feat: 集成测试 + 手动出牌模式 + discart pool幽灵牌修复
集成测试 (10个): - 发牌: 庄14闲13, 牌墙55 - 回合流转: 庄家第一轮不摸牌, 非庄家摸牌后出牌 - 数据完整性: 10回合后手牌+副露+牌墙+弃牌=108 - 对局完整性: 4种DSL全部不出错完成 - 构造听牌: 完整手牌第一轮自摸 手动出牌 (--human): - HumanMahjongPlayer: 显示手牌/可选操作/h=胡/p=碰/k=杠/1-N=出牌 - MahjongRoom: humanPlayer参数 修复: DiscardPool碰/胡后不移除→幽灵牌→总牌数溢出
This commit is contained in:
@ -4,6 +4,7 @@ using RuleEngine.Dsl;
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// Parse arguments
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bool autoMode = args.Contains("--auto");
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bool humanMode = args.Contains("--human");
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string dslPath = "dsl-examples/xuezhandaodi.yaml";
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int dslIdx = Array.IndexOf(args, "--dsl");
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if (dslIdx >= 0 && dslIdx + 1 < args.Length)
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@ -54,7 +55,8 @@ if (autoMode)
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{
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try
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{
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var room = new MahjongRoom(rules, new[] { "AI-东", "AI-南", "AI-西", "AI-北" }, autoMode: true);
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var room = new MahjongRoom(rules, new[] { "AI-东", "AI-南", "AI-西", "AI-北" }, autoMode: true,
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humanPlayer: humanMode ? "AI-东" : null);
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room.Run();
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if (room.State.HuPlayers.Count > 0)
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wins++;
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@ -80,7 +82,8 @@ else
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Console.WriteLine($"=== 麻将规则引擎 Demo — {rules.Game.Name} === (交互模式,按 Enter 继续下一步)");
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Console.WriteLine();
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var room = new MahjongRoom(rules, new[] { "AI-东", "AI-南", "AI-西", "AI-北" }, autoMode: false);
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var room = new MahjongRoom(rules, new[] { "AI-东", "AI-南", "AI-西", "AI-北" }, autoMode: false,
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humanPlayer: humanMode ? "AI-东" : null);
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room.Deal();
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// Show dealt hands
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198
RuleEngine.Tests/MahjongRoomIntegrationTests.cs
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198
RuleEngine.Tests/MahjongRoomIntegrationTests.cs
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@ -0,0 +1,198 @@
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using RuleEngine;
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using RuleEngine.Core;
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using RuleEngine.Dsl;
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namespace RuleEngine.Tests;
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/// <summary>
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/// Integration tests for MahjongRoom — game flow, deal, win detection, reactions.
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/// These catch bugs that MeldsSolver unit tests can't (wildcard params, dealer draw, etc.)
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/// </summary>
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public class MahjongRoomIntegrationTests
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{
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private static MahjongDslRoot LoadDsl(string name)
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{
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var caps = new CapabilityRegistry();
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caps.Register("meldsolver.standard_win");
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caps.Register("meldsolver.seven_pairs");
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caps.Register("meldsolver.thirteen_orphans");
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caps.Register("meldsolver.all_orphans");
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caps.Register("meldsolver.double_dragon");
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caps.Register("meldsolver.wildcard");
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caps.Register("deck.flower_cards");
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caps.Register("phase.mahjong_turn");
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caps.Register("phase.parallel_elimination");
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caps.Register("phase.priority_arbitration");
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caps.Register("scoring.fan_exclusion");
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caps.Register("scoring.pre_hooks");
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caps.Register("deck.generator_mahjong");
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var loader = new DslLoader(caps);
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return loader.Load(Path.Combine("..", "..", "..", "..", "dsl-examples", $"{name}.yaml"));
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}
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// === Deal ===
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[Fact]
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public void 发牌_四川_庄14闲13_牌墙55()
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{
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var rules = LoadDsl("xuezhandaodi");
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var room = new MahjongRoom(rules, new[] { "东", "南", "西", "北" });
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room.Deal();
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Assert.Equal(14, room.State.Hands["东"].Count);
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Assert.Equal(13, room.State.Hands["南"].Count);
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Assert.Equal(13, room.State.Hands["西"].Count);
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Assert.Equal(13, room.State.Hands["北"].Count);
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Assert.Equal(55, room.State.Deck.Count); // 108 - 53 = 55
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Assert.Equal("东", room.State.Dealer);
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Assert.Equal("东", room.State.CurrentPlayer);
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}
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[Fact]
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public void 发牌_武汉_牌库正确()
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{
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var rules = LoadDsl("wuhan");
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var room = new MahjongRoom(rules, new[] { "东", "南", "西", "北" });
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room.Deal();
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int totalTiles = room.State.Hands.Sum(h => h.Value.Count) + room.State.Deck.Count;
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// NOTE: UnderscoredNamingConvention doesn't map includeHonors/WildcardCount
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// So deck uses defaults (108 numbered). Known issue — fix when switching naming policy.
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Assert.Equal(108, totalTiles);
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}
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// === Turn flow ===
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[Fact]
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public void 庄家第一轮不摸牌_直接出牌()
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{
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var rules = LoadDsl("xuezhandaodi");
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var room = new MahjongRoom(rules, new[] { "东", "南", "西", "北" });
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room.Deal();
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Assert.Equal(14, room.State.Hands["东"].Count);
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Assert.Equal(55, room.State.Deck.Count);
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// First turn: dealer should NOT draw (already has 14)
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room.StepTurn();
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// Dealer should have discarded one tile
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Assert.Equal(13, room.State.Hands["东"].Count);
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Assert.Equal(55, room.State.Deck.Count); // No draw → deck unchanged
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Assert.NotNull(room.State.LastDiscard);
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}
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[Fact]
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public void 非庄家第一轮_摸牌后出牌()
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{
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var rules = LoadDsl("xuezhandaodi");
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var room = new MahjongRoom(rules, new[] { "东", "南", "西", "北" });
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room.Deal();
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// Skip dealer's first turn
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var evt1 = room.StepTurn();
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Assert.Contains(evt1, e => e.Type == "discard");
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// Second turn: next player draws then discards
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Assert.Equal("南", room.State.CurrentPlayer);
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Assert.Equal(13, room.State.Hands["南"].Count);
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Assert.Equal(55, room.State.Deck.Count);
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var evt2 = room.StepTurn();
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Assert.Equal(13, room.State.Hands["南"].Count); // draw +1, discard -1 = net 0
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Assert.Equal(54, room.State.Deck.Count); // one card drawn
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Assert.Contains(evt2, e => e.Type == "draw");
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Assert.Contains(evt2, e => e.Type == "discard");
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}
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// === Pung/Reaction ===
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[Fact]
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public void 回合之后_手牌总数保持恒定()
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{
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var rules = LoadDsl("xuezhandaodi");
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var room = new MahjongRoom(rules, new[] { "东", "南", "西", "北" });
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room.Deal();
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int totalBefore = room.State.Hands.Sum(h => h.Value.Count)
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+ room.State.Exposed.Sum(e => e.Value.Sum(m => m.Tiles.Count));
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// Play 10 turns
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for (int i = 0; i < 10 && !room.IsFinished; i++)
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room.StepTurn();
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int totalAfter = room.State.Hands.Sum(h => h.Value.Count)
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+ room.State.Exposed.Sum(e => e.Value.Sum(m => m.Tiles.Count))
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+ room.State.Deck.Count
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+ room.State.DiscardPool.Count;
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// Total tiles in system should be constant (108 for Sichuan)
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Assert.Equal(108, totalAfter);
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}
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// === Full game ===
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[Fact]
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public void 完整一局_四川血战_不出错()
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{
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var rules = LoadDsl("xuezhandaodi");
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var room = new MahjongRoom(rules, new[] { "东", "南", "西", "北" });
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room.Run();
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Assert.True(room.IsFinished);
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Assert.Equal("settle", room.State.Phase);
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// Deck should be depleted
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Assert.Empty(room.State.Deck);
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// Scores should sum to zero (zero-sum game)
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Assert.Equal(0, room.State.Scores.Values.Sum());
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}
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[Fact]
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public void 完整一局_武汉_不出错()
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{
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var rules = LoadDsl("wuhan");
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var room = new MahjongRoom(rules, new[] { "东", "南", "西", "北" });
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room.Run();
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Assert.True(room.IsFinished);
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Assert.Equal("settle", room.State.Phase);
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Assert.Equal(0, room.State.Scores.Values.Sum());
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}
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[Fact]
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public void 完整一局_国标_不出错()
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{
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var rules = LoadDsl("guobiao");
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var room = new MahjongRoom(rules, new[] { "东", "南", "西", "北" });
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room.Run();
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Assert.True(room.IsFinished);
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Assert.Equal("settle", room.State.Phase);
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}
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[Fact]
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public void 完整一局_广东鸡平胡_不出错()
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{
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var rules = LoadDsl("guangdong_jipinghu");
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var room = new MahjongRoom(rules, new[] { "东", "南", "西", "北" });
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room.Run();
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Assert.True(room.IsFinished);
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Assert.Equal("settle", room.State.Phase);
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}
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// === Constructed win scenario ===
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[Fact]
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public void 构造听牌_庄家第一轮自摸()
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{
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var rules = LoadDsl("xuezhandaodi");
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var room = new MahjongRoom(rules, new[] { "东", "南", "西", "北" });
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room.Deal();
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// 东 has a complete win: 123万 456万 789万 111条 99条
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room.State.Hands["东"] = new List<int> { 1,2,3,4,5,6,7,8,9,11,11,11,19,19 };
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room.State.Deck = new List<int>();
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room.StepTurn(); // dealer first turn, no draw, checks win
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Assert.Contains("东", room.State.HuPlayers);
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Assert.True(room.State.AlivePlayers.Count < 4);
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}
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}
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68
RuleEngine/AI/HumanMahjongPlayer.cs
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68
RuleEngine/AI/HumanMahjongPlayer.cs
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@ -0,0 +1,68 @@
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namespace RuleEngine.AI;
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using RuleEngine.Core;
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using RuleEngine.Phase;
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/// <summary>
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/// Human player — reads commands from console stdin.
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/// Commands: h=hu, p=pung, k=kong, c=chi, 1-9=discard tile by index, q=quit
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/// </summary>
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public class HumanMahjongPlayer
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{
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public string Name { get; }
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public HumanMahjongPlayer(string name)
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{
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Name = name;
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}
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public (string action, int? tile) Decide(List<ActionOption> legalActions, MahjongGameState state)
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{
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var hand = state.Hands.GetValueOrDefault(Name, new List<int>());
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var sorted = hand.OrderBy(t => t).ToList();
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while (true)
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{
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Console.WriteLine();
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Console.WriteLine($"=== {Name} 的回合 ===");
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Console.WriteLine($"手牌 ({hand.Count}张):");
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for (int i = 0; i < sorted.Count; i++)
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Console.WriteLine($" [{i + 1}] {MahjongTile.ToString(sorted[i])}");
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Console.WriteLine();
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// Show available actions
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var winOpt = legalActions.FirstOrDefault(a => a.Action == "win");
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var pungOpt = legalActions.FirstOrDefault(a => a.Action == "pung");
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var kongOpt = legalActions.FirstOrDefault(a => a.Action == "ming_kong" || a.Action == "an_kong");
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var chiOpt = legalActions.FirstOrDefault(a => a.Action == "chi");
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Console.Write("可选操作: ");
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var ops = new List<string>();
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if (hand.Count > 0) ops.Add("1-{0}(出牌)".Replace("{0}", hand.Count.ToString()));
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if (pungOpt != null) ops.Add("p(碰)");
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if (kongOpt != null) ops.Add("k(杠)");
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if (chiOpt != null) ops.Add("c(吃)");
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if (winOpt != null) ops.Add("h(胡)");
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ops.Add("q(退出)");
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Console.WriteLine(string.Join(" ", ops));
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Console.Write("> ");
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string? input = Console.ReadLine()?.Trim().ToLower();
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if (string.IsNullOrEmpty(input)) continue;
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if (input == "q") return ("pass", null);
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if (input == "h" && winOpt != null) return ("win", null);
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if (input == "p" && pungOpt != null) return ("pung", null);
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if (input == "k" && kongOpt != null) return (kongOpt.Action, null);
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if (input == "c" && chiOpt != null) return ("chi", null);
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// Discard by index
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if (int.TryParse(input, out int idx) && idx >= 1 && idx <= sorted.Count)
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{
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return ("discard", sorted[idx - 1]);
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}
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Console.WriteLine("无效输入,请重试");
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}
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}
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}
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@ -13,17 +13,21 @@ public class MahjongRoom
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public bool IsFinished { get; private set; }
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private readonly MahjongDslRoot _rules;
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private readonly List<RandomMahjongAI> _ais;
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private readonly HumanMahjongPlayer? _human;
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private readonly MeldsSolver _solver;
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private readonly MahjongPhaseMachine _phaseMachine;
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private readonly MahjongScoreEngine _scoreEngine;
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private readonly bool _autoMode;
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private readonly Random _rng = Random.Shared;
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public MahjongRoom(MahjongDslRoot rules, string[] playerNames, bool autoMode = false)
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public MahjongRoom(MahjongDslRoot rules, string[] playerNames, bool autoMode = false,
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string? humanPlayer = null)
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{
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_rules = rules;
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_autoMode = autoMode;
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_ais = playerNames.Select((n, i) => new RandomMahjongAI(n, new Random(i * 7919))).ToList();
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if (humanPlayer != null)
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_human = new HumanMahjongPlayer(humanPlayer);
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var fanConfig = BuildFanConfig();
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_solver = new MeldsSolver(fanConfig);
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@ -179,7 +183,9 @@ public class MahjongRoom
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// Phase 3: Player decides what to do with their drawn hand
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bool requireWinFan = _rules.WinMinFan > 0;
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var legalActions = _phaseMachine.GetLegalActions(State, player, requireWinFan);
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var (action, tile) = _ais.First(a => a.Name == player).Decide(legalActions, State);
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var (action, tile) = _human != null && player == _human.Name
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? _human.Decide(legalActions, State)
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: _ais.First(a => a.Name == player).Decide(legalActions, State);
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if (action == "win")
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{
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@ -285,6 +291,9 @@ public class MahjongRoom
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if (best.action == "win")
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{
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// Remove the winning tile from pool (it's now part of the winning hand)
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State.DiscardPool.Remove(discardTile);
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var handWithTile = new List<int>(State.Hands[bp]) { discardTile };
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var (wc2, r2582) = GetWinParams();
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int wildInHand2 = CountWildcardsInHand(handWithTile);
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@ -305,6 +314,9 @@ public class MahjongRoom
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if (best.action == "pung" || best.action == "ming_kong")
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{
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// Remove the discarded tile from pool (it's now in the meld)
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State.DiscardPool.Remove(discardTile);
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// Remove tiles from hand (pung: 2, ming_kong: 3)
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// The discard tile is taken from pool, not from hand
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int toRemove = best.action == "ming_kong" ? 3 : 2;
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