Files
card-game-engine/RuleEngine/Phase/PhaseMachine.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

168 lines
6.0 KiB
C#

namespace RuleEngine.Phase;
using RuleEngine.Core;
using RuleEngine.Patterns;
public class PhaseConfig
{
public string Name { get; set; } = "";
public string Type { get; set; } = ""; // "auto", "mahjong_turn"
public string Action { get; set; } = "";
public string? Next { get; set; }
public string TurnOrder { get; set; } = "counter_clockwise";
public string? FirstPlayer { get; set; }
public List<ActionOption> SelfActions { get; set; } = new();
public List<ActionOption> OthersReactions { get; set; } = new();
public string PriorityPolicy { get; set; } = "highest_wins";
public string? OnWin { get; set; }
public List<EndCondition> EndConditions { get; set; } = new();
public bool ParallelElimination { get; set; }
public string? OnEliminate { get; set; }
public int MaxFan { get; set; } = int.MaxValue;
}
public class ActionOption
{
public string Action { get; set; } = "";
public int Priority { get; set; }
public string? Condition { get; set; }
}
public class EndCondition
{
public string Type { get; set; } = "";
public string Action { get; set; } = "";
}
public class MahjongPhaseMachine
{
private readonly List<PhaseConfig> _phases;
private readonly MeldsSolver _solver;
public MahjongPhaseMachine(List<PhaseConfig> phases, MeldsSolver solver)
{
_phases = phases;
_solver = solver;
}
public PhaseConfig? GetPhase(string name) => _phases.FirstOrDefault(p => p.Name == name);
public List<ActionOption> GetLegalActions(MahjongGameState state, string playerId, bool requireWinFan = false)
{
var actions = new List<ActionOption>();
// Always can discard
foreach (var t in state.Hands[playerId].Distinct())
actions.Add(new ActionOption { Action = "discard", Priority = 0 });
// Check pung/kong/win for last discard
if (state.LastDiscard.HasValue && state.LastDiscardPlayer != playerId)
{
if (CanPung(state, playerId, state.LastDiscard.Value))
actions.Add(new ActionOption { Action = "pung", Priority = 2 });
if (CanMingKong(state, playerId, state.LastDiscard.Value))
actions.Add(new ActionOption { Action = "ming_kong", Priority = 3 });
var handWithTile = new List<int>(state.Hands[playerId]) { state.LastDiscard.Value };
var result = _solver.CheckWin(handWithTile);
if (result != null && result.IsWin)
{
if (!requireWinFan || result.Fans.Sum(f => GetFanValue(f)) >= 8)
actions.Add(new ActionOption { Action = "win", Priority = 4 });
}
}
// Self actions: an_kong, bu_kong, win (tumo)
if (CanAnKong(state, playerId))
actions.Add(new ActionOption { Action = "an_kong", Priority = 1 });
if (CanBuKong(state, playerId))
actions.Add(new ActionOption { Action = "bu_kong", Priority = 1 });
var tumoResult = _solver.CheckWin(state.Hands[playerId]);
if (tumoResult != null && tumoResult.IsWin)
{
if (!requireWinFan || tumoResult.Fans.Sum(f => GetFanValue(f)) >= 8)
actions.Add(new ActionOption { Action = "win", Priority = 4 });
}
// Chi
if (state.LastDiscard.HasValue && state.LastDiscardPlayer != playerId)
{
if (CanChi(state, playerId, state.LastDiscard.Value))
actions.Add(new ActionOption { Action = "chi", Priority = 1 });
}
actions.Add(new ActionOption { Action = "pass", Priority = 0 });
return actions;
}
private int GetFanValue(string fanName)
{
// Simple lookup — full implementation would read from DSL
return fanName switch
{
"清一色" => 4,
"对对胡" => 2,
"暗七对" => 4,
"带幺九" => 2,
_ => 1
};
}
private bool CanPung(MahjongGameState state, string playerId, int tile)
{
int count = state.Hands[playerId].Count(t => t == tile);
return count >= 2;
}
private bool CanMingKong(MahjongGameState state, string playerId, int tile)
{
int count = state.Hands[playerId].Count(t => t == tile);
return count >= 3;
}
private bool CanAnKong(MahjongGameState state, string playerId)
{
return false; // Simplified: AI decides during draw phase
}
private bool CanBuKong(MahjongGameState state, string playerId)
{
// Check if player has an exposed pung and drew the 4th tile
if (!state.Exposed.ContainsKey(playerId)) return false;
return state.Exposed[playerId].Any(m => m.Type == "pung" &&
state.Hands[playerId].Contains(m.Tiles[0]));
}
private bool CanChi(MahjongGameState state, string playerId, int tile)
{
if (MahjongTile.IsHonor(tile)) return false;
int suit = MahjongTile.Suit(tile);
int rank = MahjongTile.Rank(tile);
var hand = state.Hands[playerId];
// Check two sequential combinations
bool hasLower = rank >= 3
&& hand.Count(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank - 2) > 0
&& hand.Count(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank - 1) > 0;
bool hasMiddle = rank >= 2 && rank <= 8
&& hand.Count(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank - 1) > 0
&& hand.Count(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank + 1) > 0;
bool hasUpper = rank <= 7
&& hand.Count(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank + 1) > 0
&& hand.Count(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank + 2) > 0;
return hasLower || hasMiddle || hasUpper;
}
public string GetNextPlayer(MahjongGameState state, string currentPlayer)
{
var alive = state.AlivePlayers;
int idx = alive.IndexOf(currentPlayer);
if (idx < 0) return alive[0];
int next = (idx + 1) % alive.Count;
return alive[next];
}
}