def isMenQing(self): ''' 胡牌时没有碰过牌,没有明杠过 ''' # 判断房间配置中,是否有门清选项 if not self.tableTileMgr.tableConfig.get(MTDefine.MEN_CLEAR_DOUBLE, 0): ftlog.debug('MSiChuanTilePattern.isMenQing False because roomConfig') return False handTiles = self.playerAllTiles[MHand.TYPE_HAND] # 获取杠的牌 allGangPattern = [] for gangObj in self.playerAllTiles[MHand.TYPE_GANG]: gang = {} if gangObj.has_key('pattern'): gang['pattern'] = gangObj['pattern'] if gangObj.has_key('style'): gang['style'] = gangObj['style'] if gangObj.has_key('actionID'): gang['actionID'] = gangObj['actionID'] if gangObj.has_key('styleScore'): gang['styleScore'] = gangObj['styleScore'] allGangPattern.append(gang) _, an = MTile.calcGangCount(allGangPattern) ftlog.debug('MSichuanTilePattern.isMenQing handTiles:', handTiles , 'allGang:', allGangPattern , 'an:', an) if len(handTiles) == 14 - an * 3: return True else: return False
def SatisyKe2(self, tiles): #有刻 if len(tiles[MHand.TYPE_PENG]) > 0: return True ming, an = MTile.calcGangCount(tiles[MHand.TYPE_GANG]) if (ming + an) > 0: return True return False
def SatisyKe(self,tiles): #有刻 if len(tiles[MHand.TYPE_PENG])==0: ming,an = MTile.calcGangCount(tiles[MHand.TYPE_GANG]) if (ming + an) ==0: allTiles = MHand.copyAllTilesToList(tiles) tilesArr = MTile.changeTilesToValueArr(allTiles) #中发白做将 if tilesArr[MTile.TILE_HONG_ZHONG] < 2 and tilesArr[MTile.TILE_FA_CAI] < 2 and tilesArr[MTile.TILE_BAI_BAN] < 2: #中发白 if not self.hasKe(tiles[MHand.TYPE_HAND]): return False return True
def SatisyKe2(self,tiles): #有刻 if len(tiles[MHand.TYPE_MAO])>0 or len(tiles[MHand.TYPE_PENG])>0: return True ming,an = MTile.calcGangCount(tiles[MHand.TYPE_GANG]) if (ming + an) >0: return True allTiles = MHand.copyAllTilesToList(tiles) tilesArr = MTile.changeTilesToValueArr(allTiles) #中发白做将 if tilesArr[MTile.TILE_HONG_ZHONG] >= 2 or tilesArr[MTile.TILE_FA_CAI] >= 2 or tilesArr[MTile.TILE_BAI_BAN] >= 2: return True #中发白 if (tilesArr[MTile.TILE_HONG_ZHONG]>0 and tilesArr[MTile.TILE_FA_CAI]>0 and tilesArr[MTile.TILE_BAI_BAN]>0): return True return False
def canTing(self, tiles, leftTiles, tile, magicTiles=[], winSeatId=0): """子类必须实现 参数: 1)tiles 该玩家的手牌 2)leftTiles 剩余手牌 返回值: 是否可以听牌,听牌详情 """ handCount = len(tiles[MHand.TYPE_HAND]) if handCount < 5: return False, [] isTing, tingResults = MTing.canTing(self.tilePatternChecker, self.tableTileMgr, MTile.cloneTiles(tiles), leftTiles, self.winRuleMgr, tile, magicTiles, winSeatId) ftlog.debug('MTingHaerbinRule.MTing.canTing isTing:', isTing, ' tingResults:', tingResults) # [{'dropTile': 11, 'winNodes': [{'winTile': 1, 'winTileCount': 3, 'pattern': [[6, 6], [5, 6, 7], [4, 5, 6], [1, 2, 3]]}, {'winTile': 2, 'winTileCount': 2, 'pattern': [[6, 6, 6], [5, 6, 7], [3, 4, 5], [2, 2]]}, {'winTile': 4, 'winTileCount': 3, 'pattern': [[6, 6], [5, 6, 7], [4, 5, 6], [2, 3, 4]]}, {'winTile': 5, 'winTileCount': 2, 'pattern': [[6, 6, 6], [5, 6, 7], [5, 5], [2, 3, 4]]}, {'winTile': 7, 'winTileCount': 1, 'pattern': [[6, 6], [5, 6, 7], [5, 6, 7], [2, 3, 4]]}, {'winTile': 8, 'winTileCount': 1, 'pattern': [[6, 7, 8], [6, 6, 6], [5, 5], [2, 3, 4]]}]}] if not isTing: return False, [] chiCount = len(tiles[MHand.TYPE_CHI]) pengCount = len(tiles[MHand.TYPE_PENG]) gangCount = len(tiles[MHand.TYPE_GANG]) mingGangCount = 0 anGangCount = 0 #计算明杠个数,因为暗杠不算开门 if gangCount != 0: mingGangCount, anGangCount = MTile.calcGangCount( tiles[MHand.TYPE_GANG]) ftlog.debug('MTingHaerbinRule.gang tiles:', tiles[MHand.TYPE_GANG], ' mingGangCount=', mingGangCount, ' anGangCount=', anGangCount) if (chiCount + pengCount + mingGangCount) == 0: return False, [] # 检查刻,刻的来源,碰牌/明杠牌/手牌 keCount = pengCount + mingGangCount + anGangCount # 必须有顺牌 shunCount = chiCount newTingResults = [] for tingResult in tingResults: newWinNodes = [] winNodes = tingResult['winNodes'] for winNode in winNodes: newTiles = MTile.cloneTiles(tiles) newTiles[MHand.TYPE_HAND].remove(tingResult['dropTile']) newTiles[MHand.TYPE_HAND].append(winNode['winTile']) tileArr = MTile.changeTilesToValueArr( MHand.copyAllTilesToList(newTiles)) # ftlog.debug( 'MTingHaerbinRule.canTing tileArr:', tileArr ) # 清一色不可以听牌/和牌 if self.getTableConfig(MTDefine.YISE_CAN_TING, 0) != 1: newTileArr = copy.deepcopy(tileArr) newTileArr[MTile.TILE_HONG_ZHONG] = 0 colorCount = MTile.getColorCount(newTileArr) if colorCount == 1: # 清一色不能和牌 ftlog.debug('MTingHaerbinRule.canTing colorCount:', colorCount, ' can not win, continue....') continue # 检查牌中的幺/九 # 1软 听牌可以没有19,只要胡牌带19就可以 # 2硬 听牌时就要有19 RuanYaoJiuConfig = self.getTableConfig(MTDefine.RUAN_YAO_JIU, 1) if RuanYaoJiuConfig == 0: #硬幺九 :听牌必须有19 #tileArr 减去 winNode['winTile'] 后判断 tileArr[winNode['winTile']] -= 1 yaoCount = tileArr[MTile.TILE_ONE_WAN] + tileArr[ MTile.TILE_ONE_TONG] + tileArr[MTile.TILE_ONE_TIAO] jiuCount = tileArr[MTile.TILE_NINE_WAN] + tileArr[ MTile.TILE_NINE_TONG] + tileArr[MTile.TILE_NINE_TIAO] zhongCount = tileArr[MTile.TILE_HONG_ZHONG] ftlog.debug('MTingJixiRule.canTing : YING yaoCount:', yaoCount, 'jiuCount', jiuCount, 'zhongCount', zhongCount) if (yaoCount + jiuCount + zhongCount) <= 0: continue else: #软幺九 :只要胡牌有19就行 yaoCount = tileArr[MTile.TILE_ONE_WAN] + tileArr[ MTile.TILE_ONE_TONG] + tileArr[MTile.TILE_ONE_TIAO] jiuCount = tileArr[MTile.TILE_NINE_WAN] + tileArr[ MTile.TILE_NINE_TONG] + tileArr[MTile.TILE_NINE_TIAO] zhongCount = tileArr[MTile.TILE_HONG_ZHONG] ftlog.debug('MTingJixiRule.canTing : RUAN yaoCount:', yaoCount, 'jiuCount', jiuCount, 'zhongCount', zhongCount) if (yaoCount + jiuCount + zhongCount) == 0: continue patterns = winNode['pattern'] #夹起步(顺牌只能和夹和3,7) 除单吊 chunJiaConfig = self.getTableConfig(MTDefine.MIN_MULTI, 0) if chunJiaConfig: bianMulti = self.tableConfig.get(MTDefine.BIAN_MULTI, 0) danDiaoJia = self.tableConfig.get(MTDefine.DAN_DIAO_JIA, 1) hasJia = False for pattern in patterns: if winNode['winTile'] in pattern: if len(pattern) == 3 and pattern[0] != pattern[1]: if pattern.index(winNode['winTile']) == 2: if bianMulti: if MTile.getValue( winNode['winTile']) == 3: hasJia = True break if pattern.index(winNode['winTile']) == 0: if bianMulti: if MTile.getValue( winNode['winTile']) == 7: hasJia = True break if pattern.index(winNode['winTile']) == 1: hasJia = True break #单吊 if len(pattern) == 2 and pattern[0] == pattern[ 1] and danDiaoJia: hasJia = True break if not hasJia: ftlog.debug( 'MTingHaerbinRule.canTing :, can not win tile:', winNode['winTile'], ', not has jia continue....') continue patterns = winNode['pattern'] checkKeCount = keCount + self.getKeCount(patterns) checkShunCount = shunCount + self.getShunCount(patterns) ftlog.debug('MTingHaerbinRule.canTing keCount:', keCount, ' shunCount:', shunCount) if checkKeCount and checkShunCount: newWinNodes.append(winNode) if len(newWinNodes) > 0: newTingResult = {} newTingResult['dropTile'] = tingResult['dropTile'] newTingResult['winNodes'] = newWinNodes newTingResults.append(newTingResult) return len(newTingResults) > 0, newTingResults
def canTing(self, tiles, leftTiles, tile, magicTiles=[], winSeatId=0): """子类必须实现 参数: 1)tiles 该玩家的手牌 2)leftTiles 剩余手牌 返回值: 是否可以听牌,听牌详情 """ handCount = len(tiles[MHand.TYPE_HAND]) if handCount < 5: return False, [] isTing, tingResults = MTing.canTing(self.tilePatternChecker, self.tableTileMgr, MTile.cloneTiles(tiles), leftTiles, self.winRuleMgr, tile, magicTiles, winSeatId) ftlog.debug('MTingMudanjiangRule.MTing.canTing isTing:', isTing, ' tingResults:', tingResults) # [{'dropTile': 11, 'winNodes': [{'winTile': 1, 'winTileCount': 3, 'pattern': [[6, 6], [5, 6, 7], [4, 5, 6], [1, 2, 3]]}, {'winTile': 2, 'winTileCount': 2, 'pattern': [[6, 6, 6], [5, 6, 7], [3, 4, 5], [2, 2]]}, {'winTile': 4, 'winTileCount': 3, 'pattern': [[6, 6], [5, 6, 7], [4, 5, 6], [2, 3, 4]]}, {'winTile': 5, 'winTileCount': 2, 'pattern': [[6, 6, 6], [5, 6, 7], [5, 5], [2, 3, 4]]}, {'winTile': 7, 'winTileCount': 1, 'pattern': [[6, 6], [5, 6, 7], [5, 6, 7], [2, 3, 4]]}, {'winTile': 8, 'winTileCount': 1, 'pattern': [[6, 7, 8], [6, 6, 6], [5, 5], [2, 3, 4]]}]}] if not isTing: return False, [] chiCount = len(tiles[MHand.TYPE_CHI]) pengCount = len(tiles[MHand.TYPE_PENG]) gangCount = len(tiles[MHand.TYPE_GANG]) mingGangCount = 0 anGangCount = 0 #计算明杠个数,因为暗杠不算开门 if gangCount != 0: mingGangCount, anGangCount = MTile.calcGangCount( tiles[MHand.TYPE_GANG]) ftlog.debug('MTingMudanjiangRule.gang tiles:', tiles[MHand.TYPE_GANG], ' mingGangCount=', mingGangCount, ' anGangCount=', anGangCount) #daKouConfig = self.getTableConfig(MTDefine.DA_KOU, 0) daKouConfig = 1 ftlog.debug('.canTing daKouConfig:', daKouConfig) if daKouConfig != 1: if (chiCount + pengCount + mingGangCount) == 0: return False, [] # 检查刻,刻的来源,碰牌/明杠牌/手牌 keCount = pengCount + mingGangCount + anGangCount # 必须有顺牌 shunCount = chiCount newTingResults = [] for tingResult in tingResults: newWinNodes = [] winNodes = tingResult['winNodes'] for winNode in winNodes: newTiles = MTile.cloneTiles(tiles) newTiles[MHand.TYPE_HAND].remove(tingResult['dropTile']) newTiles[MHand.TYPE_HAND].append(winNode['winTile']) tileArr = MTile.changeTilesToValueArr( MHand.copyAllTilesToList(newTiles)) # ftlog.debug( 'MTingMudanjiangRule.canTing tileArr:', tileArr ) # 清一色不可以听牌/和牌 if self.getTableConfig(MTDefine.YISE_CAN_TING, 0) != 1: newTileArr = copy.deepcopy(tileArr) newTileArr[MTile.TILE_HONG_ZHONG] = 0 colorCount = MTile.getColorCount(newTileArr) if colorCount == 1: # 清一色不能和牌 ftlog.debug('MTingMudanjiangRule.canTing colorCount:', colorCount, ' can not win, continue....') continue # 检查牌中的幺/九 # 1软 听牌可以没有19,只要胡牌带19就可以 # 2硬 听牌时就要有19 RuanYaoJiuConfig = self.getTableConfig(MTDefine.RUAN_YAO_JIU, 1) if RuanYaoJiuConfig == 0: #硬幺九 :听牌必须有19 #tileArr 减去 winNode['winTile'] 后判断 tileArr[winNode['winTile']] -= 1 yaoCount = tileArr[MTile.TILE_ONE_WAN] + tileArr[ MTile.TILE_ONE_TONG] + tileArr[MTile.TILE_ONE_TIAO] jiuCount = tileArr[MTile.TILE_NINE_WAN] + tileArr[ MTile.TILE_NINE_TONG] + tileArr[MTile.TILE_NINE_TIAO] zhongCount = tileArr[MTile.TILE_HONG_ZHONG] ftlog.debug('MTingMudanjiangRule.canTing : YING yaoCount:', yaoCount, 'jiuCount', jiuCount, 'zhongCount', zhongCount) if (yaoCount + jiuCount + zhongCount) <= 0: continue else: #软幺九 :只要胡牌有19就行 yaoCount = tileArr[MTile.TILE_ONE_WAN] + tileArr[ MTile.TILE_ONE_TONG] + tileArr[MTile.TILE_ONE_TIAO] jiuCount = tileArr[MTile.TILE_NINE_WAN] + tileArr[ MTile.TILE_NINE_TONG] + tileArr[MTile.TILE_NINE_TIAO] zhongCount = tileArr[MTile.TILE_HONG_ZHONG] ftlog.debug('MTingMudanjiangRule.canTing : RUAN yaoCount:', yaoCount, 'jiuCount', jiuCount, 'zhongCount', zhongCount) if (yaoCount + jiuCount + zhongCount) == 0: continue patterns = winNode['pattern'] winTile = winNode['winTile'] #夹起步(顺牌只能和夹和3,7) 除单吊 chunJiaConfig = self.getTableConfig(MTDefine.MIN_MULTI, 0) if chunJiaConfig: hasJia = False bianMulti = self.tableConfig.get(MTDefine.BIAN_MULTI, 0) if bianMulti: if MTile.getValue( winTile ) == 3 and winTile < MTile.TILE_DONG_FENG: newTilesBian = copy.deepcopy(newTiles) # 1,2,3 if ((winTile - 2) in newTilesBian[MHand.TYPE_HAND]) and ( (winTile - 1) in newTilesBian[MHand.TYPE_HAND]): newTilesBian[MHand.TYPE_HAND].remove(winTile - 2) newTilesBian[MHand.TYPE_HAND].remove(winTile - 1) newTilesBian[MHand.TYPE_HAND].remove(winTile) newTilesBian[MHand.TYPE_CHI].append( [winTile - 2, winTile - 1, winTile]) rBian, rPattern = self.winRuleMgr.isHu( newTilesBian, winTile, True, MWinRule.WIN_BY_MYSELF, magicTiles) if rBian: ftlog.debug( 'MTingMudanjiangRule isJia 3 Bian : ', newTilesBian, ' patterns:', rPattern) hasJia = True if not hasJia and MTile.getValue( winTile ) == 7 and winTile < MTile.TILE_DONG_FENG: newTiles37 = copy.deepcopy(newTiles) # 7,8,9 if ((winTile + 1) in newTiles37[MHand.TYPE_HAND]) and ( (winTile + 2) in newTiles37[MHand.TYPE_HAND]): newTiles37[MHand.TYPE_HAND].remove(winTile + 1) newTiles37[MHand.TYPE_HAND].remove(winTile + 2) newTiles37[MHand.TYPE_HAND].remove(winTile) newTiles37[MHand.TYPE_CHI].append( [winTile, winTile + 1, winTile + 2]) rQi, qiPattern = self.winRuleMgr.isHu( newTiles37, winTile, True, MWinRule.WIN_BY_MYSELF, magicTiles) if rQi: ftlog.debug( 'MTingMudanjiangRule isJia 7 Bian : ', newTiles37, ' pattern:', qiPattern) hasJia = True danDiaoJia = self.tableConfig.get(MTDefine.DAN_DIAO_JIA, 1) if not hasJia and danDiaoJia: newTilesDan = copy.deepcopy(newTiles) ftlog.debug( 'MTingMudanjiangRule isJia in >> danDiao : ', newTilesDan) # 5,5 if winTile in newTilesDan[MHand.TYPE_HAND]: rDan, danPattern = MWin.isHuWishSpecialJiang( newTilesDan[MHand.TYPE_HAND], [winTile, winTile], magicTiles) if rDan: ftlog.debug( 'MTingMudanjiangRule isJia danDiao : ', newTilesDan, ' winTile:', winTile, ' pattern:', danPattern) hasJia = True if not hasJia: newTilesJia = copy.deepcopy(newTiles) # 2,3,4 if ((winTile - 1) in newTilesJia[MHand.TYPE_HAND]) and ( (winTile + 1) in newTilesJia[MHand.TYPE_HAND]): newTilesJia[MHand.TYPE_HAND].remove(winTile + 1) newTilesJia[MHand.TYPE_HAND].remove(winTile - 1) newTilesJia[MHand.TYPE_HAND].remove(winTile) newTilesJia[MHand.TYPE_CHI].append( [winTile - 1, winTile, winTile + 1]) rJia, jiaPattern = self.winRuleMgr.isHu( newTilesJia, winTile, True, MWinRule.WIN_BY_MYSELF, magicTiles) if rJia: ftlog.debug('MTingMudanjiangRule isJia : ', newTilesJia, ' pattern:', jiaPattern) hasJia = True # winNodes中的patterns只是胡牌的一种方式,不是全部的胡牌解,判断夹牌,只使用patterns的组合会有遗漏的情况 # 合理的做法是先把夹拿出来,在判断剩下的牌是否能胡。 if not hasJia: ftlog.debug( 'MTingMudanjiangRule.canTing :, can not win tile:', winNode['winTile'], ', not has jia continue....') continue patterns = winNode['pattern'] checkKeCount = keCount + self.getKeCount(patterns) checkShunCount = shunCount + self.getShunCount(patterns) ftlog.debug('MTingMudanjiangRule.canTing checkKeCount:', checkKeCount, ' checkShunCount:', checkShunCount) if checkKeCount and checkShunCount: newWinNodes.append(winNode) if len(newWinNodes) > 0: newTingResult = {} newTingResult['dropTile'] = tingResult['dropTile'] newTingResult['winNodes'] = newWinNodes newTingResults.append(newTingResult) return len(newTingResults) > 0, newTingResults