feat: 添加21点游戏

This commit is contained in:
lixiangwuxian 2024-11-01 00:46:26 +08:00
parent dce09c6e1f
commit 53da17802a
12 changed files with 999 additions and 0 deletions

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package blackjack
import (
"git.lxtend.com/qqbot/constants"
"git.lxtend.com/qqbot/handler"
"git.lxtend.com/qqbot/handler/blackjack/controller"
"git.lxtend.com/qqbot/handler/blackjack/core"
"git.lxtend.com/qqbot/handler/blackjack/view"
"git.lxtend.com/qqbot/model"
"git.lxtend.com/qqbot/util"
)
var userGameMap map[string]*core.BackJackGame
func init() {
handler.RegisterHandler("bj", blackJack, constants.LEVEL_USER)
userGameMap = make(map[string]*core.BackJackGame)
}
func blackJack(msg model.Message) model.Reply {
tokens := util.SplitN(msg.RawMsg, 2)
if len(tokens) < 2 {
return model.Reply{
ReplyMsg: "Invalid command",
ReferOriginMsg: true,
FromMsg: msg,
}
}
if tokens[1] == "exit" {
delete(userGameMap, util.From(msg.GroupInfo.GroupId, msg.UserId))
return model.Reply{
ReplyMsg: "Bye",
ReferOriginMsg: false,
FromMsg: msg,
}
}
if tokens[1] == "start" {
userGameMap[util.From(msg.GroupInfo.GroupId, msg.UserId)] = core.NewBlackJackGame(controller.NewBlackJackSimulator(), view.NewLiteralViewer(controller.NewBlackJackSimulator()))
}
if _, ok := userGameMap[util.From(msg.GroupInfo.GroupId, msg.UserId)]; !ok {
return model.Reply{
ReplyMsg: "Please start a game first",
ReferOriginMsg: true,
FromMsg: msg,
}
}
response, _ := userGameMap[util.From(msg.GroupInfo.GroupId, msg.UserId)].AddCommand(tokens[1])
handler.RegisterLiveHandler(msg.GroupInfo.GroupId, msg.UserId, blackJackWithNoBj)
if response[len(response)-1:] == "\n" {
response = response[:len(response)-1]
}
return model.Reply{
ReplyMsg: response,
ReferOriginMsg: false,
FromMsg: msg,
}
}
func blackJackWithNoBj(msg model.Message) (model.Reply, bool) {
if msg.RawMsg == "exit" {
delete(userGameMap, util.From(msg.GroupInfo.GroupId, msg.UserId))
handler.UnRegisterLiveHandler(msg.GroupInfo.GroupId, msg.UserId)
return model.Reply{
ReplyMsg: "Bye",
ReferOriginMsg: false,
FromMsg: msg,
}, true
}
if msg.RawMsg == "start" {
userGameMap[util.From(msg.GroupInfo.GroupId, msg.UserId)] = core.NewBlackJackGame(controller.NewBlackJackSimulator(), view.NewLiteralViewer(controller.NewBlackJackSimulator()))
}
if _, ok := userGameMap[util.From(msg.GroupInfo.GroupId, msg.UserId)]; !ok {
return model.Reply{
ReplyMsg: "Please start a game first",
ReferOriginMsg: true,
FromMsg: msg,
}, true
}
response, err := userGameMap[util.From(msg.GroupInfo.GroupId, msg.UserId)].AddCommand(msg.RawMsg)
if err != nil {
if err.Error() == "invalid command" {
return model.Reply{
ReplyMsg: "",
ReferOriginMsg: false,
FromMsg: msg,
}, false
} else if err.Error() == "game over" {
delete(userGameMap, util.From(msg.GroupInfo.GroupId, msg.UserId))
handler.UnRegisterLiveHandler(msg.GroupInfo.GroupId, msg.UserId)
}
}
if len(response) > 1 && response[len(response)-1:] == "\n" {
response = response[:len(response)-1]
}
return model.Reply{
ReplyMsg: response,
ReferOriginMsg: false,
FromMsg: msg,
}, true
}

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package controller
type BackJackResponse struct {
Code int
Description string
}
func NewBlackJackResponse(code int, description string) *BackJackResponse {
return &BackJackResponse{
Code: code,
Description: description,
}
}

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package controller
import (
"strconv"
"git.lxtend.com/qqbot/handler/blackjack/model"
"git.lxtend.com/qqbot/handler/blackjack/util"
)
type BackJackSimulator struct {
deck *model.Deck
dealerCards *model.Deck
playerCards *model.Deck
dealerScore int
playerScore int
status util.Status
}
func NewBlackJackSimulator() *BackJackSimulator {
simulator := &BackJackSimulator{
deck: model.NewDeck(),
dealerCards: model.NewDeck(),
playerCards: model.NewDeck(),
}
simulator.Init()
return simulator
}
func initDeck(deck *model.Deck) *model.Deck {
colors := []string{"Spade", "Heart", "Diamond", "Club"}
for _, color := range colors {
for i := 2; i <= 10; i++ {
deck.Add(model.NewCard(color, strconv.Itoa(i), []int{i}, true))
}
for _, name := range []string{"J", "Q", "K"} {
deck.Add(model.NewCard(color, name, []int{10}, true))
}
deck.Add(model.NewCard(color, "A", []int{1, 11}, true))
}
return deck.Shuffle()
}
func initDealerCards(dealerCards *model.Deck, deck *model.Deck) *model.Deck {
if firstCard := deck.Draw(); deck != nil {
dealerCards.Add(firstCard.Flip())
}
if secondCard := deck.Draw(); deck != nil {
dealerCards.Add(secondCard)
}
return dealerCards
}
func initPlayerCards(playerCards *model.Deck, deck *model.Deck) *model.Deck {
if firstCard := deck.Draw(); deck != nil {
playerCards.Add(firstCard)
}
if secondCard := deck.Draw(); deck != nil {
playerCards.Add(secondCard)
}
return playerCards
}
func (simulator *BackJackSimulator) Init() *BackJackSimulator {
simulator.deck = model.NewDeck()
simulator.dealerCards = model.NewDeck()
simulator.playerCards = model.NewDeck()
simulator.deck = initDeck(simulator.deck)
simulator.dealerCards = initDealerCards(simulator.dealerCards, simulator.deck)
simulator.playerCards = initPlayerCards(simulator.playerCards, simulator.deck)
simulator.dealerScore, simulator.playerScore = 0, 0
simulator.status = util.INITIALIZED
return simulator
}
func (simulator *BackJackSimulator) Hit() *BackJackResponse {
if simulator.status == util.FAILED || simulator.status == util.WINNED || simulator.status == util.DRAW {
return NewBlackJackResponse(400, "[🐧] You have failed in this Blackjack game !\n")
}
if card := simulator.deck.Draw(); card != nil {
simulator.playerCards.Add(card)
simulator.playerScore = 0
for _, card := range simulator.playerCards.Cards() {
simulator.playerScore += card.Value[0]
}
if simulator.playerScore > 21 {
simulator.status = util.FAILED
return NewBlackJackResponse(400, "[🐧] Your total score exceeds 21 ! You lose !\n")
}
}
return NewBlackJackResponse(200, "[🐧] You have drawn a card !\n")
}
func (simulator *BackJackSimulator) Stand() *BackJackResponse {
if simulator.status == util.FAILED || simulator.status == util.WINNED || simulator.status == util.DRAW {
return NewBlackJackResponse(400, "[🐧] You have failed in this Blackjack game !\n")
}
simulator.dealerScore, simulator.playerScore = 0, 0
maxDealerScore, maxPlayerScore, minDealerScore, minPlayerScore := 0, 0, 0, 0
for _, card := range simulator.dealerCards.Cards() {
if !card.Visible {
card.Flip()
}
if card.Name == "A" {
maxDealerScore += card.Value[1]
minDealerScore += card.Value[0]
} else {
maxDealerScore += card.Value[0]
minDealerScore += card.Value[0]
}
}
for _, card := range simulator.playerCards.Cards() {
if card.Name == "A" {
maxPlayerScore += card.Value[1]
minPlayerScore += card.Value[0]
} else {
maxPlayerScore += card.Value[0]
minPlayerScore += card.Value[0]
}
}
if maxDealerScore < 17 {
for maxDealerScore < 17 {
if card := simulator.deck.Draw(); card != nil {
simulator.dealerCards.Add(card)
if card.Name == "A" {
maxDealerScore += card.Value[1]
minDealerScore += card.Value[0]
} else {
maxDealerScore += card.Value[0]
minDealerScore += card.Value[0]
}
}
if minDealerScore > 21 {
simulator.status = util.WINNED
return NewBlackJackResponse(400, "[🐧] The dealer burst and you have won the game !\n")
}
}
}
if maxDealerScore > maxPlayerScore {
simulator.status = util.FAILED
return NewBlackJackResponse(400, "[🐧] The dealer wins the game !\n")
} else if maxDealerScore < maxPlayerScore {
simulator.status = util.WINNED
return NewBlackJackResponse(400, "[🐧] You have won the game !\n")
} else if maxDealerScore == maxPlayerScore {
simulator.status = util.DRAW
return NewBlackJackResponse(200, "[🐧] It is a draw !\n")
}
return NewBlackJackResponse(400, "[🐧] Unrecognized Error !\n")
}
func (simulator *BackJackSimulator) GetDealerCards() *model.Deck {
return simulator.dealerCards
}
func (simulator *BackJackSimulator) GetPlayerCards() *model.Deck {
return simulator.playerCards
}
func (simulator *BackJackSimulator) GetStatus() util.Status {
return simulator.status
}

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package core
import (
"errors"
"strings"
"git.lxtend.com/qqbot/handler/blackjack/controller"
"git.lxtend.com/qqbot/handler/blackjack/view"
)
type BackJackGame struct {
simulator *controller.BackJackSimulator
viewer *view.LiteralViewer
}
func NewBlackJackGame(simulator *controller.BackJackSimulator, viewer *view.LiteralViewer) *BackJackGame {
return &BackJackGame{
simulator: simulator,
viewer: viewer,
}
}
func (game *BackJackGame) AddCommand(command string) (string, error) {
command = strings.Split(command, " ")[0]
response := ""
err := error(nil)
switch command {
case "start":
{
game.simulator.Init()
response += game.viewer.GetResponse()
response += "[🐧] You have started a new Blackjack game.\n"
response += "[🐧] Type hit to hit.\n"
response += "[🐧] Type stand to stand.\n"
response += "[🐧] Type start to restart a new game.\n"
response += "[🐧] Type exit to leave the game.\n"
}
case "hit":
{
result := game.simulator.Hit()
response += game.viewer.GetResponse()
response += result.Description
if result.Code != 200 {
err = errors.New("game over")
}
}
case "stand":
{
result := game.simulator.Stand()
response += game.viewer.GetResponse()
response += "[🐧] You decide to stand !\n"
response += result.Description
if result.Code != 200 {
err = errors.New("game over")
}
}
default:
{
response += "[🐧] Invalid command !\n"
err = errors.New("invalid command")
}
}
return response, err
}
func (game *BackJackGame) Close() {
game.viewer = nil
game.simulator = nil
}

465
handler/blackjack/doc.md Normal file
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# 基于 Go 语言的 21 点游戏 RPC 交互系统
南京大学 计算机科学与技术学院 马一鸣 502024330038
## 项目概述
本项目旨在使用 Go 语言设计并实现一款基于远程过程调用RPC机制进行通信的 Blackjack即 21 点)游戏系统。系统由用户端和服务器端组成,用户可以通过用户端与服务器端的 AI 发牌员进行对战。整个系统的设计目标是提供流畅且公平的游戏体验,并通过可靠的通信机制保证用户与服务器之间的有效互动。
## 需求分析
本项目的需求分析如下:
1. **通信机制:** 使用 RPC 作为用户和服务器之间的数据交互机制,以实现低延迟和高可靠性的远程通信。
2. **游戏规则:** 游戏采用 Blackjack 的基本规则,玩家与发牌员对战,以接近 21 点为目标。为了提高游戏性和互动性。
3. **策略设计:** 发牌员的策略可灵活设计,但必须遵循公平原则,保证游戏的可玩性。策略的制定应考虑不同场景下的最优选择,以增强游戏的挑战性。
4. **用户体验:** 系统应具备良好的用户交互设计,保证玩家在操作过程中的易用性和流畅性。
## 概要设计
本项目基于 Go 语言实现 Blackjack 游戏系统,主要分为用户端和服务器端两部分。
- **用户端:** 用户端提供玩家操作界面,通过 RPC 机制向服务器端发送请求,进行拿牌、停牌等操作,并接收游戏结果。
- **服务器端:** 服务器端负责处理所有的游戏逻辑,包括初始化牌组、为玩家和发牌员发牌、计算点数、判断胜负等。服务器端通过 RPC 服务对外提供功能。
- **通信机制:** 使用 Go 的 `net/rpc` 库实现用户端与服务器端的通信,保证数据传输的安全性与实时性。
## 详细设计
本项目的代码结构如下:
``` shell
tree .
.
├── client
│ └── client.go
├── controller
│ ├── response.go
│ └── simulator.go
├── core
│ └── game.go
├── doc.md
├── go.mod
├── main.go
├── model
│ ├── card.go
│ └── deck.go
├── rpc
│ ├── request.go
│ └── response.go
├── server
│ └── server.go
├── util
│ ├── dict.go
│ └── status.go
└── view
└── viewer.go
9 directories, 15 files
```
其中 21 点游戏的模拟部分遵循 `MVC` 设计模式。
* `model` 包负责对 21 点游戏中出现的各类对象(如卡牌 Card卡组 Deck等进行抽象。
* `view` 包负责将游戏的交互逻辑进行呈现。
* `controller` 包负责对于游戏的控制逻辑进行抽象,如发牌,要牌,判定胜负等交互逻辑。
* `game` 包负责将游戏整体进行封装,并实现了基于命令模式等指令解析模块。
对于 RPC 通信实现了如下包:
* `rpc` 包封装了 RPC 通信所需要的结构体。
* `server` 包实现了 RPC 通信的服务端构建。
* `client` 包实现了 RPC 通信的客户端构建。
此外 `util` 包实现了各类轻量化工具代码。
### 21 点游戏的模拟设计
#### 牌组设计
系统中的牌组包含 52 张牌,由四种花色(红桃、方块、梅花和黑桃)组成,每种花色有 13 张牌2 到 10、J、Q、K、A。每张牌的点数如下
- **数字牌 (2-10)** 牌的点数等于其面值。
- **人头牌 (J、Q、K)** 每张牌的点数为 10。
- **A 牌:** 可以视为 1 分或 11 分,具体取决于对玩家更有利的值。
`model/card.go` 中实现了对于 `Card` 结构体的封装:
```go
type Card struct {
Color string
Value []int
Name string
Visible bool
}
```
`model/deck.go` 中实现了对于 `Deck` 结构体的封装:
```go
type Deck struct {
cards []*Card
}
```
一副卡组Deck由若干卡牌Card组成。与此同时`Deck` 中封装了若干 API最为重要的是抽牌 `Deck.Draw()` 与洗牌 `Deck.Shuffle()` API
```go
func (deck *Deck) Shuffle() *Deck {
for i := range deck.cards {
j := i + rand.Intn(len(deck.cards) - i)
deck.cards[i], deck.cards[j] = deck.cards[j], deck.cards[i]
}
return deck
}
func (deck *Deck) Draw() *Card {
if len(deck.cards) == 0 {
return nil
}
card := deck.cards[0]
deck.cards = deck.cards[1:]
return card
}
```
#### 游戏流程设计
`controller/simulator.go` 中封装了游戏的交互逻辑:
```go
type BackJackSimulator struct {
deck *model.Deck
dealerCards *model.Deck
playerCards *model.Deck
dealerScore int
playerScore int
status util.Status
}
```
通过维护 `deck``dealerCards``playerCards` 三副卡组用来模拟 21 点的游戏流程。
设计实现游戏状态的初始化逻辑:
```go
func (simulator *BackJackSimulator) Init() *BackJackSimulator {
simulator.deck = model.NewDeck()
simulator.dealerCards = model.NewDeck()
simulator.playerCards = model.NewDeck()
simulator.deck = initDeck(simulator.deck)
simulator.dealerCards = initDealerCards(simulator.dealerCards, simulator.deck)
simulator.playerCards = initPlayerCards(simulator.playerCards, simulator.deck)
simulator.dealerScore, simulator.playerScore = 0, 0
simulator.status = util.INITIALIZED
return simulator
}
```
值得注意的是,在 `BackJackSimulator` 中基于状态机模型对游戏的状态进行管理。
在游戏中共包含了四个不同的状态分别是初始化INITIALIZED闲家胜利WINNED庄家胜利FAILED以及平局DRAW相关状态封装在 `util/status.go` 中:
```go
type Status int
const (
INITIALIZED Status = iota
WINNED Status = iota
FAILED Status = iota
DRAW Status = iota
)
```
游戏的流程如下:
- **发牌阶段:** 游戏开始时,玩家和发牌员各自得到两张牌。玩家的两张牌均为明牌,发牌员有一张明牌和一张暗牌(底牌),例如发牌员的发牌逻辑如下:
```go
if firstCard := deck.Draw(); deck != nil {
dealerCards.Add(firstCard.Flip())
}
if secondCard := deck.Draw(); deck != nil {
dealerCards.Add(secondCard)
}
```
- **要牌阶段:** 玩家可以选择“要牌”Hit即再抽一张牌或“停牌”Stand保持当前手牌。玩家可以多次选择“要牌”直到总点数超过 21 点(称为“爆牌”)或选择“停牌”。
对于要牌逻辑与爆牌判定逻辑实现如下:
```go
if card := simulator.deck.Draw(); card != nil {
simulator.playerCards.Add(card)
simulator.playerScore = 0
for _, card := range simulator.playerCards.Cards() {
simulator.playerScore += card.Value[0]
}
if simulator.playerScore > 21 {
simulator.status = util.FAILED
return NewBlackJackResponse(400, "[🐧] Your total score exceeds 21 ! You lose !\n")
}
}
```
值得注意的是在 `simulator` 中封装了 `BlackJackResponse` 结构体以返回游戏的状态反馈信息:
```go
type BackJackResponse struct {
Code int
Description string
}
```
当玩家停止要牌之后即进入停牌阶段。
- **停牌阶段:** 发牌员揭开底牌后,必须继续“要牌”,直到手牌点数达到或超过 17 点:
```go
for maxDealerScore < 17 {
if card := simulator.deck.Draw(); card != nil {
simulator.dealerCards.Add(card)
if card.Name == "A" {
maxDealerScore += card.Value[1]
minDealerScore += card.Value[0]
} else {
maxDealerScore += card.Value[0]
minDealerScore += card.Value[0]
}
}
if minDealerScore > 21 {
simulator.status = util.WINNED
return NewBlackJackResponse(200, "[🐧] The dealer burst and you have won the game !\n")
}
}
```
- **胜负判定:** 游戏结束后,根据玩家和发牌员的点数判断胜负。若玩家爆牌则输掉游戏;若发牌员爆牌,则玩家获胜;若双方均未爆牌,则点数接近 21 的一方获胜:
```go
if maxDealerScore > maxPlayerScore {
simulator.status = util.FAILED
return NewBlackJackResponse(200, "[🐧] The dealer wins the game !\n")
} else if maxDealerScore < maxPlayerScore {
simulator.status = util.WINNED
return NewBlackJackResponse(200, "[🐧] You have won the game !\n")
} else if maxDealerScore == maxPlayerScore {
simulator.status = util.DRAW
return NewBlackJackResponse(200, "[🐧] It is a draw !\n")
}
```
#### 游戏界面设计
基于命令行对于游戏的界面进行设计。
`view/viewer.go` 中实现界面结构体:
```go
type LiteralViewer struct {
response string
simulator *controller.BackJackSimulator
}
```
该结构体通过 `GetResponse` 结构输出游戏的状态信息。
将上述基于 MVC 架构的代码封装在 `BackJackGame` 结构体中:
```go
type BackJackGame struct {
simulator *controller.BackJackSimulator
viewer *view.LiteralViewer
}
```
该结构通过命令模式对游戏逻辑进行控制:
```go
func (game *BackJackGame) AddCommand(command string) string {
command = strings.Split(command, " ")[0]
response := ""
switch command {
case "start": {}
case "hit": {}
case "stand": {}
case "help": {}
default: {}
}
return response
}
```
### RPC 通信的客户端与服务器端设计
#### 服务端设计
服务器端的核心任务是处理游戏逻辑,并通过 RPC 服务向用户端提供接口。
服务端的核心代码如下:
```go
commandService := new(CommandService)
rpc.Register(commandService)
listener, err := net.Listen("tcp", ":1234")
if err != nil {
fmt.Println("[🐧] Listening Failed:", err)
return
}
defer listener.Close()
fmt.Println("...")
for {
conn, err := listener.Accept()
if err != nil {
fmt.Println("[🐧] Connecting Failed:", err)
continue
}
go rpc.ServeConn(conn)
}
```
上述代码实现了一个简单的 RPC 服务器,使用了 `Go` 语言中的 `net``rpc` 包。
`main` 函数中创建一个 `CommandService` 实例并将 `commandService` 实例注册到 RPC 服务器,使其公开方法可以被远程调用。
服务器开始监听 TCP 连接,端口号为 1234。`net.Listen()` 函数返回一个 listener监听器对象和一个错误err
使用 `defer` 关键字确保在函数退出时关闭监听器,释放资源。
服务器等待客户端连接。当有客户端连接时,`listener.Accept()` 会返回一个表示该连接的 `conn` 对象。
通过 `go` 关键字保证每个连接都通过一个新的 `goroutine` 来处理,`rpc.ServeConn()` 用于处理该连接上的 RPC 请求。
对于 `CommandService` 结构体封装了调用方法如下:
```go
func (cs *CommandService) ExecuteCommand(req brpc.Request, res *brpc.Response) error {
command := req.Command
response := backJackGame.AddCommand(command)
res.Result = fmt.Sprint(response)
return nil
}
```
#### 客户端设计
客户端负责与玩家交互,并通过 RPC 向服务器发送请求。
客户端的核心代码如下:
```go
client, err := rpc.Dial("tcp", "localhost:1234")
if err != nil {
fmt.Println("[🐳] Connecting Failed:", err)
return
}
defer client.Close()
reader := bufio.NewReader(os.Stdin)
for {
command, _ := reader.ReadString('\n')
command = command[:len(command)-1]
if command == "exit" {
break
}
req := brpc.Request{Command: command}
var res brpc.Response
err = client.Call("CommandService.ExecuteCommand", req, &res)
if err != nil {
fmt.Println("[🐳] RPC Failed:", err)
continue
}
}
```
上述代码使用 `rpc.Dial()` 函数创建一个 RPC 客户端,并通过 TCP 连接到 localhost 上的端口 1234。
使用 `defer` 关键字确保在函数结束时关闭 RPC 客户端,释放资源。
创建一个从标准输入读取用户输入的 `bufio.Reader`,用于从命令行接收用户输入。
通过 `client.Call()` 调用服务器端的 `CommandService.ExecuteCommand` 方法。
## 测试与验证
欲运行服务端和客户端程序需要分别编译运行客户端与服务端代码:
```shell
$ go run server.go
```
```shell
$ go run client.go
```
其中客户端的交互页面如下:
```shell
go run client.go
[🐳] Input your Command (Input <exit> to quit):
start
```
在输入 `start` 命令后即可开启一局 21 点游戏:
```shell
[🐳] Input your Command (Input <exit> to quit):
start
[🃏] Dealer: 🂠 ♥10
[🎴] Player: ♦3 ♦7
[🐧] You have started a new Blackjack game.
```
输入 `hit` 命令进行要牌操作:
```shell
[🐳] Input your Command (Input <exit> to quit):
hit
[🃏] Dealer: 🂠 ♥10
[🎴] Player: ♦3 ♦7 ♠A
[🐧] You have drawn a card !
```
输入 `stand` 命令进行停牌操作:
```shell
[🐳] Input your Command (Input <exit> to quit):
stand
[🃏] Dealer: ♠K ♥10
[🎴] Player: ♦3 ♦7 ♠A
[🐧] You decide to stand !
[🐧] You have won the game !
```
此时服务端也会输出对应的信息:
```shell
...
[🐧] Command Received: start
[🐧] Command Received: hit
[🐧] Command Received: stand
```
通过多轮测试与验证,本系统满足了 21 点游戏的交互逻辑的正确性。
# 结论
本项目通过使用 Go 语言和 RPC 通信机制,本项目实现了一款完整且可扩展的 21 点游戏系统。系统通过用户端与服务器端的分离,实现了逻辑处理和用户交互的独立性,从而提高了系统的扩展性和可维护性。项目通过详细的需求分析、概要设计和详细设计,确保了系统的功能完整性和用户体验。同时,通过系统测试,验证了系统的可靠性和稳定性。
未来可以考虑在以下方面进行改进:
- 增加复杂的游戏规则,例如双倍下注、投降等,以提高游戏的策略性和娱乐性。
- 优化发牌员的策略,使其更具挑战性。
- 增加图形化用户界面,以提供更直观的游戏体验。
- 使用更加安全和高效的通信机制,以提高数据传输的安全性和系统性能。

View File

@ -0,0 +1,22 @@
package model
type Card struct {
Color string
Value []int
Name string
Visible bool
}
func NewCard(color string, name string, value []int, visible bool) *Card {
return &Card{
Color: color,
Value: value,
Name: name,
Visible: visible,
}
}
func (card *Card) Flip() *Card {
card.Visible = !card.Visible
return card
}

View File

@ -0,0 +1,63 @@
package model
import "math/rand"
type Deck struct {
cards []*Card
}
func NewDeck() *Deck {
deck := &Deck{
cards: []*Card{},
}
return deck
}
func (deck *Deck) Cards() []*Card {
return deck.cards
}
func (deck *Deck) Clear() *Deck {
deck.cards = []*Card{}
return deck;
}
func (deck *Deck) Length() int {
return len(deck.cards)
}
func (deck *Deck) Add(card *Card) *Deck {
deck.cards = append(deck.cards, card)
return deck
}
func (deck *Deck) Shuffle() *Deck {
for i := range deck.cards {
j := i + rand.Intn(len(deck.cards) - i)
deck.cards[i], deck.cards[j] = deck.cards[j], deck.cards[i]
}
return deck
}
func (deck *Deck) Draw() *Card {
if len(deck.cards) == 0 {
return nil
}
card := deck.cards[0]
deck.cards = deck.cards[1:]
return card
}
func (deck *Deck) Contains(color string, num int) bool {
for _, card := range deck.cards {
if card.Color == color {
for _, value := range card.Value {
if value == num {
return true
}
}
}
}
return false
}

View File

@ -0,0 +1,11 @@
package util
var Dict map[string]string
func init() {
Dict := make(map[string]string)
Dict["Spade"] = "♠"
Dict["Heart"] = "♥"
Dict["Diamond"] = "♦"
Dict["Club"] = "♣"
}

View File

@ -0,0 +1,10 @@
package util
type Status int
const (
INITIALIZED Status = iota
WINNED Status = iota
FAILED Status = iota
DRAW Status = iota
)

View File

@ -0,0 +1,52 @@
package view
import (
"git.lxtend.com/qqbot/handler/blackjack/controller"
"git.lxtend.com/qqbot/handler/blackjack/model"
)
func getEmojiOfColor(color string) string {
switch color {
case "Spade":
return "♠"
case "Heart":
return "♥️"
case "Diamond":
return "♦"
case "Club":
return "♣"
default:
return ""
}
}
type LiteralViewer struct {
response string
simulator *controller.BackJackSimulator
}
func NewLiteralViewer(simulator *controller.BackJackSimulator) *LiteralViewer {
return &LiteralViewer{
simulator: simulator,
response: "",
}
}
func generateCardSeries(deck *model.Deck) string {
cards := ""
for _, card := range deck.Cards() {
if card.Visible {
cards += getEmojiOfColor(card.Color) + card.Name + " "
} else {
cards += "🂠 "
}
}
return cards
}
func (viewer *LiteralViewer) GetResponse() string {
viewer.response = ""
viewer.response += "[🃏] Dealer: " + generateCardSeries(viewer.simulator.GetDealerCards()) + "\n"
viewer.response += "[🎴] Player: " + generateCardSeries(viewer.simulator.GetPlayerCards()) + "\n"
return viewer.response
}

View File

@ -20,6 +20,7 @@ func wordle(msg model.Message) (reply model.Reply) {
}
func tempTrigger(msg model.Message) (reply model.Reply, isTrigger bool) {
handler.UnRegisterLiveHandler(msg.GroupInfo.GroupId, msg.UserId)
return model.Reply{
ReplyMsg: " ",
ReferOriginMsg: true,

View File

@ -3,6 +3,7 @@ package main
import (
_ "git.lxtend.com/qqbot/handler/auth"
_ "git.lxtend.com/qqbot/handler/beatleader"
_ "git.lxtend.com/qqbot/handler/blackjack"
_ "git.lxtend.com/qqbot/handler/drawback"
_ "git.lxtend.com/qqbot/handler/echo"
_ "git.lxtend.com/qqbot/handler/exec"