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

@ -146,17 +146,43 @@ else
// Show current hands // Show current hands
if (!room.IsFinished) if (!room.IsFinished)
{ {
// In human mode, show only opponent hands (human HUD shows their own)
Console.WriteLine(); Console.WriteLine();
Console.WriteLine(" 当前手牌:"); if (humanMode)
foreach (var p in room.State.PlayerOrder)
{ {
if (!room.State.AlivePlayers.Contains(p)) continue; Console.WriteLine(" 对手状态:");
var hand = room.State.Hands[p]; foreach (var p in room.State.PlayerOrder)
Console.WriteLine($" {p}: {string.Join(" ", hand.OrderBy(t => t).Select(MahjongTile.ToString))} ({hand.Count}张)"); {
if (p == "AI-东") continue; // skip human
if (!room.State.AlivePlayers.Contains(p)) continue;
var hand = room.State.Hands[p];
var exposedStr = "";
if (room.State.Exposed.TryGetValue(p, out var melds) && melds.Count > 0)
{
var descs = melds.Select(m =>
$"{m.Type}[{string.Join(",", m.Tiles.Where(t => t != -1).Select(MahjongTile.ToString))}]");
exposedStr = $" | 已{string.Join(" ", descs)}";
}
Console.WriteLine($" {p}: {hand.Count}张手牌{exposedStr}");
}
}
else
{
Console.WriteLine(" 当前手牌:");
foreach (var p in room.State.PlayerOrder)
{
if (!room.State.AlivePlayers.Contains(p)) continue;
var hand = room.State.Hands[p];
Console.WriteLine($" {p}: {string.Join(" ", hand.OrderBy(t => t).Select(MahjongTile.ToString))} ({hand.Count}张)");
}
} }
Console.Write("\n[按 Enter 继续]"); // In human mode, don't wait for Enter — human interactions already pause
Console.ReadLine(); if (!humanMode)
{
Console.Write("\n[按 Enter 继续]");
Console.ReadLine();
}
} }
} }

View File

@ -2,18 +2,21 @@ namespace RuleEngine.AI;
using RuleEngine.Core; using RuleEngine.Core;
using RuleEngine.Phase; using RuleEngine.Phase;
using RuleEngine.Patterns;
/// <summary> /// <summary>
/// Human player — reads commands from console stdin. /// 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> /// </summary>
public class HumanMahjongPlayer public class HumanMahjongPlayer
{ {
public string Name { get; } public string Name { get; }
private readonly MeldsSolver _solver;
public HumanMahjongPlayer(string name) public HumanMahjongPlayer(string name, MeldsSolver solver)
{ {
Name = name; Name = name;
_solver = solver;
} }
public (string action, int? tile) Decide(List<ActionOption> legalActions, MahjongGameState state) 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 hand = state.Hands.GetValueOrDefault(Name, new List<int>());
var sorted = hand.OrderBy(t => t).ToList(); var sorted = hand.OrderBy(t => t).ToList();
// Highlight last drawn tile
int? drawnTile = state.LastDrawnTile; int? drawnTile = state.LastDrawnTile;
int drawnIdx = drawnTile.HasValue ? sorted.IndexOf(drawnTile.Value) : -1; int drawnIdx = drawnTile.HasValue ? sorted.IndexOf(drawnTile.Value) : -1;
@ -29,29 +31,43 @@ public class HumanMahjongPlayer
{ {
Console.WriteLine(); Console.WriteLine();
Console.WriteLine($"=== {Name} 的回合 ==="); Console.WriteLine($"=== {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) if (drawnTile.HasValue && drawnIdx >= 0)
Console.WriteLine($" 🀫 刚刚摸到: {MahjongTile.ToString(drawnTile.Value)}"); Console.WriteLine($" 🀫 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++) for (int i = 0; i < sorted.Count; i++)
{ {
bool isDrawn = (i == drawnIdx); 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(); Console.WriteLine();
// Show available actions // Show available actions
var winOpt = legalActions.FirstOrDefault(a => a.Action == "win"); var winOpt = legalActions.FirstOrDefault(a => a.Action == "win");
var pungOpt = legalActions.FirstOrDefault(a => a.Action == "pung"); 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"); 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>(); 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($"1-{hand.Count}(出牌)");
if (pungOpt != null) ops.Add("p(碰)"); if (pungOpt != null) ops.Add("p(碰)");
if (kongOpt != null) ops.Add("k(杠)"); if (kongOpts.Count > 0) ops.Add($"k(杠: {string.Join("/", kongOpts.Select(o => o.Action))})");
if (chiOpt != null) ops.Add("c(吃)"); if (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)"); ops.Add("q(退出)");
Console.WriteLine(string.Join(" ", ops)); Console.WriteLine(string.Join(" ", ops));
Console.Write("> "); Console.Write("> ");
@ -62,16 +78,27 @@ public class HumanMahjongPlayer
if (input == "q") return ("pass", null); if (input == "q") return ("pass", null);
if (input == "h" && winOpt != null) return ("win", null); if (input == "h" && winOpt != null) return ("win", null);
if (input == "p" && pungOpt != null) return ("pung", 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); if (input == "c" && chiOpt != null) return ("chi", null);
// Discard by index
if (int.TryParse(input, out int idx) && idx >= 1 && idx <= sorted.Count) if (int.TryParse(input, out int idx) && idx >= 1 && idx <= sorted.Count)
{
return ("discard", sorted[idx - 1]); 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;
}
} }

View File

@ -26,12 +26,13 @@ public class MahjongRoom
_rules = rules; _rules = rules;
_autoMode = autoMode; _autoMode = autoMode;
_ais = playerNames.Select((n, i) => new RandomMahjongAI(n, new Random(i * 7919))).ToList(); _ais = playerNames.Select((n, i) => new RandomMahjongAI(n, new Random(i * 7919))).ToList();
if (humanPlayer != null)
_human = new HumanMahjongPlayer(humanPlayer);
var fanConfig = BuildFanConfig(); var fanConfig = BuildFanConfig();
_solver = new MeldsSolver(fanConfig); _solver = new MeldsSolver(fanConfig);
if (humanPlayer != null)
_human = new HumanMahjongPlayer(humanPlayer, _solver);
var phases = BuildPhases(); var phases = BuildPhases();
var (wc, r258) = GetWinParams(); var (wc, r258) = GetWinParams();
_phaseMachine = new MahjongPhaseMachine(phases, _solver, wildcardCount: wc, require258: r258); _phaseMachine = new MahjongPhaseMachine(phases, _solver, wildcardCount: wc, require258: r258);

View File

@ -134,7 +134,9 @@ public class MahjongPhaseMachine
private bool CanAnKong(MahjongGameState state, string playerId) private bool CanAnKong(MahjongGameState state, string playerId)
{ {
return false; // Simplified: AI decides during draw phase // Check if player has 4 identical tiles in hand (暗杠)
var hand = state.Hands[playerId];
return hand.GroupBy(t => t).Any(g => g.Count() >= 4 && !MahjongTile.IsWildcard(g.Key));
} }
private bool CanBuKong(MahjongGameState state, string playerId) private bool CanBuKong(MahjongGameState state, string playerId)