dezhou_client/lua_probject/extend_project/extend/zipai/weimaque/CardCheck.lua

709 lines
24 KiB
Lua
Raw Permalink Normal View History

2025-12-17 21:08:27 +08:00
-- 检测牌是否存在
local function checkCard(eventCard, cardList, num)
if num == nil then
num = 1
end
local result = 0
for i = 1, #cardList do
if (cardList[i] == eventCard) then
result = result + 1
if (result == num) then
return true
end
end
end
return false
end
-- 移除指定数量的牌
local function removeCard(cardList, card, count)
for i = 1, count do
list_remove(cardList, card)
end
end
local function checkCardAndRomve(eventCard, cardList, num)
if (checkCard(eventCard, cardList, num)) then
removeCard(cardList, eventCard, num)
return true
end
return false
end
-- 获取列表中牌数量
local function cardNum(eventCard, cardList)
local result = 0
for i = 1, #cardList do
local card = cardList[i]
if (card == eventCard) then
result = result + 1
end
end
return result
end
local M = {
pair_count = 0,
cardList = nil,
stack = nil,
stackHuxi = nil,
isManYuan = false,
isJiangTuanYuan = false,
isJiangTYCard = 0
}
function M:push(cardGroup)
self.stack[#self.stack + 1] = cardGroup
end
function M:pushhuxi(cardGroup)
self.stackHuxi[#self.stackHuxi + 1] = cardGroup
end
function M:rollBack()
local cardGroup = self.stack[#self.stack]
table.remove(self.stack, #self.stack)
for _, card in ipairs(cardGroup) do
self.cardList[#self.cardList + 1] = card
end
table.sort(self.cardList)
end
-- function M:tryShunzi1(card, player, istuanyuan)
-- if card < 300 and card % 100 > 8 then
-- return false
-- end
-- if (checkCard(card + 1, self.cardList) and checkCard(card + 2, self.cardList)) then
-- local _huxi = 0
-- if self:notHongZi(card) and self:notHongZi(card + 1) and self:notHongZi(card + 2) then
-- self.isManYuan = false
-- end
-- removeCard(self.cardList, card + 1, 1)
-- removeCard(self.cardList, card + 2, 1)
-- removeCard(self.cardList, card, 1)
-- local cardGroup = {card, card + 1, card + 2}
-- -- if (checkCard(card, self.cardList, 3)) then --有团圆
-- -- if not istuanyuan then
-- -- if not checkCard(card, player.handcard_list, 4) then
-- -- if card % 100 == 2 or card % 100 == 7 or card == 110 or card == 210 then
-- -- _huxi = 4
-- -- else
-- -- _huxi = 3
-- -- end
-- -- end
-- -- end
-- -- if self:notHongZi(card) then
-- -- self.isManYuan = false
-- -- end
-- -- removeCard(self.cardList, card, 3)
-- -- cardGroup = {card, card + 1, card + 2, card, card, card}
-- -- end
-- self:push(cardGroup)
-- self:pushhuxi(_huxi)
-- return true
-- end
-- return false
-- end
function M:tryShunzi1(card, player)
if card < 300 and card % 100 > 8 then
return false
end
if (checkCard(card + 1, self.cardList) and checkCard(card + 2, self.cardList)) then
local _huxi = 0
if self:notHongZi(card) and self:notHongZi(card + 1) and self:notHongZi(card + 2) then
self.isManYuan = false
end
removeCard(self.cardList, card + 1, 1)
removeCard(self.cardList, card + 2, 1)
removeCard(self.cardList, card, 1)
local cardGroup = {card, card + 1, card + 2}
self:push(cardGroup)
self:pushhuxi(_huxi)
return true
end
return false
end
function M:tryShunzi2(card)
if card - card % 100 == 100 then
if checkCard(card + 100, self.cardList, 1) and checkCard(card, self.cardList, 2) then
removeCard(self.cardList, card, 2)
removeCard(self.cardList, card + 100, 1)
local cardGroup = {card, card, card + 100}
self:push(cardGroup)
self:pushhuxi(0)
return true
end
if (checkCard(card + 100, self.cardList, 2)) and (checkCard(card, self.cardList, 1)) then
removeCard(self.cardList, card, 1)
removeCard(self.cardList, card + 100, 2)
local cardGroup = {card, card + 100, card + 100}
self:push(cardGroup)
self:pushhuxi(0)
return true
end
else
if (checkCard(card - 100, self.cardList, 1)) and checkCard(card, self.cardList, 2) then
removeCard(self.cardList, card, 2)
removeCard(self.cardList, card - 100, 1)
local cardGroup = {card - 100, card, card}
self:push(cardGroup)
self:pushhuxi(0)
return true
end
if (checkCard(card - 100, self.cardList, 2)) and checkCard(card, self.cardList, 1) then
removeCard(self.cardList, card, 1)
removeCard(self.cardList, card - 100, 2)
local cardGroup = {card, card - 100, card - 100}
self:push(cardGroup)
self:pushhuxi(0)
return true
end
end
return false
end
function M:notHongZi(card)
if card % 100 == 2 or card % 100 == 7 or card == 110 or card == 210 then
return false
end
return true
end
--坎
function M:tryKezi(card, player, istuanyuan)
if (checkCard(card, self.cardList, 3)) then
local _huxi = 0
if not istuanyuan then
local ishavecard = false
if self.stack ~= nil and #self.stack > 0 then
for i = 1, #self.stack do
local groupcard = self.stack[i]
if groupcard ~= nil then
for j = 1, #groupcard do
if card == groupcard[j] then
ishavecard = true
break
end
end
end
end
end
local sNum = self:GetFzTYData(card, player, player.handcard_list)
if sNum > 0 then
ishavecard = false
end
if not checkCard(card, player.handcard_list, 4) then
-- print(card, ishavecard)
if card % 100 == 2 or card % 100 == 7 or card == 110 or card == 210 then
_huxi = 4
else
_huxi = 3
end
if ishavecard then
if card % 100 == 2 or card % 100 == 7 or card == 110 or card == 210 then
_huxi = 8
else
_huxi = 6
end
end
end
end
if self:notHongZi(card) then
self.isManYuan = false
end
removeCard(self.cardList, card, 3)
local cardGroup = {card, card, card}
self:push(cardGroup)
self:pushhuxi(_huxi)
return true
end
return false
end
--将牌
function M:tryPair(card, player, tuanyuan, addCard)
if (self.pair_count > 0) then
return false
end
local num = 0
for k = 1, #player.fz_list do
local oplist = player.fz_list[k].opcard
if oplist ~= nil and #oplist > 0 and player.fz_list[k].type == 2 or player.fz_list[k].type == 4 then
for j = 1, #oplist do
if oplist[j] == card then
num = 3
end
end
end
end
if (checkCard(card, self.cardList, 2)) and num <= 0 then
local _huxi = 0
self.isJiangTYCard = card
if card % 100 == 2 or card % 100 == 7 or card == 110 or card == 210 then --麻雀
if not checkCard(card, player.handcard_list, 4) then
_huxi = 2
end
end
if self:notHongZi(card) then
self.isManYuan = false
end
local isLogicMaque = false
local newcardList = membe_clone(player.handcard_list)
table.sort(newcardList)
if self:isNotHandCardTuan(card, newcardList) then
if self:isMaQue(card, newcardList) then
isLogicMaque = true
end
else
local sNum = self:GetFzTYData(card, player, newcardList)
if sNum > 0 then
isLogicMaque = true
end
end
if isLogicMaque then
if card % 100 == 2 or card % 100 == 7 or card == 110 or card == 210 then
_huxi = 3
else
_huxi = 2
end
end
removeCard(self.cardList, card, 2)
local cardGroup = {card, card}
self:push(cardGroup)
self:pushhuxi(_huxi)
self.pair_count = 1
return true
end
return false
end
function M:isNotHandCardTuan(card, cardLis)
-- statements
if card < 300 and card % 100 > 8 then
if card == 110 or card == 210 then
if
not checkCard(card, cardLis, 4) and not checkCard(card - 1, cardLis, 4) and
not checkCard(card - 2, cardLis, 4)
then
return true
end
else
if
not checkCard(card, cardLis, 4) and not checkCard(card - 1, cardLis, 4) and
not checkCard(card + 1, cardLis, 4)
then
return true
end
end
end
if not checkCard(card, cardLis, 4) and not checkCard(card + 1, cardLis, 4) and not checkCard(card + 2, cardLis, 4) then
return true
end
if not checkCard(card, cardLis, 4) and not checkCard(card - 1, cardLis, 4) and not checkCard(card - 2, cardLis, 4) then
return true
end
if not checkCard(card, cardLis, 4) and not checkCard(card - 1, cardLis, 4) and not checkCard(card + 1, cardLis, 4) then
return true
end
return false
end
function M:isMaQue(card, cardLis)
if card < 300 and card % 100 > 8 then
if card == 110 or card == 210 then
if
(checkCard(card - 1, cardLis) and checkCard(card - 2, cardLis)) and
(checkCard(card, cardLis, 3) or checkCard(card - 1, cardLis, 3) or checkCard(card - 2, cardLis, 3))
then
return true
end
else
if
((checkCard(card + 1, cardLis) and checkCard(card - 1, cardLis)) or
(checkCard(card - 1, cardLis) and checkCard(card - 2, cardLis))) and
(checkCard(card, cardLis, 3) or checkCard(card + 1, cardLis, 3) or checkCard(card - 1, cardLis, 3))
then
return true
end
end
end
if
(checkCard(card + 1, cardLis) and checkCard(card + 2, cardLis)) and
(checkCard(card, cardLis, 3) or checkCard(card + 1, cardLis, 3) or --转弯麻雀
checkCard(card + 2, cardLis, 3))
then
return true
end
if
(checkCard(card - 1, cardLis) and checkCard(card - 2, cardLis)) and
(checkCard(card, cardLis, 3) or checkCard(card - 1, cardLis, 3) or --转弯麻雀
checkCard(card - 2, cardLis, 3))
then
return true
end
if
(checkCard(card - 1, cardLis) and checkCard(card + 1, cardLis)) and
(checkCard(card, cardLis, 3) or checkCard(card - 1, cardLis, 3) or --转弯麻雀
checkCard(card + 1, cardLis, 3))
then
return true
end
return false
end
function M:tryWin(player, istuanyuan, addCard, tuanyuan)
if (#self.cardList == 0 and self.pair_count == 1) then
return true
end
if (#self.cardList == 0) then
return false
end
local activeCard = self.cardList[1]
if self:tryShunzi1(activeCard, player) then
if self:tryWin(player) then
return true
end
self:rollBack()
table.remove(self.stackHuxi, #self.stackHuxi)
end
if self:tryKezi(activeCard, player, istuanyuan) then
if self:tryWin(player) then
return true
end
self:rollBack()
table.remove(self.stackHuxi, #self.stackHuxi)
end
if self:tryPair(activeCard, player, tuanyuan, addCard) then
if self:tryWin(player) then
return true
end
self.pair_count = 0
self:rollBack()
end
return false
end
local function init(room, self, player, cardInhand, addCard, istuanyuan, tuanyuan)
self.stack = {}
self.stackHuxi = {}
self.pair_count = 0
self.kong_count = 0
self.isManYuan = true
self.isJiangTuanYuan = false
self.isJiangTYCard = 0
self.cardList = membe_clone(cardInhand)
if addCard == nil then
self.kong_count = 1
else
self.kong_count = 0
self.cardList[#self.cardList + 1] = addCard
end
table.sort(self.cardList)
if addCard ~= nil then
local fzNum = self:GetFzDataNum(addCard, player)
fzNum = fzNum + cardNum(addCard, self.cardList)
if fzNum == 5 then
return false
end
end
return self:tryWin(player, istuanyuan, addCard, tuanyuan)
end
function M.tingPai(player, room)
local self = setmetatable({}, {__index = M})
local tingList = {}
local cardInhand = player.handcard_list
if not cardInhand or #cardInhand == 0 then
return tingList
end
local tuanyuancard = {} --所有团圆牌数组
local tuanyuan = 0 --团圆
for k = 100, 200, 100 do
for i = 1, 10 do
local tem = k + i
local astuanyuan = self:GetFzTYData(tem, player, cardInhand)
tuanyuan = tuanyuan + astuanyuan
if astuanyuan > 0 then
if #tuanyuancard > 1 and tuanyuancard[#tuanyuancard] == tem then
tuanyuancard[#tuanyuancard] = tem
else
tuanyuancard[#tuanyuancard + 1] = tem
end
end
end
end
if player.fz_list ~= nil and #player.fz_list > 0 then
for l = 1, #player.fz_list do
local iType = player.fz_list[l].type
if tuanyuancard ~= nil then
for is = 1, #tuanyuancard do
if tuanyuancard[is] == player.fz_list[l].opcard[1] then
if iType == 2 then
if
tuanyuancard[is] % 100 == 2 or tuanyuancard[is] % 100 == 7 or tuanyuancard[is] == 110 or
tuanyuancard[is] == 210
then
player.hu_xi = player.hu_xi - 3
else
player.hu_xi = player.hu_xi - 2
end
elseif iType == 4 then
if
tuanyuancard[is] % 100 == 2 or tuanyuancard[is] % 100 == 7 or tuanyuancard[is] == 110 or
tuanyuancard[is] == 210
then
player.hu_xi = player.hu_xi - 4
else
player.hu_xi = player.hu_xi - 3
end
end
break
end
end
end
end
end
if player.hu_xi ~= nil and player.hu_xi < 0 then
player.hu_xi = 0
end
local datatuyuan = membe_clone(tuanyuan)
for k = 100, 200, 100 do
for i = 1, 10 do
local tem = k + i
local istuanyuan = false
if tuanyuancard ~= nil then
for a = 1, #tuanyuancard do
if tuanyuancard[a] == tem then --匹配有团圆的牌
istuanyuan = true
break
end
end
end
local result = init(room, self, player, cardInhand, tem, istuanyuan, tuanyuan)
local num = 0
for q = 1, #self.stackHuxi do
num = num + self.stackHuxi[q]
end
tuanyuan = datatuyuan
if self.isJiangTYCard > 0 and tuanyuan ~= nil and tuanyuan > 0 then
if tuanyuancard ~= nil then
for a = 1, #tuanyuancard do
if tuanyuancard[a] == self.isJiangTYCard then --匹配有团圆的牌
tuanyuan = tuanyuan - self:GetFzTYData(self.isJiangTYCard, player, cardInhand)
break
end
end
end
end
if result == false or (player.hu_xi + num + tuanyuan) < 10 then
if result then
if player.fz_list ~= nil and #player.fz_list > 0 and self.isManYuan then
for x = 1, #player.fz_list do
local manCard = player.fz_list[x].card
local ischiCard = false
local isNotchiCard = false
if self:notHongZi(manCard) then
ischiCard = true
end
for y = 1, #player.fz_list[x].opcard do
local ymanCard = player.fz_list[x].opcard[y]
if self:notHongZi(ymanCard) then
isNotchiCard = true
else
isNotchiCard = false
end
end
if self.isManYuan then
if ischiCard and isNotchiCard then
self.isManYuan = false
end
else
break
end
end
end
if room ~= nil and room.room_config.wanfa == 0 then
self.isManYuan = false
end
if self.isManYuan and (player.hu_xi + num) == 2 then
tingList[#tingList + 1] = tem
end
end
--不够10胡息时
if result and (player.hu_xi + num + tuanyuan) < 10 then
local acardList = membe_clone(cardInhand)
acardList[#acardList + 1] = tem
local tynum = self:GetFzTYData(tem, player, acardList)
local fzNum, fztype = self:GetFzTYDataNum(tem, player)
if tynum > 0 and (checkCard(tem, cardInhand, 3) or fzNum == 3) then
if fztype ~= nil and fztype == 2 then
if tem % 100 == 2 or tem % 100 == 7 or tem == 110 or tem == 210 then
tynum = tynum - 3
else
tynum = tynum - 2
end
else
if tem % 100 == 2 or tem % 100 == 7 or tem == 110 or tem == 210 then
tynum = tynum - 4
else
tynum = tynum - 3
end
end
end
if (player.hu_xi + num + tynum) >= 10 then
tingList[#tingList + 1] = tem
end
end
elseif (player.hu_xi + num + tuanyuan) >= 10 then
local num1 = 0
for k = 1, #self.stackHuxi do
num1 = num1 + self.stackHuxi[k]
end
tingList[#tingList + 1] = tem
end
end
end
return tingList
end
function M:GetFzTYData(card, player, cardList)
local huxi = 0
local fzpNum = 0
local fzcNum = 0
local ctype = 0
if player.fz_list ~= nil and #player.fz_list > 0 then
for k = 1, #player.fz_list do
local oplist = player.fz_list[k].opcard
if oplist ~= nil and #oplist > 0 and player.fz_list[k].type == 2 or player.fz_list[k].type == 4 then
for j = 1, #oplist do
if oplist[j] == card then
ctype = player.fz_list[k].type
fzpNum = 3
end
end
end
end
end
if player.fz_list ~= nil and #player.fz_list > 0 then
for k = 1, #player.fz_list do
local oplist = player.fz_list[k].opcard
if oplist ~= nil and #oplist > 0 and player.fz_list[k].type == 1 then
for j = 1, #oplist do
if oplist[j] == card then
fzcNum = 1
end
end
end
end
end
local num = fzpNum + fzcNum
if num < 4 then --团圆
if
checkCard(card, cardList, 4) or (ctype == 4 and checkCard(card, cardList, 1)) or
(num == 1 and checkCard(card, cardList, 3))
then --暗团圆
if card % 100 == 2 or card % 100 == 7 or card == 110 or card == 210 then
huxi = huxi + 8
else
huxi = huxi + 6
end
elseif num == 3 and checkCard(card, cardList, 1) then
if card % 100 == 2 or card % 100 == 7 or card == 110 or card == 210 then --明团圆
huxi = huxi + 7
else
huxi = huxi + 5
end
end
end
return huxi
end
function M:GetFzTYDataNum(card, player)
local fzpNum = 0
local fzcNum = 0
local tpye = 0
if player.fz_list ~= nil and #player.fz_list > 0 then
for k = 1, #player.fz_list do
local oplist = player.fz_list[k].opcard
if oplist ~= nil and #oplist > 0 and player.fz_list[k].type == 2 or player.fz_list[k].type == 4 then
for j = 1, #oplist do
if oplist[j] == card then
tpye = player.fz_list[k].type
fzpNum = 3
end
end
end
end
end
if player.fz_list ~= nil and #player.fz_list > 0 then
for k = 1, #player.fz_list do
local oplist = player.fz_list[k].opcard
if oplist ~= nil and #oplist > 0 and player.fz_list[k].type == 1 then
for j = 1, #oplist do
if oplist[j] == card then
fzcNum = 1
end
end
end
end
end
return (fzpNum + fzcNum), tpye
end
function M:GetFzDataNum(card, player)
local fzpNum = 0
local fzcNum = 0
if player.fz_list ~= nil and #player.fz_list > 0 then
for k = 1, #player.fz_list do
local oplist = player.fz_list[k].opcard
if oplist ~= nil and #oplist > 0 and player.fz_list[k].type == 2 or player.fz_list[k].type == 4 then
for j = 1, #oplist do
if oplist[j] == card then
fzpNum = 3
end
end
end
end
end
if player.fz_list ~= nil and #player.fz_list > 0 then
for k = 1, #player.fz_list do
local oplist = player.fz_list[k].opcard
if oplist ~= nil and #oplist > 0 and player.fz_list[k].type == 1 then
local sscard = player.fz_list[k].card
if sscard ~= nil and sscard == card then
fzcNum = fzcNum + 1
end
for j = 1, #oplist do
if oplist[j] == card then
fzcNum = fzcNum + 1
end
end
end
end
end
return (fzpNum + fzcNum)
end
function M:GetFzData(tem, ctype)
local huxi
if ctype == 2 then
if tem % 100 == 2 or tem % 100 == 7 or tem == 110 or tem == 210 then
huxi = 8
else
huxi = 6
end
elseif ctype == 4 then
if tem % 100 == 2 or tem % 100 == 7 or tem == 110 or tem == 210 then
huxi = 8
else
huxi = 6
end
end
return huxi
end
return M