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core.go
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package main
import (
"fmt"
"github.com/EndlessCheng/mahjong-helper/util"
"github.com/EndlessCheng/mahjong-helper/util/model"
"github.com/fatih/color"
)
type DataParser interface {
// 数据来源(是天凤还是雀魂)
GetDataSourceType() int
// 获取自家初始座位:0-第一局的东家 1-第一局的南家 2-第一局的西家 3-第一局的北家
// 仅处理雀魂数据,天凤返回 -1
GetSelfSeat() int
// 原始 JSON
GetMessage() string
// 解析前,根据消息内容来决定是否要进行后续解析
SkipMessage() bool
// 尝试解析用户名
IsLogin() bool
HandleLogin()
// round 开始/重连
// roundNumber: 场数(如东1为0,东2为1,...,南1为4,...,南4为7,...),对于三麻来说南1也是4
// benNumber: 本场数
// dealer: 庄家 0-3
// doraIndicators: 宝牌指示牌
// handTiles: 手牌
// numRedFives: 按照 mps 的顺序,赤5个数
IsInit() bool
ParseInit() (roundNumber int, benNumber int, dealer int, doraIndicators []int, handTiles []int, numRedFives []int)
// 自家摸牌
// tile: 0-33
// isRedFive: 是否为赤5
// kanDoraIndicator: 摸牌时,若为暗杠摸的岭上牌,则可以翻出杠宝牌指示牌,否则返回 -1(目前恒为 -1,见 IsNewDora)
IsSelfDraw() bool
ParseSelfDraw() (tile int, isRedFive bool, kanDoraIndicator int)
// 舍牌
// who: 0=自家, 1=下家, 2=对家, 3=上家
// isTsumogiri: 是否为摸切(who=0 时忽略该值)
// isReach: 是否为立直宣言(isReach 对于天凤来说恒为 false,见 IsReach)
// canBeMeld: 是否可以鸣牌(who=0 时忽略该值)
// kanDoraIndicator: 大明杠/加杠的杠宝牌指示牌,在切牌后出现,没有则返回 -1(天凤恒为-1,见 IsNewDora)
IsDiscard() bool
ParseDiscard() (who int, discardTile int, isRedFive bool, isTsumogiri bool, isReach bool, canBeMeld bool, kanDoraIndicator int)
// 鸣牌(含暗杠、加杠)
// kanDoraIndicator: 暗杠的杠宝牌指示牌,在他家暗杠时出现,没有则返回 -1(天凤恒为-1,见 IsNewDora)
IsOpen() bool
ParseOpen() (who int, meld *model.Meld, kanDoraIndicator int)
// 立直声明(IsReach 对于雀魂来说恒为 false,见 ParseDiscard)
IsReach() bool
ParseReach() (who int)
// 振听
IsFuriten() bool
// 本局是否和牌
IsRoundWin() bool
ParseRoundWin() (whos []int, points []int)
// 是否流局
// 四风连打 四家立直 四杠散了 九种九牌 三家和了 | 流局听牌 流局未听牌 | 流局满贯
// 三家和了
IsRyuukyoku() bool
ParseRyuukyoku() (type_ int, whos []int, points []int)
// 拔北宝牌
IsNukiDora() bool
ParseNukiDora() (who int, isTsumogiri bool)
// 这一项放在末尾处理
// 杠宝牌(雀魂在暗杠后的摸牌时出现)
// kanDoraIndicator: 0-33
IsNewDora() bool
ParseNewDora() (kanDoraIndicator int)
IsHuanSanZhang() bool
ParseHuanSanZhang() (doraIndicators []int, InhandTiles []int, OuthandTiles []int, numRedFives []int)
}
type playerInfo struct {
name string // 自家/下家/对家/上家
selfWindTile int // 自风
melds []*model.Meld // 副露
meldDiscardsAtGlobal []int
meldDiscardsAt []int
isNaki bool // 是否鸣牌(暗杠不算鸣牌)
// 注意负数(自摸切)要^
discardTiles []int // 该玩家的舍牌
latestDiscardAtGlobal int // 该玩家最近一次舍牌在 globalDiscardTiles 中的下标,初始为 -1
earlyOutsideTiles []int // 立直前的1-5巡的外侧牌
isReached bool // 是否立直
canIppatsu bool // 是否有一发
reachTileAtGlobal int // 立直宣言牌在 globalDiscardTiles 中的下标,初始为 -1
reachTileAt int // 立直宣言牌在 discardTiles 中的下标,初始为 -1
nukiDoraNum int // 拔北宝牌数
}
func newPlayerInfo(name string, selfWindTile int) *playerInfo {
return &playerInfo{
name: name,
selfWindTile: selfWindTile,
latestDiscardAtGlobal: -1,
reachTileAtGlobal: -1,
reachTileAt: -1,
}
}
func modifySanninPlayerInfoList(lst []*playerInfo, roundNumber int) []*playerInfo {
windToIdxMap := map[int]int{}
for i, pi := range lst {
windToIdxMap[pi.selfWindTile] = i
}
idxS, idxW, idxN := windToIdxMap[28], windToIdxMap[29], windToIdxMap[30]
switch roundNumber % 4 {
case 0:
case 1:
// 北和西交换
lst[idxN].selfWindTile, lst[idxW].selfWindTile = lst[idxW].selfWindTile, lst[idxN].selfWindTile
case 2:
// 北和西交换,再和南交换
lst[idxN].selfWindTile, lst[idxW].selfWindTile, lst[idxS].selfWindTile = lst[idxW].selfWindTile, lst[idxS].selfWindTile, lst[idxN].selfWindTile
default:
panic("[modifySanninPlayerInfoList] 代码有误")
}
return lst
}
func (p *playerInfo) doraNum(doraList []int) (doraCount int) {
for _, meld := range p.melds {
for _, tile := range meld.Tiles {
for _, doraTile := range doraList {
if tile == doraTile {
doraCount++
}
}
}
if meld.ContainRedFive {
doraCount++
}
}
if p.nukiDoraNum > 0 {
doraCount += p.nukiDoraNum
// 特殊:西为指示牌
for _, doraTile := range doraList {
if doraTile == 30 {
doraCount += p.nukiDoraNum
}
}
}
return
}
//
type roundData struct {
parser DataParser
gameMode gameMode
skipOutput bool
// 玩家数,3 为三麻,4 为四麻
playerNumber int
// 场数(如东1为0,东2为1,...,南1为4,...)
roundNumber int
// 本场数,从 0 开始算
benNumber int
// 场风
roundWindTile int
// 庄家 0=自家, 1=下家, 2=对家, 3=上家
// 请用 reset 设置
dealer int
// 宝牌指示牌
doraIndicators []int
// 自家手牌
counts []int
// 按照 mps 的顺序记录自家赤5数量,包含副露的赤5
// 比如有 0p 和 0s 就是 [1, 0, 1]
numRedFives []int
// 牌山剩余牌量
leftCounts []int
// 全局舍牌
// 按舍牌顺序,负数表示摸切(-),非负数表示手切(+)
// 可以理解成:- 表示不要/暗色,+ 表示进张/亮色
globalDiscardTiles []int
// 0=自家, 1=下家, 2=对家, 3=上家
players []*playerInfo
}
func newRoundData(parser DataParser, roundNumber int, benNumber int, dealer int) *roundData {
// 无论是三麻还是四麻,都视作四个人
const playerNumber = 4
roundWindTile := 27 + roundNumber/playerNumber
playerWindTile := make([]int, playerNumber)
for i := 0; i < playerNumber; i++ {
playerWindTile[i] = 27 + (playerNumber-dealer+i)%playerNumber
}
return &roundData{
parser: parser,
roundNumber: roundNumber,
benNumber: benNumber,
roundWindTile: roundWindTile,
dealer: dealer,
counts: make([]int, 34),
leftCounts: util.InitLeftTiles34(),
globalDiscardTiles: []int{},
players: []*playerInfo{
newPlayerInfo("自家", playerWindTile[0]),
newPlayerInfo("下家", playerWindTile[1]),
newPlayerInfo("对家", playerWindTile[2]),
newPlayerInfo("上家", playerWindTile[3]),
},
}
}
func newGame(parser DataParser) *roundData {
return newRoundData(parser, 0, 0, 0)
}
// 新的一局
func (d *roundData) reset(roundNumber int, benNumber int, dealer int) {
skipOutput := d.skipOutput
gameMode := d.gameMode
playerNumber := d.playerNumber
newData := newRoundData(d.parser, roundNumber, benNumber, dealer)
newData.skipOutput = skipOutput
newData.gameMode = gameMode
newData.playerNumber = playerNumber
if playerNumber == 3 {
// 三麻没有 2-8m
for i := 1; i <= 7; i++ {
newData.leftCounts[i] = 0
}
newData.players = modifySanninPlayerInfoList(newData.players, roundNumber)
}
*d = *newData
}
func (d *roundData) newGame() {
d.reset(0, 0, 0)
}
func (d *roundData) descLeftCounts(tile int) {
d.leftCounts[tile]--
if d.leftCounts[tile] < 0 {
info := fmt.Sprintf("数据异常: %s 数量为 %d", util.MahjongZH[tile], d.leftCounts[tile])
if debugMode {
panic(info)
} else {
fmt.Println(info)
}
}
}
func (d *roundData) inscLeftCounts(tile int) {
d.leftCounts[tile]++
if d.leftCounts[tile] < 0 {
info := fmt.Sprintf("数据异常: %s 数量为 %d", util.MahjongZH[tile], d.leftCounts[tile])
if debugMode {
panic(info)
} else {
fmt.Println(info)
}
}
}
// 杠!
func (d *roundData) newDora(kanDoraIndicator int) {
d.doraIndicators = append(d.doraIndicators, kanDoraIndicator)
d.descLeftCounts(kanDoraIndicator)
if d.skipOutput {
return
}
color.Yellow("杠宝牌指示牌是 %s", util.MahjongZH[kanDoraIndicator])
}
// 根据宝牌指示牌计算出宝牌
func (d *roundData) doraList() (dl []int) {
return model.DoraList(d.doraIndicators, d.playerNumber == 3)
}
func (d *roundData) printDiscards() {
// 三麻的北家是不需要打印的
for i := len(d.players) - 1; i >= 1; i-- {
if player := d.players[i]; d.playerNumber != 3 || player.selfWindTile != 30 {
player.printDiscards()
}
}
}
// 分析34种牌的危险度
// 可以用来判断自家手牌的安全度,以及他家是否在进攻(多次切出危险度高的牌)
func (d *roundData) analysisTilesRisk() (riList riskInfoList) {
riList = make(riskInfoList, len(d.players))
for who := range riList {
riList[who] = &riskInfo{
playerNumber: d.playerNumber,
safeTiles34: make([]bool, 34),
}
}
// 先利用振听规则收集各家安牌
for who, player := range d.players {
if who == 0 {
// TODO: 暂时不计算自家的
continue
}
// 舍牌振听产生的安牌
for _, tile := range normalDiscardTiles(player.discardTiles) {
riList[who].safeTiles34[tile] = true
}
if player.reachTileAtGlobal != -1 {
// 立直后振听产生的安牌
for _, tile := range normalDiscardTiles(d.globalDiscardTiles[player.reachTileAtGlobal:]) {
riList[who].safeTiles34[tile] = true
}
} else if player.latestDiscardAtGlobal != -1 {
// 同巡振听产生的安牌
// 即该玩家在最近一次舍牌后,其他玩家的舍牌
for _, tile := range normalDiscardTiles(d.globalDiscardTiles[player.latestDiscardAtGlobal:]) {
riList[who].safeTiles34[tile] = true
}
}
// 特殊:杠产生的安牌
// 很难想象一个人会在有 678888 的时候去开杠(即使有这个可能,本程序也是不防的)
for _, meld := range player.melds {
if meld.IsKan() {
riList[who].safeTiles34[meld.Tiles[0]] = true
}
}
}
// 计算各种数据
for who, player := range d.players {
if who == 0 {
// TODO: 暂时不计算自家的
continue
}
// 该玩家的巡目 = 为其切过的牌的数目
turns := util.MinInt(len(player.discardTiles), util.MaxTurns)
if turns == 0 {
turns = 1
}
// TODO: 若某人一直摸切,然后突然手切了一张字牌,那他很有可能默听/一向听
if player.isReached {
riList[who].tenpaiRate = 100.0
if player.reachTileAtGlobal < len(d.globalDiscardTiles) { // 天凤可能有数据漏掉
riList[who].isTsumogiriRiichi = d.globalDiscardTiles[player.reachTileAtGlobal] < 0
}
} else {
rate := util.CalcTenpaiRate(player.melds, player.discardTiles, player.meldDiscardsAt)
if d.playerNumber == 3 {
rate = util.GetTenpaiRate3(rate)
}
riList[who].tenpaiRate = rate
}
// 估计该玩家荣和点数
var ronPoint float64
switch {
case player.canIppatsu:
// 立直一发巡的荣和点数
ronPoint = util.RonPointRiichiIppatsu
case player.isReached:
// 立直非一发巡的荣和点数
ronPoint = util.RonPointRiichiHiIppatsu
case player.isNaki:
// 副露时的荣和点数(非常粗略地估计)
doraCount := player.doraNum(d.doraList())
ronPoint = util.RonPointOtherNakiWithDora(doraCount)
default:
// 默听时的荣和点数
ronPoint = util.RonPointDama
}
// 亲家*1.5
if who == d.dealer {
ronPoint *= 1.5
}
riList[who]._ronPoint = ronPoint
// 根据该玩家的巡目、现物、立直后通过的牌、NC、Dora、早外、荣和点数来计算每张牌的危险度
risk34 := util.CalculateRiskTiles34(turns, riList[who].safeTiles34, d.leftCounts, d.doraList(), d.roundWindTile, player.selfWindTile).
FixWithEarlyOutside(player.earlyOutsideTiles).
FixWithPoint(ronPoint)
riList[who].riskTable = riskTable(risk34)
// 计算剩余筋牌
if len(player.melds) < 4 {
riList[who].leftNoSujiTiles = util.CalculateLeftNoSujiTiles(riList[who].safeTiles34, d.leftCounts)
} else {
// 大吊车:愚型听牌
}
}
return riList
}
// TODO: 特殊处理w立直
func (d *roundData) isPlayerDaburii(who int) bool {
// w立直成立的前提是没有任何玩家副露
for _, p := range d.players {
if len(p.melds) > 0 {
return false
}
// 对于三麻来说,还不能有拔北
if p.nukiDoraNum > 0 {
return false
}
}
return d.players[who].reachTileAt == 0
}
// 自家的 PlayerInfo
func (d *roundData) newModelPlayerInfo() *model.PlayerInfo {
const wannpaiTilesCount = 14
leftDrawTilesCount := util.CountOfTiles34(d.leftCounts) - (wannpaiTilesCount - len(d.doraIndicators))
for _, player := range d.players[1:] {
leftDrawTilesCount -= 13 - 3*len(player.melds)
}
if d.playerNumber == 3 {
leftDrawTilesCount += 13
}
melds := []model.Meld{}
for _, m := range d.players[0].melds {
melds = append(melds, *m)
}
const self = 0
selfPlayer := d.players[self]
return &model.PlayerInfo{
HandTiles34: d.counts,
Melds: melds,
DoraTiles: d.doraList(),
NumRedFives: d.numRedFives,
RoundWindTile: d.roundWindTile,
SelfWindTile: selfPlayer.selfWindTile,
IsParent: d.dealer == self,
//IsDaburii: d.isPlayerDaburii(self), // FIXME PLS,应该在立直时就判断
IsRiichi: selfPlayer.isReached,
DiscardTiles: normalDiscardTiles(selfPlayer.discardTiles),
LeftTiles34: d.leftCounts,
LeftDrawTilesCount: leftDrawTilesCount,
NukiDoraNum: selfPlayer.nukiDoraNum,
}
}
func (d *roundData) analysis() error {
if !debugMode {
defer func() {
if err := recover(); err != nil {
fmt.Println("内部错误:", err)
}
}()
}
if debugMode {
if msg := d.parser.GetMessage(); len(msg) > 0 {
const printLimit = 500
if len(msg) > printLimit {
msg = msg[:printLimit]
}
fmt.Println("收到", msg)
}
}
// 先获取用户信息
if d.parser.IsLogin() {
d.parser.HandleLogin()
}
if d.parser.SkipMessage() {
return nil
}
// 若自家立直,则进入看戏模式
// TODO: 见逃判断
if !d.parser.IsInit() && !d.parser.IsRoundWin() && !d.parser.IsRyuukyoku() && d.players[0].isReached {
//return nil
}
if debugMode {
fmt.Println("当前座位为", d.parser.GetSelfSeat())
}
var currentRoundCache *roundAnalysisCache
if analysisCache := getAnalysisCache(d.parser.GetSelfSeat()); analysisCache != nil {
currentRoundCache = analysisCache.wholeGameCache[d.roundNumber][d.benNumber]
}
switch {
case d.parser.IsHuanSanZhang():
fmt.Println("换三张成功!")
doraIndicators, inhands, outhands, numRedFives := d.parser.ParseHuanSanZhang()
d.doraIndicators = doraIndicators
for _, dora := range doraIndicators {
d.descLeftCounts(dora)
}
d.numRedFives = numRedFives
for _, tile := range inhands {
d.counts[tile]++
d.descLeftCounts(tile)
}
for _, tile := range outhands {
d.counts[tile]--
d.inscLeftCounts(tile)
}
playerInfo := d.newModelPlayerInfo()
fmt.Println()
info := fmt.Sprintln(util.TilesToMahjongZHInterface(d.doraIndicators)...)
info = info[:len(info)-1]
color.HiYellow("宝牌指示牌是 " + info)
fmt.Println()
return analysisPlayerWithRisk(playerInfo, nil)
case d.parser.IsInit():
// round 开始/重连
if !debugMode && !d.skipOutput {
clearConsole()
}
roundNumber, benNumber, dealer, doraIndicators, hands, numRedFives := d.parser.ParseInit()
switch d.parser.GetDataSourceType() {
case dataSourceTypeTenhou:
d.reset(roundNumber, benNumber, dealer)
d.gameMode = gameModeMatch // TODO: 牌谱模式?
case dataSourceTypeMajsoul:
if dealer != -1 { // 先就坐,还没洗牌呢~
// 设置第一局的 dealer
d.reset(0, 0, dealer)
d.gameMode = gameModeMatch
fmt.Printf("游戏即将开始,您分配到的座位是:")
color.HiGreen(util.MahjongZH[d.players[0].selfWindTile])
return nil
} else {
// 根据 selfSeat 和当前的 roundNumber 计算当前局的 dealer
newDealer := (4 - d.parser.GetSelfSeat() + roundNumber) % 4
// 新的一局
d.reset(roundNumber, benNumber, newDealer)
}
default:
panic("not impl!")
}
// 由于 reset 了,重新获取 currentRoundCache
if analysisCache := getAnalysisCache(d.parser.GetSelfSeat()); analysisCache != nil {
currentRoundCache = analysisCache.wholeGameCache[d.roundNumber][d.benNumber]
}
d.doraIndicators = doraIndicators
for _, dora := range doraIndicators {
d.descLeftCounts(dora)
}
for _, tile := range hands {
d.counts[tile]++
d.descLeftCounts(tile)
}
d.numRedFives = numRedFives
playerInfo := d.newModelPlayerInfo()
// 牌谱分析模式下,记录舍牌推荐
if d.gameMode == gameModeRecordCache && len(hands) == 14 {
currentRoundCache.addAIDiscardTileWhenDrawTile(simpleBestDiscardTile(playerInfo), -1, 0, 0)
}
if d.skipOutput {
return nil
}
// 牌谱模式下,打印舍牌推荐
if d.gameMode == gameModeRecord {
currentRoundCache.print()
}
color.New(color.FgHiGreen).Printf("%s", util.MahjongZH[d.roundWindTile])
fmt.Printf("%d局开始,自风为", roundNumber%4+1)
color.New(color.FgHiGreen).Printf("%s", util.MahjongZH[d.players[0].selfWindTile])
fmt.Println()
info := fmt.Sprintln(util.TilesToMahjongZHInterface(d.doraIndicators)...)
info = info[:len(info)-1]
color.HiYellow("宝牌指示牌是 " + info)
fmt.Println()
// TODO: 显示地和概率
return analysisPlayerWithRisk(playerInfo, nil)
case d.parser.IsOpen():
// 某家鸣牌(含暗杠、加杠)
who, meld, kanDoraIndicator := d.parser.ParseOpen()
meldType := meld.MeldType
meldTiles := meld.Tiles
calledTile := meld.CalledTile
// 任何形式的鸣牌都能破除一发
for _, player := range d.players {
player.canIppatsu = false
}
// 杠宝牌指示牌
if kanDoraIndicator != -1 {
d.newDora(kanDoraIndicator)
}
player := d.players[who]
// 不是暗杠则标记该玩家鸣牌了
if meldType != meldTypeAnkan {
player.isNaki = true
}
// 加杠单独处理
if meldType == meldTypeKakan {
if who != 0 {
// (不是自家时)修改牌山剩余量
d.descLeftCounts(calledTile)
} else {
// 自家加杠成功,修改手牌
d.counts[calledTile]--
// 由于均为自家操作,宝牌数是不变的
// 牌谱分析模式下,记录加杠操作
if d.gameMode == gameModeRecordCache {
currentRoundCache.addKan(meldType)
}
}
// 修改原副露
for _, _meld := range player.melds {
// 找到原有的碰副露
if _meld.Tiles[0] == calledTile {
_meld.MeldType = meldTypeKakan
_meld.Tiles = append(_meld.Tiles, calledTile)
_meld.ContainRedFive = meld.ContainRedFive
break
}
}
if debugMode {
if who == 0 {
if handsCount := util.CountOfTiles34(d.counts); handsCount%3 != 1 {
return fmt.Errorf("手牌错误:%d 张牌 %v", handsCount, d.counts)
}
}
}
break
}
// 修改玩家副露数据
d.players[who].melds = append(d.players[who].melds, meld)
if who != 0 {
// (不是自家时)修改牌山剩余量
// 先增后减
if meldType != meldTypeAnkan {
d.leftCounts[calledTile]++
}
for _, tile := range meldTiles {
d.descLeftCounts(tile)
}
} else {
// 自家,修改手牌
if meldType == meldTypeAnkan {
d.counts[meldTiles[0]] = 0
// 牌谱分析模式下,记录暗杠操作
if d.gameMode == gameModeRecordCache {
currentRoundCache.addKan(meldType)
}
} else {
d.counts[calledTile]++
for _, tile := range meldTiles {
d.counts[tile]--
}
if meld.RedFiveFromOthers {
tileType := meldTiles[0] / 9
d.numRedFives[tileType]++
}
// 牌谱分析模式下,记录吃碰明杠操作
if d.gameMode == gameModeRecordCache {
currentRoundCache.addChiPonKan(meldType)
}
}
if debugMode {
if meldType == meldTypeMinkan || meldType == meldTypeAnkan {
if handsCount := util.CountOfTiles34(d.counts); handsCount%3 != 1 {
return fmt.Errorf("手牌错误:%d 张牌 %v", handsCount, d.counts)
}
} else {
if handsCount := util.CountOfTiles34(d.counts); handsCount%3 != 2 {
return fmt.Errorf("手牌错误:%d 张牌 %v", handsCount, d.counts)
}
}
}
}
case d.parser.IsReach():
// 立直宣告
// 如果是他家立直,进入攻守判断模式
who := d.parser.ParseReach()
d.players[who].isReached = true
d.players[who].canIppatsu = true
//case "AGARI", "RYUUKYOKU":
// // 某人和牌或流局,round 结束
//case "PROF":
// // 游戏结束
//case "BYE":
// // 某人退出
//case "REJOIN", "GO":
// // 重连
case d.parser.IsFuriten():
// 振听
if d.skipOutput {
return nil
}
color.HiYellow("振听")
//case "U", "V", "W":
// //(下家,对家,上家 不要其上家的牌)摸牌
//case "HELO", "RANKING", "TAIKYOKU", "UN", "LN", "SAIKAI":
// // 其他
case d.parser.IsSelfDraw():
if !debugMode && !d.skipOutput {
clearConsole()
}
// 自家(从牌山 d.leftCounts)摸牌(至手牌 d.counts)
tile, isRedFive, kanDoraIndicator := d.parser.ParseSelfDraw()
d.descLeftCounts(tile)
d.counts[tile]++
if isRedFive {
d.numRedFives[tile/9]++
}
if kanDoraIndicator != -1 {
d.newDora(kanDoraIndicator)
}
playerInfo := d.newModelPlayerInfo()
// 安全度分析
riskTables := d.analysisTilesRisk()
mixedRiskTable := riskTables.mixedRiskTable()
// 牌谱分析模式下,记录舍牌推荐
if d.gameMode == gameModeRecordCache {
bestAttackDiscardTile := simpleBestDiscardTile(playerInfo)
bestDefenceDiscardTile := mixedRiskTable.getBestDefenceTile(playerInfo.HandTiles34)
bestAttackDiscardTileRisk, bestDefenceDiscardTileRisk := 0.0, 0.0
if bestDefenceDiscardTile >= 0 {
bestAttackDiscardTileRisk = mixedRiskTable[bestAttackDiscardTile]
bestDefenceDiscardTileRisk = mixedRiskTable[bestDefenceDiscardTile]
}
currentRoundCache.addAIDiscardTileWhenDrawTile(bestAttackDiscardTile, bestDefenceDiscardTile, bestAttackDiscardTileRisk, bestDefenceDiscardTileRisk)
}
if d.skipOutput {
return nil
}
// 牌谱模式下,打印舍牌推荐
if d.gameMode == gameModeRecord {
currentRoundCache.print()
}
// 打印他家舍牌信息
d.printDiscards()
fmt.Println()
// 打印手牌对各家的安全度
riskTables.printWithHands(d.counts, d.leftCounts)
// 打印何切推荐
// TODO: 根据是否听牌/一向听、打点、巡目、和率等进行攻守判断
return analysisPlayerWithRisk(playerInfo, mixedRiskTable)
case d.parser.IsDiscard():
who, discardTile, isRedFive, isTsumogiri, isReach, canBeMeld, kanDoraIndicator := d.parser.ParseDiscard()
if kanDoraIndicator != -1 {
d.newDora(kanDoraIndicator)
}
player := d.players[who]
if isReach {
player.isReached = true
player.canIppatsu = true
}
if who == 0 {
// 特殊处理自家舍牌的情况
riskTables := d.analysisTilesRisk()
mixedRiskTable := riskTables.mixedRiskTable()
// 自家(从手牌 d.counts)舍牌(至牌河 d.globalDiscardTiles)
d.counts[discardTile]--
d.globalDiscardTiles = append(d.globalDiscardTiles, discardTile)
player.discardTiles = append(player.discardTiles, discardTile)
player.latestDiscardAtGlobal = len(d.globalDiscardTiles) - 1
if isRedFive {
d.numRedFives[discardTile/9]--
}
// 牌谱分析模式下,记录自家舍牌
if d.gameMode == gameModeRecordCache {
currentRoundCache.addSelfDiscardTile(discardTile, mixedRiskTable[discardTile], isReach)
}
if debugMode {
if handsCount := util.CountOfTiles34(d.counts); handsCount%3 != 1 {
return fmt.Errorf("手牌错误:%d 张牌 %v", handsCount, d.counts)
}
}
return nil
}
// 他家舍牌
d.descLeftCounts(discardTile)
_disTile := discardTile
if isTsumogiri {
_disTile = ^_disTile
}
d.globalDiscardTiles = append(d.globalDiscardTiles, _disTile)
player.discardTiles = append(player.discardTiles, _disTile)
player.latestDiscardAtGlobal = len(d.globalDiscardTiles) - 1
// 标记外侧牌
if !player.isReached && len(player.discardTiles) <= 5 {
player.earlyOutsideTiles = append(player.earlyOutsideTiles, util.OutsideTiles(discardTile)...)
}
if player.isReached && player.reachTileAtGlobal == -1 {
// 标记立直宣言牌
player.reachTileAtGlobal = len(d.globalDiscardTiles) - 1
player.reachTileAt = len(player.discardTiles) - 1
// 若该玩家摸切立直,打印提示信息
if isTsumogiri && !d.skipOutput {
color.HiYellow("%s 摸切立直!", player.name)
}
} else if len(player.meldDiscardsAt) != len(player.melds) {
// 标记鸣牌的舍牌
// 注意这里会标记到暗杠后的舍牌上
// 注意对于连续开杠的情况,len(player.meldDiscardsAt) 和 len(player.melds) 是不等的
player.meldDiscardsAt = append(player.meldDiscardsAt, len(player.discardTiles)-1)
player.meldDiscardsAtGlobal = append(player.meldDiscardsAtGlobal, len(d.globalDiscardTiles)-1)
}
// 若玩家在立直后摸牌舍牌,则没有一发
if player.reachTileAt < len(player.discardTiles)-1 {
player.canIppatsu = false
}
playerInfo := d.newModelPlayerInfo()
// 安全度分析
riskTables := d.analysisTilesRisk()
mixedRiskTable := riskTables.mixedRiskTable()
// 牌谱分析模式下,记录可能的鸣牌
if d.gameMode == gameModeRecordCache {
allowChi := who == 3
_, results14, incShantenResults14 := util.CalculateMeld(playerInfo, discardTile, isRedFive, allowChi)
bestAttackDiscardTile := -1
if len(results14) > 0 {
bestAttackDiscardTile = results14[0].DiscardTile
} else if len(incShantenResults14) > 0 {
bestAttackDiscardTile = incShantenResults14[0].DiscardTile
}
if bestAttackDiscardTile != -1 {
bestDefenceDiscardTile := mixedRiskTable.getBestDefenceTile(playerInfo.HandTiles34)
bestAttackDiscardTileRisk := 0.0
if bestDefenceDiscardTile >= 0 {
bestAttackDiscardTileRisk = mixedRiskTable[bestAttackDiscardTile]
}
currentRoundCache.addPossibleChiPonKan(bestAttackDiscardTile, bestAttackDiscardTileRisk)
}
}
if d.skipOutput {
return nil
}
// 上家舍牌时若无法鸣牌则跳过显示
//if d.gameMode == gameModeMatch && who == 3 && !canBeMeld {
// return nil
//}
if !debugMode {
clearConsole()
}
// 牌谱模式下,打印舍牌推荐
if d.gameMode == gameModeRecord {
currentRoundCache.print()
}
// 打印他家舍牌信息
d.printDiscards()
fmt.Println()
riskTables.printWithHands(d.counts, d.leftCounts)
if d.gameMode == gameModeMatch && !canBeMeld {
return nil
}
// 为了方便解析牌谱,这里尽可能地解析副露
// TODO: 提醒: 消除海底/避免河底
allowChi := d.playerNumber != 3 && who == 3 && playerInfo.LeftDrawTilesCount > 0
return analysisMeld(playerInfo, discardTile, isRedFive, allowChi, mixedRiskTable)
case d.parser.IsRoundWin():
// TODO: 解析天凤牌谱 - 注意 skipOutput
if !debugMode {
clearConsole()
}
fmt.Println("和牌,本局结束")
whos, points := d.parser.ParseRoundWin()
if len(whos) == 3 {
color.HiYellow("凤 凰 级 避 铳")
if d.parser.GetDataSourceType() == dataSourceTypeMajsoul {
color.HiYellow("(快醒醒,这是雀魂)")
}
}
for i, who := range whos {
fmt.Println(d.players[who].name, points[i])
}
case d.parser.IsRyuukyoku():
// TODO
d.parser.ParseRyuukyoku()
case d.parser.IsNukiDora():
who, isTsumogiri := d.parser.ParseNukiDora()
player := d.players[who]
player.nukiDoraNum++
if who != 0 {
// 减少北的数量
d.descLeftCounts(30)
// TODO
_ = isTsumogiri
} else {
// 减少自己手牌中北的数量
d.counts[30]--
}
// 消除一发
for _, player := range d.players {
player.canIppatsu = false
}
case d.parser.IsNewDora():
// 杠宝牌
// 1. 剩余牌减少
// 2. 打点提高
kanDoraIndicator := d.parser.ParseNewDora()
d.newDora(kanDoraIndicator)
default:
}
return nil
}