Root cause 1: 所有CheckWin调用未传wildcardCount/require258Pair - StepTurn自摸: 5处遗漏 → 癞子在手牌中被当废牌 - HandleDiscardReactions: 2处遗漏 - PhaseMachine: 2处遗漏 → 武汉麻将永远不能胡牌 Root cause 2: 庄家开局14张+摸牌=15张, CheckWin守卫≠14拒绝 → 庄家永远不能自摸 → 修复: 庄家第一轮跳过摸牌 额外修复: - RandomMahjongAI: 永远不出癞子(预留wildcard) - ScoreEngine.FanValue: 从DSL _fanConfig读取番值 - HandleDiscardReactions: 同优先级座位顺序 - 新增GetWinParams/CountWildcardsInHand辅助方法 验证: 47/47测试, Wuhan 1.6%胡牌(500局), Sichuan 0.4%
54 lines
1.8 KiB
C#
54 lines
1.8 KiB
C#
namespace RuleEngine.AI;
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using RuleEngine.Core;
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using RuleEngine.Phase;
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public class RandomMahjongAI
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{
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public string Name { get; }
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private readonly Random _rng;
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public RandomMahjongAI(string name, Random? rng = null)
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{
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Name = name;
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_rng = rng ?? Random.Shared;
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}
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public (string action, int? tile) Decide(List<ActionOption> legalActions, MahjongGameState state)
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{
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if (legalActions.Count == 0)
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return ("pass", null);
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// Priority: win > kong > pung > chi > discard
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var win = legalActions.FirstOrDefault(a => a.Action == "win");
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if (win != null) return ("win", null);
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var mingKong = legalActions.FirstOrDefault(a => a.Action == "ming_kong");
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if (mingKong != null) return ("ming_kong", null);
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var anKong = legalActions.FirstOrDefault(a => a.Action == "an_kong");
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if (anKong != null) return ("an_kong", null);
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var pung = legalActions.FirstOrDefault(a => a.Action == "pung");
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if (pung != null) return ("pung", null);
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var chi = legalActions.FirstOrDefault(a => a.Action == "chi");
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if (chi != null) return ("chi", null);
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// Discard: random non-wildcard tile
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var discards = legalActions.Where(a => a.Action == "discard").ToList();
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if (discards.Count > 0)
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{
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var hand = state.Hands.GetValueOrDefault(Name, new List<int>());
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var nonWildTiles = hand.Where(t => !MahjongTile.IsWildcard(t)).ToList();
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if (nonWildTiles.Count > 0)
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return ("discard", nonWildTiles[_rng.Next(nonWildTiles.Count)]);
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// Only wildcards left — discard one
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if (hand.Count > 0)
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return ("discard", hand[_rng.Next(hand.Count)]);
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}
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return ("pass", null);
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}
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}
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