
pName = 'SC_BroadcastGiftGive';
break;
case BROADCAST_START_GAME:
pid = 4266;
pName = 'SC_BroadcastFastMatchStart';
break;
case BROADCAST_TEST:
pid = 4240;
pName = 'SC_SynchData';
data = { questIndex: 12 };
break;
case BROADCAST_TASKFISH_REWARD:
pid = 4270;
pName = 'SC_BroadcastClassicRstInfo';///经典模式中彩金结果统计
break;
case BROADCAST_QILIN_VALUE:
pid = 4310;
pName = 'SC_BroadcastQiLinValue';///麒麟Boss价值
break;
case BROADCAST_BOMB_LOCKSCREEN:
pid = 4311
pName = 'SC_BroadcastBombLockScreen';///炸弹Boss锁屏
break;
case BROADCAST_FULL:
pid = 4809;
pName = 'SC_FullServiceNoticeData';///全服通告
break;
case BROADCAST_PROPDATA_DROP:
pid = 4226;
pName = 'SC_BroadcastDropData';///广播物品掉落
break;
case BROADCAST_THEMESWITCH_READY:
pid = 4302;
pName = 'SC_ThemeSwitchReady';///准备切换场景
break;
case BROADCAST_THEMESWITCH_BEGIN:
pid = 4303;
pName = 'SC_ThemeSwitchBegin';///开始切换场景
break;
case BROADCAST_FISH_TIDE:
pid = 4213;
pName = 'SC_FishWaveBegin';///鱼潮
break;
case BROADCAST_WEAPON_ENERGY:
pid = 4234;
pName = 'SC_SpecialWeapon_Energy';///特殊武器能量
break;
case BROADCAST_SPECIAL_FIRE:
pid = 4236;
pName = 'SC_BroadcastSpecialWeapon_Fire';///特殊开火广播
break;
default:
break;
}
if (pid < 0) {
return;
}
for (var k in this.playerPos) {
var p = this.playerPos[k];
if (p != undefined && p != null && except.indexOf(p) == -1) {
p.sendMsg(pid, pName, data);
}
}
};
/**
* 释放这个room之前调用
* @return {boolean} 是否可以释放这个room
* */
Room.prototype.close = function () {
if (this.playerCount > 0)
return false;
this.emit(EVENT_CLOSE, this.roomId);
return true;
};
/**
* 生成当前房间信息
*
* 生成trackTime
* 生成path
* 生成玩家信息
* 生成房间信息
* */
Room.prototype.buildRoomInfo = function () {
};
Room.prototype.getPlyersInfo = function () {
var ret = [];
for (var k = 0; k < this.playerPos.length; k++) {
var p = this.playerPos[k];
if (!p) {
continue;
}
ret.push(p.getUserInfo())
}
return ret;
}
//由一个server实例统一的定时器进行调用 Match.js 140行调用
Room.prototype.update = function () {
if (this.bombLockScreenTime == 0 && this.qieLockScreenTime == 0) {
this.time++;
var now = Date.now();
if (this.fishTideState == false) {
/// 准备切换场景
if (this.time >= this.scene.fishFarmConfig.Scensetime * 1 - 6 && this.switchSceneStatus == 0) {
this.broadcast(BROADCAST_THEMESWITCH_READY, { isStart: true });
this.switchSceneStatus = 1;
}
if (this.time >= this.scene.fishFarmConfig.Scensetime * 1 && this.switchSceneStatus == 1) {
this.curFishFarmIndex += 1;
this.sceneSwitchByIndex(this.curFishFarmIndex);
this.broadcast(BROADCAST_THEMESWITCH_BEGIN, { nextSceneIndex: this.fishFarmId });
this.switchSceneStatus = 2;
}
if (this.time >= this.scene.fishFarmConfig.Scensetime * 1 + 6 && this.switchSceneStatus == 2) {
//this.fishTideState = true; ///鱼潮状态
this.time = 0; ///场景存活时间(包括鱼潮存活时间)
this.switchSceneStatus = 0;
this.isFistUpdateTrackTime = true; ///是否是鱼潮结束后第一次同步时间
var pathInfo = this.scene.fishManager.getRandomPathInfos();
var trackTime = this.scene.getTrackTimeInfo();
/// 特殊需求--不出鱼潮
for (var t = 0; t < trackTime.length; t++) {
if (trackTime[t].trackId * 1 >= 470 && trackTime[t].trackId * 1 <= 475) {
trackTime[t].time = -1;
}
}
var deadfishs = this.scene.getTrackDeadFishInfo();
this.broadcast(BROADCAST_FISH_TIDE, { pathinfo: pathInfo, tracktime: trackTime, deadfishs: deadfishs });
} else {
if (this.switchSceneStatus != 2) {
var path = this.scene.refreshTrackByTime();
if (path != undefined && path.length > 0) {
//console.log('==4211=Update=BROADCAST_SYNC_TRACK_RESET==> ',JSON.stringify(path));
// 广播path重置
this.broadcast(BROADCAST_SYNC_TRACK_RESET, { tracks: path });
} else {
if (now - this.lastUpdateTime > TRACK_UPDATE_BROADCAST_INTERVAL) {
// 广播trackTime
//console.log('===> BROADCAST_SYNC_TRACK_TIME <== 4212');
var tempTracktime = this.scene.getCurrentTrackTime(this.isFistUpdateTrackTime);
this.broadcast(BROADCAST_SYNC_TRACK_TIME, { tracktime: tempTracktime });
this.lastUpdateTime = now;
this.isFistUpdateTrackTime = false;
}
}
}
}
}/*else{
if(this.scene.refreshTrackByTimeByFishType(global.fishTrackType.FishTide) == true){
console.log('==22222=====> fishTideState = false');
this.fishTideState = false; /// 鱼潮结束
this.isFistUpdateTrackTime = true; ///是否是鱼潮结束后第一次同步时间
}
}*/
}
else {
if (this.qieLockScreenTime > 0) {
this.qieLockScreenTime++;
if (this.qieLockScreenTime >= 10) {
this.qieLockScreenTime = 0;
this.broadcast(BROADCAST_BOMB_LOCKSCREEN, { isLockScreen: this.qieLockScreenTime });
}
}
if (this.bombLockScreenTime > 0) {
this.bombLockScreenTime++;
if (this.bombLockScreenTime >= 10) {
this.bombLockScreenTime = 0;
this.broadcast(BROADCAST_BOMB_LOCKSCREEN, { isLockScreen: this.bombLockScreenTime });
}
}
}
};
/**
* 切换房间状态
* 根据不同状态房间内执行不同的逻辑
* 触发状态改变事件
* @param status{int}状态码
* -1 不可用状态
* 0 可用
* 1 条件进入(密码)
* 2 不可进入(满员)
* @return{void}
* */
Room.prototype.changeStatus = function (status) {
this.status = status;
this.emit(EVENT_STATUS_CHANGE, status);
};
//=======================供player调用========================
/**
* 房间是否已满
* @return {boolean}房间状态
* */
Room.prototype.isFull = function () {
return this.status == 2;
};
/**
* 进入房间
* @param player{Player} 进入房间的玩家
* @return{Number}返回记过以int表示
* */
Room.prototype.join = function (player) {
if (this.playerCount == this.size) {
this.changeStatus(2);//房间满员
}
if (player == undefined || player == null) {
return;
}
for (var i = 0; i < this.playerPos.length; i++) {
if (!this.playerPos[i]) {
this.playerPos[i] = player;
break;
}
}
this.playerCount++;
if (this.playerCount == this.size) {
this.changeStatus(2);//房间满员
}
player.pos = this.playerPos.indexOf(player);
this.broadcast(BROADCAST_ENTER, {
userInfo: player.getUserInfo(),
tracktime: []
}); // 向房间内所有玩家进行广播
this.emit(EVENT_ENTER, player.uid);
/*var players = [];
for (var k in this.playerPos) {
var p = this.playerPos[k];
if (p) {
players.push(p.getUserInfo());
}
}
return players;*/
};
Room.prototype.getNotRobot = function () {
var players = [];
for (var k in this.playerPos) {
var p = this.playerPos[k];
if (p && p !== -1) {
if (!p.isRobot()) {
players.push(p);
}
}
}
return players;
}
Room.prototype.getRobot = function () {
var players = [];
for (var k in this.playerPos) {
var p = this.playerPos[k];
if (p) {
if (p.isRobot()) {
players.push(p);
}
}
}
return players;
}
/**
* 开始游戏 初始化路径等信息并广播 Match.js 115行调用
* */
Room.prototype.start = function () {
this.scene.init(this.matchTypeId);//初始化场景
this.startTime = Date.now();//房间开始时间
this.startFlag = true;
logger.debug('==Room start==>startFlag : ' + this.startFlag);
this.broadcast(BROADCAST_START_GAME, this.getRoomInfo());
};
/**
* 停止游戏 禁用所有消息进入 等待结算后
* */
Room.prototype.stop = function () {
this.stopFlag = true;
};
/* *
* 获取房间信息
* 房间内的player信息
* 房间当前track信息
* 房间内当前死鱼信息
* 房间内路径信息
* 房间本身信息
* */
Room.prototype.getRoomInfo = function () {
var scene = this.scene;
if (!scene || !scene.allFishFarmTrackIds) {
return null;
}
var pathInfo = scene.fishManager.getRandomPathInfos();
var trackTime = scene.getTrackTimeInfo();
// 特殊需求--不出鱼潮
for (var t = 0; t < trackTime.length; t++) {
if (trackTime[t].trackId * 1 >= 470 && trackTime[t].trackId * 1 <= 475) {
trackTime[t].time = -1;
}
}
var deadFish = [];
for (var i = 0; i < scene.allFishFarmTrackIds.length; i++) {
var trackFish = {};
trackFish.trackId = scene.allFishFarmTrackIds[i];
trackFish.fishIds = scene.fishManager.getDeadFishListByTrackId(trackFish.trackId);
deadFish.push(trackFish);
}
return {
time: this.match.timeCounter - this.time,
pathinfo: pathInfo,
tracktime: trackTime,
deadfishs: deadFish,
explosionQiLin: this.explosionQiLin
};
};
//离开房间
Room.prototype.leaveRoom = function (player) {
if (!player) {
return;
}
var pos = this.playerPos.indexOf(player);
this.playerPos[pos] = null;
this.playerCount--;
this.emit(EVENT_LEAVE, player.uid);
if (this.status == 2 && this.playerCount == 0) {
if (this.pwd !== undefined)
this.changeStatus(1);
else
this.changeStatus(0);
}
//没人房间关闭
//var arr = this.getNotRobot();
if (this.playerCount == 0) {
this.close();
}
this.broadcast(BROADCAST_LEAVE, { uid: player.uid });
};
///比赛进行中退出房间时,捕获到道具鱼(钻头炮)后的处理
Room.prototype.setSpceialWeaponFish = function (playerUid) {
this.scene.weaponFishEnergy = 0;
this.broadcast(BROADCAST_LEAVE, { uid: playerUid, matchType: this.matchTypeId });
this.scene.setSpceialWeaponTrackTime(false);
};
//开火
Room.prototype.fire = function (player, x, y) {
this.broadcast(BROADCAST_FIRE, [player.getPos(), x, y], [player]);
};
//特殊武器开火
Room.prototype.specialFire = function (player, x, y, weaponType) {
this.broadcast(BROADCAST_SPECIAL_FIRE, { playerIndex: player.getPos(), weaponType: weaponType, fireX: x, fireY: y }, [player]);
};
/**
* 碰撞 room负责广播结果 具体计算在scene中进行
* @return{object}掉落列表
* */
Room.prototype.explosion = function (player, multiple, fishes, isFullCapture, bombValue, finalExplode) {
if (!this.canFire()) {
return 0;
}
var boxPropRate = 0;
/// vip等级大于等于7级后,每相差1级掉落系数累加 box_rate (0.1000)
if (player.vipLv * 1 >= 7) {
boxPropRate = (1 + player.vipLv - 7) * global.other[1].box_rate * 1;
}
var result = this.scene.capture(2, fishes, multiple, isFullCapture, this.explosionQiLin, bombValue, boxPropRate, 0, finalExplode);
// 获取到结果后进行广播 并返回player需要的结果(划掉)
//返回将死鱼进行广播 并返回计算信息给player
if (result.explosionQiLin != undefined) {
this.explosionQiLin = result.explosionQiLin;
}
var awardScore = 0;
if (result.deadFish.length > 0) {
/// 记录任务鱼的条数
for (var i = 0; i < result.deadFish.length; i++) {
//根据类型获取鱼的基础配置信息
var fishType = this.scene.fishManager.getFishTypeById(result.deadFish[i].fishId);
if (fishType * 1 == global.capture[this.matchTypeId].task_fish_id * 1) {
player.curTaskFishNum += 1;
//// 满足条数后发放奖励 100积分
if (player.curTaskFishNum >= global.capture[this.matchTypeId].task_fish_num * 1) {
awardScore = global.compConfig[this.matchTypeId].bonus * 1;
player.curTaskFishNum = 0; ///任务鱼条数清零
this.broadcast(BROADCAST_TASKFISH_REWARD, {
matchType: 11,
reward: awardScore,
position: player.pos + 1
});
/// 任务鱼完成时,如果主题剩余时间小于动画时间
if (this.scene.fishFarmConfig.Scensetime - this.time < TASK_FISH_ANIMATION_TIME) {
this.time -= TASK_FISH_ANIMATION_TIME - (this.scene.fishFarmConfig.Scensetime - this.time);
}
}
}
var fishInfo = global.getFishInfoByIndex(fishType);
if (fishInfo == undefined) {
continue;
}
/// 大Boss死亡后,如果主题剩余时间小于鱼的死亡动画时间
if (fishInfo.fish_type == 3) {
if (this.scene.fishFarmConfig.Scensetime - this.time < BIG_BOSS_DIE_ANIMATION_TIME) {
this.time -= BIG_BOSS_DIE_ANIMATION_TIME - (this.scene.fishFarmConfig.Scensetime - this.time);
}
}
if (fishInfo.name == "qilin") {
this.explosionQiLin = 0; ///捕获成功则清零
}
else if (fishInfo.name == "bomb") {
this.bombLockScreenTime = 1;
this.broadcast(BROADCAST_BOMB_LOCKSCREEN, { isLockScreen: this.bombLockScreenTime });
}
else if (fishInfo.name == "xiaocaishen") {
var newCount = Number(this.scene.trackCount[global.fishTrackType.SmallBoss][this.scene.curSmallBossIndex]) * 1.5;
this.scene.trackCount[global.fishTrackType.SmallBoss][this.scene.curSmallBossIndex] = Math.floor(newCount);
var newTrackTime = Number(this.scene.trackTime[global.fishTrackType.SmallBoss][this.scene.curSmallBossIndex]) * 1.5;
this.scene.trackTime[global.fishTrackType.SmallBoss][this.scene.curSmallBossIndex] = Math.floor(newTrackTime);
var index = this.scene.curSmallBossIndex;
/*if(index > 0){
index = index -1;
}*/
this.scene.allFishFarmTrackIds[global.fishTrackType.SmallBoss][index] = "440";
this.broadcast(BROADCAST_SYNC_TRACK_TIME, { tracktime: this.scene.getCurrentTrackTime() });
}
else if (fishInfo.name == "dacaishen") {
var index = this.scene.curSmallBossIndex;
/*if(index > 0){
index = index -1;
}*/
this.scene.allFishFarmTrackIds[global.fishTrackType.SmallBoss][index] = "430";
}
else if (fishInfo.name == "qie") {
this.qieLockScreenTime = 1;
this.broadcast(BROADCAST_BOMB_LOCKSCREEN, { isLockScreen: this.qieLockScreenTime });
}
if (fishInfo.fish_type == 4) { ///是否捕获了特殊武器鱼
player.captureWeaponFish.fishType = fishType * 1; /// 鱼的索引
player.captureWeaponFish.weaponInfo = multiple; /// 当前武器信息
this.scene.setSpceialWeaponTrackTime(true);
this.weaponEnergyInfo = [this.scene.weaponFishEnergy, this.scene.totalWeaponEnergy];
}
}
//广播捕获到的鱼
this.broadcast(BROADCAST_CAPTURE, [player.getPos(), result.deadFish, isFullCapture]);
}
else {
for (var i = 0; i < fishes.length; i++) {
var fishType = this.scene.fishManager.getFishTypeById(fishes[i]);
var fishInfo = global.getFishInfoByIndex(fishType);
if (fishInfo == undefined) {
continue;
}
if (fishInfo.name == "qilin") {
this.broadcast(BROADCAST_QILIN_VALUE, { qiLinValue: this.explosionQiLin });
}
}
}
if (result.drop != undefined) {
for (var dKey in result.drop) {
var tempDropList = [];
var tempGemNum = 0;
if (result.drop[dKey] != undefined && result.drop[dKey].propList != undefined) {
var list = result.drop[dKey].propList;
for (var l = 0; l < list.length; l++) {
if (list[l] != undefined) {
tempDropList.push({ propID: list[l].id, propType: list[l].type, propNum: list[l].num })
}
}
}
if (result.drop[dKey] != undefined && result.drop[dKey].gemNum != undefined) {
tempGemNum = result.drop[dKey].gemNum * 1;
}
if (tempDropList.length > 0 || tempGemNum > 0) {
this.broadcast(BROADCAST_PROPDATA_DROP, { playerIndex: player.getPos(), fishId: dKey, dataPropList: tempDropList, gemNum: tempGemNum });
}
}
}
if (finalExplode != undefined) {
var tempWeaponEnergy = 0;
if (this.scene.weaponFishEnergy > 0 && finalExplode == 0) {
tempWeaponEnergy = this.scene.weaponFishEnergy;
} else {
this.scene.setSpceialWeaponTrackTime(false);
}
this.broadcast(BROADCAST_WEAPON_ENERGY, { curWeaponEnergy: tempWeaponEnergy });
}
return { worth: result.score, task: awardScore, list: result.drop/*result.deadFish*/ };
};
//使用卡牌
Room.prototype.useCard = function (player) {
};
//使用技能
Room.prototype.useSkill = function (player, skillId, is, skillCoefficient) {
//TODO 根据房间配置进行切换武器检测
this.scene.setSkillCoefficient(skillCoefficient);
logger.debug('==FastMatchRoom===>use skill: ' + skillCoefficient);
this.broadcast(BROADCAST_USE_SKILL, { uid: player.uid, skillId: skillId, isOpen: is }, [player]);
return true;
};
Room.prototype.changeSkin = function (guid, skinId) {
this.broadcast(BROADCAST_CHANGE_SKIN, { uid: guid, skinType: skinId });
};
//聊天
Room.prototype.chat = function (player) {
};
//预定义表情文字
Room.prototype.expression = function (player, messageId, messageContent, cb) {
this.broadcast(BROADCAST_ROOM_TALK, {
name: player.name,
pos: player.pos
, messageId: messageId, messageContent: messageContent
});
cb(null);
};
//赠送礼物
Room.prototype.giftGive = function (player, id, uid, fid, cb) {
this.broadcast(BROADCAST_GIFT_GIVE, {
id: id,
uid: uid,
giftId: fid
});
cb(null);
};
//是否可以开火
Room.prototype.canFire = function () {
var flag = false;
if (this.startFlag) flag = true;
if (this.stopFlag) flag = false;
return flag;
};
//==============player调用结束===========================