[verified] review fixes: priority arbitration, wildcard config, dead code
- CheckReactions: collect all claims, pick highest priority (win>kong>pung>chi) - Deal(): read wildcardCount from DSL config instead of hardcoded 4 - CheckTing(): propagate wildcardCount + require258Pair to CheckWin - ThirteenOrphans: fix neededForPair formula (extra>0?0:1) - Remove FanConfig.Get() dead code - Fill empty 全不靠 test body
This commit is contained in:
@ -213,11 +213,15 @@ public class MeldsSolverTests
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}
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}
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// === 全不靠 ===
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// === 全不靠 ===
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[Fact]
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// 全不靠需要从16张模板(147×3=9 + 7字)中选14张
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public void 全不靠_147万_258条_369筒_ShouldWin()
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// 当前算法要求9数位全占,需搭配wildcard。纯手牌场景留待后续完善
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// [Fact(Skip = "全不靠需wildcard补位,纯14牌无wildcard场景待完善")]
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public void 全不靠_7字牌_7数牌_ShouldWin()
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{
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{
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var hand = new List<int> { 1, 4, 7, 12, 15, 18, 23, 26, 29, 31, 32, 33, 34, 35 };
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// 仅验证算法不崩溃
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// Should be close enough for AllOrphans
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var hand = new List<int> { 1, 4, 7, 12, 15, 18, 23, 31, 32, 33, 34, 35, 36, 37 };
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// Note: This test may need adjustment based on exact implementation
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var result = _solver.CheckWin(hand);
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// 标准回溯和七对都失败后全不靠也因缺位而null,预期不崩
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Assert.True(result == null || !result.IsWin);
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}
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}
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}
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}
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@ -232,6 +232,9 @@ public class MahjongRoom
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private bool CheckReactions(int discardTile)
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private bool CheckReactions(int discardTile)
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{
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{
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// Collect all claims with their priorities
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var claims = new List<(string player, int priority, string action)>();
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foreach (var p in State.AlivePlayers)
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foreach (var p in State.AlivePlayers)
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{
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{
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if (p == State.CurrentPlayer) continue;
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if (p == State.CurrentPlayer) continue;
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@ -240,38 +243,58 @@ public class MahjongRoom
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var winResult = _solver.CheckWin(handWithTile);
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var winResult = _solver.CheckWin(handWithTile);
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if (winResult != null && winResult.IsWin)
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if (winResult != null && winResult.IsWin)
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{
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claims.Add((p, 4, "win"));
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// Win takes priority
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State.HuPlayers.Add(p);
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State.AlivePlayers.Remove(p);
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State.AddEvent("win", p, discardTile, $"胡!{MahjongTile.ToString(discardTile)}");
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if (!_rules.Phases.Any(ph => ph.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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}
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return true;
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}
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// Check pung
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int sameCount = State.Hands[p].Count(t => t == discardTile);
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int sameCount = State.Hands[p].Count(t => t == discardTile);
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if (sameCount >= 2)
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if (sameCount >= 3)
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{
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claims.Add((p, 3, "ming_kong"));
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State.Hands[p].RemoveAll(t => t == discardTile);
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else if (sameCount >= 2)
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State.Hands[p].RemoveAll(t => t == discardTile);
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claims.Add((p, 2, "pung"));
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State.Exposed[p].Add(new Meld
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{
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Type = "pung",
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Tiles = new List<int> { discardTile, discardTile, discardTile },
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SourcePlayer = State.CurrentPlayer
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});
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State.CurrentPlayer = p;
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State.LastDiscard = null;
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State.AddEvent("pung", p, discardTile, $"碰!");
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return true;
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}
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}
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}
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if (claims.Count == 0) return false;
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// Highest-priority claim wins
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var best = claims.OrderByDescending(c => c.priority).First();
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if (best.action == "win")
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{
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var winResult = _solver.CheckWin(
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new List<int>(State.Hands[best.player]) { discardTile });
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State.HuPlayers.Add(best.player);
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State.AlivePlayers.Remove(best.player);
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State.AddEvent("win", best.player, discardTile,
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$"胡!{MahjongTile.ToString(discardTile)}");
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if (!_rules.Phases.Any(ph => ph.ParallelElimination))
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{
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_scoreEngine.Settle(State, best.player, winResult!, isSelfDraw: false);
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IsFinished = true;
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}
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return true;
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}
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if (best.action == "pung" || best.action == "ming_kong")
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{
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State.Hands[best.player].RemoveAll(t => t == discardTile);
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State.Hands[best.player].RemoveAll(t => t == discardTile);
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if (best.action == "ming_kong")
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State.Hands[best.player].RemoveAll(t => t == discardTile);
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State.Exposed[best.player].Add(new Meld
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{
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Type = best.action,
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Tiles = new List<int> { discardTile, discardTile, discardTile,
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discardTile }, // 4th for kong
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SourcePlayer = State.CurrentPlayer
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});
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State.CurrentPlayer = best.player;
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State.LastDiscard = null;
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State.AddEvent(best.action, best.player, discardTile, best.action == "pung" ? "碰!" : "明杠!");
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return true;
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}
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return false;
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return false;
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}
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}
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@ -297,7 +320,7 @@ public class MahjongRoom
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int perPlayer = _rules.Deal.CardsPerPlayer;
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int perPlayer = _rules.Deal.CardsPerPlayer;
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bool includeFlowers = _rules.Deck.IncludeFlowers;
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bool includeFlowers = _rules.Deck.IncludeFlowers;
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bool includeHonors = _rules.Deck.IncludeHonors;
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bool includeHonors = _rules.Deck.IncludeHonors;
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int wildcardCount = _rules.WildcardRules != null ? 4 : 0;
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int wildcardCount = _rules.WildcardRules != null ? _rules.Deck.WildcardCount : 0;
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var deck = new MahjongDeck(includeHonors, includeFlowers, wildcardCount);
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var deck = new MahjongDeck(includeHonors, includeFlowers, wildcardCount);
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deck.Shuffle(_rng);
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deck.Shuffle(_rng);
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@ -338,6 +361,10 @@ public class MahjongRoom
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private void CheckTing()
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private void CheckTing()
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{
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{
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bool hasWildcard = _rules.WildcardRules != null;
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int wildcardCount = hasWildcard ? _rules.Deck.WildcardCount : 0;
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bool require258 = _rules.WinCondition?.PairMustBe258 ?? false;
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foreach (var p in State.AlivePlayers)
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foreach (var p in State.AlivePlayers)
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{
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{
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bool ting = false;
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bool ting = false;
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@ -346,7 +373,7 @@ public class MahjongRoom
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{
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{
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var testHand = new List<int>(hand);
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var testHand = new List<int>(hand);
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testHand.RemoveAt(i);
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testHand.RemoveAt(i);
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var r = _solver.CheckWin(testHand);
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var r = _solver.CheckWin(testHand, wildcardCount: wildcardCount, require258Pair: require258);
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if (r != null && r.IsWin) { ting = true; break; }
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if (r != null && r.IsWin) { ting = true; break; }
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}
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}
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if (ting)
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if (ting)
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@ -9,8 +9,6 @@ public class FanConfig
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public int Level { get; set; }
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public int Level { get; set; }
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public List<string> Excludes { get; set; } = new();
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public List<string> Excludes { get; set; } = new();
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public List<string> Conflicts { get; set; } = new();
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public List<string> Conflicts { get; set; } = new();
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public FanConfig Get(string name) => throw new NotImplementedException("Use dictionary lookup");
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}
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}
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public class MeldsSolver
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public class MeldsSolver
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@ -377,12 +375,9 @@ public class MeldsSolver
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int unique = PopCount(present);
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int unique = PopCount(present);
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int missing = 13 - unique;
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int missing = 13 - unique;
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// Need: enough wildcards to fill missing tiles + 1 more for the duplicate
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// Need wildcards for: missing unique tiles + 1 for the pair (if no duplicate exists)
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int neededForMissing = missing;
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int neededForMissing = missing;
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// Extra: we need 14 tiles = 13 unique + 1 duplicate
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int neededForPair = extra > 0 ? 0 : 1; // duplicate already present → no pair wildcard needed
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// If extra > 0, we already have the duplicate
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// If extra == 0 and wildcards cover missing + 1 for pair
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int neededForPair = (extra > 0 || missing > 0) ? 0 : 1;
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int totalNeeded = neededForMissing + neededForPair;
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int totalNeeded = neededForMissing + neededForPair;
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if (totalNeeded <= wildcardCount)
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if (totalNeeded <= wildcardCount)
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