本篇内容主要讲解“.Net Core中如何使用SignalR实现斗地主游戏”,感兴趣的朋友不妨来看看。本文介绍的方法操作简单快捷,实用性强。下面就让小编来带大家学习“.Net Core中如何使用SignalR实现斗地主游戏”吧!
直接上干货,首先是数据模型:
/// <summary>
/// 用户信息
/// </summary>
public class Customer
{
/// <summary>
/// 唯一ID
/// </summary>
public string? ID { get; set; }
/// <summary>
/// 昵称
/// </summary>
public string? NickName { get; set; }
/// <summary>
/// 卡片
/// </summary>
public List<string> Card { get; set; }
}
/// <summary>
/// 房间
/// </summary>
public class Room
{
/// <summary>
/// 房间名
/// </summary>
public string Name { get; set; }
/// <summary>
/// 房主id
/// </summary>
public string Masterid { get; set; }
/// <summary>
/// 当前出牌人
/// </summary>
public int Curr { get; set; }
/// <summary>
/// 当前卡片
/// </summary>
public List<string> CurrCard { get; set; } = new List<string>();
/// <summary>
/// 当前卡片打出人
/// </summary>
public string ExistingCardClient { get; set; }
/// <summary>
/// 房间成员列表
/// </summary>
public List<Customer> Customers { get; set; } = new List<Customer>();
}
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:
/// <summary>
/// 用户操作
/// </summary>
public static class CustomerAction
{
/// <summary>
/// 用户列表
/// </summary>
private static List<Customer> cusList = new List<Customer>();
/// <summary>
/// 不存在则新增,存在则修改昵称
/// </summary>
/// <param name="customer"></param>
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);
}
}
/// <summary>
/// 用户列表
/// </summary>
/// <returns></returns>
public static List<Customer> GetList()
{
return cusList;
}
/// <summary>
/// 获取单个
/// </summary>
/// <param name="id"></param>
/// <returns></returns>
public static Customer GetOne(string id)
{
return cusList.Where(x => x.ID == id).FirstOrDefault();
}
/// <summary>
/// 删除用户
/// </summary>
/// <param name="id"></param>
public static void Delete(string id)
{
cusList.RemoveAll(x => x.ID == id);
}
/// <summary>
/// 增加卡片
/// </summary>
/// <param name="id"></param>
/// <param name="cards"></param>
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);
}
/// <summary>
/// 扣除卡片
/// </summary>
/// <param name="id"></param>
/// <param name="cards"></param>
/// <param name="group"></param>
/// <returns></returns>
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;
}
/// <summary>
/// 更新(根据ID)
/// </summary>
/// <param name="customer"></param>
/// <returns></returns>
public static bool Up4ID(Customer customer)
{
if (cusList.Count == 0)
return false;
cusList.RemoveAll(x => x.ID == customer.ID);
cusList.Add(customer);
return true;
}
}
/// <summary>
/// 房间操作
/// </summary>
public static class RoomAction
{
/// <summary>
/// 房间列表
/// </summary>
private static List<Room> roomList = new List<Room>();
/// <summary>
/// 新增房间
/// 如果房间已存在则不新增
/// </summary>
/// <param name="group"></param>
public static void Create(Room group)
{
if (!roomList.Where(x => x.Name == group.Name).Any())
roomList.Add(group);
}
/// <summary>
/// 获取列表
/// </summary>
/// <returns></returns>
public static List<Room> GetList()
{
return roomList;
}
/// <summary>
/// 获取单个
/// </summary>
/// <param name="masterid">房主id</param>
/// <param name="roomName">房间名称</param>
/// <returns></returns>
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;
}
/// <summary>
/// 加入房间
/// </summary>
/// <param name="client"></param>
/// <param name="roomName"></param>
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;
}
/// <summary>
/// 删除房间
/// </summary>
/// <param name="masterid">房主id</param>
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;
}
/// <summary>
/// 更新(根据房名)
/// </summary>
/// <param name="room"></param>
/// <returns></returns>
public static bool Up4Name(Room room)
{
if (roomList.Count == 0)
return false;
roomList.RemoveAll(x => x.Name == room.Name);
roomList.Add(room);
return true;
}
/// <summary>
/// 更新当前出牌人
/// </summary>
/// <param name="roomName"></param>
/// <param name="index">传入则强制修改,不传按规则走</param>
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:
/// <summary>
/// 卡片相关
/// </summary>
public class WithCard
{
/// <summary>
/// 黑桃-S、红桃-H、梅花-C、方块-D
/// BG大王,SG小王,14-A,15-2
/// </summary>
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"
};
/// <summary>
/// 发牌
/// </summary>
public List<List<string>> 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 List<List<string>>()
{
a,b,c,Cards
};
}
/// <summary>
/// 规则
/// </summary>
/// <param name="existingCard"></param>
/// <param name="newCard"></param>
/// <param name="isSelf"></param>
/// <returns></returns>
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)
{
//炸
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:
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