Esempio n. 1
0
File: win.py Progetto: zhaozw/hall37
    def isBu(cls, tileArr, resultArr, magicArr, tileType, hasJiang):
        """
        判断某个花色是否是三朴,缺的牌从癞子中获取,如果没有癞子牌了,也形不成三朴,和牌失败
        """
        if 0 == cls.getCardNumByType(tileArr, tileType):
            # 这个花色没有牌
            return True, hasJiang

        # ftlog.debug('check card:', MTile.traverseTile(tileType))
        for tileIndex in MTile.traverseTile(tileType):
            if tileArr[tileIndex] == 0:
                continue

            if tileArr[tileIndex] >= 3:
                # 刻,没有占用癞子
                tileArr[tileIndex] -= 3
                resultTmp, hasJiang = cls.isBu(tileArr, resultArr, magicArr, tileType, hasJiang)
                if resultTmp:
                    resultArr.append([tileIndex, tileIndex, tileIndex])
                    return True, hasJiang
                # 还原手牌,继续判断
                tileArr[tileIndex] += 3

            if (tileArr[tileIndex] == 2) and (len(magicArr) >= 1):
                # 对子,尝试加一张癞子组成刻
                tileArr[tileIndex] -= 2
                mTile = magicArr.pop(-1)
                resultTmp, hasJiang = cls.isBu(tileArr, resultArr, magicArr, tileType, hasJiang)
                if resultTmp:
                    resultArr.append([tileIndex, tileIndex, mTile])
                    return True, hasJiang

                # 还原手牌,继续判断
                tileArr[tileIndex] += 2
                magicArr.append(mTile)

            if (tileArr[tileIndex] == 1) and (len(magicArr) >= 2):
                # 单张,尝试加两张癞子组成刻
                tileArr[tileIndex] -= 1
                mTile1 = magicArr.pop(-1)
                mTile2 = magicArr.pop(-1)
                resultTmp, hasJiang = cls.isBu(tileArr, resultArr, magicArr, tileType, hasJiang)
                if resultTmp:
                    resultArr.append([tileIndex, mTile1, mTile2])
                    return True, hasJiang
                # 还原手牌,继续判断
                tileArr[tileIndex] += 1
                magicArr.append(mTile1)
                magicArr.append(mTile2)

            if not hasJiang and tileArr[tileIndex] > 0 and (tileArr[tileIndex] + len(magicArr) >= 2):
                # 凑对了
                tileArr[tileIndex] -= 1
                isMagicJiang = False
                jiangTile = tileIndex
                if tileArr[tileIndex] > 0:
                    tileArr[tileIndex] -= 1
                else:
                    isMagicJiang = True
                    jiangTile = magicArr.pop(-1)
                oldJiang = hasJiang
                # 当前的对子当将测测是否成胡
                resultTmp, hasJiang = cls.isBu(tileArr, resultArr, magicArr, tileType, True)
                if resultTmp:
                    resultArr.append([tileIndex, jiangTile])
                    hasJiang = True
                    return True, hasJiang
                else:
                    # 还原将牌标记
                    hasJiang = oldJiang

                # 还原手牌
                tileArr[tileIndex] += 1
                if isMagicJiang:
                    magicArr.append(jiangTile)
                else:
                    tileArr[tileIndex] += 1

            if tileIndex >= MTile.TILE_DONG_FENG:
                # 风箭牌不能组成顺
                return False, hasJiang

            # 提取顺牌组合
            if tileArr[tileIndex] > 0:
                # 测试顺子 0 1 2
                if MTile.getValue(tileIndex) <= 7:
                    tile0 = tileIndex
                    needMagic = 0
                    is1Magic = False
                    is2Magic = False
                    if tileArr[tileIndex + 1] == 0:
                        needMagic += 1
                        is1Magic = True
                    if tileArr[tileIndex + 2] == 0:
                        needMagic += 1
                        is2Magic = True

                    if needMagic <= len(magicArr):
                        pattern = [tile0, None, None]
                        tileArr[tileIndex] -= 1

                        if is1Magic:
                            pattern[1] = (magicArr.pop(-1))
                        else:
                            pattern[1] = (tileIndex + 1)
                            tileArr[tileIndex + 1] -= 1

                        if is2Magic:
                            pattern[2] = (magicArr.pop(-1))
                        else:
                            pattern[2] = (tileIndex + 2)
                            tileArr[tileIndex + 2] -= 1

                        resultTmp, hasJiang = cls.isBu(tileArr, resultArr, magicArr, tileType, hasJiang)
                        if resultTmp:
                            resultArr.append(pattern)
                            return True, hasJiang

                        # 还原手牌
                        tileArr[tileIndex] += 1
                        if is1Magic:
                            magicArr.append(pattern[1])
                        else:
                            tileArr[tileIndex + 1] += 1

                        if is2Magic:
                            magicArr.append(pattern[2])
                        else:
                            tileArr[tileIndex + 2] += 1

                # 测试顺子 -1 0 1
                if 8 >= MTile.getValue(tileIndex) >= 2:
                    tile1 = tileIndex
                    needMagic = 0
                    is0Magic = False
                    is2Magic = False
                    if tileArr[tileIndex - 1] == 0:
                        needMagic += 1
                        is0Magic = True
                    if tileArr[tileIndex + 1] == 0:
                        needMagic += 1
                        is2Magic = True

                    if needMagic <= len(magicArr):
                        pattern = [None, tile1, None]
                        tileArr[tileIndex] -= 1

                        if is0Magic:
                            pattern[0] = (magicArr.pop(-1))
                        else:
                            pattern[0] = (tileIndex - 1)
                            tileArr[tileIndex - 1] -= 1

                        if is2Magic:
                            pattern.append(magicArr.pop(-1))
                        else:
                            pattern.append(tileIndex + 1)
                            tileArr[tileIndex + 1] -= 1

                        resultTmp, hasJiang = cls.isBu(tileArr, resultArr, magicArr, tileType, hasJiang)
                        if resultTmp:
                            resultArr.append(pattern)
                            return True, hasJiang

                        # 还原手牌
                        tileArr[tileIndex] += 1
                        if is0Magic:
                            magicArr.append(pattern[0])
                        else:
                            tileArr[tileIndex - 1] += 1

                        if is2Magic:
                            magicArr.append(pattern[2])
                        else:
                            tileArr[tileIndex + 1] += 1

                            # 测试顺子 -2 -1 0
                if MTile.getValue(tileIndex) >= 3:
                    tile2 = tileIndex
                    needMagic = 0
                    is0Magic = False
                    is1Magic = False
                    if tileArr[tileIndex - 2] == 0:
                        needMagic += 1
                        is0Magic = True
                    if tileArr[tileIndex - 1] == 0:
                        needMagic += 1
                        is1Magic = True

                    if needMagic <= len(magicArr):
                        pattern = [None, None, tile2]
                        tileArr[tileIndex] -= 1

                        if is0Magic:
                            pattern[0] = (magicArr.pop(-1))
                        else:
                            pattern[0] = (tileIndex - 2)
                            tileArr[tileIndex - 2] -= 1

                        if is1Magic:
                            pattern[1] = (magicArr.pop(-1))
                        else:
                            pattern[1] = (tileIndex - 1)
                            tileArr[tileIndex - 1] -= 1

                        resultTmp, hasJiang = cls.isBu(tileArr, resultArr, magicArr, tileType, hasJiang)
                        if resultTmp:
                            resultArr.append(pattern)
                            return True, hasJiang

                        # 还原手牌
                        tileArr[tileIndex] += 1
                        if is0Magic:
                            magicArr.append(pattern[0])
                        else:
                            tileArr[tileIndex - 2] += 1

                        if is1Magic:
                            magicArr.append(pattern[1])
                        else:
                            tileArr[tileIndex - 1] += 1
                            # 无和牌可能
        return False, hasJiang
Esempio n. 2
0
    def canTing(self, tiles, leftTiles, tile, magicTiles=[]):
        """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 len(tiles[MHand.TYPE_CHI]) == 0 and len(tiles[MHand.TYPE_PENG]) == 0 and len(tiles[MHand.TYPE_GANG]) == 0:
            isTing, tingResults = self.tingQiDui(tiles, tile, leftTiles)
            if isTing:
                ftlog.debug('MTingJixiRule.MTing.canTing tingQiDui tingResults:', tingResults)
                return isTing, tingResults

                #         ftlog.debug( 'MTingJixiRule.canTing 0 tiles:', tiles )
        isTing, tingResults = MTing.canTing(MTile.cloneTiles(tiles), leftTiles, self.winRuleMgr, tile, magicTiles)
        #         ftlog.debug( 'MTingJixiRule.canTing 1 tiles:', tiles )
        ftlog.debug('MTingJixiRule.MTing.canTing isTing:', isTing, ' tingResults:', tingResults)

        if not isTing:
            return False, []

        pengCount = len(tiles[MHand.TYPE_PENG])
        gangCount = len(tiles[MHand.TYPE_GANG])

        # 检查刻,刻的来源,碰牌/明杠牌/手牌
        keCount = pengCount + gangCount

        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))
                patterns = winNode['pattern']
                isQiDui = False
                isPiaoHu = self.isPiaoHu(patterns, newTiles)

                # 飘和七对可以手把一
                if (isPiaoHu or isQiDui):
                    if handCount < 1:
                        continue
                else:
                    if handCount < 5:
                        continue

                # 夹起步(顺牌只能和夹和3,7) 不能和两头 可以单吊
                chunJiaConfig = self.getTableConfig(MTDefine.MIN_MULTI, 0)
                if chunJiaConfig:
                    bianMulti = self.tableConfig.get(MTDefine.BIAN_MULTI, 0)
                    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]:
                                hasJia = True
                                break

                    if not hasJia:
                        ftlog.debug('MTingHaerbinRule.canTing :, can not win tile:', winNode['winTile'],
                                    ', not has jia continue....')
                        continue

                zhongCount = tileArr[MTile.TILE_HONG_ZHONG]

                # 检查牌中的幺/九
                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]

                # 飘和七小对不需要1,9
                if (yaoCount + jiuCount + zhongCount) == 0 and (not isPiaoHu) and (not isQiDui):
                    continue

                patterns = winNode['pattern']
                checkKeCount = keCount + self.getKeCount(patterns)
                ftlog.debug('MTingHaerbinRule.canTing keCount:', keCount)

                # 胡牌必须有刻牌 七小对除外
                if checkKeCount or isQiDui:
                    newWinNodes.append(winNode)

            if len(newWinNodes) > 0:
                newTingResult = {}
                newTingResult['dropTile'] = tingResult['dropTile']
                newTingResult['winNodes'] = newWinNodes
                newTingResults.append(newTingResult)

        return len(newTingResults) > 0, newTingResults
Esempio n. 3
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    def canTing(self, tiles, leftTiles, tile, magicTiles=[]):
        """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 len(tiles[MHand.TYPE_CHI]) == 0 and len(
                tiles[MHand.TYPE_PENG]) == 0 and len(
                    tiles[MHand.TYPE_GANG]) == 0:
            isTing, tingResults = self.tingQiDui(tiles, tile, leftTiles)
            if isTing:
                ftlog.debug(
                    'MTingJixiRule.MTing.canTing tingQiDui tingResults:',
                    tingResults)
                return isTing, tingResults

                #         ftlog.debug( 'MTingJixiRule.canTing 0 tiles:', tiles )
        isTing, tingResults = MTing.canTing(MTile.cloneTiles(tiles), leftTiles,
                                            self.winRuleMgr, tile, magicTiles)
        #         ftlog.debug( 'MTingJixiRule.canTing 1 tiles:', tiles )
        ftlog.debug('MTingJixiRule.MTing.canTing isTing:', isTing,
                    ' tingResults:', tingResults)

        if not isTing:
            return False, []

        pengCount = len(tiles[MHand.TYPE_PENG])
        gangCount = len(tiles[MHand.TYPE_GANG])

        # 检查刻,刻的来源,碰牌/明杠牌/手牌
        keCount = pengCount + gangCount

        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))
                patterns = winNode['pattern']
                isQiDui = False
                isPiaoHu = self.isPiaoHu(patterns, newTiles)

                # 飘和七对可以手把一
                if (isPiaoHu or isQiDui):
                    if handCount < 1:
                        continue
                else:
                    if handCount < 5:
                        continue

                # 夹起步(顺牌只能和夹和3,7) 不能和两头 可以单吊
                chunJiaConfig = self.getTableConfig(MTDefine.MIN_MULTI, 0)
                if chunJiaConfig:
                    bianMulti = self.tableConfig.get(MTDefine.BIAN_MULTI, 0)
                    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]:
                                hasJia = True
                                break

                    if not hasJia:
                        ftlog.debug(
                            'MTingHaerbinRule.canTing :, can not win tile:',
                            winNode['winTile'], ', not has jia continue....')
                        continue

                zhongCount = tileArr[MTile.TILE_HONG_ZHONG]

                # 检查牌中的幺/九
                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]

                # 飘和七小对不需要1,9
                if (yaoCount + jiuCount +
                        zhongCount) == 0 and (not isPiaoHu) and (not isQiDui):
                    continue

                patterns = winNode['pattern']
                checkKeCount = keCount + self.getKeCount(patterns)
                ftlog.debug('MTingHaerbinRule.canTing keCount:', keCount)

                # 胡牌必须有刻牌 七小对除外
                if checkKeCount or isQiDui:
                    newWinNodes.append(winNode)

            if len(newWinNodes) > 0:
                newTingResult = {}
                newTingResult['dropTile'] = tingResult['dropTile']
                newTingResult['winNodes'] = newWinNodes
                newTingResults.append(newTingResult)

        return len(newTingResults) > 0, newTingResults
Esempio n. 4
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    def hasChi(self, tiles, tile):
        """是否有吃牌解
        
        参数说明;
        tiles - 玩家的所有牌,包括手牌,吃牌,碰牌,杠牌,胡牌
        tile - 待吃的牌
        """
        if tile >= MTile.TILE_DONG_FENG:
            return []

        chiSolutions = MChi.hasChi(tiles[MHand.TYPE_HAND], tile)
        magicTiles = self.tableTileMgr.getMagicTiles(False)
        if len(magicTiles) == 0:
            return chiSolutions

        if not self.tableTileMgr.canUseMagicTile(MTableState.TABLE_STATE_CHI):
            return chiSolutions

        magicTile = magicTiles[0]
        tileArr = MTile.changeTilesToValueArr(tiles[MHand.TYPE_HAND])
        magicCount = tileArr[magicTile]
        tileArr[magicTile] = 0
        ftlog.debug('MChiRule.hasChi tile:', tile, ' magicCount:', magicCount)

        if magicCount == 0 or (tileArr[tile] == 0):
            return chiSolutions

        if MTile.getValue(tile) <= 7:
            # +1[-] +2[+] ==> [tile, magic, tile+2]
            if tileArr[tile + 1] == 0 and tileArr[tile + 2] > 0:
                chiSolutions.append([tile, magicTile, tile + 2])

            # +1[+] +2[-] ==> [tile, tile + 1, magicTile]
            if tileArr[tile + 1] > 0 and tileArr[tile + 2] == 0:
                chiSolutions.append([tile, tile + 1, magicTile])

            if (tileArr[tile + 1] + tileArr[tile + 2]) == 0 and magicCount >= 2:
                chiSolutions.append([tile, magicTile, magicTile])

        if MTile.getValue(tile) >= 3:
            # -2[+] -1[-] ==> [tile - 2, magicTile, tile]
            if tileArr[tile - 2] > 0 and tileArr[tile - 1] == 0:
                chiSolutions.append([tile - 2, magicTile, tile])

            # -2[0] -1[+] ==> [magicTile, tile - 1, tile]
            if tileArr[tile - 2] == 0 and tileArr[tile - 1] > 0:
                chiSolutions.append([magicTile, tile - 1, tile])

            if (tileArr[tile - 2] + tileArr[tile - 1]) == 0 and magicCount >= 2:
                chiSolutions.append([magicTile, magicTile, tile])

        if MTile.getValue(tile) >= 2 and MTile.getValue(tile) <= 8:
            # -1[-] 1[+] ==> magicTile, tile, tile + 1
            if tileArr[tile - 1] == 0 and tileArr[tile + 1] > 0:
                chiSolutions.append([magicTile, tile, tile + 1])

            # -1[+] 1[-] ==> [tile - 1, tile, magicTile]
            if tileArr[tile - 1] > 0 and tileArr[tile + 1] == 0:
                chiSolutions.append([tile - 1, tile, magicTile])

            if (tileArr[tile + 1] + tileArr[tile - 1]) == 0 and magicCount >= 2:
                chiSolutions.append([magicTile, tile, magicTile])

        return chiSolutions
Esempio n. 5
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 def isSanQi(self, winTile=None):
     if winTile == None:
         winTile = self.winTile
     if MTile.getValue(winTile) == 3 or MTile.getValue(winTile) == 7:
         return True
     return False
Esempio n. 6
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    def hasChi(self, tiles, tile):
        """是否有吃牌解
        
        参数说明;
        tiles - 玩家的所有牌,包括手牌,吃牌,碰牌,杠牌,胡牌
        tile - 待吃的牌
        """
        if tile >= MTile.TILE_DONG_FENG:
            return []

        chiSolutions = MChi.hasChi(tiles[MHand.TYPE_HAND], tile)
        magicTiles = self.tableTileMgr.getMagicTiles(False)
        if len(magicTiles) == 0:
            return chiSolutions

        if not self.tableTileMgr.canUseMagicTile(MTableState.TABLE_STATE_CHI):
            return chiSolutions

        magicTile = magicTiles[0]
        tileArr = MTile.changeTilesToValueArr(tiles[MHand.TYPE_HAND])
        magicCount = tileArr[magicTile]
        tileArr[magicTile] = 0
        ftlog.debug('MChiRule.hasChi tile:', tile, ' magicCount:', magicCount)

        if magicCount == 0 or (tileArr[tile] == 0):
            return chiSolutions

        if MTile.getValue(tile) <= 7:
            # +1[-] +2[+] ==> [tile, magic, tile+2]
            if tileArr[tile + 1] == 0 and tileArr[tile + 2] > 0:
                chiSolutions.append([tile, magicTile, tile + 2])

            # +1[+] +2[-] ==> [tile, tile + 1, magicTile]
            if tileArr[tile + 1] > 0 and tileArr[tile + 2] == 0:
                chiSolutions.append([tile, tile + 1, magicTile])

            if (tileArr[tile + 1] +
                    tileArr[tile + 2]) == 0 and magicCount >= 2:
                chiSolutions.append([tile, magicTile, magicTile])

        if MTile.getValue(tile) >= 3:
            # -2[+] -1[-] ==> [tile - 2, magicTile, tile]
            if tileArr[tile - 2] > 0 and tileArr[tile - 1] == 0:
                chiSolutions.append([tile - 2, magicTile, tile])

            # -2[0] -1[+] ==> [magicTile, tile - 1, tile]
            if tileArr[tile - 2] == 0 and tileArr[tile - 1] > 0:
                chiSolutions.append([magicTile, tile - 1, tile])

            if (tileArr[tile - 2] +
                    tileArr[tile - 1]) == 0 and magicCount >= 2:
                chiSolutions.append([magicTile, magicTile, tile])

        if MTile.getValue(tile) >= 2 and MTile.getValue(tile) <= 8:
            # -1[-] 1[+] ==> magicTile, tile, tile + 1
            if tileArr[tile - 1] == 0 and tileArr[tile + 1] > 0:
                chiSolutions.append([magicTile, tile, tile + 1])

            # -1[+] 1[-] ==> [tile - 1, tile, magicTile]
            if tileArr[tile - 1] > 0 and tileArr[tile + 1] == 0:
                chiSolutions.append([tile - 1, tile, magicTile])

            if (tileArr[tile + 1] +
                    tileArr[tile - 1]) == 0 and magicCount >= 2:
                chiSolutions.append([magicTile, tile, magicTile])

        return chiSolutions
Esempio n. 7
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    def canTing(self, tiles, leftTiles, tile, magicTiles=[]):
        """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, []

        #         ftlog.debug( 'MTingHaerbinRule.canTing 0 tiles:', tiles )
        isTing, tingResults = MTing.canTing(MTile.cloneTiles(tiles), leftTiles, self.winRuleMgr, tile, magicTiles)
        #         ftlog.debug( 'MTingHaerbinRule.canTing 1 tiles:', tiles )
        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])

        if (chiCount + pengCount + gangCount) == 0:
            return False, []

        # 检查刻,刻的来源,碰牌/明杠牌/手牌
        keCount = pengCount + gangCount
        # 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 )

                # 夹起步(顺牌只能和夹和3,7) 除单吊
                chunJiaConfig = self.getTableConfig(MTDefine.MIN_MULTI, 0)
                if chunJiaConfig:
                    chunJiaContinue = False
                    patterns = winNode['pattern']
                    for pattern in patterns:
                        if winNode['winTile'] in pattern:
                            if len(pattern) == 3 and pattern[0] != pattern[1]:
                                if (pattern.index(winNode['winTile'])) == 2 and MTile.getValue(winNode['winTile']) != 3:
                                    chunJiaContinue = True
                                    break
                                if (pattern.index(winNode['winTile'])) == 0 and MTile.getValue(winNode['winTile']) != 7:
                                    chunJiaContinue = True
                                    break

                            # 夹起步不能和对倒
                            if len(pattern) == 3 and pattern[0] == pattern[1]:
                                chunJiaContinue = True
                                break

                    if chunJiaContinue:
                        ftlog.debug('MTingHaerbinRule.canTing chunJiaConfig:', chunJiaConfig, ' can not win tile:',
                                    winNode['winTile'], ', continue....')
                        continue

                if self.getTableConfig(MTDefine.YISE_CAN_TING, 0) != 1:
                    # 清一色不可以听牌/和牌
                    colorCount = MTile.getColorCount(tileArr)
                    if colorCount == 1:
                        # 清一色不能和牌
                        ftlog.debug('MTingHaerbinRule.canTing colorCount:', colorCount, ' can not win, continue....')
                        continue

                zhongCount = tileArr[MTile.TILE_HONG_ZHONG]
                #         ftlog.debug( 'MTingHaerbinRule.canTing hongzhong count: ', zhongCount )

                # 检查牌中的幺/九
                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]
                #         ftlog.debug( 'MTingHaerbinRule.canTing yaoCount:', yaoCount, ' jiuCount:', jiuCount )

                if (yaoCount + jiuCount + zhongCount) == 0:
                    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
Esempio n. 8
0
    def isBu(cls, tileArr, resultArr, magicArr, tileType, hasJiang):
        """
        判断某个花色是否是三朴,缺的牌从癞子中获取,如果没有癞子牌了,也形不成三朴,和牌失败
        """
        if 0 == cls.getCardNumByType(tileArr, tileType):
            # 这个花色没有牌
            return True, hasJiang

        # ftlog.debug('check card:', MTile.traverseTile(tileType))
        for tileIndex in MTile.traverseTile(tileType):
            if tileArr[tileIndex] == 0:
                continue

            if tileArr[tileIndex] >= 3:
                # 刻,没有占用癞子
                tileArr[tileIndex] -= 3
                resultTmp, hasJiang = cls.isBu(tileArr, resultArr, magicArr,
                                               tileType, hasJiang)
                if resultTmp:
                    resultArr.append([tileIndex, tileIndex, tileIndex])
                    return True, hasJiang
                # 还原手牌,继续判断
                tileArr[tileIndex] += 3

            if (tileArr[tileIndex] == 2) and (len(magicArr) >= 1):
                # 对子,尝试加一张癞子组成刻
                tileArr[tileIndex] -= 2
                mTile = magicArr.pop(-1)
                resultTmp, hasJiang = cls.isBu(tileArr, resultArr, magicArr,
                                               tileType, hasJiang)
                if resultTmp:
                    resultArr.append([tileIndex, tileIndex, mTile])
                    return True, hasJiang

                # 还原手牌,继续判断
                tileArr[tileIndex] += 2
                magicArr.append(mTile)

            if (tileArr[tileIndex] == 1) and (len(magicArr) >= 2):
                # 单张,尝试加两张癞子组成刻
                tileArr[tileIndex] -= 1
                mTile1 = magicArr.pop(-1)
                mTile2 = magicArr.pop(-1)
                resultTmp, hasJiang = cls.isBu(tileArr, resultArr, magicArr,
                                               tileType, hasJiang)
                if resultTmp:
                    resultArr.append([tileIndex, mTile1, mTile2])
                    return True, hasJiang
                # 还原手牌,继续判断
                tileArr[tileIndex] += 1
                magicArr.append(mTile1)
                magicArr.append(mTile2)

            if not hasJiang and tileArr[tileIndex] > 0 and (
                    tileArr[tileIndex] + len(magicArr) >= 2):
                # 凑对了
                tileArr[tileIndex] -= 1
                isMagicJiang = False
                jiangTile = tileIndex
                if tileArr[tileIndex] > 0:
                    tileArr[tileIndex] -= 1
                else:
                    isMagicJiang = True
                    jiangTile = magicArr.pop(-1)
                oldJiang = hasJiang
                # 当前的对子当将测测是否成胡
                resultTmp, hasJiang = cls.isBu(tileArr, resultArr, magicArr,
                                               tileType, True)
                if resultTmp:
                    resultArr.append([tileIndex, jiangTile])
                    hasJiang = True
                    return True, hasJiang
                else:
                    # 还原将牌标记
                    hasJiang = oldJiang

                # 还原手牌
                tileArr[tileIndex] += 1
                if isMagicJiang:
                    magicArr.append(jiangTile)
                else:
                    tileArr[tileIndex] += 1

            if tileIndex >= MTile.TILE_DONG_FENG:
                # 风箭牌不能组成顺
                return False, hasJiang

            # 提取顺牌组合
            if tileArr[tileIndex] > 0:
                # 测试顺子 0 1 2
                if MTile.getValue(tileIndex) <= 7:
                    tile0 = tileIndex
                    needMagic = 0
                    is1Magic = False
                    is2Magic = False
                    if tileArr[tileIndex + 1] == 0:
                        needMagic += 1
                        is1Magic = True
                    if tileArr[tileIndex + 2] == 0:
                        needMagic += 1
                        is2Magic = True

                    if needMagic <= len(magicArr):
                        pattern = [tile0, None, None]
                        tileArr[tileIndex] -= 1

                        if is1Magic:
                            pattern[1] = (magicArr.pop(-1))
                        else:
                            pattern[1] = (tileIndex + 1)
                            tileArr[tileIndex + 1] -= 1

                        if is2Magic:
                            pattern[2] = (magicArr.pop(-1))
                        else:
                            pattern[2] = (tileIndex + 2)
                            tileArr[tileIndex + 2] -= 1

                        resultTmp, hasJiang = cls.isBu(tileArr, resultArr,
                                                       magicArr, tileType,
                                                       hasJiang)
                        if resultTmp:
                            resultArr.append(pattern)
                            return True, hasJiang

                        # 还原手牌
                        tileArr[tileIndex] += 1
                        if is1Magic:
                            magicArr.append(pattern[1])
                        else:
                            tileArr[tileIndex + 1] += 1

                        if is2Magic:
                            magicArr.append(pattern[2])
                        else:
                            tileArr[tileIndex + 2] += 1

                # 测试顺子 -1 0 1
                if 8 >= MTile.getValue(tileIndex) >= 2:
                    tile1 = tileIndex
                    needMagic = 0
                    is0Magic = False
                    is2Magic = False
                    if tileArr[tileIndex - 1] == 0:
                        needMagic += 1
                        is0Magic = True
                    if tileArr[tileIndex + 1] == 0:
                        needMagic += 1
                        is2Magic = True

                    if needMagic <= len(magicArr):
                        pattern = [None, tile1, None]
                        tileArr[tileIndex] -= 1

                        if is0Magic:
                            pattern[0] = (magicArr.pop(-1))
                        else:
                            pattern[0] = (tileIndex - 1)
                            tileArr[tileIndex - 1] -= 1

                        if is2Magic:
                            pattern.append(magicArr.pop(-1))
                        else:
                            pattern.append(tileIndex + 1)
                            tileArr[tileIndex + 1] -= 1

                        resultTmp, hasJiang = cls.isBu(tileArr, resultArr,
                                                       magicArr, tileType,
                                                       hasJiang)
                        if resultTmp:
                            resultArr.append(pattern)
                            return True, hasJiang

                        # 还原手牌
                        tileArr[tileIndex] += 1
                        if is0Magic:
                            magicArr.append(pattern[0])
                        else:
                            tileArr[tileIndex - 1] += 1

                        if is2Magic:
                            magicArr.append(pattern[2])
                        else:
                            tileArr[tileIndex + 1] += 1

                            # 测试顺子 -2 -1 0
                if MTile.getValue(tileIndex) >= 3:
                    tile2 = tileIndex
                    needMagic = 0
                    is0Magic = False
                    is1Magic = False
                    if tileArr[tileIndex - 2] == 0:
                        needMagic += 1
                        is0Magic = True
                    if tileArr[tileIndex - 1] == 0:
                        needMagic += 1
                        is1Magic = True

                    if needMagic <= len(magicArr):
                        pattern = [None, None, tile2]
                        tileArr[tileIndex] -= 1

                        if is0Magic:
                            pattern[0] = (magicArr.pop(-1))
                        else:
                            pattern[0] = (tileIndex - 2)
                            tileArr[tileIndex - 2] -= 1

                        if is1Magic:
                            pattern[1] = (magicArr.pop(-1))
                        else:
                            pattern[1] = (tileIndex - 1)
                            tileArr[tileIndex - 1] -= 1

                        resultTmp, hasJiang = cls.isBu(tileArr, resultArr,
                                                       magicArr, tileType,
                                                       hasJiang)
                        if resultTmp:
                            resultArr.append(pattern)
                            return True, hasJiang

                        # 还原手牌
                        tileArr[tileIndex] += 1
                        if is0Magic:
                            magicArr.append(pattern[0])
                        else:
                            tileArr[tileIndex - 2] += 1

                        if is1Magic:
                            magicArr.append(pattern[1])
                        else:
                            tileArr[tileIndex - 1] += 1
                            # 无和牌可能
        return False, hasJiang
Esempio n. 9
0
 def isSanQi(self, winTile=None):
     if winTile == None:
         winTile = self.winTile
     if MTile.getValue(winTile) == 3 or MTile.getValue(winTile) == 7:
         return True
     return False
Esempio n. 10
0
    def calcWin(self):
        """
        鸡西算番规则:
        """
        scoreBase = self.tableConfig.get(MTDefine.WIN_BASE, 1)
        ftlog.debug('MJixiOneResult.calcWin scoreBase:', scoreBase)
        self.results['type'] = MOneResult.KEY_TYPE_NAME_HU

        name = ''
        score = [0 for _ in range(self.playerCount)]
        fanPattern = [[] for _ in range(self.playerCount)]
        winMode = [MOneResult.WIN_MODE_LOSS for _ in range(self.playerCount)]
        # 在和牌时统计自摸,点炮,最大番数
        resultStat = [[] for _ in range(self.playerCount)]

        # 正常和牌
        if not (self.tianHu or self.wuDuiHu):
            isZiMo = (self.lastSeatId == self.winSeatId)
            if isZiMo:
                resultStat[self.winSeatId].append({MOneResult.STAT_ZIMO: 1})
            isJia = self.isJia()
            isBian = self.isBian()
            isDanDiao = self.isDanDiao()
            isQiDui = self.isQiDui()
            isPiao = self.isPiao()
            isQingYiSe = self.isQingYiSe()
            isTeDaJia = self.isTeDaJia()
            isMagic = self.isMagicTile()
            ftlog.debug('MJixiOneResult.calcWin isJia:', isJia
                        , ' isBian:', isBian
                        , ' isDanDiao', isDanDiao
                        , ' isQiDui:', isQiDui
                        , ' isPiao:', isPiao
                        , ' isQingYiSe:', isQingYiSe
                        )

            self.clearWinFanPattern()
            # 计算基本番型(只有单吊 夹胡[3,7边] 七小对)
            name, index = self.calcBaseFan(isJia, isBian, isDanDiao, isQiDui)
            ftlog.debug('MHaerbinOneResult.calcWin BaseFan name:', name, ' index:', index)

            # 自摸番型处理(自摸 摸宝[2番] 杠开 )
            if isZiMo:
                if isMagic:
                    index += self.fanXing[self.MOBAO]['index']
                else:
                    index += self.fanXing[self.ZIMO]['index']
                ftlog.debug('MHaerbinOneResult.calcWin ZiMoFan index:', index)

            # 高级番型处理(清一色 通宝 七对 飘胡 特大夹 宝中宝)
            isBaoZhongBao = False
            isTongBao = False
            if self.magicAfertTing:  # 听牌之后是宝牌 直接和牌
                # 宝中宝 宝夹
                bianMulti = self.tableConfig.get(MTDefine.BIAN_MULTI, 0)
                if isDanDiao or isJia or (isBian and self.isSanQi() and bianMulti):
                    isBaoZhongBao = True
                # 通宝 宝边
                else:
                    isTongBao = True

            if isTongBao:
                nameTongBao = self.fanXing[self.BAOBIAN]['name']
                indexTongBao = self.fanXing[self.BAOBIAN]['index']
                self.addWinFanPattern(nameTongBao, indexTongBao)
                index += self.fanXing[self.BAOBIAN]['index']
                ftlog.debug('MHaerbinOneResult.calcWin MagicAfertTing name:', nameTongBao, ' index:', indexTongBao)

            if isBaoZhongBao:
                nameBaoZhongBao = self.fanXing[self.BAOZHONGBAOJIA]['name']
                indexBaoZhongBao = self.fanXing[self.BAOZHONGBAOJIA]['index']
                self.addWinFanPattern(nameBaoZhongBao, indexBaoZhongBao)
                index += self.fanXing[self.BAOZHONGBAOJIA]['index']
                ftlog.debug('MHaerbinOneResult.calcWin MagicAfertTing name:', nameBaoZhongBao, ' index:',
                            indexBaoZhongBao)

            if isPiao:
                namePiao = self.fanXing[self.PIAOHU]['name']
                indexPiao = self.fanXing[self.PIAOHU]['index']
                self.addWinFanPattern(namePiao, indexPiao)
                index += self.fanXing[self.PIAOHU]['index']
                ftlog.debug('MHaerbinOneResult.calcWin PiaoFan name:', namePiao, ' index:', indexPiao)

            if isTeDaJia:
                nameTeDaJIa = self.fanXing[self.TEDAJIA]['name']
                indexTeDaJia = self.fanXing[self.TEDAJIA]['index']
                self.addWinFanPattern(nameTeDaJIa, indexTeDaJia)
                index += self.fanXing[self.TEDAJIA]['index']
                ftlog.debug('MHaerbinOneResult.calcWin TeDaJiaFan name:', nameTeDaJIa, ' index:', indexTeDaJia)

            if isQingYiSe:
                if isTeDaJia or isQiDui or isPiao or isBaoZhongBao:
                    nameQingYiSe = self.fanXing[self.QINGYISE_1]['name']
                    indexQingYiSe = self.fanXing[self.QINGYISE_1]['index']
                    self.addWinFanPattern(nameQingYiSe, indexQingYiSe)
                    index += self.fanXing[self.QINGYISE_1]['index']
                else:
                    nameQingYiSe = self.fanXing[self.QINGYISE]['name']
                    indexQingYiSe = self.fanXing[self.QINGYISE]['index']
                    self.addWinFanPattern(nameQingYiSe, indexQingYiSe)
                    index += self.fanXing[self.QINGYISE]['index']
                ftlog.debug('MHaerbinOneResult.calcWin QingYiSeFan name:', nameQingYiSe, ' index:', indexQingYiSe)

            if self.bankerSeatId == self.winSeatId:
                index += 1
                ftlog.info('MHaerbinOneResult.calcWin name:', name, ' index:', index, ' type:', type
                           , ' bankerSeatId:', self.bankerSeatId
                           , ' winSeatId:', self.winSeatId)

            # 最大番统计
            resultStat[self.winSeatId].append({MOneResult.STAT_ZUIDAFAN: index})

            scoreIndex = self.tableConfig.get(MTDefine.FAN_LIST, [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0])
            ftlog.info('MHaerbinOneResult.calcWin scoreIndex:', scoreIndex)

            biMenFanConfig = self.tableConfig.get(MTDefine.BI_MEN_FAN, 0)
            # 当前局番型处理
            # 输赢模式 输家番型统计
            for seatId in range(self.playerCount):
                if seatId == self.winSeatId:
                    winModeValue = MOneResult.WIN_MODE_PINGHU
                    # 自摸
                    if self.lastSeatId == self.winSeatId:
                        winModeValue = MOneResult.WIN_MODE_ZIMO
                        if isMagic:
                            self.addWinFanPattern(self.fanXing[self.MOBAO]['name'], self.fanXing[self.MOBAO]['index'])
                    if self.gangKai:
                        winModeValue = MOneResult.WIN_MODE_GANGKAI
                        self.addWinFanPattern(self.fanXing[self.GANGKAI]['name'], self.fanXing[self.GANGKAI]['index'])
                    if self.qiangGang:
                        winModeValue = MOneResult.WIN_MODE_QIANGGANGHU
                        self.addWinFanPattern(self.fanXing[self.QIANGGANG]['name'],
                                              self.fanXing[self.QIANGGANG]['index'])
                    winMode[seatId] = winModeValue
                    fanPattern[self.winSeatId] = self.winFanPattern()
                elif seatId == self.lastSeatId:
                    winModeValue = MOneResult.WIN_MODE_DIANPAO
                    winMode[seatId] = winModeValue
                    resultStat[seatId].append({MOneResult.STAT_DIANPAO: 1})
                    fanPattern[seatId] = []
                    # 点炮包庄
                    if self.tingState[seatId] == 0:
                        winModeValue = MOneResult.WIN_MODE_DIANPAO_BAOZHUANG
                        winMode[seatId] = winModeValue
                    # 闭门
                    if self.menState[seatId] == 1 and biMenFanConfig:
                        looseFanName = self.fanXing[self.BIMEN]['name']
                        looseFanIndex = self.fanXing[self.BIMEN]['index']
                        fanPattern[seatId].append([looseFanName.strip(), str(looseFanIndex) + "番"])

                else:
                    fanPattern[seatId] = []
                    # 闭门
                    if self.menState[seatId] == 1 and biMenFanConfig:
                        looseFanName = self.fanXing[self.BIMEN]['name']
                        looseFanIndex = self.fanXing[self.BIMEN]['index']
                        fanPattern[seatId].append([looseFanName.strip(), str(looseFanIndex) + "番"])

            score = [index for _ in range(self.playerCount)]
            if self.lastSeatId != self.winSeatId:
                score[self.lastSeatId] += 1
                ftlog.info('MHaerbinOneResult.calcWin dianpao score:', score)

            if self.bankerSeatId != self.winSeatId:
                score[self.bankerSeatId] += 1
                ftlog.info('MHaerbinOneResult.calcWin zhuangjia double score:', score
                           , ' bankerSeatId:', self.bankerSeatId
                           , ' winSeatId:', self.winSeatId)

            for seatId in range(len(self.menState)):
                if biMenFanConfig and self.menState[seatId] == 1 and seatId != self.winSeatId:
                    score[seatId] += 1
                    ftlog.info('MHaerbinOneResult.calcWin menqing double score:', score
                               , ' menState:', self.menState)

            winScore = 0
            for seatId in range(len(score)):
                if seatId != self.winSeatId:
                    newIndex = score[seatId]
                    score[seatId] = -scoreIndex[newIndex]
                    winScore += scoreIndex[newIndex]
            score[self.winSeatId] = winScore
            ftlog.info('MHaerbinOneResult.calcWin score before baopei:', score)

            if self.lastSeatId != self.winSeatId:
                if self.tingState[self.lastSeatId] == 0:
                    # 包赔
                    for seatId in range(len(score)):
                        if seatId != self.winSeatId and seatId != self.lastSeatId:
                            s = score[seatId]
                            score[seatId] = 0
                            score[self.lastSeatId] += s
                    ftlog.debug('MHaerbinOneResult.calcWin dianpaobaozhuang score:', score
                                , ' lastSeatId:', self.lastSeatId
                                , ' winSeatId:', self.winSeatId
                                , ' tingState:', self.tingState)
        else:
            if self.tianHu:
                name = self.fanXing[self.TIANHU]['name']
                index = self.fanXing[self.TIANHU]['index']
                self.addWinFanPattern(name, index)
                fanPattern[self.winSeatId] = self.winFanPattern()
                score = [index for _ in range(self.playerCount)]
                scoreIndex = self.tableConfig.get(MTDefine.FAN_LIST, [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0])
                ftlog.info('MHaerbinOneResult.calcWin scoreIndex:', scoreIndex)
                winScore = 0
                for seatId in range(len(score)):
                    if seatId != self.winSeatId:
                        newIndex = score[seatId]
                        score[seatId] = -scoreIndex[newIndex]
                        winScore += scoreIndex[newIndex]
                score[self.winSeatId] = winScore
                # fanPattern = [[] for _ in range(self.playerCount)]
                winMode = [MOneResult.WIN_MODE_LOSS for _ in range(self.playerCount)]
                winMode[self.winSeatId] = MOneResult.WIN_MODE_TIANHU
                resultStat[self.winSeatId].append({MOneResult.STAT_ZUIDAFAN: index})

            elif self.wuDuiHu:
                name = self.fanXing[self.WUDUIHU]['name']
                index = self.fanXing[self.WUDUIHU]['index']
                self.addWinFanPattern(name, index)
                fanPattern[self.winSeatId] = self.winFanPattern()
                score = [10 for _ in range(self.playerCount)]
                winScore = 0
                for seatId in range(len(score)):
                    if seatId != self.winSeatId:
                        loseScore = score[seatId]
                        score[seatId] = -loseScore
                        winScore += loseScore
                score[self.winSeatId] = winScore
                # fanPattern = [[] for _ in range(self.playerCount)]
                winMode = [MOneResult.WIN_MODE_LOSS for _ in range(self.playerCount)]
                winMode[self.winSeatId] = MOneResult.WIN_MODE_WUDUIHU

        # 最高128分封顶
        for seatId in range(len(score)):
            if seatId != self.winSeatId:
                if abs(score[seatId]) > self.MAX_SCORE_LIMIT:
                    ftlog.debug('MHaerbinOneResult.calcWin limit max score :', score[seatId]
                                , ' seatId:', seatId)
                    score[self.winSeatId] = score[self.winSeatId] - (abs(score[seatId]) - self.MAX_SCORE_LIMIT)
                    score[seatId] = -self.MAX_SCORE_LIMIT

        # 兑奖
        awardInfos = []
        awardTiles = self.awardTiles
        if len(awardTiles) == 0:
            ftlog.debug('MHaerbinOneResult.calcWin award tile is zero')
        else:
            awardScore = 0
            for awardTile in awardTiles:
                tileValue = MTile.getValue(awardTile)
                realScore = 0
                if tileValue == 1 or awardTile == MTile.TILE_HONG_ZHONG:
                    realScore = 10
                    awardScore += realScore
                else:
                    realScore = tileValue
                    awardScore += realScore
                awardInfo = {'awardTile': awardTile, 'awardScore': realScore}
                awardInfos.append(awardInfo)

            for seatId in range(len(score)):
                if seatId != self.winSeatId:
                    score[seatId] -= awardScore
                    score[self.winSeatId] += awardScore

        self.results[self.KEY_TYPE] = '和牌'
        self.results[self.KEY_NAME] = name
        ftlog.debug('MHaerbinOneResult.calcWin result score:', score)
        self.results[self.KEY_SCORE] = score
        ftlog.debug('MHaerbinOneResult.calcWin result winMode:', winMode)
        self.results[self.KEY_WIN_MODE] = winMode
        self.results[self.KEY_STAT] = resultStat
        ftlog.debug('MHaerbinOneResult.calcWin result fanPattern:', fanPattern)
        self.results[self.KEY_FAN_PATTERN] = fanPattern
        self.results[self.KEY_AWARD_INFO] = awardInfos