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fd6006b186
...
e58e890ccb
| Author | SHA1 | Date | |
|---|---|---|---|
| e58e890ccb | |||
| ee8bf46701 | |||
| 4142bd9423 |
@@ -1,8 +1,14 @@
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import os
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# configs/log_config.py
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from loguru import logger
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import os
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# 确保 ../logs 目录存在,如果不存在则创建
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os.makedirs("../logs", exist_ok=True)
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def setup_logging():
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# 确保日志目录存在
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log_dir = "../logs"
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os.makedirs(log_dir, exist_ok=True)
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# 配置日志,记录到 ../logs 目录下
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logger.add("../logs/chengdu_mj_engine.log", rotation="10 MB", level="DEBUG", format="{time} {level} {message}")
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# 清除所有现有日志处理器,防止重复配置
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logger.remove()
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# 配置日志,记录到 ../logs 目录下
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logger.add(os.path.join(log_dir, "chengdu_mj_engine.log"), rotation="10 MB", level="DEBUG", format="{time} {level} {message}")
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Binary file not shown.
@@ -2,6 +2,7 @@ import gym
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from stable_baselines3 import PPO
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from src.environment.chengdu_majiang_env import MahjongEnv
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import torch
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from configs.log_config import setup_logging
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def train_model():
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# 创建 MahjongEnv 环境实例
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@@ -29,4 +30,6 @@ def train_model():
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env.render() # 打印环境状态
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if __name__ == "__main__":
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# 调用配置函数来设置日志
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setup_logging()
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train_model()
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@@ -95,3 +95,30 @@ def check_blood_battle(self):
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if len(self.state.winners) >= 3 or self.state.remaining_tiles == 0:
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logger.info(f"游戏结束,赢家列表: {self.state.winners}")
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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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"""
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玩家设置缺门的动作。
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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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"""
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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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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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raise ValueError("缺门已经设置,不能重复设置")
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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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return game_state.missing_suits[player]
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@@ -1,8 +1,47 @@
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import random
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from loguru import logger
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from .game_state import ChengduMahjongState
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class ChengduMahjongEngine:
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def __init__(self):
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self.state = ChengduMahjongState()
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self.state = ChengduMahjongState() # 创建游戏状态
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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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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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# 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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# 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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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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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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self.game_over = True
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logger.info("游戏结束!")
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@@ -4,7 +4,7 @@ from loguru import logger
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class ChengduMahjongState:
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def __init__(self):
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# 每个玩家的手牌
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# 每个玩家的手牌,使用108个索引表示
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self.hands = [[0] * 108 for _ in range(4)] # 每个玩家108张牌的计数
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# 每个玩家的打出的牌
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self.discards = [[] for _ in range(4)] # 每个玩家的弃牌列表
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@@ -36,11 +36,8 @@ class ChengduMahjongState:
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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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self.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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return self.missing_suits[player]
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def can_win(self, hand):
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"""
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39
src/engine/hand.py
Normal file
39
src/engine/hand.py
Normal file
@@ -0,0 +1,39 @@
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from collections import defaultdict
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from collections import defaultdict
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class Hand:
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def __init__(self):
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# 存储所有的牌
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self.tiles = []
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# 存储每种牌的数量,默认值为 0
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self.tile_count = defaultdict(int)
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def add_tile(self, tile):
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""" 向手牌中添加一张牌 """
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self.tiles.append(tile) # 将牌添加到手牌中
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self.tile_count[tile] += 1 # 增加牌的数量
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def remove_tile(self, tile):
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""" 从手牌中移除一张牌 """
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if self.tile_count[tile] > 0:
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self.tiles.remove(tile)
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self.tile_count[tile] -= 1
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else:
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raise ValueError(f"手牌中没有该牌: {tile}")
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def get_tile_count(self, tile):
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""" 获取手牌中某张牌的数量 """
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return self.tile_count[tile]
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def can_peng(self, tile):
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""" 判断是否可以碰(即是否已经有2张相同的牌,摸一张牌后可以碰) """
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return self.tile_count[tile] == 2 # 摸一张牌后总数为 3 张,才可以碰
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def can_gang(self, tile):
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""" 判断是否可以杠(即是否已经有3张相同的牌,摸一张牌后可以杠) """
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return self.tile_count[tile] == 3 # 摸一张牌后总数为 4 张,才可以杠
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def __repr__(self):
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""" 返回手牌的字符串表示 """
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return f"手牌: {self.tiles}, 牌的数量: {dict(self.tile_count)}"
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20
src/engine/mahjong_tile.py
Normal file
20
src/engine/mahjong_tile.py
Normal file
@@ -0,0 +1,20 @@
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class MahjongTile:
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SUITS = ['条', '筒', '万']
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def __init__(self, suit, value):
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if suit not in self.SUITS or not (1 <= value <= 9):
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raise ValueError("Invalid tile")
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self.suit = suit
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self.value = value
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def __repr__(self):
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return f"{self.value}{self.suit}"
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def __eq__(self, other):
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return self.suit == other.suit and self.value == other.value
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def __hash__(self):
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return hash((self.suit, self.value))
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@@ -1,29 +1,19 @@
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def get_suit(tile_index):
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"""
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根据牌的索引返回花色。
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条:索引 0-35,筒:索引 36-71,万:索引 72-107
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参数:
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- tile_index: 牌的索引(0-107)。
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返回:
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- 花色字符串: "条"、"筒" 或 "万"。
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"""
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suits = ["条", "筒", "万"]
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return suits[tile_index // 36]
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if 0 <= tile_index <= 35:
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return "条"
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elif 36 <= tile_index <= 71:
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return "筒"
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elif 72 <= tile_index <= 107:
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return "万"
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else:
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raise ValueError(f"无效的牌索引: {tile_index}")
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def get_tile_name(tile_index):
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"""
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根据牌的索引返回具体的牌(花色和数字)。
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参数:
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- tile_index: 牌的索引(0-107)。
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返回:
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- 具体牌的字符串: 例如 "1条"、"9筒"、"5万"。
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根据牌的索引返回牌名(例如:1条,2筒等)。
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"""
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suits = ["条", "筒", "万"]
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suit = suits[tile_index // 36] # 根据索引获取花色
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number = (tile_index % 36) // 4 + 1 # 计算具体数字(1-9)
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return f"{number}{suit}"
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suit = get_suit(tile_index)
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return f"{tile_index % 36 + 1}{suit}"
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64
tests/test_hand.py
Normal file
64
tests/test_hand.py
Normal file
@@ -0,0 +1,64 @@
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from src.engine.hand import Hand
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def test_hand():
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# 创建一个玩家的手牌
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hand = Hand()
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# 添加一些牌到手牌中
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hand.add_tile("1条")
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hand.add_tile("1条")
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hand.add_tile("2条")
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hand.add_tile("2条")
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hand.add_tile("2条")
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hand.add_tile("3条")
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# 打印手牌
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print("\n当前手牌:", hand)
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# 测试获取某张牌的数量
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assert hand.get_tile_count("1条") == 2, f"测试失败:1条应该有 2 张"
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assert hand.get_tile_count("2条") == 3, f"测试失败:2条应该有 3 张"
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assert hand.get_tile_count("3条") == 1, f"测试失败:3条应该有 1 张"
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# 测试移除一张牌
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hand.remove_tile("1条")
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print("移除 1条 后的手牌:", hand)
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assert hand.get_tile_count("1条") == 1, f"测试失败:1条应该有 1 张"
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# 确保移除后有足够的牌可以碰
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# 添加一张 1条,确保可以碰
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hand.add_tile("1条")
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print("添加 1条 后的手牌:", hand)
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# 测试是否可以碰
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assert hand.can_peng("1条") == True, f"测试失败:1条应该可以碰"
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print("可以碰 1条 的牌:", hand.can_peng("1条"))
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assert hand.can_peng("3条") == False, f"测试失败:3条不可以碰"
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print("不可以碰 3条 的牌:", hand.can_peng("3条"))
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# 测试是否可以杠
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assert hand.can_gang("1条") == False, f"测试失败:1条不可以杠"
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print("不可以杠 1条 的牌:", hand.can_gang("1条"))
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assert hand.can_gang("2条") == False, f"测试失败:2条不可以杠"
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print("不可以杠 2条 的牌:", hand.can_gang("2条"))
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# 添加更多牌来形成杠
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hand.add_tile("2条")
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print("添加牌后手牌:", hand)
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hand.add_tile("2条")
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print("添加牌后手牌:", hand)
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assert hand.can_gang("2条") == False, f"测试失败:2条不可以杠" # still not enough for gang
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# 添加一张更多的 2条 来形成杠
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hand.add_tile("2条")
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print("添加一张2条后:", hand)
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assert hand.can_gang("2条") == True, f"测试失败:2条应该可以杠"
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print("所有测试通过!")
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# 运行测试
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test_hand()
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45
tests/test_mahjong_tile.py
Normal file
45
tests/test_mahjong_tile.py
Normal file
@@ -0,0 +1,45 @@
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from src.engine.mahjong_tile import MahjongTile
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def test_mahjong_tile():
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# 测试合法的牌
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tile1 = MahjongTile("条", 5)
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assert tile1.suit == "条", f"测试失败:预期花色是 '条',但实际是 {tile1.suit}"
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assert tile1.value == 5, f"测试失败:预期面值是 5,但实际是 {tile1.value}"
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assert repr(tile1) == "5条", f"测试失败:预期牌名是 '5条',但实际是 {repr(tile1)}"
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tile2 = MahjongTile("筒", 3)
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assert tile2.suit == "筒", f"测试失败:预期花色是 '筒',但实际是 {tile2.suit}"
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assert tile2.value == 3, f"测试失败:预期面值是 3,但实际是 {tile2.value}"
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assert repr(tile2) == "3筒", f"测试失败:预期牌名是 '3筒',但实际是 {repr(tile2)}"
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tile3 = MahjongTile("万", 9)
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assert tile3.suit == "万", f"测试失败:预期花色是 '万',但实际是 {tile3.suit}"
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assert tile3.value == 9, f"测试失败:预期面值是 9,但实际是 {tile3.value}"
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assert repr(tile3) == "9万", f"测试失败:预期牌名是 '9万',但实际是 {repr(tile3)}"
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# 测试非法的牌
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try:
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MahjongTile("条", 10) # 面值超出范围
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assert False, "测试失败:面值为 10 的牌应该抛出异常"
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except ValueError:
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pass # 正确抛出异常
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try:
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MahjongTile("花", 5) # 花色无效
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assert False, "测试失败:花色为 '花' 的牌应该抛出异常"
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except ValueError:
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pass # 正确抛出异常
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# 测试相等判断
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tile4 = MahjongTile("条", 5)
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assert tile1 == tile4, f"测试失败:预期 {tile1} 和 {tile4} 相等"
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tile5 = MahjongTile("筒", 5)
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assert tile1 != tile5, f"测试失败:预期 {tile1} 和 {tile5} 不相等"
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# 测试哈希
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tile_set = {tile1, tile4, tile2}
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assert len(tile_set) == 2, f"测试失败:集合中应该有 2 张牌,而实际有 {len(tile_set)} 张"
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print("所有测试通过!")
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36
tests/test_utils.py
Normal file
36
tests/test_utils.py
Normal file
@@ -0,0 +1,36 @@
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from src.engine.utils import get_suit,get_tile_name
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def test_get_suit():
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# 测试条花色(0-35)
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for i in range(36):
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assert get_suit(i) == "条", f"测试失败:索引 {i} 应该是 '条'"
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# 测试筒花色(36-71)
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for i in range(36, 72):
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assert get_suit(i) == "筒", f"测试失败:索引 {i} 应该是 '筒'"
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# 测试万花色(72-107)
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for i in range(72, 108):
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assert get_suit(i) == "万", f"测试失败:索引 {i} 应该是 '万'"
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# 测试无效索引
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try:
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get_suit(108)
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assert False, "测试失败:索引 108 应该抛出 ValueError"
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except ValueError:
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pass # 如果抛出 ValueError,测试通过
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print("get_suit 测试通过!")
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def test_get_tile_name():
|
||||
# 测试每个牌的名称是否正确
|
||||
for i in range(108):
|
||||
tile_name = get_tile_name(i)
|
||||
assert tile_name == f"{i % 36 + 1}{get_suit(i)}", \
|
||||
f"测试失败:索引 {i} 应该是 '{i % 36 + 1}{get_suit(i)}',但实际返回 '{tile_name}'"
|
||||
|
||||
print("get_tile_name 测试通过!")
|
||||
|
||||
# 运行测试
|
||||
test_get_suit()
|
||||
test_get_tile_name()
|
||||
Reference in New Issue
Block a user