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@@ -97,28 +97,37 @@ def check_blood_battle(self):
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self.game_over = True
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def set_missing_suit(player, missing_suit, game_state):
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def set_missing_suit(player, game_state):
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"""
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玩家设置缺门的动作。
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玩家自动根据手牌选择缺门。
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参数:
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- player: 玩家索引(0-3)。
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- missing_suit: 玩家选择的缺门("条"、"筒" 或 "万")。
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- game_state: 当前的游戏状态(`ChengduMahjongState` 实例)。
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异常:
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- ValueError: 如果缺门设置无效。
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返回:
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- str: 玩家设置的缺门花色。
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"""
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valid_suits = ["条", "筒", "万"]
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if missing_suit not in valid_suits:
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logger.error(f"玩家 {player} 尝试设置无效的缺门: {missing_suit}")
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raise ValueError("缺门设置无效")
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hand = game_state.hands[player] # 获取玩家手牌
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# 统计每种花色的牌数量
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suit_counts = {suit: 0 for suit in valid_suits}
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for tile in hand.tiles:
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suit_counts[tile.suit] += 1
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# 找到数量最少的花色
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missing_suit = min(suit_counts, key=suit_counts.get)
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# 检查是否已经设置过缺门
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if game_state.missing_suits[player] is not None:
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logger.error(f"玩家 {player} 已经设置了缺门,不能重复设置")
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logger.warning(f"玩家 {player} 已设置过缺门,不能重复设置")
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raise ValueError("缺门已经设置,不能重复设置")
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# 设置缺门并记录日志
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game_state.missing_suits[player] = missing_suit
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logger.info(f"玩家 {player} 设置缺门为: {missing_suit}")
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logger.info(
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f"玩家 {player} 手牌花色分布: {suit_counts}。缺门设置为: {missing_suit}"
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)
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return game_state.missing_suits[player]
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return missing_suit
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@@ -1,47 +1,99 @@
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import random
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from loguru import logger
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from .chengdu_mahjong_state import ChengduMahjongState
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from src.engine.actions import set_missing_suit
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from src.engine.chengdu_mahjong_state import ChengduMahjongState
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from src.engine.actions import draw_tile, discard_tile, peng, gang, check_blood_battle
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class ChengduMahjongEngine:
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def __init__(self):
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self.state = ChengduMahjongState() # 创建游戏状态
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self.state = ChengduMahjongState()
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self.game_over = False
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self.game_started = False # 游戏是否已开始
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self.deal_tiles() # 发牌
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self.game_started = False
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self.current_player = 0
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def initialize_game(self):
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"""
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初始化游戏,确定庄家,发牌并设置缺门。
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"""
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logger.info("游戏初始化...")
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# 确定庄家(掷骰子)
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self.state.current_player = random.randint(0, 3)
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logger.info(f"庄家确定为玩家 {self.state.current_player}")
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logger.info("游戏初始化完成,准备开始!")
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def deal_tiles(self):
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""" 发牌,每个玩家发13张牌,并设置缺门 """
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logger.info("发牌中...")
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""" 发牌:庄家摸14张,其余玩家摸13张 """
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logger.info("开始发牌...")
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random.shuffle(self.state.deck) # 洗牌
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# 洗牌(随机打乱牌堆)
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random.shuffle(self.state.deck)
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# 随机发牌给每个玩家
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for player in range(4):
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for _ in range(13): # 每个玩家13张牌
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tile = self.state.deck.pop() # 从牌堆抽取一张牌
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self.state.hands[player][tile] += 1 # 增加玩家手牌的计数
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tiles_to_draw = 14 if player == self.state.current_player else 13
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for _ in range(tiles_to_draw):
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tile = self.state.deck.pop()
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self.state.hands[player].add_tile(tile)
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# 设置缺门:每个玩家定缺(这里假设我们让每个玩家的缺门都为“条”)
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for player in range(4):
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missing_suit = "条" # 这里可以通过其他方式设置缺门,比如随机选择
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self.state.set_missing_suit(player, missing_suit)
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# 自动设置缺门
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set_missing_suit(player, self.state)
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def start_game(self):
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""" 开始游戏 """
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if not self.game_started:
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self.game_started = True
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logger.info("游戏开始!")
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else:
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logger.warning("游戏已经开始,不能重复启动!")
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logger.info("发牌结束并完成缺门设置!")
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def play_turn(self):
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"""
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进行一回合的操作:当前玩家摸牌、出牌。
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"""
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logger.info(f"轮到玩家 {self.state.current_player} 行动")
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# 玩家摸牌
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reward, done = draw_tile(self)
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if done:
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logger.info("游戏因牌堆摸空而结束!")
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return
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# 玩家打牌(逻辑可扩展为选择最佳牌)
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tile_to_discard = self.select_discard_tile(self.state.current_player)
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discard_tile(self, tile_to_discard)
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# 检查游戏是否结束
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self.check_game_over()
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# 切换到下一位玩家
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self.state.current_player = (self.state.current_player + 1) % 4
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def select_discard_tile(self, player):
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"""
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选择要打出的牌(此处为简单示例,可接入 AI 策略)。
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"""
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hand = self.state.hands[player]
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# 优先打出缺门牌
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for tile in hand.tiles:
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if tile.suit == self.state.missing_suits[player]:
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return tile
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# 如果没有缺门牌,随机打出一张
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return hand.tiles[0]
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def check_game_over(self):
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""" 检查游戏是否结束 """
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# 你可以根据游戏规则检查是否有玩家胡牌或其他结束条件
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if len(self.state.deck) == 0:
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"""
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检查游戏是否结束。
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"""
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# 检查是否已无牌可摸
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if self.state.remaining_tiles == 0:
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self.game_over = True
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logger.info("游戏结束!")
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logger.info("游戏结束:牌堆已空")
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return
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# 检查是否满足血战结束条件
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check_blood_battle(self)
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def run(self):
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"""
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运行游戏主循环。
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"""
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self.initialize_game()
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self.game_started = True
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while not self.game_over:
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self.play_turn()
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logger.info("游戏已结束")
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@@ -163,3 +163,5 @@ def is_dragon_seven_pairs(hand, melds):
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return 12, -1 # 龙七对计为 12 番,并减少 1 根
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return 0, 0
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