Update actions.py

dev
wangsiyuan 2024-12-01 05:36:23 +08:00
parent 6a6baeb460
commit 64c7b47a4b
1 changed files with 143 additions and 19 deletions

View File

@ -1,22 +1,24 @@
from random import random
from loguru import logger from loguru import logger
from src.engine.mahjong_tile import MahjongTile from src.engine.mahjong_tile import MahjongTile
def draw_tile(engine): def draw_tile(engine):
""" """
当前玩家摸牌逻辑记录牌的详细信息和游戏状态 当前玩家摸牌逻辑按照顺序从牌堆顶部摸牌记录牌的详细信息和游戏状态
""" """
# 检查牌堆是否已空 # 检查牌堆是否已空
if engine.state.remaining_tiles == 0: if engine.state.remaining_tiles == 0:
logger.warning("牌堆已空,游戏结束!") logger.warning("牌堆已空,游戏结束!")
engine.game_over = True engine.game_over = True
return 0, True # 游戏结束时返回 0 和 done = True return None, True # 游戏结束时返回 None 和 done = True
# 当前玩家 # 当前玩家
current_player = engine.state.current_player current_player = engine.state.current_player
# 从牌堆摸一张牌 # 从牌堆顶部摸一张牌
tile = engine.state.deck.pop(0) # 从牌堆取一张牌 tile = engine.state.deck.pop(0) # 按顺序从牌堆取一张牌
engine.state.remaining_tiles -= 1 # 更新剩余牌数 engine.state.remaining_tiles -= 1 # 更新剩余牌数
engine.state.hands[current_player].add_tile(tile) # 将牌对象加入当前玩家手牌 engine.state.hands[current_player].add_tile(tile) # 将牌对象加入当前玩家手牌
@ -32,12 +34,8 @@ def draw_tile(engine):
if tile.suit == missing_suit: if tile.suit == missing_suit:
logger.info(f"玩家 {current_player} 摸到缺门牌: {tile_name},需要优先打出") logger.info(f"玩家 {current_player} 摸到缺门牌: {tile_name},需要优先打出")
# 切换到下一位玩家 # 返回摸到的牌和游戏是否结束的标志
next_player = (current_player + 1) % 4 return tile, False # 返回摸到的牌对象和游戏继续的标志
engine.state.current_player = next_player
# 返回奖励和游戏是否结束的标志
return 0, False # 奖励为 0done 为 False游戏继续
def discard_tile(self, tile): def discard_tile(self, tile):
""" """
@ -192,9 +190,10 @@ def set_missing_suit(player, game_state):
def check_other_players(self, tile): def check_other_players(self, tile):
""" """
检查其他玩家是否可以对打出的牌进行操作如碰胡牌 检查其他玩家是否可以对打出的牌进行操作如碰胡牌
如果有玩家选择碰或杠修改游戏状态和出牌顺序
""" """
current_player = self.state.current_player current_player = self.state.current_player
next_player = (current_player + 1) % 4 actions_taken = False
for player in range(4): for player in range(4):
if player == current_player: if player == current_player:
@ -203,20 +202,145 @@ def check_other_players(self, tile):
# 检查是否可以碰 # 检查是否可以碰
if self.state.hands[player].tile_count[tile] >= 2: if self.state.hands[player].tile_count[tile] >= 2:
logger.info(f"玩家 {player} 可以碰玩家 {current_player} 的牌: {tile}") logger.info(f"玩家 {player} 可以碰玩家 {current_player} 的牌: {tile}")
# 根据规则决定是否碰 if self.handle_peng(player, tile): # 执行碰牌逻辑
# 这里可以扩展为调用 AI 或玩家输入 actions_taken = True
# self.peng(tile) break # 碰牌后不检查其他玩家
# 检查是否可以杠 # 检查是否可以杠
if self.state.hands[player].tile_count[tile] >= 3: if self.state.hands[player].tile_count[tile] >= 3:
logger.info(f"玩家 {player} 可以杠玩家 {current_player} 的牌: {tile}") logger.info(f"玩家 {player} 可以杠玩家 {current_player} 的牌: {tile}")
# 根据规则决定是否杠 if self.handle_gang(player, tile, mode="ming"): # 执行明杠逻辑
# self.gang(tile, mode="ming") actions_taken = True
break # 杠牌后不检查其他玩家
# 检查是否可以胡牌 # 检查是否可以胡牌
if self.can_win(self.state.hands[player], self.state.melds[player], self.state.missing_suits[player]): if self.can_win(self.state.hands[player], self.state.melds[player], self.state.missing_suits[player]):
logger.info(f"玩家 {player} 可以胡玩家 {current_player} 的牌: {tile}") logger.info(f"玩家 {player} 可以胡玩家 {current_player} 的牌: {tile}")
# 根据规则决定是否胡牌 self.handle_win(player, current_player, tile)
# self.handle_win(player) actions_taken = True
break # 胡牌后结束
logger.info(f"玩家 {current_player} 打出的牌 {tile} 没有触发其他玩家的操作") if not actions_taken:
logger.info(f"玩家 {current_player} 打出的牌 {tile} 没有触发其他玩家的操作")
def handle_peng(self, player, tile):
"""
处理玩家碰牌逻辑并更新出牌顺序
"""
if self.state.hands[player].tile_count[tile] < 2:
logger.error(f"玩家 {player} 无法碰牌: {tile}")
return False
# 减少两张牌
self.state.hands[player].tile_count[tile] -= 2
self.state.melds[player].append(("peng", tile))
logger.info(f"玩家 {player} 碰了牌: {tile}。当前明牌: {self.state.melds[player]}")
# 设置出牌顺序为碰牌的玩家
self.state.current_player = player
# 提供玩家手牌信息,等待玩家选择打出的牌
chosen_tile = self.get_player_discard_choice(player)
# 验证玩家选择的牌是否合法
if chosen_tile not in self.state.hands[player].tiles:
logger.error(f"玩家 {player} 选择了不合法的牌: {chosen_tile}")
raise ValueError("打出的牌必须存在于玩家的手牌中")
# 玩家选择打出这张牌
self.discard_tile(player, chosen_tile)
return True
def get_player_discard_choice(self, player):
"""
模拟获取玩家打牌的选择
在实际项目中使用 GUI AI 决策替代
"""
hand_tiles = self.state.hands[player].tiles
logger.info(f"玩家 {player} 当前手牌: {[str(tile) for tile in hand_tiles]}")
# 模拟玩家选择打出第一张非碰牌
chosen_tile = hand_tiles[0] # 在真实项目中替换为实际用户输入或AI决策
logger.info(f"玩家 {player} 选择打出牌: {chosen_tile}")
return chosen_tile
def handle_gang(self, player, tile, mode):
"""
处理玩家杠牌逻辑并更新状态
"""
if mode == "ming" and self.state.hands[player].tile_count[tile] < 3:
logger.error(f"玩家 {player} 无法明杠: {tile}")
return False
# 减少牌数量并更新明牌
if mode == "ming":
self.state.hands[player].tile_count[tile] -= 3
self.state.melds[player].append(("ming_gang", tile))
logger.info(f"玩家 {player} 明杠了牌: {tile}")
elif mode == "an":
if self.state.hands[player].tile_count[tile] < 4:
logger.error(f"玩家 {player} 无法暗杠: {tile}")
return False
self.state.hands[player].tile_count[tile] -= 4
self.state.melds[player].append(("an_gang", tile))
logger.info(f"玩家 {player} 暗杠了牌: {tile}")
# 杠牌后玩家补摸一张牌
self.draw_tile_for_player(player)
return True
def random_discard_tile(engine):
"""
当前玩家随机选择一张牌打出优先打缺门牌
"""
current_player = engine.state.current_player
hand = engine.state.hands[current_player].tiles # 当前玩家的手牌
missing_suit = engine.state.missing_suits[current_player] # 当前玩家的缺门
if not hand:
logger.error(f"玩家 {current_player} 的手牌为空,无法打牌")
return
# 使用改进后的 random_choice 函数选择牌
tile = random_choice(hand, missing_suit)
# 从手牌中移除该牌
engine.state.hands[current_player].remove_tile(tile)
engine.state.discards[current_player].append(tile)
logger.info(
f"玩家 {current_player} 打出了一张牌: {tile}"
f"当前牌河: {[str(t) for t in engine.state.discards[current_player]]}"
)
# 检查其他玩家是否可以操作
engine.check_other_players(tile)
# 切换到下一个玩家
next_player = (current_player + 1) % 4
engine.state.current_player = next_player
def random_choice(hand, missing_suit):
"""
根据缺门优先随机选择打出的牌
:param hand: 当前玩家的手牌列表包含 MahjongTile 对象
:param missing_suit: 当前玩家的缺门花色字符串
:return: 随机选择的 MahjongTile 对象
"""
if not hand:
raise ValueError("手牌不能为空")
# 筛选出缺门的牌
missing_suit_tiles = [tile for tile in hand if tile.suit == missing_suit]
# 如果缺门牌存在,优先从缺门牌中随机选择
if missing_suit_tiles:
index = random.randint(0, len(missing_suit_tiles) - 1)
return missing_suit_tiles[index]
# 如果缺门牌不存在,从剩余牌中随机选择
index = random.randint(0, len(hand) - 1)
return hand[index]