anvilsign in

collin/mahjong

RenderedSource

1# 台灣麻將 — four-player hotseat on one touchscreen
2
3Sixteen-tile Taiwanese mahjong for four people sitting around a single laptop.
4All four hands are on screen at once, each rotated to face its own edge — put a
5piece of card or plastic over your strip so the others can't see your tiles.
6Every label is Chinese with English underneath; the tiles themselves stay
7Chinese, because that is what the tiles say.
8
9Nobody else around? **單人對局 Single player** on the lobby gives you the
10bottom seat and hands the other three to the computer — same rules, same
11table, same scoring. See [computer players](#computer-players).
12
13```
14npm install
15npm run dev # then open the browser full-screen (F11)
16npm test # rules engine, the bots, and 200 randomly-played hands
17```
18
19## Screen layout
20
21```
22 ┌──── 對家 (rotated 180°) ────┐
23 上家 (rotated 90°) │ wall, and the discard pool │ 下家 (rotated −90°)
24 └──── 自家 (upright, near you) ┘
25```
26
27Seat 0 is the bottom edge, and play runs 0 → 1 (right) → 2 (top) → 3 (left),
28which is the normal counter-clockwise 東南西北 order.
29
30Each strip shows, from the player's edge inwards: nameplate (seat wind, 莊
31marker, 聽 badge, chip count) → concealed hand → action buttons → melds and
32flowers. Discards are not in the strips: they are thrown into the middle and
33stay there for the hand, the way they would be on a table. (A phone has no
34middle to throw into, so the compact layout keeps a discard row per seat — see
35[on a phone](#on-a-phone).)
36
37## Playing
38
39- **The tile you just drew** is held apart from the sorted hand with a gold ring
40 and a 摸 label, instead of being sorted invisibly into it. It merges into the
41 hand once you discard. 補花 replacements and kong replacements are marked the
42 same way.
43- **The wall** is drawn in the centre as a square of four staggered sides, laid
44 out like a `#` with the corners open, the way it's built on a real table. The
45 gold stack is the break point you draw from, stacks shrink to a single tile and
46 then vanish as they're used, and the dimmed tail is the 16-tile 底牌 that ends
47 the hand — which is also the end kong and flower replacements are taken from,
48 so the square is eaten from both directions at once. Only what is still
49 standing is drawn, and it is evened up over the four sides as it goes, which
50 is what lets every tile left in it be the size of a tile in your hand — see
51 [what is left of the wall](#what-is-left-of-the-wall).
52- **Discard** — drag a tile out of your row and it comes up out of your hand and
53 follows your finger anywhere on the table; let go and it goes in, from where
54 you let go and at the speed you let go at. Dragging *along* the row is still
55 arranging your hand — which of the two you meant is decided once, from whether
56 the movement is mostly along the row or out of it, and then it sticks. Let go
57 back over your own hand and the tile goes back. Tapping a tile twice, or the
58 打出 button, still works and lobs it in for you.
59- **The discard pool** — every tile thrown lands in the middle and stays there
60 until the hand ends, with real weight: it skids, turns, knocks the tiles
61 already there out of its way, and comes to rest against them. Nothing is ever
62 stacked on anything — tiles are solved as rectangles, so two lying at an angle
63 lean on each other rather than overlapping. The tile still to be claimed is
64 the lit one.
65- **Over the wall or across the table** — which of the two ways a tile goes in is
66 not a setting, it is whatever the wall allows. At the start of a hand the
67 square is a solid barrier and a discard has to be *lobbed* over it, so the
68 flick's speed decides how far across the pool it lands. As the wall is eaten
69 away, gaps open in front of one seat and then another, and from then on that
70 seat can *slide* a tile in instead — flat across the cloth at exactly the speed
71 it was flicked. Which it will be is a ray cast at the stacks actually standing
72 there, so a gap off to one side counts, and a stack worn down to a single tile
73 is low enough to go over. A seat whose wall is still up says 牆未開 on its
74 nameplate, so a lob is never a mystery.
75- **Throw it badly** and it ends up in somebody's tiles — the middle stops
76 exactly where their hand starts, so a tile that comes off the pool arrives in
77 their lap, and one that falls short lands out by their seat. Either way their
78 row takes the knock and rocks back, and with 報牌 on they tell you about it —
79 喂,小心點 if you are lucky, 是在哈囉 or 你牌品很差欸 if you are not, and
80 never the same line twice running. How hard it got there only decides how
81 loudly. Never your own edge: you cannot be barged by your own discard.
82- **Arranging** — drag any tile in your hand to reorder it; 理牌 sorts it back
83 into suit order. Hands are never auto-sorted after the deal, so an arrangement
84 you set up survives draws, claims and kongs.
85- **Rules** — the `?` on your nameplate opens a bilingual rules panel anchored to
86 your own edge of the table and rotated to face you.
87- **Claiming** — after a discard, every seat that *can* claim gets 胡 / 槓 / 碰 /
88 吃 / 過 buttons on their own strip, and they resolve by priority (胡 > 槓/碰 >
89 吃; ties go to the player nearest the discarder in turn order).
90 **The table never blocks on a claim.** The next player gets a 摸牌 button and
91 may draw whenever they like, which shuts the window on anyone who hasn't
92 called — exactly like shouting 碰 before the next player picks up. A claim
93 already declared still stands, so calling in time always wins the tile. If
94 everyone answers first, play advances on its own without the extra tap.
95 The seat that draws next gets no separate 過 button, because for them the two
96 are the same move: picking up *is* how you decline. Their draw button reads
97 過.摸牌 while they have something they could have called instead. Wanting to
98 decline but leave the window open for everyone else is just waiting, which is
99 what not pressing anything already does.
100- **On your turn** — 自摸, 暗槓 and 加槓 appear automatically when legal.
101 加槓 offers everyone else a 搶槓 chance.
102- **Where the buttons go** — the strip is built from its edge inwards, so the
103 action bar holds a fixed height whether or not anything is in it. Otherwise
104 the melds above it shuffled along every time you lifted a tile
105 and 打出 五萬 appeared, since a button naming a tile stands taller than a bare
106 過. Every button on the bar is given that one height for the same reason.
107- **When a hand ends** — a big arrow drops onto the winner's edge of the table.
108 It lives inside their strip, so it turns with the seat and lands on the right
109 person wherever they are sitting, and 一炮多響 lights up every seat that
110 called. A 流局 has no winner to point at, so it turns the hands over instead:
111 who was 聽牌 and the tiles they were waiting on, the same reveal as at a real
112 table.
113- **Undo** — a 復原 button in the middle of the table takes back the last
114 action, naming what it will undo (`復原 玩家 2 打 五萬`). It sits in the
115 centre rather than on a seat because whoever *spots* the mis-tap should be
116 able to reach it. Twenty actions deep, cleared when the next hand is dealt.
117 Snapshots live outside the saved state, so an undo does not survive a
118 refresh: what you can take back is what happened while everyone was still
119 watching it happen.
120- **Sound** — on by default, muted from the 🔊 button in the middle of the
121 table or from settings. A dry clack as a tile goes down, and a distinct
122 two-note chime when a claim window opens, which is how a slow player notices
123 their 碰 is available before the next player draws it shut. Everything is
124 synthesised with a few oscillators (`src/game/sound.ts`) rather than sampled,
125 so there is nothing to load and the cue lands on the same frame as the tile.
126 Browsers refuse to start audio before the page has been clicked, so the first
127 sound anyone hears is the deal — triggered by the button that starts it.
128- **報牌 (voice)** — a second switch under sound calls the game out loud: 碰,
129 吃, 槓, 胡了, 自摸, and the name of every tile as it is discarded — 三條,
130 五萬, 東風. A flower says 補花 and then which one. A new call cuts off one
131 still being spoken; at table pace the newest is the only one that matters.
132 See [the voice pack](#the-voice-pack) for where the audio comes from.
133- **Settings** — 設定 from the lobby, or from the game-over panel: player names,
134 底 / 台 / starting chips, the house-rule switches below, and sound. Kept in
135 `localStorage` separately from the save, so they carry over to the next game.
136 Stakes are locked once a game is under way — they'd otherwise rewrite chips
137 already won.
138
139## On a phone
140
141The table assumes four people sitting around a screen lying flat, and about
142770px in both directions before the middle is worth looking at. A phone has
143neither, so under `(max-height: 620px), (max-width: 820px)` it switches to the
144compact layout: nothing is rotated, everything reads upright for the one person
145holding it, the other three seats shrink to cards showing what is public about
146them, and the depth that frees up goes to your hand, which is allowed to wrap.
147
148There is no centre square there — the middle collapses to a one-line bar showing
149what the wall square was telling you anyway — so there is nowhere to throw a tile
150*to*. The compact layout therefore keeps a discard row per seat, and discarding
151is tap-twice or 打出, exactly as it was. The pool and the throw are a full-size
152feature.
153
154The breakpoint is written down once, in `COMPACT_QUERY` in `src/ui/compact.ts`,
155which sets a `compact` class on `<html>` for the CSS to key off.
156
157## Computer players
158
159Single player seats you at the bottom and gives seats 1-3 to the computer.
160Their tiles go face down and their 聽 / 過水 badges come off, since both would
161give the hand away; everything public — the pool, melds, flowers, chips — stays
162exactly as it is, and everyone turns their hand over when the hand ends. They
163throw their tiles in like anyone else, and under the same rule: a computer seat
164whose wall is open slides them across, and one still walled in lobs them over.
165
166**The engine does not know the bots exist.** `AutoPlay` (`src/game/autoplay.ts`)
167watches the same state the screen does, and when the seat being waited on
168belongs to the computer it calls the identical method the button would have
169called — `discard`, `respond`, `declareConcealedKong`. So scoring, sound,
170saving, 過水 and 包牌 all work without a special case, and a bot cannot make a
171move a person could not. It never acts for you and never closes your claim
172window: if the table is waiting on you, it waits.
173
174**How they play** (`src/game/bot.ts`) is one idea applied everywhere. A hand is
175judged at its *resting* size — the (5 − melds) × 3 + 1 tiles you hold between a
176discard and your next draw — by its 向聽 first and by its 進張 count second.
177
178- **Discard** — try every distinct tile, keep the one that leaves the best
179 resting hand. Ties go to whatever is hardest to build on: a lone honour with
180 most of its copies already gone, before a lone 五萬 that still has neighbours
181 to meet.
182- **碰 / 吃** — only when the hand that comes out the other side is *strictly*
183 closer to home. Melding costs concealment and flexibility, so a claim that
184 merely holds the 向聽 steady is declined — which is why the bots pass on
185 pungs that would narrow a two-sided wait to a single tile.
186- **槓** — judged more kindly: it pays 台 and fetches a replacement, so standing
187 still is good enough.
188- **胡** — always taken.
189
190**What they watch you do** (`src/game/danger.ts`) is the other half. Efficiency
191alone throws whatever is fastest and pays for it; these bots read the table
192first, off the face-up table only — discard rows, exposed melds, the 過水 locks
193the nameplates already show. Two separate questions:
194
195- **How close does each seat look?** Turns taken (a hand is usually settled
196 inside ten goes each, long before the wall looks finished, so counting the
197 wall is the wrong clock), melds exposed, and what they have been throwing
198 lately. Nobody discards 五條 out of a hand that still needs shaping — it comes
199 out once the shape is done, so late middle tiles are the tell. A 過水 lock is
200 a confession: to be locked out of a tile you had to have been able to win on
201 it.
202- **How likely is this tile the one they want?** An honour can only be caught by
203 a pair or a triplet; a 五萬 sits in the middle of every run through it. A tile
204 they discarded themselves was not their tile when it went down — not proof
205 now, but the best evidence there is. A tile with no copies left unseen cannot
206 be a pair or triplet wait at all. Two melds in one suit means stay out of that
207 suit. And two dragon pungs down means the third dragon is not going anywhere
208 near the table, because 包牌 bills the feeder for the entire hand.
209
210Whether any of that changes the discard depends on the bot's own hand. At 聽牌
211it pushes — nothing short of 包牌 is worth breaking a ready hand for. Two or
212three away with somebody live across the table and it will give up a whole 向聽
213step to throw something safe, which is what folding is.
214
215The estimate is checked against ground truth in the tests rather than assumed:
216over the tiles bots actually considered, the ones the model rated below 0.2 deal
217in 0% of the time and the ones above 0.8 deal in 10.5%, cleanly monotonic in
218between. Switching the read on cuts deal-ins by about 13% over a few hundred
219hands, takes hands from ~30 discards to ~38, and moves the draw rate from
220almost nothing to about one hand in ten — which is what a table where people
221stop feeding each other actually looks like.
222
223What they know is still only what they can see. `unseenFor` counts the four
224copies of each tile and subtracts the bot's own hand plus every discard and
225exposed meld on the table. Neither module ever reads an opponent's concealed
226tiles or looks at the wall.
227
228There is no difficulty setting, and the reading stops at the discard: claims are
229still judged purely on speed, and a bot will take a 碰 that walks it into
230trouble.
231
232向聽 lives in `src/game/shanten.ts`, apart from `hu.ts`, because the two want
233different things: the win check has to be exact, and this one has to be fast —
234it runs a few hundred times for every discard a bot considers. The tests hold
235them against each other over random hands, since they work in completely
236different ways and any disagreement is a bug in the fast one.
237
238Undo behaves differently against the computer: rewinding into the middle of its
239turn would only hand the move straight back to it, so one press goes back to
240the last point *you* had a decision to make, computer replies and all.
241
242## Saving
243
244The game state is plain data, so a save is just its JSON in `localStorage`,
245rewritten after every move. Close the lid, refresh, or run the battery flat and
246nothing is lost — the lobby offers **繼續對局 Resume** above the two ways to
247start a fresh one, showing whether it was a solo or a hotseat game, the round,
248hand number, chip counts and when it was saved. Which seats the computer holds
249is part of the state, so a save resumes as the kind of game it was. A
250save is validated before it is offered (four players, 144 tiles accounted for),
251so a truncated or hand-edited one is ignored rather than loaded into a broken
252table. `VERSION` in `save.ts` retires old saves if the state shape changes.
253
254## Rules implemented
255
256- 144 tiles (four of each suit/honour, eight flowers), 16-tile hands, dealer
257 draws the 17th.
258- 補花 at the deal and on every drawn flower, replacements from the back of the
259 wall.
260- 吃 only from 上家; 碰/槓/胡 from anyone. 明槓, 暗槓, 加槓, 搶槓, 槓上開花.
261- 流局 when 16 tiles remain (`Rules.wallReserve`); the dealer keeps the deal on a
262 draw or on a dealer win (連莊), otherwise the deal passes and the round wind
263 advances every four passes. A full 四圈 game is 16 dealer passes.
264
265### House rules (switches in `Rules`, all on the settings screen)
266
267- **過水 `sacredDiscard`** (on) — pass on a tile you could have won with and it
268 is dead to you until your own next draw; the seat shows a 過水 badge listing
269 what it is locked out of, so the missing 胡 button is never a mystery. A draw
270 from either end of the wall lifts it. **`sacredClearedByClaim`** (off) decides
271 whether taking a 吃 / 碰 / 槓 lifts it too — tables genuinely differ.
272- **一炮多響 `multipleWinners`** (off) — one discard pays out to every seat that
273 calls on it, each settled separately against the discarder. With it off the
274 tile goes to the caller nearest the discarder. Either way the table now waits
275 for other seats that *can* win before settling, so the nearest seat wins the
276 tile rather than the quickest hand — and the 摸牌 button still closes the
277 window on anyone dithering.
278- **包牌 `liability`** (on) — feeding the pung that completes a visible 大三元
279 or 大四喜 makes the feeder answer for the whole hand, in place of all three
280 payers. Only the seat that fed the *last* of those sets is on the hook, and
281 only if it came off a discard: a hand that assembled them itself, or closed
282 the set with a 暗槓, has nobody to blame.
283
284### 台 scoring (`src/game/tai.ts`)
285
286自摸 1 · 門清 1 · 門清自摸 +1 · 全求人 2 · 平胡 2 · 五門齊 2 · 正花 1 each ·
287花槓 2 · 八仙過海 8 · 圈風 / 門風 1 each · 三元牌 1 each · 小三元 4 · 大三元 8 ·
288小四喜 8 · 大四喜 16 · 碰碰胡 4 · 混一色 4 · 清一色 8 · 字一色 16 ·
289三暗刻 2 / 四暗刻 5 / 五暗刻 8 · 獨聽 · 單釣 1 · 搶槓 1 · 槓上開花 1 ·
290海底撈月 1 · 河底撈魚 1 · 天胡 16 · 地胡 16 · 人胡 8 · 莊家 1 (連N拉N → 2N+1)
291
292Ambiguous hands are decomposed every legal way and scored at the best reading.
293
294**Payment** (`Game.settle`): one unit is `底 + 台 × 台值`
295(`DEFAULT_RULES` = 底 3, 台 1, 100 chips each).
296放槍一家付 — the discarder alone pays one unit; on 自摸 all three pay one unit
297each. 拉莊 is billed to the dealer alone when the dealer is a payer, and added
298to the whole hand when the dealer wins.
299
300House rules vary a lot; the tai table and payments are plain data/functions in
301`tai.ts` and `types.ts` if yours differ.
302
303## The voice pack
304
305A mahjong table only ever says about fifty things — 42 tile names and a handful
306of calls — so the whole vocabulary is rendered ahead of time into
307`public/voice/` (~330 kB of mp3) rather than left to whatever speech synthesis
308the browser happens to have. On Linux that is usually espeak-ng, which is
309intelligible but sounds like a modem; and on a machine with no Chinese voice at
310all the feature would silently do nothing. Shipping the audio makes playback
311instant, identical everywhere, and lets a call be cut off mid-word when the
312next one lands, all through the same Web Audio graph as the chimes.
313
314`scripts/voice.mjs` is the authoring step, not part of `npm run build`. It needs
315[piper](https://github.com/OHF-Voice/piper1-gpl) and ffmpeg on PATH:
316
317```
318node scripts/voice.mjs # → public/voice/*.mp3 + manifest.json
319PIPER_MODEL=/path/to/voice.onnx node scripts/voice.mjs # a different voice
320```
321
322The wording lives in that script, and some of it is deliberately not the bare
323tile character: 東 alone is a direction where 東風 is the tile, and the dragons
324are 紅中 / 發財 / 白板 the way they are actually called — which also gives the
325phonemiser enough context to get the tone right, since 中 on its own is as
326likely to come out zhòng.
327
328The clips here were rendered with piper's `zh_CN-huayan-medium`. If you
329redistribute this app, check that voice's model card in
330[piper-voices](https://huggingface.co/rhasspy/piper-voices) for the terms
331attached to it, the same way you would the tile art below — or re-render the
332pack with a voice whose terms suit you, which is a single command.
333
334## Tile art
335
336`public/tiles/tiles.svg` is the **postmodern** tileset from
337[gnome-mahjongg](https://gitlab.gnome.org/GNOME/gnome-mahjongg), extracted from
338the installed binary's GResource — a 43×2 sprite sheet (second row is the
339highlighted variant, used for a lifted tile). `public/tiles/back.png` is the
340blank tile from its **smooth** theme, tinted jade, since a solitaire game has no
341face-down art of its own.
342
343That art is **GPL-2.0-or-later**. Fine for playing at home; if you ever
344distribute this app, either honour the GPL or swap the two files for art of your
345own — `SPRITE_COL` in `tiles.ts` is the only mapping that would need updating.
346
347Known gaps and house rules that aren't implemented yet are listed in
348[TODO.md](TODO.md).
349
350## Layout
351
352```
353public/tiles/ sprite sheet + tile back
354src/game/tiles.ts tile codes, wall, shuffle, sprite mapping
355src/game/hu.ts hand decomposition, 聽 detection, wait shapes
356src/game/shanten.ts 向聽 / 進張 counting, for the computer players
357src/game/bot.ts what a computer player discards and claims (pure)
358src/game/danger.ts reading the table: who looks ready, which tiles are hot
359src/game/autoplay.ts when it does it, and how long it appears to think
360src/game/tai.ts 台 scoring
361src/game/engine.ts state machine: deal, turns, claim resolution, settlement
362src/game/wall.ts what is left of the square, and what still blocks a throw
363src/table/physics.ts the discard pool: rectangles with weight, pure and testable
364src/table/geometry.ts the table measured — colliders, launch points, throw gate
365src/table/pool.ts game state ⇄ tiles in the middle, by diffing the discards
366src/ui/ TileView, Hand (drag and throw), Seat, Center, Pool, Help
367```
368
369## The tiles in the middle
370
371The pool is a small rigid-body solver (`src/table/physics.ts`) that knows nothing
372about mahjong, the DOM, or the clock: fixed 1/120s steps, no randomness of its
373own, and everything in table pixels. Given the same throws it produces the same
374pile every time, which is what lets a refresh mid-hand come back to the pile you
375had rather than a freshly scattered one — positions are derived from the hand
376number and each tile's place in its thrower's discards, never saved.
377
378It is drawn on a canvas that spans the **whole table**, not just the centre.
379That is deliberate: `.slot` and `.seat` both clip their own contents, which is
380why a tile can't be animated out of a strip as an element. On the canvas there is
381nothing to clip it, so a tile lifted out of a hand crosses the table in one
382piece.
383
384Nothing about the square is calculated twice. Its size lives entirely in CSS
385(`--ws`, `--wd`), so `geometry.ts` **measures** it instead of restating that
386arithmetic: `WallRing` already renders every stack as a real element tagged with
387its index, and the colliders are those elements' bounding rects. That one
388mapping is what makes the wall a physical object — the thing a thrown tile
389bounces off, and the thing the throw gate casts its ray at.
390
391## What is left of the wall
392
393Four walls of eighteen full-size stacks want about 560px a side. No ordinary
394window has that between the top and bottom strips, and the tile is not allowed
395to shrink to make it fit — a tile in the wall is the same tile you play with, so
396drawing it smaller was a visible lie.
397
398What saves it is that nobody ever sees a whole wall: four hands come off the
399front before the table is on screen, so barely half of it is left by then. So
400only the stacks still standing are drawn, and they are laid out around a ring
401cut to the **middle** rather than to eighteen — `ringLayout` in `game/wall.ts`
402measures how many stacks a side can take (`WallRing` renders one hidden cell and
403asks CSS how big it came out) and shares what is left over the four sides in
404proportion. Every seat keeps a wall in front of it instead of the remainder
405piling into one corner, and the order runs all the way round, so the break point
406is still at the head of it and the 底牌 tail still at the end.
407
408Shuffling the wall along as it is eaten costs nothing to look at, because every
409stack shows the same green back — and it is what people do to a half-eaten wall
410anyway.
411
412`pool.ts` never listens for events. It **diffs** the discards against what it is
413already drawing, keyed by `seat:index` — and those keys never shift, because
414discards are only ever pushed and a claim only ever pops the one on top. So a
415key that appeared is a tile to throw in and a key that went is a tile to take
416off, which makes undo, 下一局, a claim and resuming a saved game all the same
417code path. The engine has no idea any of it exists, and the save format did not
418change.