子代理审查(DSL+Core)发现26个问题,本轮修复3个: 1. fan_stacking值验证: 非法值→警告(之前静默以add计算) 2. OnEliminate传播: BuildPhases补映射(PhaseConfig已有属性) 3. TurnOrder读DSL: 之前硬编码counter_clockwise,现读YAML REVIEW_REPORT.md: 子代理审查完整报告(保留作为参考)
870 lines
36 KiB
C#
870 lines
36 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 HumanMahjongPlayer? _human;
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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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private readonly PhaseConfig _playPhase;
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public MahjongRoom(MahjongDslRoot rules, string[] playerNames, bool autoMode = false,
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string? humanPlayer = null)
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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, State.Wildcards);
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if (humanPlayer != null)
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_human = new HumanMahjongPlayer(humanPlayer, _solver, includeHonors: _rules.Deck.IncludeHonors);
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var phases = BuildPhases();
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_playPhase = phases.FirstOrDefault(p => p.Name == "play") ?? new PhaseConfig();
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var (wc, r258) = GetWinParams();
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_phaseMachine = new MahjongPhaseMachine(phases, _solver, wildcardCount: wc, require258: r258,
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fanConfig: fanConfig,
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jiHuSelfDrawOnly: _rules.WinRule?.JiHuSelfDrawOnly ?? false,
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wildcards: State.Wildcards,
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winMinFan: _rules.WinMinFan);
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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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FanStacking = _rules.FanStacking,
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PerWildcardBonus = _rules.WildcardRules?.Scoring?.PerWildcardInWin ?? 0,
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JiHuSelfDrawOnly = _rules.WinRule?.JiHuSelfDrawOnly ?? false,
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FlowerNormalScore = _rules.FlowerRules?.Scoring?.Normal ?? 0,
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FlowerMatchScore = _rules.FlowerRules?.Scoring?.Matching?.Value ?? 0,
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FlowerMapping = _rules.FlowerRules?.Scoring?.Matching?.Mapping,
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SelfDrawMultiplier = _rules.Scoring.SelfDrawMultiplier,
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DiscardWinMultiplier = _rules.Scoring.DiscardWinMultiplier,
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DealerMultiplier = _rules.Scoring.DealerMultiplier
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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 = p.TurnOrder ?? "counter_clockwise",
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ParallelElimination = p.ParallelElimination,
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OnEliminate = p.OnEliminate,
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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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EndConditions = p.EndConditions?.Select(e => new EndCondition
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{
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Type = e.Type, Action = e.Action
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}).ToList() ?? new()
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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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}
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private void RecordDiscard(string player, int tile)
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{
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State.DiscardPool.Add(tile);
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if (!State.DiscardHistory.ContainsKey(player))
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State.DiscardHistory[player] = new List<int>();
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State.DiscardHistory[player].Add(tile);
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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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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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State.LastDiscard = null;
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State.LastDiscardPlayer = null;
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}
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// Phase 2: Draw card (skip for dealer on first turn — they already have 14)
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bool isDealerFirstTurn = (player == State.Dealer && State.RoundNumber == 0);
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State.IsLastTile = State.Deck.Count == 1; // 海底: deck has exactly 1 tile left
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if (isDealerFirstTurn)
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State.LastDrawnTile = null;
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else
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{
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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.LastDrawnTile = drawn;
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State.AddEvent("draw", player, drawn,
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$"摸牌: {MahjongTile.ToString(drawn)}");
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// Check flower — keep replacing until non-flower or deck empty
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if (MahjongTile.IsFlower(drawn))
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{
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State.FlowerReplaced++;
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State.AddEvent("flower_drawn", player, drawn,
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$"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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// Keep drawing replacements until we get a non-flower
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int extra = 0;
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while (State.Deck.Count > 0)
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{
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extra = State.Deck[^1];
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State.Deck.RemoveAt(State.Deck.Count - 1);
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if (!MahjongTile.IsFlower(extra))
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{
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State.Hands[player].Add(extra);
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State.AddEvent("draw", player, extra,
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$"补牌: {MahjongTile.ToString(extra)}");
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break;
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}
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// Replacement is also a flower → add to pool, keep going
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State.FlowerReplaced++;
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if (!State.FlowerPool.ContainsKey(player))
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State.FlowerPool[player] = new List<int>();
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State.FlowerPool[player].Add(extra);
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State.AddEvent("flower_drawn", player, extra,
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$"补花牌 {MahjongTile.ToString(extra)} → 再补");
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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 (_playPhase.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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} // end if (!isDealerFirstTurn)
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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) = _human != null && player == _human.Name
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? _human.Decide(legalActions, State)
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: _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 (wc, r258) = GetWinParams();
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var fullHand = FullHand(State, player);
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int wildInHand = CountWildcardsInHand(fullHand);
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var result = _solver.CheckWin(fullHand,
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wildcardCount: wildInHand, require258Pair: r258);
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if (result != null)
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result.Fans = _solver.IdentifyFans(result, State); // event-based fans
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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 (_playPhase.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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RecordDiscard(player, tile.Value);
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// Clear event flags after a normal discard
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State.IsKongDraw = false;
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State.IsRobbedKong = false;
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State.FuFlags[player] = false; // clear fu_flag on own discard
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if (State.IsFirstTurn && player == State.Dealer)
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State.IsFirstTurn = false; // dealer's first turn complete
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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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else if (action == "an_kong")
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{
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ExecuteAnKong(player);
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}
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else if (action == "bu_kong")
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{
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ExecuteBuKong(player);
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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>Get wildcard count and 258-pair requirement for current rules.</summary>
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private (int wildcardCount, bool require258) GetWinParams()
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{
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int wc = _rules.WildcardRules != null ? _rules.Deck.WildcardCount : 0;
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bool r258 = _rules.WinCondition?.PairMustBe258 ?? false;
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return (wc, r258);
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}
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/// <summary>Count wildcard tiles in a hand (encoding 50-59 + configured).</summary>
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private int CountWildcardsInHand(List<int> hand)
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=> State.Wildcards.CountWildcards(hand);
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/// <summary>Combine hand + exposed melds into full virtual hand for CheckWin.</summary>
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private static List<int> FullHand(MahjongGameState state, string player, int? extraTile = null)
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{
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var tiles = new List<int>(state.Hands[player]);
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if (extraTile.HasValue) tiles.Add(extraTile.Value);
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if (state.Exposed.TryGetValue(player, out var melds))
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foreach (var m in melds)
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tiles.AddRange(m.Tiles.Where(t => t != -1));
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return tiles;
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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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string discarder = State.LastDiscardPlayer ?? "";
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int startIdx = State.PlayerOrder.IndexOf(discarder);
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// Check in player order (starting after 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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bool canWin = false, canKong = sameCount >= 3, canPung = sameCount >= 2;
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bool canChi = false;
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// Chi: only if DSL allows it + immediate next player + non-honor tile
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if (_phaseMachine.ChiAllowed && offset == 1 && !MahjongTile.IsHonor(discardTile))
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canChi = _phaseMachine.CanChiCheck(State, p, discardTile);
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// Check win
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var fullHand = FullHand(State, p, extraTile: discardTile);
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var (wc, r258) = GetWinParams();
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int wildInHand = CountWildcardsInHand(fullHand);
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var winResult = _solver.CheckWin(fullHand,
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wildcardCount: wildInHand, require258Pair: r258);
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if (winResult != null && winResult.IsWin)
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{
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winResult.Fans = _solver.IdentifyFans(winResult, State); // event-based fans
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canWin = true;
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}
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// Human player: ask what they want to do
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if (_human != null && p == _human.Name && (canWin || canKong || canPung || canChi))
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{
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Console.WriteLine();
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Console.WriteLine($"=== {p} 可以反应 ===");
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Console.WriteLine($" 对手 {discarder} 出了: {MahjongTile.ToString(discardTile)}");
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Console.WriteLine($" 你的手牌: {string.Join(" ", State.Hands[p].OrderBy(t => t).Select(MahjongTile.ToString))}");
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Console.Write(" 操作: ");
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var ops = new List<string>();
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if (canWin) ops.Add("h(胡)");
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if (canKong) ops.Add("k(杠)");
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if (canPung) ops.Add("p(碰)");
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if (canChi) ops.Add("c(吃)");
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ops.Add("Enter(过)");
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Console.WriteLine(string.Join(" ", ops));
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Console.Write("> ");
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string? input = Console.ReadLine()?.Trim().ToLower();
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if (input == "h" && canWin)
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{
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// Check fu_flag: if player passed a win earlier, block it
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if (State.FuFlags.GetValueOrDefault(p, false))
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{
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Console.WriteLine(" ⚠ 过水——本轮不能胡同一张牌");
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continue;
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}
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State.DiscardPool.Remove(discardTile);
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State.HuPlayers.Add(p);
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State.AlivePlayers.Remove(p);
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State.AddEvent("win", p, discardTile,
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$"胡!{MahjongTile.ToString(discardTile)}");
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if (!_playPhase.ParallelElimination)
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{
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_scoreEngine.Settle(State, p, 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 ((input == "k" && canKong) || (input == "p" && canPung))
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{
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string action = input == "k" ? "ming_kong" : "pung";
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return ExecutePungKongHuman(p, discardTile, action);
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}
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if (input == "c" && canChi)
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{
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return ExecuteChi(p, discardTile);
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}
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// Human passed — set fu_flag if they could have won
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if (canWin) State.FuFlags[p] = true;
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continue;
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}
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// AI player: auto-decide
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if (canWin) return ExecuteWinClaim(p, discardTile, winResult!);
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if (canKong || canPung) return ExecutePungKong(p, discardTile, canKong ? "ming_kong" : "pung");
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if (canChi) return ExecuteAiChi(p, discardTile);
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}
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return false;
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}
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private bool ExecutePungKongHuman(string p, int discardTile, string action)
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{
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string discarder = State.LastDiscardPlayer ?? "";
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State.DiscardPool.Remove(discardTile);
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int toRemove = action == "ming_kong" ? 3 : 2;
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for (int r = 0; r < toRemove; r++)
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State.Hands[p].Remove(discardTile);
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int meldSize = action == "ming_kong" ? 4 : 3;
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State.Exposed[p].Add(new Meld
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{
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Type = action,
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Tiles = Enumerable.Repeat(discardTile, meldSize).ToList(),
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SourcePlayer = discarder
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});
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State.CurrentPlayer = p;
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State.LastDiscard = null;
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State.LastDiscardPlayer = null;
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State.AddEvent(action, p, discardTile, action == "pung" ? "碰!" : "明杠!");
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var hand = State.Hands[p];
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Console.WriteLine($" 碰/杠后手牌 ({hand.Count}张):");
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var sorted = hand.OrderBy(t => t).ToList();
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for (int i = 0; i < sorted.Count; i++)
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Console.WriteLine($" [{i + 1}] {MahjongTile.ToString(sorted[i])}");
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Console.Write($" 请出牌 (1-{hand.Count}): ");
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int discardIdx;
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while (!int.TryParse(Console.ReadLine(), out discardIdx) || discardIdx < 1 || discardIdx > sorted.Count)
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Console.Write(" 无效,重试: ");
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int tileToDiscard = sorted[discardIdx - 1];
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State.Hands[p].Remove(tileToDiscard);
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State.LastDiscard = tileToDiscard;
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State.LastDiscardPlayer = p;
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RecordDiscard(p, tileToDiscard);
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State.AddEvent("discard", p, tileToDiscard, $"出牌: {MahjongTile.ToString(tileToDiscard)}");
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return true;
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}
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private bool ExecuteChi(string p, int discardTile)
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{
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string discarder = State.LastDiscardPlayer ?? "";
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State.DiscardPool.Remove(discardTile);
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int suit = MahjongTile.Suit(discardTile);
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int rank = MahjongTile.Rank(discardTile);
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var hand = State.Hands[p];
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// Find which two tiles form the chi sequence
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List<int> toRemove = new();
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if (rank >= 3 && hand.Any(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank - 2)
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&& hand.Any(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank - 1))
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{
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toRemove.Add(hand.First(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank - 2));
|
|
toRemove.Add(hand.First(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank - 1));
|
|
}
|
|
else if (rank >= 2 && rank <= 8 && hand.Any(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank - 1)
|
|
&& hand.Any(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank + 1))
|
|
{
|
|
toRemove.Add(hand.First(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank - 1));
|
|
toRemove.Add(hand.First(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank + 1));
|
|
}
|
|
else if (rank <= 7 && hand.Any(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank + 1)
|
|
&& hand.Any(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank + 2))
|
|
{
|
|
toRemove.Add(hand.First(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank + 1));
|
|
toRemove.Add(hand.First(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank + 2));
|
|
}
|
|
foreach (var t in toRemove) State.Hands[p].Remove(t);
|
|
|
|
var chiTiles = new List<int>(toRemove) { discardTile };
|
|
chiTiles.Sort();
|
|
State.Exposed[p].Add(new Meld
|
|
{
|
|
Type = "chi",
|
|
Tiles = chiTiles,
|
|
SourcePlayer = discarder
|
|
});
|
|
State.CurrentPlayer = p;
|
|
State.LastDiscard = null;
|
|
State.LastDiscardPlayer = null;
|
|
State.AddEvent("chi", p, discardTile, $"吃!{string.Join(",", chiTiles.Select(MahjongTile.ToString))}");
|
|
|
|
// Human must discard after chi
|
|
var remainingHand = State.Hands[p];
|
|
Console.WriteLine($" 吃后手牌 ({remainingHand.Count}张):");
|
|
var sorted = remainingHand.OrderBy(t => t).ToList();
|
|
for (int i = 0; i < sorted.Count; i++)
|
|
Console.WriteLine($" [{i + 1}] {MahjongTile.ToString(sorted[i])}");
|
|
Console.Write($" 请出牌 (1-{remainingHand.Count}): ");
|
|
int discardIdx;
|
|
while (!int.TryParse(Console.ReadLine(), out discardIdx) || discardIdx < 1 || discardIdx > sorted.Count)
|
|
Console.Write(" 无效,重试: ");
|
|
int tileToDiscard = sorted[discardIdx - 1];
|
|
State.Hands[p].Remove(tileToDiscard);
|
|
State.LastDiscard = tileToDiscard;
|
|
State.LastDiscardPlayer = p;
|
|
RecordDiscard(p, tileToDiscard);
|
|
State.AddEvent("discard", p, tileToDiscard, $"出牌: {MahjongTile.ToString(tileToDiscard)}");
|
|
return true;
|
|
}
|
|
|
|
private bool ExecuteAiChi(string p, int discardTile)
|
|
{
|
|
string discarder = State.LastDiscardPlayer ?? "";
|
|
State.DiscardPool.Remove(discardTile);
|
|
int suit = MahjongTile.Suit(discardTile);
|
|
int rank = MahjongTile.Rank(discardTile);
|
|
var hand = State.Hands[p];
|
|
|
|
List<int> toRemove = new();
|
|
if (rank >= 3 && hand.Any(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank - 2)
|
|
&& hand.Any(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank - 1))
|
|
{ toRemove.Add(hand.First(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank - 2));
|
|
toRemove.Add(hand.First(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank - 1)); }
|
|
else if (rank >= 2 && rank <= 8 && hand.Any(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank - 1)
|
|
&& hand.Any(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank + 1))
|
|
{ toRemove.Add(hand.First(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank - 1));
|
|
toRemove.Add(hand.First(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank + 1)); }
|
|
else if (rank <= 7 && hand.Any(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank + 1)
|
|
&& hand.Any(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank + 2))
|
|
{ toRemove.Add(hand.First(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank + 1));
|
|
toRemove.Add(hand.First(t => MahjongTile.Suit(t) == suit && MahjongTile.Rank(t) == rank + 2)); }
|
|
foreach (var t in toRemove) State.Hands[p].Remove(t);
|
|
|
|
var chiTiles = new List<int>(toRemove) { discardTile };
|
|
chiTiles.Sort();
|
|
State.Exposed[p].Add(new Meld { Type = "chi", Tiles = chiTiles, SourcePlayer = discarder });
|
|
State.CurrentPlayer = p;
|
|
State.LastDiscard = null;
|
|
State.LastDiscardPlayer = null;
|
|
State.AddEvent("chi", p, discardTile, $"吃!{string.Join(",", chiTiles.Select(MahjongTile.ToString))}");
|
|
|
|
if (hand.Count > 0)
|
|
{
|
|
int tileToDiscard = hand[_rng.Next(hand.Count)];
|
|
State.Hands[p].Remove(tileToDiscard);
|
|
State.LastDiscard = tileToDiscard;
|
|
State.LastDiscardPlayer = p;
|
|
RecordDiscard(p, tileToDiscard);
|
|
State.AddEvent("discard", p, tileToDiscard, $"出牌: {MahjongTile.ToString(tileToDiscard)}");
|
|
}
|
|
return true;
|
|
}
|
|
|
|
private bool ExecuteWinClaim(string player, int discardTile, MeldsResult winResult)
|
|
{
|
|
State.DiscardPool.Remove(discardTile);
|
|
State.HuPlayers.Add(player);
|
|
State.AlivePlayers.Remove(player);
|
|
State.AddEvent("win", player, discardTile, $"胡!{MahjongTile.ToString(discardTile)}");
|
|
if (!_playPhase.ParallelElimination)
|
|
{
|
|
_scoreEngine.Settle(State, player, winResult, isSelfDraw: false);
|
|
Settle();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
private void ExecuteAnKong(string player)
|
|
{
|
|
var hand = State.Hands[player];
|
|
var group = hand.GroupBy(t => t)
|
|
.FirstOrDefault(g => g.Count() >= 4 && !State.Wildcards.IsWildcard(g.Key));
|
|
if (group == null) return; // defensive: PhaseMachine should prevent this
|
|
int tile = group.Key;
|
|
for (int i = 0; i < 4; i++) State.Hands[player].Remove(tile);
|
|
State.Exposed[player].Add(new Meld
|
|
{
|
|
Type = "kong_an",
|
|
Tiles = Enumerable.Repeat(tile, 4).ToList(),
|
|
IsConcealed = true
|
|
});
|
|
State.AddEvent("an_kong", player, tile, $"暗杠!{MahjongTile.ToString(tile)}");
|
|
|
|
// Kong draw
|
|
if (State.Deck.Count > 0)
|
|
{
|
|
int drawn = State.Deck[^1];
|
|
State.Deck.RemoveAt(State.Deck.Count - 1);
|
|
State.Hands[player].Add(drawn);
|
|
State.LastDrawnTile = drawn;
|
|
State.IsKongDraw = true; // 杠后摸牌标志
|
|
State.AddEvent("draw", player, drawn, $"杠补: {MahjongTile.ToString(drawn)}");
|
|
}
|
|
|
|
// Discard one tile after kong
|
|
if (State.Hands[player].Count > 0)
|
|
{
|
|
int tileToDiscard = _human != null && player == _human.Name
|
|
? HumanPickDiscard(player)
|
|
: State.Hands[player][_rng.Next(State.Hands[player].Count)];
|
|
State.Hands[player].Remove(tileToDiscard);
|
|
State.LastDiscard = tileToDiscard;
|
|
State.LastDiscardPlayer = player;
|
|
RecordDiscard(player, tileToDiscard);
|
|
State.AddEvent("discard", player, tileToDiscard, $"出牌: {MahjongTile.ToString(tileToDiscard)}");
|
|
}
|
|
}
|
|
|
|
private void ExecuteBuKong(string player)
|
|
{
|
|
var exposed = State.Exposed[player];
|
|
var pung = exposed.FirstOrDefault(m => m.Type == "pung" && State.Hands[player].Contains(m.Tiles[0]));
|
|
if (pung == null) return; // defensive: PhaseMachine should prevent this
|
|
int tile = pung.Tiles[0];
|
|
State.Hands[player].Remove(tile);
|
|
pung.Type = "kong_bu";
|
|
pung.Tiles.Add(tile);
|
|
State.AddEvent("bu_kong", player, tile, $"加杠!{MahjongTile.ToString(tile)}");
|
|
State.IsRobbedKong = true; // 抢杠标志
|
|
|
|
if (State.Deck.Count > 0)
|
|
{
|
|
int drawn = State.Deck[^1];
|
|
State.Deck.RemoveAt(State.Deck.Count - 1);
|
|
State.Hands[player].Add(drawn);
|
|
State.LastDrawnTile = drawn;
|
|
State.IsKongDraw = true;
|
|
State.AddEvent("draw", player, drawn, $"杠补: {MahjongTile.ToString(drawn)}");
|
|
}
|
|
|
|
// Discard after kong
|
|
if (State.Hands[player].Count > 0)
|
|
{
|
|
int tileToDiscard = _human != null && player == _human.Name
|
|
? HumanPickDiscard(player)
|
|
: State.Hands[player][_rng.Next(State.Hands[player].Count)];
|
|
State.Hands[player].Remove(tileToDiscard);
|
|
State.LastDiscard = tileToDiscard;
|
|
State.LastDiscardPlayer = player;
|
|
RecordDiscard(player, tileToDiscard);
|
|
State.AddEvent("discard", player, tileToDiscard, $"出牌: {MahjongTile.ToString(tileToDiscard)}");
|
|
}
|
|
}
|
|
|
|
private int HumanPickDiscard(string player)
|
|
{
|
|
var hand = State.Hands[player];
|
|
var sorted = hand.OrderBy(t => t).ToList();
|
|
Console.WriteLine($" 杠后手牌 ({hand.Count}张):");
|
|
for (int i = 0; i < sorted.Count; i++)
|
|
Console.WriteLine($" [{i + 1}] {MahjongTile.ToString(sorted[i])}");
|
|
Console.Write($" 请出牌 (1-{hand.Count}): ");
|
|
int idx;
|
|
while (!int.TryParse(Console.ReadLine(), out idx) || idx < 1 || idx > sorted.Count)
|
|
Console.Write(" 无效,重试: ");
|
|
return sorted[idx - 1];
|
|
}
|
|
|
|
private bool ExecutePungKong(string player, int discardTile, string action)
|
|
{
|
|
State.DiscardPool.Remove(discardTile);
|
|
int toRemove = action == "ming_kong" ? 3 : 2;
|
|
for (int r = 0; r < toRemove; r++)
|
|
State.Hands[player].Remove(discardTile);
|
|
|
|
int meldSize = action == "ming_kong" ? 4 : 3;
|
|
State.Exposed[player].Add(new Meld
|
|
{
|
|
Type = action,
|
|
Tiles = Enumerable.Repeat(discardTile, meldSize).ToList(),
|
|
SourcePlayer = State.LastDiscardPlayer ?? ""
|
|
});
|
|
State.CurrentPlayer = player;
|
|
State.LastDiscard = null;
|
|
State.LastDiscardPlayer = null;
|
|
State.AddEvent(action, player, discardTile,
|
|
action == "pung" ? "碰!" : "明杠!");
|
|
|
|
// AI discards after pung/kong
|
|
var hand = State.Hands[player];
|
|
if (hand.Count > 0)
|
|
{
|
|
int tileToDiscard = hand[_rng.Next(hand.Count)];
|
|
State.Hands[player].Remove(tileToDiscard);
|
|
State.LastDiscard = tileToDiscard;
|
|
State.LastDiscardPlayer = player;
|
|
RecordDiscard(player, tileToDiscard);
|
|
State.AddEvent("discard", player, tileToDiscard,
|
|
$"出牌: {MahjongTile.ToString(tileToDiscard)}");
|
|
}
|
|
return true;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
public void Deal()
|
|
{
|
|
int perPlayer = _rules.Deal.CardsPerPlayer;
|
|
bool includeFlowers = _rules.Deck.IncludeFlowers;
|
|
bool includeHonors = _rules.Deck.IncludeHonors;
|
|
|
|
// Reset wildcards — always clear to avoid test state leak
|
|
State.Wildcards.Clear();
|
|
int wildcardBase = _rules.WildcardRules?.WildcardEncoding ?? 50;
|
|
State.Wildcards.WildcardBase = wildcardBase;
|
|
int wildcardCount = 0;
|
|
if (_rules.WildcardRules != null)
|
|
{
|
|
if (_rules.WildcardRules.Type == "fixed" && _rules.WildcardRules.Tiles != null)
|
|
{
|
|
// Fixed wildcards: specified tiles ARE the wildcards, not extra tiles
|
|
var wcTiles = _rules.WildcardRules.Tiles
|
|
.Select(t => WildcardRegistry.NameToEncoding(t) ?? -1)
|
|
.Where(t => t > 0).ToArray();
|
|
State.Wildcards.AddRange(wcTiles);
|
|
wildcardCount = 0; // No extra tiles
|
|
}
|
|
else
|
|
{
|
|
wildcardCount = _rules.Deck.WildcardCount;
|
|
}
|
|
}
|
|
|
|
var deck = new MahjongDeck(includeHonors, includeFlowers, wildcardCount,
|
|
expectedTotal: _rules.Deck.Total, wildcardBase: wildcardBase);
|
|
deck.Shuffle(_rng);
|
|
|
|
State.Deck = deck.Tiles;
|
|
State.AddEvent("deal_start", "", null,
|
|
$"发牌 — {deck.Count}张牌({(includeHonors ? "+字" : "")}{(includeFlowers ? "+花" : "")}{(wildcardCount > 0 ? "+癞子" : "")})");
|
|
|
|
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");
|
|
|
|
// Random wildcard (骰子翻牌定精): flip one tile from remaining deck to determine 精
|
|
if (_rules.WildcardRules?.Type == "random" && State.Deck.Count > 0)
|
|
{
|
|
int revealed = State.Deck[^1];
|
|
State.Deck.RemoveAt(State.Deck.Count - 1);
|
|
int count = _rules.WildcardRules.RandomCount > 0 ? _rules.WildcardRules.RandomCount : 2;
|
|
var wildcardTiles = WildcardRegistry.ComputeNextTiles(revealed, count);
|
|
State.Wildcards.AddRange(wildcardTiles);
|
|
State.Wildcards.RevealedTile = revealed;
|
|
State.AddEvent("reveal_wildcard", "", revealed,
|
|
$"翻牌定精: {MahjongTile.ToString(revealed)} → 精: {string.Join(", ", wildcardTiles.Select(t => MahjongTile.ToString(t, State.Wildcards)))}");
|
|
}
|
|
|
|
// Set first-turn flags for event-based fans
|
|
State.IsFirstTurn = true;
|
|
State.DealerOnFirstTurn = State.Dealer;
|
|
|
|
// Replace flowers in initial hands BEFORE game starts.
|
|
// Triggers for: Guangdong (replace_tiles: BEFORE_GAME_START),
|
|
// Guobiao (deal action: deal_cards_with_flowers), or any variant with flowers.
|
|
bool replaceInitialFlowers = _rules.FlowerRules != null && includeFlowers
|
|
&& (string.Equals(_rules.FlowerRules.ReplaceTiles, "BEFORE_GAME_START", StringComparison.OrdinalIgnoreCase)
|
|
|| string.Equals(_playPhase.Action, "deal_cards_with_flowers", StringComparison.OrdinalIgnoreCase));
|
|
if (replaceInitialFlowers)
|
|
{
|
|
int replaced = 0;
|
|
foreach (var p in State.PlayerOrder)
|
|
{
|
|
var hand = State.Hands[p];
|
|
while (true)
|
|
{
|
|
var flower = hand.FirstOrDefault(MahjongTile.IsFlower);
|
|
if (flower == 0) break; // no more flowers
|
|
hand.Remove(flower);
|
|
if (!State.FlowerPool.ContainsKey(p))
|
|
State.FlowerPool[p] = new List<int>();
|
|
State.FlowerPool[p].Add(flower);
|
|
if (State.Deck.Count > 0)
|
|
{
|
|
int extra = State.Deck[^1];
|
|
State.Deck.RemoveAt(State.Deck.Count - 1);
|
|
hand.Add(extra);
|
|
replaced++;
|
|
}
|
|
else break; // deck empty, stop
|
|
}
|
|
}
|
|
if (replaced > 0)
|
|
State.AddEvent("flower_replace", "", null, $"开局换花牌: {replaced}张");
|
|
}
|
|
}
|
|
|
|
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()
|
|
{
|
|
bool require258 = _rules.WinCondition?.PairMustBe258 ?? false;
|
|
|
|
// All possible tiles that could be drawn (numbered 1-9 across 3 suits + 7 honors)
|
|
var allPossibleTiles = MahjongTile.AllTiles(
|
|
includeHonors: _rules.Deck.IncludeHonors,
|
|
includeFlowers: false);
|
|
|
|
foreach (var p in State.AlivePlayers)
|
|
{
|
|
bool ting = false;
|
|
var hand = State.Hands[p];
|
|
|
|
// For each possible tile we could draw, check if hand + tile is a win
|
|
foreach (var tile in allPossibleTiles)
|
|
{
|
|
// Count how many of this tile exist (4 max per tile type)
|
|
int alreadyHave = hand.Count(t => t == tile);
|
|
if (alreadyHave >= 4) continue; // can't draw more of this tile
|
|
|
|
var handWithTile = new List<int>(hand) { tile };
|
|
int wc = CountWildcardsInHand(handWithTile);
|
|
var r = _solver.CheckWin(hand, newTile: tile,
|
|
wildcardCount: wc, require258Pair: require258);
|
|
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");
|
|
}
|
|
}
|
|
|
|
private void Settle()
|
|
{
|
|
IsFinished = true;
|
|
State.Phase = "settle";
|
|
State.AddEvent("settle", "", null, "结算");
|
|
}
|
|
}
|