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 too hard** and it comes off the pool and into somebody's tiles —
76 the middle stops exactly where their hand starts. Their row takes the knock
77 and rocks back, and with 報牌 on they tell you about it (喂,小心點). Never
78 your own edge: you cannot be barged by your own discard.
79- **Arranging** — drag any tile in your hand to reorder it; 理牌 sorts it back
80 into suit order. Hands are never auto-sorted after the deal, so an arrangement
81 you set up survives draws, claims and kongs.
82- **Rules** — the `?` on your nameplate opens a bilingual rules panel anchored to
83 your own edge of the table and rotated to face you.
84- **Claiming** — after a discard, every seat that *can* claim gets 胡 / 槓 / 碰 /
85 吃 / 過 buttons on their own strip, and they resolve by priority (胡 > 槓/碰 >
86 吃; ties go to the player nearest the discarder in turn order).
87 **The table never blocks on a claim.** The next player gets a 摸牌 button and
88 may draw whenever they like, which shuts the window on anyone who hasn't
89 called — exactly like shouting 碰 before the next player picks up. A claim
90 already declared still stands, so calling in time always wins the tile. If
91 everyone answers first, play advances on its own without the extra tap.
92 The seat that draws next gets no separate 過 button, because for them the two
93 are the same move: picking up *is* how you decline. Their draw button reads
94 過.摸牌 while they have something they could have called instead. Wanting to
95 decline but leave the window open for everyone else is just waiting, which is
96 what not pressing anything already does.
97- **On your turn** — 自摸, 暗槓 and 加槓 appear automatically when legal.
98 加槓 offers everyone else a 搶槓 chance.
99- **Where the buttons go** — the strip is built from its edge inwards, so the
100 action bar holds a fixed height whether or not anything is in it. Otherwise
101 the melds above it shuffled along every time you lifted a tile
102 and 打出 五萬 appeared, since a button naming a tile stands taller than a bare
103 過. Every button on the bar is given that one height for the same reason.
104- **When a hand ends** — a big arrow drops onto the winner's edge of the table.
105 It lives inside their strip, so it turns with the seat and lands on the right
106 person wherever they are sitting, and 一炮多響 lights up every seat that
107 called. A 流局 has no winner to point at, so it turns the hands over instead:
108 who was 聽牌 and the tiles they were waiting on, the same reveal as at a real
109 table.
110- **Undo** — a 復原 button in the middle of the table takes back the last
111 action, naming what it will undo (`復原 玩家 2 打 五萬`). It sits in the
112 centre rather than on a seat because whoever *spots* the mis-tap should be
113 able to reach it. Twenty actions deep, cleared when the next hand is dealt.
114 Snapshots live outside the saved state, so an undo does not survive a
115 refresh: what you can take back is what happened while everyone was still
116 watching it happen.
117- **Sound** — on by default, muted from the 🔊 button in the middle of the
118 table or from settings. A dry clack as a tile goes down, and a distinct
119 two-note chime when a claim window opens, which is how a slow player notices
120 their 碰 is available before the next player draws it shut. Everything is
121 synthesised with a few oscillators (`src/game/sound.ts`) rather than sampled,
122 so there is nothing to load and the cue lands on the same frame as the tile.
123 Browsers refuse to start audio before the page has been clicked, so the first
124 sound anyone hears is the deal — triggered by the button that starts it.
125- **報牌 (voice)** — a second switch under sound calls the game out loud: 碰,
126 吃, 槓, 胡了, 自摸, and the name of every tile as it is discarded — 三條,
127 五萬, 東風. A flower says 補花 and then which one. A new call cuts off one
128 still being spoken; at table pace the newest is the only one that matters.
129 See [the voice pack](#the-voice-pack) for where the audio comes from.
130- **Settings** — 設定 from the lobby, or from the game-over panel: player names,
131 底 / 台 / starting chips, the house-rule switches below, and sound. Kept in
132 `localStorage` separately from the save, so they carry over to the next game.
133 Stakes are locked once a game is under way — they'd otherwise rewrite chips
134 already won.
135
136## On a phone
137
138The table assumes four people sitting around a screen lying flat, and about
139770px in both directions before the middle is worth looking at. A phone has
140neither, so under `(max-height: 620px), (max-width: 820px)` it switches to the
141compact layout: nothing is rotated, everything reads upright for the one person
142holding it, the other three seats shrink to cards showing what is public about
143them, and the depth that frees up goes to your hand, which is allowed to wrap.
144
145There is no centre square there — the middle collapses to a one-line bar showing
146what the wall square was telling you anyway — so there is nowhere to throw a tile
147*to*. The compact layout therefore keeps a discard row per seat, and discarding
148is tap-twice or 打出, exactly as it was. The pool and the throw are a full-size
149feature.
150
151The breakpoint is written down once, in `COMPACT_QUERY` in `src/ui/compact.ts`,
152which sets a `compact` class on `<html>` for the CSS to key off.
153
154## Computer players
155
156Single player seats you at the bottom and gives seats 1-3 to the computer.
157Their tiles go face down and their 聽 / 過水 badges come off, since both would
158give the hand away; everything public — the pool, melds, flowers, chips — stays
159exactly as it is, and everyone turns their hand over when the hand ends. They
160throw their tiles in like anyone else, and under the same rule: a computer seat
161whose wall is open slides them across, and one still walled in lobs them over.
162
163**The engine does not know the bots exist.** `AutoPlay` (`src/game/autoplay.ts`)
164watches the same state the screen does, and when the seat being waited on
165belongs to the computer it calls the identical method the button would have
166called — `discard`, `respond`, `declareConcealedKong`. So scoring, sound,
167saving, 過水 and 包牌 all work without a special case, and a bot cannot make a
168move a person could not. It never acts for you and never closes your claim
169window: if the table is waiting on you, it waits.
170
171**How they play** (`src/game/bot.ts`) is one idea applied everywhere. A hand is
172judged at its *resting* size — the (5 − melds) × 3 + 1 tiles you hold between a
173discard and your next draw — by its 向聽 first and by its 進張 count second.
174
175- **Discard** — try every distinct tile, keep the one that leaves the best
176 resting hand. Ties go to whatever is hardest to build on: a lone honour with
177 most of its copies already gone, before a lone 五萬 that still has neighbours
178 to meet.
179- **碰 / 吃** — only when the hand that comes out the other side is *strictly*
180 closer to home. Melding costs concealment and flexibility, so a claim that
181 merely holds the 向聽 steady is declined — which is why the bots pass on
182 pungs that would narrow a two-sided wait to a single tile.
183- **槓** — judged more kindly: it pays 台 and fetches a replacement, so standing
184 still is good enough.
185- **胡** — always taken.
186
187**What they watch you do** (`src/game/danger.ts`) is the other half. Efficiency
188alone throws whatever is fastest and pays for it; these bots read the table
189first, off the face-up table only — discard rows, exposed melds, the 過水 locks
190the nameplates already show. Two separate questions:
191
192- **How close does each seat look?** Turns taken (a hand is usually settled
193 inside ten goes each, long before the wall looks finished, so counting the
194 wall is the wrong clock), melds exposed, and what they have been throwing
195 lately. Nobody discards 五條 out of a hand that still needs shaping — it comes
196 out once the shape is done, so late middle tiles are the tell. A 過水 lock is
197 a confession: to be locked out of a tile you had to have been able to win on
198 it.
199- **How likely is this tile the one they want?** An honour can only be caught by
200 a pair or a triplet; a 五萬 sits in the middle of every run through it. A tile
201 they discarded themselves was not their tile when it went down — not proof
202 now, but the best evidence there is. A tile with no copies left unseen cannot
203 be a pair or triplet wait at all. Two melds in one suit means stay out of that
204 suit. And two dragon pungs down means the third dragon is not going anywhere
205 near the table, because 包牌 bills the feeder for the entire hand.
206
207Whether any of that changes the discard depends on the bot's own hand. At 聽牌
208it pushes — nothing short of 包牌 is worth breaking a ready hand for. Two or
209three away with somebody live across the table and it will give up a whole 向聽
210step to throw something safe, which is what folding is.
211
212The estimate is checked against ground truth in the tests rather than assumed:
213over the tiles bots actually considered, the ones the model rated below 0.2 deal
214in 0% of the time and the ones above 0.8 deal in 10.5%, cleanly monotonic in
215between. Switching the read on cuts deal-ins by about 13% over a few hundred
216hands, takes hands from ~30 discards to ~38, and moves the draw rate from
217almost nothing to about one hand in ten — which is what a table where people
218stop feeding each other actually looks like.
219
220What they know is still only what they can see. `unseenFor` counts the four
221copies of each tile and subtracts the bot's own hand plus every discard and
222exposed meld on the table. Neither module ever reads an opponent's concealed
223tiles or looks at the wall.
224
225There is no difficulty setting, and the reading stops at the discard: claims are
226still judged purely on speed, and a bot will take a 碰 that walks it into
227trouble.
228
229向聽 lives in `src/game/shanten.ts`, apart from `hu.ts`, because the two want
230different things: the win check has to be exact, and this one has to be fast —
231it runs a few hundred times for every discard a bot considers. The tests hold
232them against each other over random hands, since they work in completely
233different ways and any disagreement is a bug in the fast one.
234
235Undo behaves differently against the computer: rewinding into the middle of its
236turn would only hand the move straight back to it, so one press goes back to
237the last point *you* had a decision to make, computer replies and all.
238
239## Saving
240
241The game state is plain data, so a save is just its JSON in `localStorage`,
242rewritten after every move. Close the lid, refresh, or run the battery flat and
243nothing is lost — the lobby offers **繼續對局 Resume** above the two ways to
244start a fresh one, showing whether it was a solo or a hotseat game, the round,
245hand number, chip counts and when it was saved. Which seats the computer holds
246is part of the state, so a save resumes as the kind of game it was. A
247save is validated before it is offered (four players, 144 tiles accounted for),
248so a truncated or hand-edited one is ignored rather than loaded into a broken
249table. `VERSION` in `save.ts` retires old saves if the state shape changes.
250
251## Rules implemented
252
253- 144 tiles (four of each suit/honour, eight flowers), 16-tile hands, dealer
254 draws the 17th.
255- 補花 at the deal and on every drawn flower, replacements from the back of the
256 wall.
257- 吃 only from 上家; 碰/槓/胡 from anyone. 明槓, 暗槓, 加槓, 搶槓, 槓上開花.
258- 流局 when 16 tiles remain (`Rules.wallReserve`); the dealer keeps the deal on a
259 draw or on a dealer win (連莊), otherwise the deal passes and the round wind
260 advances every four passes. A full 四圈 game is 16 dealer passes.
261
262### House rules (switches in `Rules`, all on the settings screen)
263
264- **過水 `sacredDiscard`** (on) — pass on a tile you could have won with and it
265 is dead to you until your own next draw; the seat shows a 過水 badge listing
266 what it is locked out of, so the missing 胡 button is never a mystery. A draw
267 from either end of the wall lifts it. **`sacredClearedByClaim`** (off) decides
268 whether taking a 吃 / 碰 / 槓 lifts it too — tables genuinely differ.
269- **一炮多響 `multipleWinners`** (off) — one discard pays out to every seat that
270 calls on it, each settled separately against the discarder. With it off the
271 tile goes to the caller nearest the discarder. Either way the table now waits
272 for other seats that *can* win before settling, so the nearest seat wins the
273 tile rather than the quickest hand — and the 摸牌 button still closes the
274 window on anyone dithering.
275- **包牌 `liability`** (on) — feeding the pung that completes a visible 大三元
276 or 大四喜 makes the feeder answer for the whole hand, in place of all three
277 payers. Only the seat that fed the *last* of those sets is on the hook, and
278 only if it came off a discard: a hand that assembled them itself, or closed
279 the set with a 暗槓, has nobody to blame.
280
281### 台 scoring (`src/game/tai.ts`)
282
283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 ·
284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 ·
285小四喜 8 · 大四喜 16 · 碰碰胡 4 · 混一色 4 · 清一色 8 · 字一色 16 ·
286三暗刻 2 / 四暗刻 5 / 五暗刻 8 · 獨聽 · 單釣 1 · 搶槓 1 · 槓上開花 1 ·
287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)
288
289Ambiguous hands are decomposed every legal way and scored at the best reading.
290
291**Payment** (`Game.settle`): one unit is `底 + 台 × 台值`
292(`DEFAULT_RULES` = 底 3, 台 1, 100 chips each).
293放槍一家付 — the discarder alone pays one unit; on 自摸 all three pay one unit
294each. 拉莊 is billed to the dealer alone when the dealer is a payer, and added
295to the whole hand when the dealer wins.
296
297House rules vary a lot; the tai table and payments are plain data/functions in
298`tai.ts` and `types.ts` if yours differ.
299
300## The voice pack
301
302A mahjong table only ever says about fifty things — 42 tile names and a handful
303of calls — so the whole vocabulary is rendered ahead of time into
304`public/voice/` (~330 kB of mp3) rather than left to whatever speech synthesis
305the browser happens to have. On Linux that is usually espeak-ng, which is
306intelligible but sounds like a modem; and on a machine with no Chinese voice at
307all the feature would silently do nothing. Shipping the audio makes playback
308instant, identical everywhere, and lets a call be cut off mid-word when the
309next one lands, all through the same Web Audio graph as the chimes.
310
311`scripts/voice.mjs` is the authoring step, not part of `npm run build`. It needs
312[piper](https://github.com/OHF-Voice/piper1-gpl) and ffmpeg on PATH:
313
314```
315node scripts/voice.mjs # → public/voice/*.mp3 + manifest.json
316PIPER_MODEL=/path/to/voice.onnx node scripts/voice.mjs # a different voice
317```
318
319The wording lives in that script, and some of it is deliberately not the bare
320tile character: 東 alone is a direction where 東風 is the tile, and the dragons
321are 紅中 / 發財 / 白板 the way they are actually called — which also gives the
322phonemiser enough context to get the tone right, since 中 on its own is as
323likely to come out zhòng.
324
325The clips here were rendered with piper's `zh_CN-huayan-medium`. If you
326redistribute this app, check that voice's model card in
327[piper-voices](https://huggingface.co/rhasspy/piper-voices) for the terms
328attached to it, the same way you would the tile art below — or re-render the
329pack with a voice whose terms suit you, which is a single command.
330
331## Tile art
332
333`public/tiles/tiles.svg` is the **postmodern** tileset from
334[gnome-mahjongg](https://gitlab.gnome.org/GNOME/gnome-mahjongg), extracted from
335the installed binary's GResource — a 43×2 sprite sheet (second row is the
336highlighted variant, used for a lifted tile). `public/tiles/back.png` is the
337blank tile from its **smooth** theme, tinted jade, since a solitaire game has no
338face-down art of its own.
339
340That art is **GPL-2.0-or-later**. Fine for playing at home; if you ever
341distribute this app, either honour the GPL or swap the two files for art of your
342own — `SPRITE_COL` in `tiles.ts` is the only mapping that would need updating.
343
344Known gaps and house rules that aren't implemented yet are listed in
345[TODO.md](TODO.md).
346
347## Layout
348
349```
350public/tiles/ sprite sheet + tile back
351src/game/tiles.ts tile codes, wall, shuffle, sprite mapping
352src/game/hu.ts hand decomposition, 聽 detection, wait shapes
353src/game/shanten.ts 向聽 / 進張 counting, for the computer players
354src/game/bot.ts what a computer player discards and claims (pure)
355src/game/danger.ts reading the table: who looks ready, which tiles are hot
356src/game/autoplay.ts when it does it, and how long it appears to think
357src/game/tai.ts 台 scoring
358src/game/engine.ts state machine: deal, turns, claim resolution, settlement
359src/game/wall.ts what is left of the square, and what still blocks a throw
360src/table/physics.ts the discard pool: rectangles with weight, pure and testable
361src/table/geometry.ts the table measured — colliders, launch points, throw gate
362src/table/pool.ts game state ⇄ tiles in the middle, by diffing the discards
363src/ui/ TileView, Hand (drag and throw), Seat, Center, Pool, Help
364```
365
366## The tiles in the middle
367
368The pool is a small rigid-body solver (`src/table/physics.ts`) that knows nothing
369about mahjong, the DOM, or the clock: fixed 1/120s steps, no randomness of its
370own, and everything in table pixels. Given the same throws it produces the same
371pile every time, which is what lets a refresh mid-hand come back to the pile you
372had rather than a freshly scattered one — positions are derived from the hand
373number and each tile's place in its thrower's discards, never saved.
374
375It is drawn on a canvas that spans the **whole table**, not just the centre.
376That is deliberate: `.slot` and `.seat` both clip their own contents, which is
377why a tile can't be animated out of a strip as an element. On the canvas there is
378nothing to clip it, so a tile lifted out of a hand crosses the table in one
379piece.
380
381Nothing about the square is calculated twice. Its size lives entirely in CSS
382(`--ws`, `--wd`), so `geometry.ts` **measures** it instead of restating that
383arithmetic: `WallRing` already renders every stack as a real element tagged with
384its index, and the colliders are those elements' bounding rects. That one
385mapping is what makes the wall a physical object — the thing a thrown tile
386bounces off, and the thing the throw gate casts its ray at.
387
388## What is left of the wall
389
390Four walls of eighteen full-size stacks want about 560px a side. No ordinary
391window has that between the top and bottom strips, and the tile is not allowed
392to shrink to make it fit — a tile in the wall is the same tile you play with, so
393drawing it smaller was a visible lie.
394
395What saves it is that nobody ever sees a whole wall: four hands come off the
396front before the table is on screen, so barely half of it is left by then. So
397only the stacks still standing are drawn, and they are laid out around a ring
398cut to the **middle** rather than to eighteen — `ringLayout` in `game/wall.ts`
399measures how many stacks a side can take (`WallRing` renders one hidden cell and
400asks CSS how big it came out) and shares what is left over the four sides in
401proportion. Every seat keeps a wall in front of it instead of the remainder
402piling into one corner, and the order runs all the way round, so the break point
403is still at the head of it and the 底牌 tail still at the end.
404
405Shuffling the wall along as it is eaten costs nothing to look at, because every
406stack shows the same green back — and it is what people do to a half-eaten wall
407anyway.
408
409`pool.ts` never listens for events. It **diffs** the discards against what it is
410already drawing, keyed by `seat:index` — and those keys never shift, because
411discards are only ever pushed and a claim only ever pops the one on top. So a
412key that appeared is a tile to throw in and a key that went is a tile to take
413off, which makes undo, 下一局, a claim and resuming a saved game all the same
414code path. The engine has no idea any of it exists, and the save format did not
415change.