Files
card-game-engine/RuleEngine/AI/RandomMahjongAI.cs
xiaoou c2b5136085 refactor: _wildcards static→实例级 WildcardRegistry
Root cause: static HashSet跨测试/跨变体污染+硬编码名→编码映射

Changes:
- WildcardRegistry: 实例级wildcard管理(IsWildcard/CountWildcards/Clone)
- GameState: 新增Wildcards属性(含Clone)
- MahjongTile: 移除static_wildcards,IsWildcard仅查编码50-59
  +ToString(tile,wildcards)重载用于游戏上下文显示
- MeldsSolver: _wildcards字段→构造函数注入(WildcardRegistry?)
- PhaseMachine: _wildcards字段+构造注入
- Deal(): State.Wildcards.Clear()+AddRange替代static ConfigureWildcards
  +NameToEncoding查表替代switch硬编码
- RandomMahjongAI/HumanMahjongPlayer: state.Wildcards替代static调用
- HumanMahjongPlayer.CheckTing: 补wildcardCount参数(之前遗漏)
- ExecuteWinClaim: IsFinished=true→Settle()(之前Phase漏设)

Test: CoreTests清理ConfigureWildcards()→WildcardRegistry测试
Impact: 零static state→不同变体/测试完全隔离,未来支持随机宝牌
2026-07-04 20:05:26 +08:00

54 lines
1.8 KiB
C#

namespace RuleEngine.AI;
using RuleEngine.Core;
using RuleEngine.Phase;
public class RandomMahjongAI
{
public string Name { get; }
private readonly Random _rng;
public RandomMahjongAI(string name, Random? rng = null)
{
Name = name;
_rng = rng ?? Random.Shared;
}
public (string action, int? tile) Decide(List<ActionOption> legalActions, MahjongGameState state)
{
if (legalActions.Count == 0)
return ("pass", null);
// Priority: win > kong > pung > chi > discard
var win = legalActions.FirstOrDefault(a => a.Action == "win");
if (win != null) return ("win", null);
var mingKong = legalActions.FirstOrDefault(a => a.Action == "ming_kong");
if (mingKong != null) return ("ming_kong", null);
var anKong = legalActions.FirstOrDefault(a => a.Action == "an_kong");
if (anKong != null) return ("an_kong", null);
var pung = legalActions.FirstOrDefault(a => a.Action == "pung");
if (pung != null) return ("pung", null);
var chi = legalActions.FirstOrDefault(a => a.Action == "chi");
if (chi != null) return ("chi", null);
// Discard: random non-wildcard tile
var discards = legalActions.Where(a => a.Action == "discard").ToList();
if (discards.Count > 0)
{
var hand = state.Hands.GetValueOrDefault(Name, new List<int>());
var nonWildTiles = hand.Where(t => !state.Wildcards.IsWildcard(t)).ToList();
if (nonWildTiles.Count > 0)
return ("discard", nonWildTiles[_rng.Next(nonWildTiles.Count)]);
// Only wildcards left — discard one
if (hand.Count > 0)
return ("discard", hand[_rng.Next(hand.Count)]);
}
return ("pass", null);
}
}