Files
card-game-engine/RuleEngine/MahjongRoom.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

369 lines
12 KiB
C#

namespace RuleEngine;
using RuleEngine.AI;
using RuleEngine.Core;
using RuleEngine.Dsl;
using RuleEngine.Patterns;
using RuleEngine.Phase;
using RuleEngine.Scoring;
public class MahjongRoom
{
public MahjongGameState State { get; private set; } = new();
public bool IsFinished { get; private set; }
private readonly MahjongDslRoot _rules;
private readonly List<RandomMahjongAI> _ais;
private readonly MeldsSolver _solver;
private readonly MahjongPhaseMachine _phaseMachine;
private readonly MahjongScoreEngine _scoreEngine;
private readonly bool _autoMode;
private readonly Random _rng = Random.Shared;
public MahjongRoom(MahjongDslRoot rules, string[] playerNames, bool autoMode = false)
{
_rules = rules;
_autoMode = autoMode;
_ais = playerNames.Select((n, i) => new RandomMahjongAI(n, new Random(i * 7919))).ToList();
var fanConfig = BuildFanConfig();
_solver = new MeldsSolver(fanConfig);
var phases = BuildPhases();
_phaseMachine = new MahjongPhaseMachine(phases, _solver);
_scoreEngine = new MahjongScoreEngine(new ScoringConfig
{
Mode = _rules.Scoring.Mode,
MaxCap = _rules.Scoring.MaxCap
}, _solver);
// Init state
State.PlayerOrder = playerNames.ToList();
State.AlivePlayers = playerNames.ToList();
State.Dealer = playerNames[0];
State.CurrentPlayer = playerNames[0];
State.Phase = "deal";
foreach (var p in playerNames)
{
State.Hands[p] = new List<int>();
State.Exposed[p] = new List<Meld>();
State.Scores[p] = 0;
}
}
private Dictionary<string, FanConfig> BuildFanConfig()
{
var config = new Dictionary<string, FanConfig>();
foreach (var f in _rules.FanTypes)
{
config[f.Name] = new FanConfig
{
Name = f.Name,
BaseFan = f.BaseFan,
Level = f.Level,
Excludes = f.Excludes ?? new(),
Conflicts = f.Conflicts ?? new()
};
}
return config;
}
private List<PhaseConfig> BuildPhases()
{
return _rules.Phases.Select(p => new PhaseConfig
{
Name = p.Name,
Type = p.Type,
Action = p.Action ?? "",
Next = p.Next,
TurnOrder = "counter_clockwise",
ParallelElimination = p.ParallelElimination,
SelfActions = p.SubPhases?.SelfAction?.Options?.Select(o => new ActionOption
{
Action = o.Action, Priority = o.Priority, Condition = o.Condition
}).ToList() ?? new(),
OthersReactions = p.SubPhases?.OthersReaction?.Options?.Select(o => new ActionOption
{
Action = o.Action, Priority = o.Priority, Condition = o.Condition
}).ToList() ?? new(),
PriorityPolicy = p.SubPhases?.OthersReaction?.PriorityPolicy ?? "highest_wins",
OnWin = p.SubPhases?.OthersReaction?.OnWin
}).ToList();
}
public void Run()
{
Deal();
IsFinished = false;
while (!IsFinished)
{
if (State.Phase == "deal") { State.Phase = "play"; continue; }
if (State.Phase == "settle" || IsFinished) break;
StepTurn();
}
if (!IsFinished)
Settle();
}
public List<GameEvent> StepTurn()
{
State.RecentEvents.Clear();
// Draw card
if (State.Deck.Count > 0)
{
int drawn = State.Deck[^1];
State.Deck.RemoveAt(State.Deck.Count - 1);
State.Hands[State.CurrentPlayer].Add(drawn);
State.AddEvent("draw", State.CurrentPlayer, drawn,
$"摸牌: {MahjongTile.ToString(drawn)}");
// Check flower
if (MahjongTile.IsFlower(drawn))
{
State.FlowerReplaced++;
State.AddEvent("flower_drawn", State.CurrentPlayer, drawn,
$"花牌 {MahjongTile.ToString(drawn)} → 补牌");
// Flower into flower pool and draw again
if (!State.FlowerPool.ContainsKey(State.CurrentPlayer))
State.FlowerPool[State.CurrentPlayer] = new List<int>();
State.FlowerPool[State.CurrentPlayer].Add(drawn);
State.Hands[State.CurrentPlayer].Remove(drawn);
if (State.Deck.Count > 0)
{
int extra = State.Deck[^1];
State.Deck.RemoveAt(State.Deck.Count - 1);
State.Hands[State.CurrentPlayer].Add(extra);
State.AddEvent("draw", State.CurrentPlayer, extra,
$"补牌: {MahjongTile.ToString(extra)}");
}
}
}
else
{
State.IsDeckExhausted = true;
State.AddEvent("deck_exhausted", "", null, "牌墙耗尽");
// Blood war: check ting and hua zhu
if (_rules.Phases.Any(p => p.ParallelElimination))
{
CheckHuaZhu();
CheckTing();
}
Settle();
return State.RecentEvents;
}
// Get legal actions for current player
var player = State.CurrentPlayer;
bool requireWinFan = _rules.WinMinFan > 0;
var legalActions = _phaseMachine.GetLegalActions(State, player, requireWinFan);
// AI decides
var (action, tile) = _ais.First(a => a.Name == player).Decide(legalActions, State);
if (action == "win")
{
var result = _solver.CheckWin(State.Hands[player]);
State.HuPlayers.Add(player);
State.AlivePlayers.Remove(player);
State.AddEvent("win", player, null,
$"自摸!番型: {string.Join(" + ", result?.Fans ?? new())}");
if (_rules.Phases.Any(p => p.ParallelElimination))
{
// Blood war: continue without the winner
if (State.AlivePlayers.Count <= 1)
{
Settle();
return State.RecentEvents;
}
}
else
{
_scoreEngine.Settle(State, player, result!, isSelfDraw: true);
Settle();
return State.RecentEvents;
}
}
else if (action == "discard" && tile.HasValue)
{
State.Hands[player].Remove(tile.Value);
State.LastDiscard = tile.Value;
State.LastDiscardPlayer = player;
State.DiscardPool.Add(tile.Value);
State.AddEvent("discard", player, tile.Value,
$"出牌: {MahjongTile.ToString(tile.Value)}");
// Check others' reactions (pung/kong/win)
bool reactionTaken = CheckReactions(tile.Value);
if (reactionTaken)
{
AdvancePlayer();
return State.RecentEvents;
}
}
else if (action == "pung")
{
// Handle pung
if (State.LastDiscard.HasValue)
{
int t = State.LastDiscard.Value;
State.Hands[player].RemoveAll(x => x == t);
State.Hands[player].RemoveAll(x => x == t);
State.LastDiscard = null;
State.Exposed[player].Add(new Meld
{
Type = "pung",
Tiles = new List<int> { t, t, t },
SourcePlayer = State.LastDiscardPlayer ?? ""
});
State.AddEvent("pung", player, t, $"碰!{MahjongTile.ToString(t)}");
}
}
AdvancePlayer();
return State.RecentEvents;
}
private bool CheckReactions(int discardTile)
{
foreach (var p in State.AlivePlayers)
{
if (p == State.CurrentPlayer) continue;
var handWithTile = new List<int>(State.Hands[p]) { discardTile };
var winResult = _solver.CheckWin(handWithTile);
if (winResult != null && winResult.IsWin)
{
// Win takes priority
State.HuPlayers.Add(p);
State.AlivePlayers.Remove(p);
State.AddEvent("win", p, discardTile, $"胡!{MahjongTile.ToString(discardTile)}");
if (!_rules.Phases.Any(ph => ph.ParallelElimination))
{
_scoreEngine.Settle(State, p, winResult, isSelfDraw: false);
IsFinished = true;
}
return true;
}
// Check pung
int sameCount = State.Hands[p].Count(t => t == discardTile);
if (sameCount >= 2)
{
State.Hands[p].RemoveAll(t => t == discardTile);
State.Hands[p].RemoveAll(t => t == discardTile);
State.Exposed[p].Add(new Meld
{
Type = "pung",
Tiles = new List<int> { discardTile, discardTile, discardTile },
SourcePlayer = State.CurrentPlayer
});
State.CurrentPlayer = p;
State.LastDiscard = null;
State.AddEvent("pung", p, discardTile, $"碰!");
return true;
}
}
return false;
}
private void AdvancePlayer()
{
int idx = State.PlayerOrder.IndexOf(State.CurrentPlayer);
for (int i = 0; i < State.PlayerOrder.Count; i++)
{
int next = (idx + 1 + i) % State.PlayerOrder.Count;
if (State.AlivePlayers.Contains(State.PlayerOrder[next]))
{
State.CurrentPlayer = State.PlayerOrder[next];
State.RoundNumber++;
return;
}
}
// No alive players
IsFinished = true;
}
private void Deal()
{
int perPlayer = _rules.Deal.CardsPerPlayer;
bool includeFlowers = _rules.Deck.IncludeFlowers;
bool includeHonors = _rules.Deck.IncludeHonors;
int wildcardCount = _rules.WildcardRules != null ? 4 : 0;
var deck = new MahjongDeck(includeHonors, includeFlowers, wildcardCount);
deck.Shuffle(_rng);
State.Deck = deck.Tiles;
State.AddEvent("deal_start", "", null,
$"发牌 — {deck.Count}张牌({(includeHonors ? "+" : "")}{(includeFlowers ? "+" : "")}{(wildcardCount > 0 ? "+" : "")})");
foreach (var p in State.PlayerOrder)
{
int count = p == State.Dealer ? perPlayer + _rules.Deal.DealerExtra : perPlayer;
for (int i = 0; i < count; i++)
{
int tile = State.Deck[^1];
State.Deck.RemoveAt(State.Deck.Count - 1);
State.Hands[p].Add(tile);
}
}
State.AddEvent("deal_done", "", null, "发牌完成");
}
private void CheckHuaZhu()
{
foreach (var p in State.AlivePlayers)
{
var suits = State.Hands[p]
.Where(t => MahjongTile.IsNumbered(t))
.Select(MahjongTile.Suit)
.Distinct()
.Count();
if (suits == 3)
State.AddEvent("hua_zhu", p, null, "花猪!三色齐全");
else
State.AddEvent("hua_zhu_ok", p, null, $"✓ {suits}种花色");
}
}
private void CheckTing()
{
foreach (var p in State.AlivePlayers)
{
bool ting = false;
var hand = State.Hands[p];
for (int i = 0; i < hand.Count; i++)
{
var testHand = new List<int>(hand);
testHand.RemoveAt(i);
var r = _solver.CheckWin(testHand);
if (r != null && r.IsWin) { ting = true; break; }
}
if (ting)
State.AddEvent("ting_checked", p, null, "✓ 听牌");
else
{
State.AddEvent("ting_failed", p, null, "❌ 未听牌");
State.AddEvent("pair_validated_258", p, null, "258将检查");
}
}
}
private void Settle()
{
IsFinished = true;
State.Phase = "settle";
State.AddEvent("settle", "", null, "结算");
}
}