using System;
using System.Collections.Generic;
using System.Linq;
using GameMessage;
using GameMessage.PaoDeKuaiF;
namespace PdkFriendServer.Logic
{
///
/// 出牌追踪器 — 累积已知牌信息,推断对手手牌约束。
///
/// 原理:48 张牌去掉我的 16 张和已出现的牌 = 未知牌池。
/// 对手 pass 某种牌型 → 该对手手上没有能压制此牌型的牌。
/// 随着牌局进行,未知牌池不断缩小,推断精度不断提高。
///
/// 用法:IsmctsBot 持有一个 CardTracker 实例,每次 DecidePlay 时调用 Update()。
///
public class CardTracker
{
// 48 位 bitset:已确认出现的牌(ID 级别,1-52 但 跑得快只用到其中 48 张)
private readonly HashSet _seenCardIds = new HashSet();
// 上次看到的 MaxPlayCard(用于检测新出牌)
private PlayOutCardPdkF _lastMaxPlay;
// 上次我的手牌 ID 集合
private HashSet _lastMyHandIds;
// 对手约束:[pos-2] = 该对手 pass 过的牌型列表
private readonly List[] _opponentConstraints;
public CardTracker()
{
_opponentConstraints = new List[3];
for (int i = 0; i < 3; i++)
_opponentConstraints[i] = new List();
}
///
/// 每次 bot 决策前调用,更新已知信息。
/// myPos 从 1 开始。
///
public void Update(PdkBotView view)
{
int myPos = view.MyPos;
var handIds = new HashSet(view.MyHand.Where(c => c.GameState == 1).Select(c => c.ID));
// 1. 追踪我的手牌变化
if (_lastMyHandIds != null)
{
var played = _lastMyHandIds.Where(id => !handIds.Contains(id));
foreach (var id in played) _seenCardIds.Add(id);
}
_lastMyHandIds = handIds;
// 2. 追踪桌面出牌
var currentMax = view.MaxPlayCard;
if (currentMax.Ids != null && currentMax.Ids.Length > 0)
{
// 新出牌 → 记录
if (_lastMaxPlay.Ids == null ||
!_lastMaxPlay.Ids.SequenceEqual(currentMax.Ids))
{
foreach (var id in currentMax.Ids) _seenCardIds.Add(id);
}
else
{
// 同一手牌还在桌上 → 有人 pass 了
int passer = currentMax.Pos > 0
? (currentMax.Pos % 3 + 1)
: 0;
if (passer > 0 && passer != myPos)
RecordPassConstraint(passer, currentMax);
}
}
_lastMaxPlay = new PlayOutCardPdkF
{
Pos = currentMax.Pos,
GameNum = currentMax.GameNum,
Type = currentMax.Type,
Ids = currentMax.Ids?.ToArray()
};
}
///
/// 重置追踪器(每局开始时调用)
///
public void Reset()
{
_seenCardIds.Clear();
_lastMyHandIds = null;
_lastMaxPlay = new PlayOutCardPdkF();
foreach (var c in _opponentConstraints) c.Clear();
}
// ---- 查询接口 ----
///
/// 返回外面还有多少未知卡(48 张发牌去掉我的手牌和已见牌)
///
public int UnknownCount(TCardInfoPdkF[] myHand)
{
int myCount = myHand.Count(c => c.GameState == 1);
return 48 - myCount - _seenCardIds.Count;
}
/// 返回指定 rank 剩余未知张数 (0-4)
public int RemainingCount(int gameNum, TCardInfoPdkF[] myHand)
{
int myCount = myHand.Count(c => c.GameState == 1 && c.GameNum == gameNum);
int seenCount = CountSeenByRank(gameNum);
return 4 - myCount - seenCount;
}
/// 返回未知牌池(排除我的手牌和已见牌后的所有未出现牌)
public List GetUnknownPool(TCardInfoPdkF[] myHand)
{
var knownIds = new HashSet(_seenCardIds);
foreach (var c in myHand) knownIds.Add(c.ID);
var pool = new List();
for (byte suit = 1; suit <= 4; suit++)
for (byte n = 1; n <= 13; n++)
{
byte id = (byte)((suit - 1) * 13 + n);
if (!knownIds.Contains(id))
{
int g = n == 1 ? 14 : n == 2 ? 16 : n;
pool.Add(new TCardInfoPdkF { ID = id, Flower = suit, GameNum = (byte)g, GameState = 1 });
}
}
return pool;
}
///
/// 检查指定牌型的出牌是否绝对无法被压制。
/// 基于确定性信息:我的手牌 + 已见牌 = 对手可能持有的牌池完全已知。
///
public bool IsAbsolutelyHighest(TCardInfoPdkF[] myHand, int gameNum, int count, CardType1 type)
{
// 炸弹:检查是否有更大的炸弹 rank 在外面
if (type == CardType1.ZhaDan)
return !HasHigherRank(gameNum, 4, myHand);
// 单张/对子/三张:检查是否有同类型更大的
if (type == CardType1.DanZhang || type == CardType1.DuiZi || type == CardType1.SanZhang)
return !HasHigherRank(gameNum, count, myHand);
// 三带二 / 四带二:比较主牌 rank
if (type == CardType1.SanDai2)
{
// 三带二:主三张需要不被更大的三张压制,且不被炸弹压制
if (HasHigherRank(gameNum, 3, myHand)) return false;
return !HasBombOutside(myHand);
}
if (type == CardType1.SiDai2 || type == CardType1.SiDai3)
{
// 四带二/四带三:已经是最大牌型(除非有大炸弹)
return !HasHigherRank(gameNum, 4, myHand);
}
// 顺子:检查更大起点的同长顺子
if (type == CardType1.ShunZi)
return !HasHigherStraightEx(gameNum, count, myHand);
// 连对
if (type == CardType1.LianDui)
return !HasHigherLianDuiEx(gameNum, count / 2, myHand);
// 飞机/飞机带对
if (type == CardType1.FeiJi || type == CardType1.FeijiDai2)
return !HasHigherPlaneEx(gameNum, count / 3, myHand);
return false;
}
/// 外面是否存在能压制该 rank 的炸弹
private bool HasBombOutside(TCardInfoPdkF[] myHand)
{
return BombsOutside(myHand) > 0;
}
/// 检查未知牌池中是否存在更大 rank 的 count 张同 rank 牌
private bool HasHigherRank(int gameNum, int needPerRank, TCardInfoPdkF[] myHand)
{
foreach (int rank in new[] { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 16 })
{
if (rank <= gameNum) continue;
if (RemainingCount(rank, myHand) >= needPerRank)
return true;
}
return false;
}
/// 检查是否存在更大起点的同长顺子(count=张数)
private bool HasHigherStraightEx(int startRank, int length, TCardInfoPdkF[] myHand)
{
int maxStart = 14 - length + 1;
for (int s = startRank + 1; s <= maxStart; s++)
{
bool possible = true;
for (int r = s; r < s + length; r++)
{
if (RemainingCount(r, myHand) < 1) { possible = false; break; }
}
if (possible) return true;
}
return false;
}
/// 检查是否存在更大起点的连对(pairs=对数)
private bool HasHigherLianDuiEx(int startRank, int pairs, TCardInfoPdkF[] myHand)
{
int maxStart = 14 - pairs;
for (int s = startRank + 1; s <= maxStart; s++)
{
bool possible = true;
for (int r = s; r < s + pairs; r++)
{
if (RemainingCount(r, myHand) < 2) { possible = false; break; }
}
if (possible) return true;
}
return false;
}
/// 检查是否存在更大起点的飞机(triples=三连数)
private bool HasHigherPlaneEx(int startRank, int triples, TCardInfoPdkF[] myHand)
{
int maxStart = 14 - triples;
for (int s = startRank + 1; s <= maxStart; s++)
{
bool possible = true;
for (int r = s; r < s + triples; r++)
{
if (RemainingCount(r, myHand) < 3) { possible = false; break; }
}
if (possible) return true;
}
return false;
}
///
/// 确定性手牌强度:基于绝对牌计数评估手牌实力,0.0-1.0。
/// 核心思想:我的手牌 + 已见牌 = 对手的牌池完全确定,
/// 可以精确计算哪些 rank 已被我控制、哪些出牌无敌。
/// 用于修正 ISMCTS 模拟噪声。
///
public double AbsoluteHandStrength(TCardInfoPdkF[] myHand)
{
if (myHand.Length == 0) return 1.0;
double score = 0.0;
// 1. Rank 绝对控制率:我持有该 rank 所有剩余牌的百分比
int controlledRanks = 0;
int[] ranks = { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 16 };
foreach (int r in ranks)
{
int remaining = RemainingCount(r, myHand);
int myCount = myHand.Count(c => c.GameState == 1 && c.GameNum == r);
if (remaining == 0 && myCount > 0)
{
// 我持有该 rank 所有剩余牌 → 绝对控制
controlledRanks++;
if (myCount >= 3) controlledRanks++; // 三张以上价值更高
}
}
score += controlledRanks * 0.04; // 每个控制 rank +4%
// 2. 绝对最高牌:持有 ♠2 或所有2
int myTwos = myHand.Count(c => c.GameState == 1 && c.GameNum == 16);
int remainingTwos = RemainingCount(16, myHand);
if (remainingTwos == 0 && myTwos > 0)
{
score += myTwos * 0.06; // 每张独占 2 +6%
}
// 3. 持有的炸弹数
var byRank = myHand.Where(c => c.GameState == 1)
.GroupBy(c => c.GameNum)
.Where(g => g.Count() >= 4);
int myBombs = byRank.Count();
score += myBombs * 0.08; // 每个炸弹 +8%
// 4. 手牌效率(通过 HandOptimizer 间接)
int minPlays = HandOptimizer.MinPlays(myHand);
int handSize = myHand.Count(c => c.GameState == 1);
double efficiency = (double)(handSize - minPlays)
/ Math.Max(handSize, 1);
score += efficiency * 0.15; // 效率贡献最多 15%
// 5. 已知牌越多 → 确定性权重越高
double seenRatio = _seenCardIds.Count / (double)Math.Max(48 - handSize, 1);
score += seenRatio * 0.10; // 已知牌占比 +10%
return Math.Min(score, 1.0);
}
///
/// 预测对手手牌组成。
/// 基于:未知牌池中各 rank 剩余张数 + 对手手牌张数 → 期望持有量。
/// 用于修正 ISMCTS 随机采样,使模拟更接近真实分布。
///
public OpponentPrediction PredictOpponent(int oppIdx, TCardInfoPdkF[] myHand, PdkBotView view)
{
var pred = new OpponentPrediction();
int oppNeed = view.ShenYuCard[oppIdx];
if (oppNeed == 0) return pred;
var pool = GetUnknownPool(myHand);
double totalUnknown = Math.Max(pool.Count, 1);
foreach (int rank in new[] { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 16 })
{
int remaining = RemainingCount(rank, myHand);
if (remaining == 0) continue;
double expected = remaining * oppNeed / totalUnknown;
double prob = Math.Min(1.0, expected);
pred.RankProbabilities[rank] = prob;
if (expected >= 1.5 && remaining >= 2)
pred.LikelyPairs.Add(rank);
if (expected >= 2.5 && remaining >= 3)
pred.LikelyTriples.Add(rank);
if (prob >= 0.3 && rank > pred.MaxRank)
pred.MaxRank = rank;
}
// 炸弹概率
double bombProb = 0;
foreach (int rank in new[] { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 16 })
{
int remaining = RemainingCount(rank, myHand);
if (remaining == 4)
{
double p = oppNeed / totalUnknown;
bombProb += Math.Pow(p, 4);
}
}
pred.BombProbability = Math.Min(bombProb, 1.0);
// 顺子长度
int maxCons = 0, cur = 0;
foreach (int rank in new[] { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14 })
{
if (pred.RankProbabilities.GetValueOrDefault(rank, 0) >= 0.5) cur++;
else { maxCons = Math.Max(maxCons, cur); cur = 0; }
}
pred.MaxStraightLength = Math.Max(maxCons, cur);
// Pass 约束强化
foreach (var c in _opponentConstraints[oppIdx])
{
if (c.Type == CardType1.DanZhang && c.GameNum > 0 && pred.MaxRank > c.GameNum)
pred.MaxRank = c.GameNum;
}
return pred;
}
/// 在外面可能存在的炸弹数(按 rank 计)
public int BombsOutside(TCardInfoPdkF[] myHand)
{
int bombs = 0;
var myCounts = new Dictionary();
foreach (var c in myHand.Where(c => c.GameState == 1))
myCounts[c.GameNum] = myCounts.GetValueOrDefault(c.GameNum, 0) + 1;
foreach (int rank in new[] { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 16 })
{
int myCount = myCounts.GetValueOrDefault(rank, 0);
int seenCount = CountSeenByRank(rank);
int outside = 4 - myCount - seenCount;
if (outside == 4) bombs++;
}
return bombs;
}
/// 外面有炸弹的 rank 列表
public List BombRanks(TCardInfoPdkF[] myHand)
{
var result = new List();
var myCounts = new Dictionary();
foreach (var c in myHand.Where(c => c.GameState == 1))
myCounts[c.GameNum] = myCounts.GetValueOrDefault(c.GameNum, 0) + 1;
foreach (int rank in new[] { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 16 })
{
int myCount = myCounts.GetValueOrDefault(rank, 0);
int seenCount = CountSeenByRank(rank);
if (4 - myCount - seenCount == 4) result.Add(rank);
}
return result;
}
/// 根据已知牌判断:这个出牌有没有可能被压制
public bool CanAnyoneBeat(TCardInfoPdkF[] myHand, PlayOutCardPdkF play)
{
if (play.Ids == null || play.Ids.Length == 0) return false;
int rank = play.GameNum;
int count = play.Ids.Length;
switch (play.Type)
{
case CardType1.DanZhang:
// 外面有没有更大的单牌?
return HasHigherUnseen(rank, 1, myHand);
case CardType1.DuiZi:
return HasHigherUnseen(rank, 2, myHand);
case CardType1.ZhaDan:
// 外面有没有更大的炸弹?
return HasHigherUnseen(rank, 4, myHand);
case CardType1.ShunZi:
// 外面有没有更大的顺子?
return HasHigherStraight(rank, count, myHand);
case CardType1.LianDui:
return HasHigherLianDui(rank, count, myHand);
case CardType1.FeiJi:
case CardType1.FeijiDai2:
return HasHigherPlane(rank, count, myHand);
default:
return HasHigherUnseen(rank, count, myHand);
}
}
/// 生成约束采样的对手手牌(用于 ISMCTS 模拟)
public List[] SampleOpponentHands(
TCardInfoPdkF[] myHand, PdkBotView view, Random rng)
{
int myPos = view.MyPos;
int opp1 = myPos % 3; // 下家 (0-indexed)
int opp2 = (myPos + 1) % 3; // 上家
// 未知牌池
var knownIds = new HashSet(_seenCardIds);
foreach (var c in myHand) knownIds.Add(c.ID);
var pool = new List();
for (byte suit = 1; suit <= 4; suit++)
{
for (byte n = 1; n <= 13; n++)
{
byte id = (byte)((suit - 1) * 13 + n);
if (!knownIds.Contains(id))
{
int g = n == 1 ? 14 : n == 2 ? 16 : n;
pool.Add(new TCardInfoPdkF { ID = id, Flower = suit, GameNum = (byte)g, GameState = 1 });
}
}
}
Shuffle(pool, rng);
// 约束检查:对手不能持有与 pass 约束冲突的牌
int opp1Need = view.ShenYuCard[opp1];
int opp2Need = view.ShenYuCard[opp2];
var h1 = new List();
var h2 = new List();
int idx = 0;
foreach (var card in pool)
{
bool okFor1 = SatisfiesConstraints(card, opp1);
bool okFor2 = SatisfiesConstraints(card, opp2);
if (h1.Count < opp1Need && okFor1 && (h2.Count >= opp2Need || !okFor2 || rng.Next(2) == 0))
h1.Add(card);
else if (h2.Count < opp2Need && okFor2)
h2.Add(card);
else if (okFor1 && h1.Count < opp1Need)
h1.Add(card);
else if (okFor2 && h2.Count < opp2Need)
h2.Add(card);
idx++;
if (h1.Count >= opp1Need && h2.Count >= opp2Need) break;
}
return new[] { h1, h2 };
}
// ---- 私有方法 ----
private void RecordPassConstraint(int pos, PlayOutCardPdkF play)
{
int idx = pos - 1;
_opponentConstraints[idx].Add(new PassConstraint
{
Type = play.Type,
GameNum = play.GameNum,
Count = play.Ids?.Length ?? 1
});
// 只保留最近 10 条
if (_opponentConstraints[idx].Count > 10)
_opponentConstraints[idx].RemoveAt(0);
}
private bool SatisfiesConstraints(TCardInfoPdkF card, int oppIdx)
{
foreach (var c in _opponentConstraints[oppIdx])
{
switch (c.Type)
{
case CardType1.DanZhang:
if (card.GameNum > c.GameNum) return false;
break;
case CardType1.DuiZi:
// 简化:不能持有比 pass 对子更高的对子
if (card.GameNum > c.GameNum) return false;
break;
}
}
return true;
}
private int CountSeenByRank(int gameNum)
{
// 近似:ID 与 GameNum 的映射。ID=(suit-1)*13 + n, GameNum: 1→14, 2→16, else→n
int n = gameNum switch { 14 => 1, 16 => 2, _ => gameNum };
int count = 0;
for (int suit = 1; suit <= 4; suit++)
{
byte id = (byte)((suit - 1) * 13 + n);
if (_seenCardIds.Contains(id)) count++;
}
return count;
}
private bool HasHigherUnseen(int gameNum, int needPerRank, TCardInfoPdkF[] myHand)
{
var myCounts = new Dictionary();
foreach (var c in myHand.Where(c => c.GameState == 1 && c.GameNum > gameNum))
myCounts[c.GameNum] = myCounts.GetValueOrDefault(c.GameNum, 0) + 1;
foreach (int rank in new[] { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 16 })
{
if (rank <= gameNum) continue;
int myCount = myCounts.GetValueOrDefault(rank, 0);
int seenCount = CountSeenByRank(rank);
int available = 4 - myCount - seenCount;
if (available >= needPerRank) return true;
}
return false;
}
private bool HasHigherStraight(int startRank, int length, TCardInfoPdkF[] myHand)
{
// 检查是否存在比当前顺子更大的同长顺子
// 最大顺子:10-J-Q-K-A (startRank=10, length=5),再高没有了
int maxStart = 14 - length + 1; // A(14) 是最高
for (int s = startRank + 1; s <= maxStart; s++)
{
bool possible = true;
for (int r = s; r < s + length; r++)
{
int myCount = myHand.Count(c => c.GameState == 1 && c.GameNum == r);
int seenCount = CountSeenByRank(r);
if (4 - myCount - seenCount < 1) { possible = false; break; }
}
if (possible) return true;
}
return false;
}
private bool HasHigherLianDui(int startRank, int pairs, TCardInfoPdkF[] myHand)
{
// 连对:≥3 对连续,检查是否有更大起点的连对
int maxStart = 14 - pairs; // A(14) 最高
for (int s = startRank + 1; s <= maxStart; s++)
{
bool possible = true;
for (int r = s; r < s + pairs; r++)
{
int myCount = myHand.Count(c => c.GameState == 1 && c.GameNum == r);
int seenCount = CountSeenByRank(r);
if (4 - myCount - seenCount < 2) { possible = false; break; }
}
if (possible) return true;
}
return false;
}
private bool HasHigherPlane(int startRank, int triples, TCardInfoPdkF[] myHand)
{
int maxStart = 14 - triples;
for (int s = startRank + 1; s <= maxStart; s++)
{
bool possible = true;
for (int r = s; r < s + triples; r++)
{
int myCount = myHand.Count(c => c.GameState == 1 && c.GameNum == r);
int seenCount = CountSeenByRank(r);
if (4 - myCount - seenCount < 3) { possible = false; break; }
}
if (possible) return true;
}
return false;
}
private static void Shuffle(List list, Random rng)
{
for (int i = list.Count - 1; i > 0; i--)
{
int j = rng.Next(i + 1);
(list[i], list[j]) = (list[j], list[i]);
}
}
private struct PassConstraint
{
public CardType1 Type;
public byte GameNum;
public int Count;
}
}
///
/// 对手手牌预测结果 — 基于剩余牌计数 + pass 约束的确定性推断
///
public class OpponentPrediction
{
/// 每个 rank 对手至少持有一张的概率 (0.0-1.0)
public Dictionary RankProbabilities = new Dictionary();
/// 对手最可能的最高牌 rank (概率>30%)
public int MaxRank;
/// 对手可能有炸弹的概率
public double BombProbability;
/// 对手很可能持有对子的 rank 列表
public List LikelyPairs = new List();
/// 对手很可能持有三张的 rank 列表
public List LikelyTriples = new List();
/// 对手可能持有的最大顺子长度
public int MaxStraightLength;
/// 对手是否很可能没有高于指定 rank 的单牌
public bool LikelyNoHigherThan(int rank) => MaxRank > 0 && MaxRank <= rank;
/// 对手是否很可能没有高于指定 rank 的对子
public bool LikelyNoPairHigherThan(int rank) => !LikelyPairs.Any(r => r > rank);
}
}