feat: EndConditions映射 + 骰子翻牌定精(random wildcard)
EndConditions: - BuildPhases 现在映射 PhaseConfig.Endconditions (之前 DslLoader 解析但 BuildPhases 忽略) - 4处 _rules.Phases.Any(p => p.ParallelElimination) → _playPhase.ParallelElimination - 新增 _playPhase 字段, 游戏不再依赖原始 DSL 做运行时判断 Random wildcard (骰子翻牌定精): - WildcardRegistry.ComputeNextTiles(): 翻到 X → 正精=X+1, 副精=X+2 (9→1 循环, 字牌序循环) - WildcardRegistry.RevealedTile 记录翻到的牌 - Deal() 发牌后翻一张牌确定精, 支持 random_count 控制精数量 - WildcardConfig 新增 RandomCount 字段 (默认2=正精+副精) - ValidateRuleCompliance 接受 random 类型 南昌麻将 DSL: - 新增 dsl-examples/nanchang.yaml (136张, random精, 无吃) - 引擎加载 7/7, 1000局 0错误, 胡牌率 61% 58 tests pass, 5 种玩法全部 0 错误验证通过
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@ -17,13 +17,16 @@ public class WildcardRegistry
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set { _wildcardBase = value > 0 ? value : 50; }
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}
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/// <summary>The tile revealed from deck to determine random wildcards (骰子翻牌定精).</summary>
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public int? RevealedTile { get; set; }
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public WildcardRegistry() { _wildcardBase = 50; }
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public WildcardRegistry(int wildcardBase) { _wildcardBase = wildcardBase > 0 ? wildcardBase : 50; }
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/// <summary>Non-extra wildcard tiles — normal tiles (e.g. 红中=35) that ALSO act as wildcards.</summary>
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public IReadOnlySet<int> ConfiguredWildcards => _wildcards;
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public void Clear() => _wildcards.Clear();
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public void Clear() { _wildcards.Clear(); RevealedTile = null; }
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public void Add(int tile) => _wildcards.Add(tile);
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public void AddRange(IEnumerable<int> tiles)
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@ -48,10 +51,46 @@ public class WildcardRegistry
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_ => null
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};
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/// <summary>
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/// Compute wildcard tiles from a revealed tile (翻牌定精).
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/// Numbered suits: rank+1 is main 精, rank+2 is secondary 精 (wraps 9→1).
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/// Honor tiles: next in honor sequence (东→南→西→北→中→发→白→东).
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/// </summary>
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/// <param name="revealedTile">The tile flipped from the deck.</param>
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/// <param name="count">How many next tiles to treat as wildcards (default 2 = 正精+副精).</param>
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/// <returns>List of tile encodings that should become wildcards.</returns>
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public static List<int> ComputeNextTiles(int revealedTile, int count = 2)
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{
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var result = new List<int>();
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int suit = MahjongTile.Suit(revealedTile);
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if (suit == 3) // Honors: 东(31)→南(32)→西(33)→北(34)→中(35)→发(36)→白(37)→东(31)
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{
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for (int i = 1; i <= count; i++)
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{
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int next = revealedTile + i;
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if (next > 37) next = 31 + (next - 38);
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result.Add(next);
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}
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}
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else if (suit is >= 0 and <= 2) // Numbered: 万(1-9) / 条(11-19) / 筒(21-29)
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{
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int baseVal = suit switch { 0 => 0, 1 => 10, _ => 20 };
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int rank = MahjongTile.Rank(revealedTile);
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for (int i = 1; i <= count; i++)
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{
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int nextRank = (rank + i - 1) % 9 + 1;
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result.Add(baseVal + nextRank);
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}
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}
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return result;
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}
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public WildcardRegistry Clone()
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{
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var r = new WildcardRegistry(_wildcardBase);
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r.AddRange(_wildcards);
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r.RevealedTile = RevealedTile;
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return r;
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}
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}
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@ -90,6 +90,14 @@ public class CapabilityRegistry
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&& rules.WildcardRules.Behavior != "substitute")
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warnings.Add($"wildcard_rules.behavior={rules.WildcardRules.Behavior} 引擎仅支持substitute→忽略");
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// Wildcard type: random is now supported
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if (rules.WildcardRules != null && !string.IsNullOrEmpty(rules.WildcardRules.Type))
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{
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var validTypes = new HashSet<string> { "fixed", "random" };
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if (!validTypes.Contains(rules.WildcardRules.Type))
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warnings.Add($"wildcard_rules.type={rules.WildcardRules.Type} 引擎仅支持fixed/random→忽略");
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}
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// Fu flag (过水) — now implemented
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// No warning needed
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@ -152,6 +160,7 @@ public class WildcardConfig
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public string Type { get; set; } = "";
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public string Behavior { get; set; } = "";
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public int WildcardEncoding { get; set; } = 50;
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public int RandomCount { get; set; } = 2; // random type: how many next-tiles are 精 (1=正精 only, 2=正精+副精)
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public List<string>? Tiles { get; set; }
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public WildcardScoringConfig? Scoring { get; set; }
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public string FanCalculationPolicy { get; set; } = "optimal";
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@ -19,6 +19,7 @@ public class MahjongRoom
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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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private readonly PhaseConfig _playPhase;
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public MahjongRoom(MahjongDslRoot rules, string[] playerNames, bool autoMode = false,
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string? humanPlayer = null)
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@ -34,6 +35,7 @@ public class MahjongRoom
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_human = new HumanMahjongPlayer(humanPlayer, _solver);
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var phases = BuildPhases();
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_playPhase = phases.FirstOrDefault(p => p.Name == "play") ?? new PhaseConfig();
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var (wc, r258) = GetWinParams();
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_phaseMachine = new MahjongPhaseMachine(phases, _solver, wildcardCount: wc, require258: r258,
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fanConfig: fanConfig,
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@ -104,7 +106,11 @@ public class MahjongRoom
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Action = o.Action, Priority = o.Priority, Condition = o.Condition
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}).ToList() ?? new(),
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PriorityPolicy = p.SubPhases?.OthersReaction?.PriorityPolicy ?? "highest_wins",
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OnWin = p.SubPhases?.OthersReaction?.OnWin
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OnWin = p.SubPhases?.OthersReaction?.OnWin,
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EndConditions = p.EndConditions?.Select(e => new EndCondition
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{
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Type = e.Type, Action = e.Action
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}).ToList() ?? new()
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}).ToList();
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}
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@ -200,7 +206,7 @@ public class MahjongRoom
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State.IsDeckExhausted = true;
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State.AddEvent("deck_exhausted", "", null, "牌墙耗尽");
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if (_rules.Phases.Any(p => p.ParallelElimination))
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if (_playPhase.ParallelElimination)
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{
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CheckHuaZhu();
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CheckTing();
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@ -231,7 +237,7 @@ public class MahjongRoom
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State.AddEvent("win", player, null,
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$"自摸!番型: {string.Join(" + ", result?.Fans ?? new())}");
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if (_rules.Phases.Any(p => p.ParallelElimination))
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if (_playPhase.ParallelElimination)
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{
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if (State.AlivePlayers.Count <= 1)
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{
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@ -364,7 +370,7 @@ public class MahjongRoom
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State.AlivePlayers.Remove(p);
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State.AddEvent("win", p, discardTile,
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$"胡!{MahjongTile.ToString(discardTile)}");
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if (!_rules.Phases.Any(ph => ph.ParallelElimination))
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if (!_playPhase.ParallelElimination)
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{
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_scoreEngine.Settle(State, p, winResult!, isSelfDraw: false);
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IsFinished = true;
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@ -544,7 +550,7 @@ public class MahjongRoom
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State.HuPlayers.Add(player);
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State.AlivePlayers.Remove(player);
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State.AddEvent("win", player, discardTile, $"胡!{MahjongTile.ToString(discardTile)}");
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if (!_rules.Phases.Any(ph => ph.ParallelElimination))
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if (!_playPhase.ParallelElimination)
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{
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_scoreEngine.Settle(State, player, winResult, isSelfDraw: false);
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Settle();
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@ -742,6 +748,19 @@ public class MahjongRoom
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State.AddEvent("deal_done", "", null, "发牌完成");
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// Random wildcard (骰子翻牌定精): flip one tile from remaining deck to determine 精
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if (_rules.WildcardRules?.Type == "random" && State.Deck.Count > 0)
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{
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int revealed = State.Deck[^1];
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State.Deck.RemoveAt(State.Deck.Count - 1);
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int count = _rules.WildcardRules.RandomCount > 0 ? _rules.WildcardRules.RandomCount : 2;
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var wildcardTiles = WildcardRegistry.ComputeNextTiles(revealed, count);
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State.Wildcards.AddRange(wildcardTiles);
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State.Wildcards.RevealedTile = revealed;
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State.AddEvent("reveal_wildcard", "", revealed,
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$"翻牌定精: {MahjongTile.ToString(revealed)} → 精: {string.Join(", ", wildcardTiles.Select(t => MahjongTile.ToString(t, State.Wildcards)))}");
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}
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// Set first-turn flags for event-based fans
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State.IsFirstTurn = true;
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State.DealerOnFirstTurn = State.Dealer;
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@ -63,14 +63,17 @@ deal:
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### wildcard_rules (可选,有癞子时必填)
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```yaml
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wildcard_rules:
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type: fixed # "fixed"=指定牌当癞子 或 留空=编码50+的独立癞子牌
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tiles: [红中] # 当type=fixed时,b必须使用这些名称
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type: fixed # "fixed"=指定牌当癞子, "random"=骰子翻牌定精
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tiles: [红中] # 当type=fixed时,必须使用这些名称
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random_count: 2 # 当type=random时,正精+副精的数量(1=仅正精,2=正精+副精)
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wildcard_encoding: 50 # 独立癞子牌的起始编码,默认50(范围50-59)
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behavior: substitute # 当前仅支持"substitute"
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fan_calculation_policy: optimal # 当前仅支持"optimal"
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scoring:
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per_wildcard_in_win: 1 # 每张癞子额外加番,0=不加
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```
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**精牌类型**:`fixed` 指定固定牌(如红中)为癞子, `random` 发牌后翻一张牌确定精——翻到X则X+1为正精, X+2为副精(9→1循环, 字牌按序循环)。
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**固定癞子牌名映射** (tiles 字段可用值):
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| YAML 名称 | 引擎编码 |
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|-----------|---------|
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100
dsl-examples/nanchang.yaml
Normal file
100
dsl-examples/nanchang.yaml
Normal file
@ -0,0 +1,100 @@
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game:
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name: 南昌麻将
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type: mahjong
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engine_type: mahjong
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players: { min: 4, max: 4 }
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requires:
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- deck.generator_mahjong
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- meldsolver.standard_win
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- meldsolver.seven_pairs
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- meldsolver.wildcard
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- phase.mahjong_turn
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- phase.priority_arbitration
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- scoring.fan_exclusion
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deck:
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generator: mahjong
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include_honors: true
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include_flowers: false
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total: 136
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deal:
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cards_per_player: 13
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dealer_extra: 1
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# 南昌麻将的精(癞子)系统:骰子翻牌定精
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# 翻到X,则X+1为正精,X+2为副精。字牌按序循环。
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wildcard_rules:
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type: random
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random_count: 2
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wildcard_encoding: 50
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behavior: substitute
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fan_calculation_policy: optimal
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scoring:
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per_wildcard_in_win: 1
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fan_types:
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# 基础番型
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- { name: 清一色, base_fan: 4, excludes: [缺一门, 无字] }
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- { name: 混一色, base_fan: 2, excludes: [缺一门] }
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- { name: 对对胡, base_fan: 2 }
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- { name: 暗七对, base_fan: 4 }
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# 特殊牌型
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- { name: 带幺九, base_fan: 2, excludes: [缺一门] }
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- { name: 缺一门, base_fan: 0 }
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- { name: 无字, base_fan: 0 }
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# 事件番型
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- { name: 杠上开花, base_fan: 1, excludes: [海底捞月] }
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- { name: 海底捞月, base_fan: 1 }
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- { name: 抢杠胡, base_fan: 1 }
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- { name: 天胡, base_fan: 10 }
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- { name: 地胡, base_fan: 5 }
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# 癞子相关
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- { name: 癞子胡, base_fan: 1, condition: hand_contains_wildcard }
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# 兜底
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- { name: 鸡胡, base_fan: 1 }
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fan_stacking: add
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max_fan: 999
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phases:
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- name: deal
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type: auto
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action: deal_cards
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next: play
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- name: play
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type: mahjong_turn
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turn_order: counter_clockwise
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sub_phases:
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draw:
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type: auto
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action: draw_card
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on_empty_deck: exhausted
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self_action:
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options:
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- { action: discard }
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- { action: an_kong }
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- { action: bu_kong, condition: has_punged_pair }
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- { action: win, condition: can_win_tumo }
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others_reaction:
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options:
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- { action: pung, priority: 2, condition: has_two_same }
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- { action: ming_kong, priority: 3, condition: has_three_same }
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- { action: win, priority: 4, condition: can_win }
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- { action: pass, priority: 0 }
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priority_policy: highest_wins
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on_win: game_over
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end_conditions:
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- { type: player_wins, action: settle }
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- { type: deck_exhausted, action: draw_game }
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- name: settle
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type: auto
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action: calculate_scores
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next: null
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scoring:
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mode: fan_table
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max_cap: 999
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