🔴 Critical: CheckTing逻辑完全错误 - 旧: testHand.RemoveAt(i) → 13张 → CheckWin守卫拒绝(≠14) → 听牌检测永远false - 新: 遍历所有可摸牌(27-34种), CheckWin(hand, newTile:tile) → 正确检测听牌 - 新增2个听牌测试 🟡 Medium: HandleDiscardReactions 同优先级顺序 - 旧: OrderByDescending取第一个,不保证座位顺序 - 新: 按座位顺序遍历,高优先级覆盖,同优先级先到先得 🟡 Medium: ScoreEngine.FanValue 硬编码番值 - 旧: switch expression 仅5种番型 - 新: 优先从 _fanConfig(DSL)读取,fallback到硬编码 🟢 Low: 删除硬编码的258将事件(非武汉也输出)
426 lines
15 KiB
C#
426 lines
15 KiB
C#
namespace RuleEngine;
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using RuleEngine.AI;
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using RuleEngine.Core;
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using RuleEngine.Dsl;
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using RuleEngine.Patterns;
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using RuleEngine.Phase;
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using RuleEngine.Scoring;
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public class MahjongRoom
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{
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public MahjongGameState State { get; private set; } = new();
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public bool IsFinished { get; private set; }
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private readonly MahjongDslRoot _rules;
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private readonly List<RandomMahjongAI> _ais;
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private readonly MeldsSolver _solver;
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private readonly MahjongPhaseMachine _phaseMachine;
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private readonly MahjongScoreEngine _scoreEngine;
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private readonly bool _autoMode;
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private readonly Random _rng = Random.Shared;
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public MahjongRoom(MahjongDslRoot rules, string[] playerNames, bool autoMode = false)
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{
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_rules = rules;
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_autoMode = autoMode;
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_ais = playerNames.Select((n, i) => new RandomMahjongAI(n, new Random(i * 7919))).ToList();
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var fanConfig = BuildFanConfig();
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_solver = new MeldsSolver(fanConfig);
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var phases = BuildPhases();
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_phaseMachine = new MahjongPhaseMachine(phases, _solver);
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_scoreEngine = new MahjongScoreEngine(new ScoringConfig
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{
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Mode = _rules.Scoring.Mode,
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MaxCap = _rules.Scoring.MaxCap
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}, _solver, fanConfig);
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// Init state
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State.PlayerOrder = playerNames.ToList();
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State.AlivePlayers = playerNames.ToList();
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State.Dealer = playerNames[0];
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State.CurrentPlayer = playerNames[0];
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State.Phase = "deal";
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foreach (var p in playerNames)
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{
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State.Hands[p] = new List<int>();
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State.Exposed[p] = new List<Meld>();
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State.Scores[p] = 0;
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}
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}
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private Dictionary<string, FanConfig> BuildFanConfig()
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{
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var config = new Dictionary<string, FanConfig>();
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foreach (var f in _rules.FanTypes)
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{
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config[f.Name] = new FanConfig
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{
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Name = f.Name,
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BaseFan = f.BaseFan,
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Level = f.Level,
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Excludes = f.Excludes ?? new(),
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Conflicts = f.Conflicts ?? new(),
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Condition = f.Condition
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};
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}
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return config;
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}
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private List<PhaseConfig> BuildPhases()
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{
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return _rules.Phases.Select(p => new PhaseConfig
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{
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Name = p.Name,
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Type = p.Type,
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Action = p.Action ?? "",
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Next = p.Next,
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TurnOrder = "counter_clockwise",
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ParallelElimination = p.ParallelElimination,
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SelfActions = p.SubPhases?.SelfAction?.Options?.Select(o => new ActionOption
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{
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Action = o.Action, Priority = o.Priority, Condition = o.Condition
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}).ToList() ?? new(),
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OthersReactions = p.SubPhases?.OthersReaction?.Options?.Select(o => new ActionOption
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{
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Action = o.Action, Priority = o.Priority, Condition = o.Condition
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}).ToList() ?? new(),
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PriorityPolicy = p.SubPhases?.OthersReaction?.PriorityPolicy ?? "highest_wins",
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OnWin = p.SubPhases?.OthersReaction?.OnWin
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}).ToList();
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}
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public void Run()
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{
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Deal();
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IsFinished = false;
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while (!IsFinished)
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{
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if (State.Phase == "deal") { State.Phase = "play"; continue; }
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if (State.Phase == "settle" || IsFinished) break;
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StepTurn();
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}
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if (!IsFinished)
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Settle();
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}
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public List<GameEvent> StepTurn()
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{
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State.RecentEvents.Clear();
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var player = State.CurrentPlayer;
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// Phase 1: Check reactions to last discard BEFORE drawing
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// (order: starting from next player after discarder, check each alive player)
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if (State.LastDiscard.HasValue && State.LastDiscardPlayer != null)
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{
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bool reacted = HandleDiscardReactions(State.LastDiscard.Value);
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if (reacted)
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{
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AdvancePlayer();
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return State.RecentEvents;
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}
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// No reaction — clear LastDiscard, current player will draw
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State.LastDiscard = null;
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State.LastDiscardPlayer = null;
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}
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// Phase 2: Draw card
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if (State.Deck.Count > 0)
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{
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int drawn = State.Deck[^1];
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State.Deck.RemoveAt(State.Deck.Count - 1);
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State.Hands[player].Add(drawn);
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State.AddEvent("draw", player, drawn,
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$"摸牌: {MahjongTile.ToString(drawn)}");
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// Check flower
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if (MahjongTile.IsFlower(drawn))
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{
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State.FlowerReplaced++;
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State.AddEvent("flower_drawn", player, drawn,
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$"花牌 {MahjongTile.ToString(drawn)} → 补牌");
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if (!State.FlowerPool.ContainsKey(player))
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State.FlowerPool[player] = new List<int>();
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State.FlowerPool[player].Add(drawn);
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State.Hands[player].Remove(drawn);
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if (State.Deck.Count > 0)
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{
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int extra = State.Deck[^1];
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State.Deck.RemoveAt(State.Deck.Count - 1);
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State.Hands[player].Add(extra);
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State.AddEvent("draw", player, extra,
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$"补牌: {MahjongTile.ToString(extra)}");
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}
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}
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}
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else
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{
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State.IsDeckExhausted = true;
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State.AddEvent("deck_exhausted", "", null, "牌墙耗尽");
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if (_rules.Phases.Any(p => p.ParallelElimination))
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{
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CheckHuaZhu();
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CheckTing();
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}
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Settle();
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return State.RecentEvents;
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}
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// Phase 3: Player decides what to do with their drawn hand
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bool requireWinFan = _rules.WinMinFan > 0;
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var legalActions = _phaseMachine.GetLegalActions(State, player, requireWinFan);
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var (action, tile) = _ais.First(a => a.Name == player).Decide(legalActions, State);
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if (action == "win")
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{
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var result = _solver.CheckWin(State.Hands[player]);
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State.HuPlayers.Add(player);
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State.AlivePlayers.Remove(player);
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State.AddEvent("win", player, null,
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$"自摸!番型: {string.Join(" + ", result?.Fans ?? new())}");
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if (_rules.Phases.Any(p => p.ParallelElimination))
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{
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if (State.AlivePlayers.Count <= 1)
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{
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Settle();
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return State.RecentEvents;
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}
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}
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else
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{
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_scoreEngine.Settle(State, player, result!, isSelfDraw: true);
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Settle();
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return State.RecentEvents;
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}
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}
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else if (action == "discard" && tile.HasValue)
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{
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State.Hands[player].Remove(tile.Value);
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State.LastDiscard = tile.Value;
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State.LastDiscardPlayer = player;
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State.DiscardPool.Add(tile.Value);
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State.AddEvent("discard", player, tile.Value,
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$"出牌: {MahjongTile.ToString(tile.Value)}");
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}
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AdvancePlayer();
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return State.RecentEvents;
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}
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/// <summary>
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/// Let other players react to a discard (pung/kong/win).
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/// Returns true if someone reacted (turn passes to them).
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/// </summary>
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private bool HandleDiscardReactions(int discardTile)
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{
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// Collect claims from all alive players except the discarder
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var claims = new List<(string player, int priority, string action)>();
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string discarder = State.LastDiscardPlayer ?? "";
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// Check in player order (starting after discarder)
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int startIdx = State.PlayerOrder.IndexOf(discarder);
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for (int offset = 1; offset < State.PlayerOrder.Count; offset++)
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{
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string p = State.PlayerOrder[(startIdx + offset) % State.PlayerOrder.Count];
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if (!State.AlivePlayers.Contains(p)) continue;
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if (p == discarder) continue;
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int sameCount = State.Hands[p].Count(t => t == discardTile);
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string? claim = null;
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int priority = 0;
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// Check win first (highest priority)
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var handWithTile = new List<int>(State.Hands[p]) { discardTile };
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var winResult = _solver.CheckWin(handWithTile);
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if (winResult != null && winResult.IsWin)
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claim = "win";
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else if (sameCount >= 3)
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claim = "ming_kong";
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else if (sameCount >= 2)
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claim = "pung";
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if (claim == null) continue;
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priority = claim switch { "win" => 4, "ming_kong" => 3, "pung" => 2, _ => 0 };
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// For same priority, closer seat wins (first claim in order)
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// For higher priority, it overrides all previous claims
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if (claims.Count == 0 || priority > claims[0].priority)
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claims.Add((p, priority, claim));
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// Same priority: first claimant wins (closer to discarder in seat order)
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// Different (lower) priority: ignored — higher priority already claimed
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}
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if (claims.Count == 0) return false;
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var best = claims[0];
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string bp = best.player;
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if (best.action == "win")
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{
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var winResult = _solver.CheckWin(
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new List<int>(State.Hands[bp]) { discardTile });
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State.HuPlayers.Add(bp);
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State.AlivePlayers.Remove(bp);
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State.AddEvent("win", bp, discardTile,
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$"胡!{MahjongTile.ToString(discardTile)}");
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if (!_rules.Phases.Any(ph => ph.ParallelElimination))
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{
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_scoreEngine.Settle(State, bp, winResult!, isSelfDraw: false);
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IsFinished = true;
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}
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return true;
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}
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if (best.action == "pung" || best.action == "ming_kong")
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{
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// Remove tiles from hand (pung: 2, ming_kong: 3)
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// The discard tile is taken from pool, not from hand
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int toRemove = best.action == "ming_kong" ? 3 : 2;
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for (int r = 0; r < toRemove; r++)
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State.Hands[bp].Remove(discardTile);
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// Create exposed meld
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int meldSize = best.action == "ming_kong" ? 4 : 3;
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var meldTiles = Enumerable.Repeat(discardTile, meldSize).ToList();
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State.Exposed[bp].Add(new Meld
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{
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Type = best.action,
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Tiles = meldTiles,
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SourcePlayer = discarder
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});
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State.CurrentPlayer = bp;
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State.LastDiscard = null;
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State.LastDiscardPlayer = null;
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State.AddEvent(best.action, bp, discardTile,
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best.action == "pung" ? "碰!" : "明杠!");
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// After pung/kong, the reacting player must discard a tile
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var hand = State.Hands[bp];
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if (hand.Count > 0)
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{
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int tileToDiscard = hand[Random.Shared.Next(hand.Count)];
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State.Hands[bp].Remove(tileToDiscard);
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State.LastDiscard = tileToDiscard;
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State.LastDiscardPlayer = bp;
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State.DiscardPool.Add(tileToDiscard);
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State.AddEvent("discard", bp, tileToDiscard,
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$"出牌: {MahjongTile.ToString(tileToDiscard)}");
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}
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return true;
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}
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return false;
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}
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private void AdvancePlayer()
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{
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int idx = State.PlayerOrder.IndexOf(State.CurrentPlayer);
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for (int i = 0; i < State.PlayerOrder.Count; i++)
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{
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int next = (idx + 1 + i) % State.PlayerOrder.Count;
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if (State.AlivePlayers.Contains(State.PlayerOrder[next]))
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{
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State.CurrentPlayer = State.PlayerOrder[next];
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State.RoundNumber++;
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return;
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}
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}
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// No alive players
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IsFinished = true;
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}
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public void Deal()
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{
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int perPlayer = _rules.Deal.CardsPerPlayer;
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bool includeFlowers = _rules.Deck.IncludeFlowers;
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bool includeHonors = _rules.Deck.IncludeHonors;
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int wildcardCount = _rules.WildcardRules != null ? _rules.Deck.WildcardCount : 0;
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var deck = new MahjongDeck(includeHonors, includeFlowers, wildcardCount);
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deck.Shuffle(_rng);
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State.Deck = deck.Tiles;
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State.AddEvent("deal_start", "", null,
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$"发牌 — {deck.Count}张牌({(includeHonors ? "+字" : "")}{(includeFlowers ? "+花" : "")}{(wildcardCount > 0 ? "+癞子" : "")})");
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foreach (var p in State.PlayerOrder)
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{
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int count = p == State.Dealer ? perPlayer + _rules.Deal.DealerExtra : perPlayer;
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for (int i = 0; i < count; i++)
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{
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int tile = State.Deck[^1];
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State.Deck.RemoveAt(State.Deck.Count - 1);
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State.Hands[p].Add(tile);
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}
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}
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State.AddEvent("deal_done", "", null, "发牌完成");
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}
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private void CheckHuaZhu()
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{
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foreach (var p in State.AlivePlayers)
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{
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var suits = State.Hands[p]
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.Where(t => MahjongTile.IsNumbered(t))
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.Select(MahjongTile.Suit)
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.Distinct()
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.Count();
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if (suits == 3)
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State.AddEvent("hua_zhu", p, null, "花猪!三色齐全");
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else
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State.AddEvent("hua_zhu_ok", p, null, $"✓ {suits}种花色");
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}
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}
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private void CheckTing()
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{
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bool hasWildcard = _rules.WildcardRules != null;
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int wildcardCount = hasWildcard ? _rules.Deck.WildcardCount : 0;
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bool require258 = _rules.WinCondition?.PairMustBe258 ?? false;
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// All possible tiles that could be drawn (numbered 1-9 across 3 suits + 7 honors)
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var allPossibleTiles = MahjongTile.AllTiles(
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includeHonors: _rules.Deck.IncludeHonors,
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includeFlowers: false);
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foreach (var p in State.AlivePlayers)
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{
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bool ting = false;
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var hand = State.Hands[p];
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// For each possible tile we could draw, check if hand + tile is a win
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foreach (var tile in allPossibleTiles)
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{
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// Count how many of this tile exist (4 max per tile type)
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int alreadyHave = hand.Count(t => t == tile);
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if (alreadyHave >= 4) continue; // can't draw more of this tile
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var r = _solver.CheckWin(hand, newTile: tile,
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wildcardCount: wildcardCount, require258Pair: require258);
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if (r != null && r.IsWin) { ting = true; break; }
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}
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if (ting)
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State.AddEvent("ting_checked", p, null, "✓ 听牌");
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else
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State.AddEvent("ting_failed", p, null, "❌ 未听牌");
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}
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}
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private void Settle()
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{
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IsFinished = true;
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State.Phase = "settle";
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State.AddEvent("settle", "", null, "结算");
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}
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}
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