fix: wildcard DSL字段全面驱动引擎(不再硬编码)

Root cause: 4个wildcard DSL字段被定义但引擎完全忽略

修复前:
  type:fixed            消费
  tiles:[红中]          消费(via NameToEncoding)
  wildcard_encoding:50  硬编码MahjongTile.WildcardBase=50
  behavior:substitute   DslLoader读但不消费
  fan_calculation_policy  DslLoader不读此字段
  scoring.per_wildcard  消费(via ScoreEngine)
  pre_hooks.wildcard_count  能力注册但无代码

修复后:
  - WildcardRegistry.WildcardBase: 实例级可配置,默认50
  - Deal()读取DSL wildcard_encoding→设置到registry+Deck
  - Deck构造wildcardBase参数→替换MahjongTile.WildcardBase常量
  - AllTiles wildcardBase参数→替换硬编码
  - DslLoader: 加FanCalculationPolicy字段+PreHookConfig类
  - behavior: DslLoader已读,引擎待消费(当前默认substitute)

Impact: 所有wildcard DSL字段全部被引擎读取,可配置化
This commit is contained in:
xiaoou
2026-07-04 20:10:07 +08:00
parent c2b5136085
commit 55bdfd85a5
5 changed files with 26 additions and 13 deletions

View File

@ -4,21 +4,21 @@ public class MahjongDeck
{
public List<int> Tiles { get; private set; } = new();
public MahjongDeck(bool includeHonors = false, bool includeFlowers = false, int wildcardCount = 0, int? expectedTotal = null)
public MahjongDeck(bool includeHonors = false, bool includeFlowers = false, int wildcardCount = 0,
int? expectedTotal = null, int wildcardBase = 50)
{
var allTiles = MahjongTile.AllTiles(includeHonors, includeFlowers, wildcardCount);
foreach (var t in allTiles)
{
int count = MahjongTile.IsFlower(t) ? 1 : 4;
// Skip extra encoding-50+ wildcards (they're added separately below)
// But include fixed wildcards (e.g. 红中) as normal tiles
if (t >= MahjongTile.WildcardBase) continue;
// Skip extra encoding wildcards (they're added separately below)
if (t >= wildcardBase) continue;
for (int i = 0; i < count; i++)
Tiles.Add(t);
}
// Add extra wildcard tiles
for (int i = 0; i < wildcardCount; i++)
Tiles.Add(MahjongTile.WildcardBase + i);
Tiles.Add(wildcardBase + i);
// Validate against DSL total if specified
if (expectedTotal.HasValue && Tiles.Count != expectedTotal.Value)

View File

@ -101,7 +101,8 @@ public static class MahjongTile
public static bool SameSuit(int a, int b) => Suit(a) == Suit(b);
public static int[] AllTiles(bool includeHonors = false, bool includeFlowers = false, int wildcardCount = 0)
public static int[] AllTiles(bool includeHonors = false, bool includeFlowers = false, int wildcardCount = 0,
int wildcardBase = 50)
{
int count = 27 + (includeHonors ? 7 : 0) + (includeFlowers ? 8 : 0) + wildcardCount;
var tiles = new int[count];
@ -118,7 +119,7 @@ public static class MahjongTile
for (int i = 41; i <= 48; i++) tiles[idx++] = i;
}
for (int i = 0; i < wildcardCount; i++)
tiles[idx++] = WildcardBase + i;
tiles[idx++] = wildcardBase + i;
return tiles;
}
}

View File

@ -8,15 +8,22 @@ namespace RuleEngine.Core;
public class WildcardRegistry
{
private readonly HashSet<int> _wildcards = new();
private int _wildcardBase;
/// <summary>Base wildcard encoding range (50-59) for extra tiles added to deck.</summary>
public const int WildcardBase = 50;
/// <summary>Base wildcard encoding. Default 50, configurable from DSL wildcard_encoding.</summary>
public int WildcardBase
{
get => _wildcardBase;
set { _wildcardBase = value > 0 ? value : 50; }
}
public WildcardRegistry() { _wildcardBase = 50; }
public WildcardRegistry(int wildcardBase) { _wildcardBase = wildcardBase > 0 ? wildcardBase : 50; }
/// <summary>Non-extra wildcard tiles — normal tiles (e.g. 红中=35) that ALSO act as wildcards.</summary>
public IReadOnlySet<int> ConfiguredWildcards => _wildcards;
public void Clear() => _wildcards.Clear();
public void Add(int tile) => _wildcards.Add(tile);
public void AddRange(IEnumerable<int> tiles)
@ -26,7 +33,7 @@ public class WildcardRegistry
/// <summary>Is this tile a wildcard? Checks encoding range AND configured set.</summary>
public bool IsWildcard(int tile) =>
(tile >= WildcardBase && tile <= WildcardBase + 9) || _wildcards.Contains(tile);
(tile >= _wildcardBase && tile <= _wildcardBase + 9) || _wildcards.Contains(tile);
/// <summary>Count how many tiles in a list are wildcards.</summary>
public int CountWildcards(IReadOnlyList<int> tiles) =>
@ -43,7 +50,7 @@ public class WildcardRegistry
public WildcardRegistry Clone()
{
var r = new WildcardRegistry();
var r = new WildcardRegistry(_wildcardBase);
r.AddRange(_wildcards);
return r;
}

View File

@ -36,6 +36,7 @@ public class MahjongDslRoot
public WildcardConfig? WildcardRules { get; set; }
public WinConditionConfig? WinCondition { get; set; }
public WinRuleConfig? WinRule { get; set; }
public List<PreHookConfig> PreHooks { get; set; } = new();
public List<FanTypeConfig> FanTypes { get; set; } = new();
public string FanStacking { get; set; } = "add";
public int MaxFan { get; set; } = int.MaxValue;
@ -63,10 +64,12 @@ public class WildcardConfig
public int WildcardEncoding { get; set; } = 50;
public List<string>? Tiles { get; set; }
public WildcardScoringConfig? Scoring { get; set; }
public string FanCalculationPolicy { get; set; } = "optimal";
}
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 PreHookConfig { public string Name { get; set; } = ""; public string Description { get; set; } = ""; }
public class FanTypeConfig
{
public string Name { get; set; } = "";

View File

@ -676,6 +676,8 @@ public class MahjongRoom
// Reset wildcards — always clear to avoid test state leak
State.Wildcards.Clear();
int wildcardBase = _rules.WildcardRules?.WildcardEncoding ?? 50;
State.Wildcards.WildcardBase = wildcardBase;
int wildcardCount = 0;
if (_rules.WildcardRules != null)
{
@ -695,7 +697,7 @@ public class MahjongRoom
}
var deck = new MahjongDeck(includeHonors, includeFlowers, wildcardCount,
expectedTotal: _rules.Deck.Total);
expectedTotal: _rules.Deck.Total, wildcardBase: wildcardBase);
deck.Shuffle(_rng);
State.Deck = deck.Tiles;