Files
card-game-engine/RuleEngine/AI/HumanMahjongPlayer.cs
xiaoou 84681297c0 fix: 人类模式主回合听牌显示具体张数和牌名
CheckTing→GetTingTiles: 返回可胡牌列表而非bool
主回合显示: 🀄听 4张(🀫3万 🀫4万 中 白) — 与反应提示一致
2026-07-05 00:55:53 +08:00

144 lines
6.3 KiB
C#

namespace RuleEngine.AI;
using RuleEngine.Core;
using RuleEngine.Phase;
using RuleEngine.Patterns;
/// <summary>
/// Human player — reads commands from console stdin.
/// Commands: h=hu, p=pung, k=kong (an_kong/ming_kong/bu_kong), c=chi, 1-N=discard by index, q=quit
/// </summary>
public class HumanMahjongPlayer
{
public string Name { get; }
private readonly MeldsSolver _solver;
private readonly bool _includeHonors;
public HumanMahjongPlayer(string name, MeldsSolver solver, bool includeHonors = false)
{
Name = name;
_solver = solver;
_includeHonors = includeHonors;
}
public (string action, int? tile) Decide(List<ActionOption> legalActions, MahjongGameState state)
{
var hand = state.Hands.GetValueOrDefault(Name, new List<int>());
var sorted = hand.OrderBy(t => t).ToList();
int? drawnTile = state.LastDrawnTile;
int drawnIdx = drawnTile.HasValue ? sorted.IndexOf(drawnTile.Value) : -1;
while (true)
{
Console.WriteLine();
Console.WriteLine($"=== {Name} 的回合 ===");
Console.WriteLine($" 牌墙: {state.Deck.Count}张 | 弃牌堆: {state.DiscardPool.Count}张");
// Show wildcard info
var wcTiles = state.Wildcards.ConfiguredWildcards;
if (wcTiles.Count > 0)
{
var wcDisplay = string.Join(" ", wcTiles.Select(t => MahjongTile.ToString(t, state.Wildcards)));
if (state.Wildcards.RevealedTile.HasValue)
Console.WriteLine($" 🀫 精: {wcDisplay} (翻牌: {MahjongTile.ToString(state.Wildcards.RevealedTile.Value)})");
else
Console.WriteLine($" 🀫 宝牌(癞子): {wcDisplay}");
}
// Show opponent summary
Console.Write(" 对手: ");
var parts = new List<string>();
foreach (var op in state.PlayerOrder)
{
if (op == Name || !state.AlivePlayers.Contains(op)) continue;
var opHand = state.Hands[op];
var opExposed = "";
if (state.Exposed.TryGetValue(op, out var melds) && melds.Count > 0)
opExposed = $" 已{melds.Count}副";
var opDiscards = "";
if (state.DiscardHistory.TryGetValue(op, out var dh) && dh.Count > 0)
opDiscards = $" 出:{string.Join("", dh.TakeLast(5).Select(MahjongTile.ToString))}";
parts.Add($"{op}:{opHand.Count}张{opExposed}{opDiscards}");
}
Console.WriteLine(string.Join(" | ", parts));
// Show exposed melds
if (state.Exposed.TryGetValue(Name, out var exposed) && exposed.Count > 0)
{
var meldStr = string.Join(" ", exposed.Select(m =>
$"{m.Type}[{string.Join(",", m.Tiles.Where(t => t != -1).Select(MahjongTile.ToString))}]"));
Console.WriteLine($" 已碰/杠: {meldStr}");
}
if (drawnTile.HasValue && drawnIdx >= 0)
Console.WriteLine($" 🀫 刚刚摸到: {MahjongTile.ToString(drawnTile.Value, state.Wildcards)}");
Console.WriteLine($" 手牌 ({hand.Count}张):");
for (int i = 0; i < sorted.Count; i++)
{
bool isDrawn = (i == drawnIdx);
Console.WriteLine($" [{i + 1}] {(isDrawn ? " " : " ")}{MahjongTile.ToString(sorted[i], state.Wildcards)}{(isDrawn ? " " : "")}");
}
Console.WriteLine();
// Show available actions
var winOpt = legalActions.FirstOrDefault(a => a.Action == "win");
var pungOpt = legalActions.FirstOrDefault(a => a.Action == "pung");
var kongOpts = legalActions.Where(a => a.Action is "ming_kong" or "an_kong" or "bu_kong").ToList();
// Check if we're one tile away from winning (ting) — returns list of winning tiles
var tingTiles = GetTingTiles(state);
Console.Write(" 可选操作: ");
var ops = new List<string>();
if (hand.Count > 0) ops.Add($"1-{hand.Count}(出牌)");
if (pungOpt != null) ops.Add("p(碰)");
if (kongOpts.Count > 0) ops.Add($"k(杠: {string.Join("/", kongOpts.Select(o => o.Action))})");
if (winOpt != null) ops.Add("h✨(胡!)");
if (tingTiles.Count > 0)
{
var names = tingTiles.Select(t => MahjongTile.ToString(t, state.Wildcards));
ops.Add($"🀄听 {tingTiles.Count}张({string.Join(" ", names)})");
}
ops.Add("q(退出)");
Console.WriteLine(string.Join(" ", ops));
Console.Write("> ");
string? input = Console.ReadLine()?.Trim().ToLower();
if (string.IsNullOrEmpty(input)) continue;
if (input == "q") return ("pass", null);
if (input == "h" && winOpt != null) return ("win", null);
if (input == "p" && pungOpt != null) return ("pung", null);
if (input == "k" && kongOpts.Count > 0) return (kongOpts[0].Action, null);
if (int.TryParse(input, out int idx) && idx >= 1 && idx <= sorted.Count)
return ("discard", sorted[idx - 1]);
Console.WriteLine(" 无效输入,请重试");
}
}
private List<int> GetTingTiles(MahjongGameState state)
{
var result = new List<int>();
var hand = state.Hands.GetValueOrDefault(Name, new List<int>());
// Combine with exposed melds
var fullHand = new List<int>(hand);
if (state.Exposed.TryGetValue(Name, out var melds))
foreach (var m in melds)
fullHand.AddRange(m.Tiles.Where(t => t != -1));
// Check all possible tiles for win potential
var allTiles = MahjongTile.AllTiles(_includeHonors, false);
int wc = state.Wildcards.CountWildcards(fullHand);
foreach (var tile in allTiles)
{
if (hand.Count(t => t == tile) >= 4) continue;
var r = _solver.CheckWin(fullHand, newTile: tile, wildcardCount: wc);
if (r != null && r.IsWin) result.Add(tile);
}
return result;
}
}