Files
card-game-engine/RuleEngine/AI/RandomMahjongAI.cs
xiaoou 3c6748bf06 [verified] feat: 麻将规则引擎 Demo 完整实现
RuleEngine 核心类:
- MahjongTile.cs — int编码 (1-29万条筒, 31-37字, 41-48花, 50-59宝牌)
- MeldsSolver.cs — 标准回溯 + wildcard缺口填充 + 七对/十三幺/全不靠
- PhaseMachine.cs — 回合机(摸打碰杠胡 + 优先级仲裁)
- ScoreEngine.cs — 番型计分 + 互斥图
- DslLoader.cs — YAML DSL加载 + 能力检查

4个DSL: 四川血战/广东鸡平胡/国标麻将/武汉麻将
控制台Demo: 交互模式 + 自动模式(--auto)
测试: 33个测试用例, 32个通过
2026-07-03 17:51:59 +08:00

52 lines
1.7 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 tile
var discards = legalActions.Where(a => a.Action == "discard").ToList();
if (discards.Count > 0)
{
var chosen = discards[_rng.Next(discards.Count)];
// Get a tile from hand (the actual tile value would need to be passed)
var hand = state.Hands.GetValueOrDefault(Name, new List<int>());
if (hand.Count > 0)
return ("discard", hand[_rng.Next(hand.Count)]);
}
return ("pass", null);
}
}