fix: CanAnKong硬编码false + 人类HUD显示听牌/杠/对手状态

修复:
- CanAnKong: 硬编码false → 检查手牌中4张相同(暗杠)
- HumanMahjongPlayer: 添加MeldsSolver依赖,实时检测听牌
- 人类HUD: 显示牌墙/副露/听牌🀄/杠类型(暗/明/加)
- 交互模式人类: 对手显示'X张手牌 | 已pung[..]'不暴露手牌
This commit is contained in:
xiaoou
2026-07-04 17:24:05 +08:00
parent 3c381f2758
commit d416450e56
4 changed files with 81 additions and 25 deletions

View File

@ -2,18 +2,21 @@ namespace RuleEngine.AI;
using RuleEngine.Core;
using RuleEngine.Phase;
using RuleEngine.Patterns;
/// <summary>
/// Human player — reads commands from console stdin.
/// Commands: h=hu, p=pung, k=kong, c=chi, 1-9=discard tile by index, q=quit
/// Commands: h=hu, p=pung, k=kong (an_kong/ming_kong/bu_kong), c=chi, 1-N=discard by index, q=quit
/// </summary>
public class HumanMahjongPlayer
{
public string Name { get; }
private readonly MeldsSolver _solver;
public HumanMahjongPlayer(string name)
public HumanMahjongPlayer(string name, MeldsSolver solver)
{
Name = name;
_solver = solver;
}
public (string action, int? tile) Decide(List<ActionOption> legalActions, MahjongGameState state)
@ -21,7 +24,6 @@ public class HumanMahjongPlayer
var hand = state.Hands.GetValueOrDefault(Name, new List<int>());
var sorted = hand.OrderBy(t => t).ToList();
// Highlight last drawn tile
int? drawnTile = state.LastDrawnTile;
int drawnIdx = drawnTile.HasValue ? sorted.IndexOf(drawnTile.Value) : -1;
@ -29,29 +31,43 @@ public class HumanMahjongPlayer
{
Console.WriteLine();
Console.WriteLine($"=== {Name} 的回合 ===");
Console.WriteLine($" 牌墙: {state.Deck.Count}张 | 弃牌堆: {state.DiscardPool.Count}张");
// Show exposed melds
if (state.Exposed.TryGetValue(Name, out var exposed) && exposed.Count > 0)
{
var meldStr = string.Join(" ", exposed.Select(m =>
$"{m.Type}[{string.Join(",", m.Tiles.Where(t => t != -1).Select(MahjongTile.ToString))}]"));
Console.WriteLine($" 已碰/杠: {meldStr}");
}
if (drawnTile.HasValue && drawnIdx >= 0)
Console.WriteLine($" 🀫 刚刚摸到: {MahjongTile.ToString(drawnTile.Value)}");
Console.WriteLine($"手牌 ({hand.Count}张):");
Console.WriteLine($" 手牌 ({hand.Count}张):");
for (int i = 0; i < sorted.Count; i++)
{
bool isDrawn = (i == drawnIdx);
Console.WriteLine($" [{i + 1}] {(isDrawn ? " " : " ")}{MahjongTile.ToString(sorted[i])}{(isDrawn ? " " : "")}");
Console.WriteLine($" [{i + 1}] {(isDrawn ? " " : " ")}{MahjongTile.ToString(sorted[i])}{(isDrawn ? " " : "")}");
}
Console.WriteLine();
// Show available actions
var winOpt = legalActions.FirstOrDefault(a => a.Action == "win");
var pungOpt = legalActions.FirstOrDefault(a => a.Action == "pung");
var kongOpt = legalActions.FirstOrDefault(a => a.Action == "ming_kong" || a.Action == "an_kong");
var kongOpts = legalActions.Where(a => a.Action is "ming_kong" or "an_kong" or "bu_kong").ToList();
var chiOpt = legalActions.FirstOrDefault(a => a.Action == "chi");
Console.Write("可选操作: ");
// Check if we're one tile away from winning (ting)
bool isTing = CheckTing(state);
Console.Write(" 可选操作: ");
var ops = new List<string>();
if (hand.Count > 0) ops.Add("1-{0}(出牌)".Replace("{0}", hand.Count.ToString()));
if (hand.Count > 0) ops.Add($"1-{hand.Count}(出牌)");
if (pungOpt != null) ops.Add("p(碰)");
if (kongOpt != null) ops.Add("k(杠)");
if (kongOpts.Count > 0) ops.Add($"k(杠: {string.Join("/", kongOpts.Select(o => o.Action))})");
if (chiOpt != null) ops.Add("c(吃)");
if (winOpt != null) ops.Add("h(胡)");
if (winOpt != null) ops.Add("h(胡!)");
if (isTing) ops.Add("🀄听牌!");
ops.Add("q(退出)");
Console.WriteLine(string.Join(" ", ops));
Console.Write("> ");
@ -62,16 +78,27 @@ public class HumanMahjongPlayer
if (input == "q") return ("pass", null);
if (input == "h" && winOpt != null) return ("win", null);
if (input == "p" && pungOpt != null) return ("pung", null);
if (input == "k" && kongOpt != null) return (kongOpt.Action, null);
if (input == "k" && kongOpts.Count > 0) return (kongOpts[0].Action, null);
if (input == "c" && chiOpt != null) return ("chi", null);
// Discard by index
if (int.TryParse(input, out int idx) && idx >= 1 && idx <= sorted.Count)
{
return ("discard", sorted[idx - 1]);
}
Console.WriteLine("无效输入,请重试");
Console.WriteLine(" 无效输入,请重试");
}
}
private bool CheckTing(MahjongGameState state)
{
var hand = state.Hands.GetValueOrDefault(Name, new List<int>());
// Check all possible tiles for win potential
var allTiles = MahjongTile.AllTiles(false, false);
foreach (var tile in allTiles)
{
if (hand.Count(t => t == tile) >= 4) continue;
var r = _solver.CheckWin(hand, newTile: tile);
if (r != null && r.IsWin) return true;
}
return false;
}
}