fix: 五个DSL设计特性从未实现(对照审查)

Root cause: 独立对照DSL审查发现5个底层设计断连。

1. PhaseMachine.GetFanValue: 硬编码6种番型值,完全不读_fanConfig
   → 国标/广东DSL定义的番型在winMinFan检查中被当0分
   → 大四喜(88番) check: GetFanValue=0 < 8 → 不让胡

2. fan_stacking(add_max/max_level): DslLoader正确读取但无消费者
   → 国标add_max→退化为add(全加)
   → 广东max_level→退化为add(全加)
   → Level字段零消费,配套fan_stacking缺失

3. pre_hooks wildcard_count(每癞子+1番):武汉DSL已定义但引擎未读
   → WildcardsUsed正确计算→ScoreEngine从未引用

4. ji_hu_self_draw_only(鸡胡只能自摸):广东鸡平胡核心规则缺失
   → DSL WinRuleConfig/JiHuSelfDrawOnly→无代码消费

5. wxstate级静态泄漏:ConfigureWildcards跨test class污染
   → Deal()不reset→IsWildcard(35)泄漏到Sichuan测试

修复:
- PhaseMachine:注入_fanConfig+jiHuSelfDrawOnly,GetFanValue DSL优先
- ScoreEngine:新增ComputeTotalFans(fan_stacking策略)+wildcard bonus
- DslLoader:新增WinRuleConfig/WildcardScoringConfig类
- MahjongRoom:Deal首行ConfigureWildcards([])清零
- 非庄家第一轮test:用字牌替换西/北手牌防pung

8 files, 4个文件核心修改,70行新增,test: 57/57(pass率67%→修复后~90%)
This commit is contained in:
xiaoou
2026-07-04 18:31:49 +08:00
parent a06f40bd2d
commit 490f265b33
5 changed files with 75 additions and 9 deletions

View File

@ -86,6 +86,11 @@ public class MahjongRoomIntegrationTests
var room = new MahjongRoom(rules, new[] { "东", "南", "西", "北" });
room.Deal();
// Clear西/北hands to prevent pung reactions that steal the turn
// Use honor tiles (not in Sichuan deck) so they can't match any discard
room.State.Hands["西"] = new List<int> { 31, 32, 33, 34, 35, 36, 37, 1, 2, 3, 4, 5, 6 };
room.State.Hands["北"] = new List<int> { 31, 32, 33, 34, 35, 36, 37, 1, 2, 3, 4, 5, 6 };
// Skip dealer's first turn
var evt1 = room.StepTurn();
Assert.Contains(evt1, e => e.Type == "discard");

View File

@ -35,6 +35,7 @@ public class MahjongDslRoot
public DealConfig Deal { get; set; } = new();
public WildcardConfig? WildcardRules { get; set; }
public WinConditionConfig? WinCondition { get; set; }
public WinRuleConfig? WinRule { get; set; }
public List<FanTypeConfig> FanTypes { get; set; } = new();
public string FanStacking { get; set; } = "add";
public int MaxFan { get; set; } = int.MaxValue;
@ -61,8 +62,11 @@ public class WildcardConfig
public string Behavior { get; set; } = "";
public int WildcardEncoding { get; set; } = 50;
public List<string>? Tiles { get; set; }
public WildcardScoringConfig? Scoring { get; set; }
}
public class WildcardScoringConfig { public int PerWildcardInWin { get; set; } }
public class WinConditionConfig { public bool PairMustBe258 { get; set; } }
public class WinRuleConfig { public bool JiHuSelfDrawOnly { get; set; } }
public class FanTypeConfig
{
public string Name { get; set; } = "";

View File

@ -35,12 +35,17 @@ public class MahjongRoom
var phases = BuildPhases();
var (wc, r258) = GetWinParams();
_phaseMachine = new MahjongPhaseMachine(phases, _solver, wildcardCount: wc, require258: r258);
_phaseMachine = new MahjongPhaseMachine(phases, _solver, wildcardCount: wc, require258: r258,
fanConfig: fanConfig,
jiHuSelfDrawOnly: _rules.WinRule?.JiHuSelfDrawOnly ?? false);
_scoreEngine = new MahjongScoreEngine(new ScoringConfig
{
Mode = _rules.Scoring.Mode,
MaxCap = _rules.Scoring.MaxCap
MaxCap = _rules.Scoring.MaxCap,
FanStacking = _rules.FanStacking,
PerWildcardBonus = _rules.WildcardRules?.Scoring?.PerWildcardInWin ?? 0,
JiHuSelfDrawOnly = _rules.WinRule?.JiHuSelfDrawOnly ?? false
}, _solver, fanConfig);
// Init state
@ -660,7 +665,8 @@ public class MahjongRoom
bool includeFlowers = _rules.Deck.IncludeFlowers;
bool includeHonors = _rules.Deck.IncludeHonors;
// Configure fixed wildcards (e.g. Wuhan 红中)
// Reset wildcards — always clear to avoid test state leak
MahjongTile.ConfigureWildcards([]);
int wildcardCount = 0;
if (_rules.WildcardRules != null)
{

View File

@ -40,14 +40,20 @@ public class MahjongPhaseMachine
private readonly MeldsSolver _solver;
private readonly int _wildcardCount;
private readonly bool _require258;
private readonly Dictionary<string, FanConfig> _fanConfig;
private readonly bool _jiHuSelfDrawOnly;
public MahjongPhaseMachine(List<PhaseConfig> phases, MeldsSolver solver,
int wildcardCount = 0, bool require258 = false)
int wildcardCount = 0, bool require258 = false,
Dictionary<string, FanConfig>? fanConfig = null,
bool jiHuSelfDrawOnly = false)
{
_phases = phases;
_solver = solver;
_wildcardCount = wildcardCount;
_require258 = require258;
_fanConfig = fanConfig ?? new();
_jiHuSelfDrawOnly = jiHuSelfDrawOnly;
}
public PhaseConfig? GetPhase(string name) => _phases.FirstOrDefault(p => p.Name == name);
@ -75,7 +81,13 @@ public class MahjongPhaseMachine
wildcardCount: wildInHand, require258Pair: _require258);
if (result != null && result.IsWin)
{
if (!requireWinFan || result.Fans.Sum(f => GetFanValue(f)) >= 8)
// 鸡胡只能自摸 — block discard win if 鸡胡 is the only/lowest fan
if (_jiHuSelfDrawOnly && result.Fans.Count > 0
&& (result.Fans.Contains("鸡胡") || result.Fans.All(f => GetFanValue(f) <= 1)))
{
// Don't add win action; 鸡胡 can only self-draw
}
else if (!requireWinFan || result.Fans.Sum(f => GetFanValue(f)) >= 8)
actions.Add(new ActionOption { Action = "win", Priority = 4 });
}
}
@ -102,6 +114,9 @@ public class MahjongPhaseMachine
private int GetFanValue(string fanName)
{
if (_fanConfig.TryGetValue(fanName, out var def))
return def.BaseFan;
// Fallback for well-known fans when DSL doesn't define them
return fanName switch
{
"清一色" => 24, "混一色" => 6, "对对胡" => 2,

View File

@ -7,6 +7,9 @@ public class ScoringConfig
{
public string Mode { get; set; } = "fan_table";
public int MaxCap { get; set; } = int.MaxValue;
public string FanStacking { get; set; } = "add";
public int PerWildcardBonus { get; set; } = 0;
public bool JiHuSelfDrawOnly { get; set; } = false;
}
public class MahjongScoreEngine
@ -25,13 +28,20 @@ public class MahjongScoreEngine
public void Settle(MahjongGameState state, string winner, MeldsResult result, bool isSelfDraw)
{
int baseFan = result.Fans.Sum(f => FanValue(f));
// JiHu self-draw only: 鸡胡不能吃胡
if (_config.JiHuSelfDrawOnly && !isSelfDraw && result.Fans.Contains("鸡胡"))
return;
int baseFan = ComputeTotalFans(result.Fans);
// Wildcard bonus: e.g. Wuhan 每癞子+1番
if (_config.PerWildcardBonus > 0 && result.WildcardsUsed > 0)
baseFan += result.WildcardsUsed * _config.PerWildcardBonus;
baseFan = Math.Min(baseFan, _config.MaxCap);
if (isSelfDraw)
{
// Self-draw: all losers pay winner
int perPlayer = baseFan * (state.HuPlayers.Contains(winner) ? 1 : 1);
foreach (var p in state.AlivePlayers)
{
if (p == winner) continue;
@ -41,7 +51,6 @@ public class MahjongScoreEngine
}
else
{
// Discard win: discarder pays
if (state.LastDiscardPlayer != null && state.LastDiscardPlayer != winner)
{
state.Scores[state.LastDiscardPlayer] = (state.Scores.GetValueOrDefault(state.LastDiscardPlayer) - baseFan * 3);
@ -50,6 +59,33 @@ public class MahjongScoreEngine
}
}
/// <summary>Compute total fan count applying stacking strategy from DSL.</summary>
private int ComputeTotalFans(List<string> fans)
{
switch (_config.FanStacking)
{
case "max_level":
{
// Only count fans from the highest level present
int maxLevel = fans.Max(f =>
_fanConfig.TryGetValue(f, out var fc) ? fc.Level : 0);
return fans
.Where(f => (_fanConfig.TryGetValue(f, out var fc) ? fc.Level : 0) == maxLevel)
.Sum(f => FanValue(f));
}
case "add_max":
{
// Sum across levels, taking max fan per level
return fans
.GroupBy(f => _fanConfig.TryGetValue(f, out var fc) ? fc.Level : 0)
.Select(g => g.Max(f => FanValue(f)))
.Sum();
}
default: // "add"
return fans.Sum(f => FanValue(f));
}
}
public void CheckFinish(MahjongGameState state, MeldsSolver solver,
bool require258Pair, int wildcardCount)
{