| 1 | import { isWinningHand, waits } from './hu'; |
| 2 | import { dealerTai, scoreHand, type TaiItem } from './tai'; |
| 3 | import { |
| 4 | buildWall, |
| 5 | EAST, |
| 6 | isFlower, |
| 7 | isSuited, |
| 8 | labelOf, |
| 9 | makeRng, |
| 10 | RED, |
| 11 | shuffle, |
| 12 | sortTiles, |
| 13 | WHITE, |
| 14 | WIND_NAMES, |
| 15 | type Tile, |
| 16 | } from './tiles'; |
| 17 | import { clearSave, saveGame } from './save'; |
| 18 | import { |
| 19 | BOT_NAMES, |
| 20 | DEFAULT_NAMES, |
| 21 | DEFAULT_RULES, |
| 22 | type Meld, |
| 23 | type Player, |
| 24 | type Rules, |
| 25 | type SeatId, |
| 26 | } from './types'; |
| 27 | import { rollDice, type Dice } from './wall'; |
| 28 | |
| 29 | export type Phase = 'lobby' | 'turn' | 'claims' | 'robkong' | 'handEnd' | 'gameEnd'; |
| 30 | |
| 31 | /** |
| 32 | * Things worth hearing. The engine only names them; what they sound like, and |
| 33 | * whether anything is audible at all, is the UI's business (`sound.ts`). |
| 34 | */ |
| 35 | export type SoundEvent = |
| 36 | | 'deal' |
| 37 | | 'discard' |
| 38 | | 'claimWindow' |
| 39 | // The four calls, kept distinct because they are things a player shouts: |
| 40 | // with voice turned on the UI says them out loud. |
| 41 | | 'pung' |
| 42 | | 'chow' |
| 43 | | 'kong' |
| 44 | | 'hu' |
| 45 | | 'selfDraw' |
| 46 | | 'flower' |
| 47 | | 'drawGame' |
| 48 | | 'undo'; |
| 49 | |
| 50 | /** A cue and, where there is one, the tile it is about. */ |
| 51 | export interface SoundCue { |
| 52 | kind: SoundEvent; |
| 53 | tile?: Tile; |
| 54 | } |
| 55 | |
| 56 | export type ClaimType = 'hu' | 'kong' | 'pung' | 'chow'; |
| 57 | |
| 58 | export interface ClaimOption { |
| 59 | type: ClaimType; |
| 60 | /** For a chow: the two tiles from hand that complete it. */ |
| 61 | with?: Tile[]; |
| 62 | } |
| 63 | |
| 64 | export interface Claim { |
| 65 | type: ClaimType; |
| 66 | with?: Tile[]; |
| 67 | } |
| 68 | |
| 69 | /** One seat's win. A hand has several of these only under 一炮多響. */ |
| 70 | export interface WinnerResult { |
| 71 | seat: SeatId; |
| 72 | selfDraw: boolean; |
| 73 | tai: number; |
| 74 | items: TaiItem[]; |
| 75 | winTile: Tile; |
| 76 | /** 包牌 — the seat answering for this hand on its own, if any. */ |
| 77 | liable: SeatId | null; |
| 78 | } |
| 79 | |
| 80 | export interface HandResult { |
| 81 | drawGame: boolean; |
| 82 | /** Empty on a 流局. */ |
| 83 | winners: WinnerResult[]; |
| 84 | /** The discarder, when the hand was won off a discard. */ |
| 85 | loser: SeatId | null; |
| 86 | deltas: number[]; |
| 87 | } |
| 88 | |
| 89 | export interface GameState { |
| 90 | rules: Rules; |
| 91 | players: Player[]; |
| 92 | /** |
| 93 | * Which seats the computer plays. All false is the hotseat game everyone |
| 94 | * shares one screen for; seats 1-3 true is the single-player table. It lives |
| 95 | * in the state rather than beside it so a saved game resumes as the kind of |
| 96 | * game it was. |
| 97 | */ |
| 98 | bots: boolean[]; |
| 99 | wall: Tile[]; |
| 100 | dealer: SeatId; |
| 101 | dealerStreak: number; |
| 102 | rotations: number; // completed dealer passes; roundWind = floor(rotations / 4) |
| 103 | turn: SeatId; |
| 104 | phase: Phase; |
| 105 | drawnTile: Tile | null; |
| 106 | /** True while the drawn tile is still held apart at the end of the hand. */ |
| 107 | drawnSeparate: boolean; |
| 108 | lastDiscard: { tile: Tile; from: SeatId } | null; |
| 109 | /** Seats that may respond to the tile on the table, and with what. */ |
| 110 | options: Partial<Record<SeatId, ClaimOption[]>>; |
| 111 | responses: Partial<Record<SeatId, Claim | 'pass'>>; |
| 112 | /** |
| 113 | * 過水 — per seat, the tiles they have already declined to win on since |
| 114 | * their last draw. Those tiles are dead to them until the lock lifts. |
| 115 | */ |
| 116 | sacred: Tile[][]; |
| 117 | afterKong: boolean; |
| 118 | robKongTile: Tile | null; |
| 119 | /** |
| 120 | * 擲骰 — what the dealer threw to open this hand. Where the wall is broken |
| 121 | * and nothing else: the tiles were shuffled before the square was built, so |
| 122 | * the dice move the gap round the table rather than change anybody's hand. |
| 123 | * `breakAt` in game/wall.ts reads them. |
| 124 | */ |
| 125 | dice: Dice; |
| 126 | /** How many of the original 144 wall positions have been taken off the front. */ |
| 127 | drawnFront: number; |
| 128 | /** ...and off the back (kong / flower replacements). */ |
| 129 | drawnBack: number; |
| 130 | result: HandResult | null; |
| 131 | log: string[]; |
| 132 | handNumber: number; |
| 133 | } |
| 134 | |
| 135 | const SEATS: SeatId[] = [0, 1, 2, 3]; |
| 136 | const next = (s: SeatId): SeatId => (((s + 1) % 4) as SeatId); |
| 137 | |
| 138 | /** How many actions back you can walk. Deeper than anyone will remember. */ |
| 139 | const UNDO_DEPTH = 20; |
| 140 | |
| 141 | interface Snapshot { |
| 142 | state: GameState; |
| 143 | /** What pressing undo will take back, in the players' own words. */ |
| 144 | zh: string; |
| 145 | en: string; |
| 146 | } |
| 147 | |
| 148 | export class Game { |
| 149 | state: GameState; |
| 150 | private listeners = new Set<() => void>(); |
| 151 | private version = 0; |
| 152 | /** |
| 153 | * Whether moves are written to localStorage. Off for the online tables: the |
| 154 | * authoritative copy lives in the room, a mirror of somebody else's game must |
| 155 | * not overwrite the local solo save — and the sandbox a deployed game runs in |
| 156 | * has no storage to write to anyway. |
| 157 | */ |
| 158 | persist = true; |
| 159 | |
| 160 | constructor(names: string[] = DEFAULT_NAMES, rules: Rules = DEFAULT_RULES) { |
| 161 | this.state = { |
| 162 | rules, |
| 163 | players: names.map((name) => ({ |
| 164 | name, |
| 165 | hand: [], |
| 166 | melds: [], |
| 167 | flowers: [], |
| 168 | discards: [], |
| 169 | score: rules.startingScore, |
| 170 | })), |
| 171 | bots: [false, false, false, false], |
| 172 | wall: [], |
| 173 | dealer: 0, |
| 174 | dealerStreak: 0, |
| 175 | rotations: 0, |
| 176 | turn: 0, |
| 177 | phase: 'lobby', |
| 178 | drawnTile: null, |
| 179 | drawnSeparate: false, |
| 180 | lastDiscard: null, |
| 181 | options: {}, |
| 182 | responses: {}, |
| 183 | sacred: [[], [], [], []], |
| 184 | afterKong: false, |
| 185 | robKongTile: null, |
| 186 | dice: [1, 1, 1], |
| 187 | drawnFront: 0, |
| 188 | drawnBack: 0, |
| 189 | result: null, |
| 190 | log: [], |
| 191 | handNumber: 0, |
| 192 | }; |
| 193 | } |
| 194 | |
| 195 | // ---- store plumbing ---------------------------------------------------- |
| 196 | subscribe = (fn: () => void) => { |
| 197 | this.listeners.add(fn); |
| 198 | return () => this.listeners.delete(fn); |
| 199 | }; |
| 200 | getSnapshot = () => this.version; |
| 201 | private emit() { |
| 202 | this.version++; |
| 203 | if (this.persist) saveGame(this.state); |
| 204 | for (const l of this.listeners) l(); |
| 205 | } |
| 206 | |
| 207 | // ---- undo -------------------------------------------------------------- |
| 208 | /** |
| 209 | * Four people share one touchscreen, so a mis-tap is the likeliest complaint |
| 210 | * at the table. The whole state is plain JSON, so taking one back is just a |
| 211 | * matter of having kept a copy. |
| 212 | * |
| 213 | * Snapshots are pushed by the methods a *button* calls — discard, respond, |
| 214 | * the kong and win declarations — not by the internal steps they run, so one |
| 215 | * press is one undo. They live outside the state, which is why an undo does |
| 216 | * not survive a reload: what you can take back is what happened while |
| 217 | * everyone was still sitting there watching it happen. |
| 218 | */ |
| 219 | private undoStack: Snapshot[] = []; |
| 220 | |
| 221 | private push(zh: string, en: string) { |
| 222 | this.undoStack.push({ state: JSON.parse(JSON.stringify(this.state)) as GameState, zh, en }); |
| 223 | if (this.undoStack.length > UNDO_DEPTH) this.undoStack.shift(); |
| 224 | } |
| 225 | |
| 226 | /** |
| 227 | * Which snapshot an undo would restore. At a hotseat table that is simply |
| 228 | * the last one. With computer players it is the last point a *person* had a |
| 229 | * decision to make: rewinding into the middle of the computer's turn would |
| 230 | * only hand the move straight back to it. |
| 231 | */ |
| 232 | private undoIndex(): number { |
| 233 | if (this.undoStack.length === 0) return -1; |
| 234 | if (!this.hasBots) return this.undoStack.length - 1; |
| 235 | for (let i = this.undoStack.length - 1; i >= 0; i--) { |
| 236 | if (humanCanAct(this.undoStack[i].state)) return i; |
| 237 | } |
| 238 | return -1; |
| 239 | } |
| 240 | |
| 241 | /** What undo would take back right now, or null if there is nothing. */ |
| 242 | undoable(): { zh: string; en: string } | null { |
| 243 | const i = this.undoIndex(); |
| 244 | if (i < 0) return null; |
| 245 | // Against the computer an undo swallows its replies too, so naming only |
| 246 | // the most recent move would be a lie about what is coming back. |
| 247 | if (this.hasBots) return { zh: '上一步', en: 'your last move' }; |
| 248 | const snap = this.undoStack[i]; |
| 249 | return { zh: snap.zh, en: snap.en }; |
| 250 | } |
| 251 | |
| 252 | undo() { |
| 253 | const i = this.undoIndex(); |
| 254 | if (i < 0) return; |
| 255 | this.state = this.undoStack[i].state; |
| 256 | this.undoStack.length = i; |
| 257 | this.sfx('undo'); |
| 258 | this.emit(); |
| 259 | } |
| 260 | |
| 261 | /** |
| 262 | * Throw the dice again without touching the tiles — `game.reroll(6, 6, 6)` |
| 263 | * from the console, or `game.reroll()` for a fresh throw. |
| 264 | * |
| 265 | * Only the break moves, which is the only thing the dice decide here: the |
| 266 | * wall was shuffled before it was built, so nobody's hand changes and the |
| 267 | * draw order is the draw order. It is how the square gets looked at broken |
| 268 | * somewhere other than wherever this hand happened to open. |
| 269 | */ |
| 270 | reroll(...dice: number[]) { |
| 271 | this.state.dice = |
| 272 | dice.length === 3 ? (dice as Dice) : rollDice(makeRng(Math.floor(Math.random() * 2 ** 31))); |
| 273 | this.emit(); |
| 274 | return this.state.dice; |
| 275 | } |
| 276 | |
| 277 | get hasBots() { |
| 278 | return this.state.bots.some(Boolean); |
| 279 | } |
| 280 | isBot(seat: SeatId) { |
| 281 | return this.state.bots[seat]; |
| 282 | } |
| 283 | |
| 284 | private soundListeners = new Set<(cue: SoundCue) => void>(); |
| 285 | /** Sound is a side channel, not state: it is never saved and never replayed. */ |
| 286 | onSound = (fn: (cue: SoundCue) => void) => { |
| 287 | this.soundListeners.add(fn); |
| 288 | return () => { |
| 289 | this.soundListeners.delete(fn); |
| 290 | }; |
| 291 | }; |
| 292 | private sfx(kind: SoundEvent, tile?: Tile) { |
| 293 | for (const l of this.soundListeners) l({ kind, tile }); |
| 294 | } |
| 295 | |
| 296 | /** |
| 297 | * Take the settings screen's word for the names and the stakes. Chips are |
| 298 | * only re-dealt before the first hand — changing 底 mid-game shouldn't |
| 299 | * rewrite what everyone has already won. |
| 300 | */ |
| 301 | applySettings(names: string[], rules: Rules) { |
| 302 | const s = this.state; |
| 303 | s.rules = rules; |
| 304 | names.forEach((name, i) => { |
| 305 | // The computer keeps the name it was given; the settings screen is about |
| 306 | // the people at the table. |
| 307 | if (!s.bots[i]) s.players[i].name = name; |
| 308 | }); |
| 309 | if (s.phase === 'lobby') for (const p of s.players) p.score = rules.startingScore; |
| 310 | this.emit(); |
| 311 | } |
| 312 | |
| 313 | /** Pick up a game saved earlier. */ |
| 314 | restore(state: GameState) { |
| 315 | this.state = state; |
| 316 | this.emit(); |
| 317 | } |
| 318 | |
| 319 | /** One nameplate, not the whole settings screen — a phone claimed a seat. */ |
| 320 | renameSeat(seat: SeatId, name: string) { |
| 321 | if (!name || this.state.players[seat].name === name) return; |
| 322 | this.state.players[seat].name = name; |
| 323 | this.emit(); |
| 324 | } |
| 325 | |
| 326 | /** |
| 327 | * Hand a seat to the computer, or take it back. This is what happens online |
| 328 | * when a player drops mid-hand: their seat cannot hold the table forever, and |
| 329 | * it cannot simply be skipped either — somebody has to play it. |
| 330 | */ |
| 331 | setBot(seat: SeatId, bot: boolean) { |
| 332 | if (this.state.bots[seat] === bot) return; |
| 333 | this.state.bots[seat] = bot; |
| 334 | this.emit(); |
| 335 | } |
| 336 | private say(msg: string) { |
| 337 | this.state.log.unshift(msg); |
| 338 | if (this.state.log.length > 40) this.state.log.pop(); |
| 339 | } |
| 340 | |
| 341 | get roundWind() { |
| 342 | return Math.floor(this.state.rotations / 4) % 4; |
| 343 | } |
| 344 | get wallLeft() { |
| 345 | return this.state.wall.length - this.state.rules.wallReserve; |
| 346 | } |
| 347 | |
| 348 | // ---- hand setup -------------------------------------------------------- |
| 349 | startHand(seed = Math.floor(Math.random() * 2 ** 31)) { |
| 350 | const s = this.state; |
| 351 | // Once the next hand is dealt the last one is settled and paid; there is |
| 352 | // nothing left to take back, and the tiles are already shuffled away. |
| 353 | this.undoStack = []; |
| 354 | // One rng for the whole hand's setup, so the same seed rebuilds the same |
| 355 | // wall *and* throws the same dice — a hand replayed is the hand that was |
| 356 | // played, gap and all. |
| 357 | const rng = makeRng(seed); |
| 358 | s.wall = shuffle(buildWall(), rng); |
| 359 | s.dice = rollDice(rng); |
| 360 | s.handNumber++; |
| 361 | for (const p of s.players) { |
| 362 | p.hand = []; |
| 363 | p.melds = []; |
| 364 | p.flowers = []; |
| 365 | p.discards = []; |
| 366 | } |
| 367 | s.result = null; |
| 368 | s.lastDiscard = null; |
| 369 | s.options = {}; |
| 370 | s.responses = {}; |
| 371 | s.sacred = [[], [], [], []]; |
| 372 | s.afterKong = false; |
| 373 | s.robKongTile = null; |
| 374 | s.drawnFront = 0; |
| 375 | s.drawnBack = 0; |
| 376 | s.log = []; |
| 377 | |
| 378 | for (let round = 0; round < 4; round++) { |
| 379 | for (let i = 0; i < 4; i++) { |
| 380 | const seat = ((s.dealer + i) % 4) as SeatId; |
| 381 | for (let k = 0; k < 4; k++) s.players[seat].hand.push(this.takeFront()); |
| 382 | } |
| 383 | } |
| 384 | // The dealer's 17th tile is the opening draw. |
| 385 | const opener = this.takeFront(); |
| 386 | s.players[s.dealer].hand.push(opener); |
| 387 | |
| 388 | // 補花 — replace flowers in seat order, repeating until nobody holds one. |
| 389 | let dealerLast: Tile | null = null; |
| 390 | let more = true; |
| 391 | while (more) { |
| 392 | more = false; |
| 393 | for (let i = 0; i < 4; i++) { |
| 394 | const seat = ((s.dealer + i) % 4) as SeatId; |
| 395 | const r = this.replaceFlowers(seat); |
| 396 | if (r.moved) more = true; |
| 397 | if (seat === s.dealer && r.last !== null) dealerLast = r.last; |
| 398 | } |
| 399 | } |
| 400 | for (const p of s.players) p.hand = sortTiles(p.hand); |
| 401 | |
| 402 | s.turn = s.dealer; |
| 403 | this.setDrawn(s.dealer, isFlower(opener) ? dealerLast : opener); |
| 404 | s.phase = 'turn'; |
| 405 | this.say(`${WIND_NAMES[this.roundWind]}圈 — 莊家 dealer: ${s.players[s.dealer].name}`); |
| 406 | this.sfx('deal'); |
| 407 | this.emit(); |
| 408 | } |
| 409 | |
| 410 | /** |
| 411 | * Moves flowers out of a hand, drawing replacements from the back of the wall. |
| 412 | * Returns the last replacement tile so the caller can keep marking it as the |
| 413 | * tile the player just drew. |
| 414 | */ |
| 415 | private replaceFlowers(seat: SeatId): { moved: boolean; last: Tile | null } { |
| 416 | const s = this.state; |
| 417 | const p = s.players[seat]; |
| 418 | let moved = false; |
| 419 | let last: Tile | null = null; |
| 420 | for (;;) { |
| 421 | const i = p.hand.findIndex(isFlower); |
| 422 | if (i < 0) break; |
| 423 | const f = p.hand.splice(i, 1)[0]; |
| 424 | p.flowers.push(f); |
| 425 | p.flowers.sort((a, b) => a - b); |
| 426 | moved = true; |
| 427 | last = null; |
| 428 | if (s.wall.length === 0) break; |
| 429 | last = this.takeBack(); |
| 430 | p.hand.push(last); |
| 431 | } |
| 432 | return { moved, last }; |
| 433 | } |
| 434 | |
| 435 | /** |
| 436 | * Park the tile a player just drew at the end of their hand, held apart from |
| 437 | * the rest. Hands are never auto-sorted after the deal — the arrangement is |
| 438 | * the player's, so we only ever append. |
| 439 | */ |
| 440 | private setDrawn(seat: SeatId, tile: Tile | null) { |
| 441 | const s = this.state; |
| 442 | s.drawnTile = tile; |
| 443 | s.drawnSeparate = tile !== null; |
| 444 | if (tile === null) return; |
| 445 | const hand = s.players[seat].hand; |
| 446 | const i = hand.lastIndexOf(tile); |
| 447 | if (i >= 0) hand.splice(i, 1); |
| 448 | hand.push(tile); |
| 449 | } |
| 450 | |
| 451 | /** Move a tile within a hand. Players arrange their own tiles however they like. */ |
| 452 | reorderHand(seat: SeatId, from: number, to: number) { |
| 453 | const s = this.state; |
| 454 | const hand = s.players[seat].hand; |
| 455 | if (from === to || from < 0 || to < 0 || from >= hand.length || to >= hand.length) return; |
| 456 | const last = hand.length - 1; |
| 457 | // Sliding the drawn tile into the hand (or something past it) merges it in. |
| 458 | if (s.drawnSeparate && s.turn === seat && (from === last || to === last)) s.drawnSeparate = false; |
| 459 | const [t] = hand.splice(from, 1); |
| 460 | hand.splice(to, 0, t); |
| 461 | this.emit(); |
| 462 | } |
| 463 | |
| 464 | /** 理牌 — sort a hand back into suit order. */ |
| 465 | sortHand(seat: SeatId) { |
| 466 | const s = this.state; |
| 467 | s.players[seat].hand = sortTiles(s.players[seat].hand); |
| 468 | if (s.turn === seat) s.drawnSeparate = false; |
| 469 | this.emit(); |
| 470 | } |
| 471 | |
| 472 | /** Next tile off the front of the wall (the normal draw). */ |
| 473 | private takeFront(): Tile { |
| 474 | this.state.drawnFront++; |
| 475 | return this.state.wall.shift()!; |
| 476 | } |
| 477 | |
| 478 | /** Next tile off the back of the wall (kong and flower replacements). */ |
| 479 | private takeBack(): Tile { |
| 480 | this.state.drawnBack++; |
| 481 | return this.state.wall.pop()!; |
| 482 | } |
| 483 | |
| 484 | // ---- turn flow --------------------------------------------------------- |
| 485 | private beginTurn(seat: SeatId) { |
| 486 | const s = this.state; |
| 487 | if (this.wallLeft <= 0) return this.endInDraw(); |
| 488 | const t = this.takeFront(); |
| 489 | s.players[seat].hand.push(t); |
| 490 | let drawn: Tile | null = t; |
| 491 | if (isFlower(t)) { |
| 492 | drawn = this.replaceFlowers(seat).last; |
| 493 | this.say(`${s.players[seat].name} 補花 flower`); |
| 494 | this.sfx('flower', t); // the flower itself, not the tile that replaced it |
| 495 | } |
| 496 | s.turn = seat; |
| 497 | this.setDrawn(seat, drawn); |
| 498 | s.phase = 'turn'; |
| 499 | s.afterKong = false; |
| 500 | s.lastDiscard = null; |
| 501 | s.options = {}; |
| 502 | s.responses = {}; |
| 503 | // Your own draw always lifts 過水, whatever the table thinks about claims. |
| 504 | s.sacred[seat] = []; |
| 505 | } |
| 506 | |
| 507 | // ---- 過水 --------------------------------------------------------------- |
| 508 | /** Has this seat already passed on winning with this tile? */ |
| 509 | private isSacred(seat: SeatId, tile: Tile): boolean { |
| 510 | const s = this.state; |
| 511 | return s.rules.sacredDiscard && s.sacred[seat].includes(tile); |
| 512 | } |
| 513 | |
| 514 | /** |
| 515 | * Everyone who was offered 胡 on the tile now on the table and did not take |
| 516 | * it has declined it — including anyone who took a 碰 or 吃 instead. Called |
| 517 | * once the claims are settled, so the seat that actually won is exempt. |
| 518 | */ |
| 519 | private recordDeclinedWins(winners: SeatId[]) { |
| 520 | const s = this.state; |
| 521 | if (!s.rules.sacredDiscard) return; |
| 522 | const tile = s.phase === 'robkong' ? s.robKongTile : s.lastDiscard?.tile; |
| 523 | if (tile === undefined || tile === null) return; |
| 524 | for (const seat of SEATS) { |
| 525 | if (winners.includes(seat)) continue; |
| 526 | if (!s.options[seat]?.some((o) => o.type === 'hu')) continue; |
| 527 | if (!s.sacred[seat].includes(tile)) s.sacred[seat].push(tile); |
| 528 | } |
| 529 | } |
| 530 | |
| 531 | /** Replacement tile after a kong, taken from the back of the wall. */ |
| 532 | private kongReplacement(seat: SeatId) { |
| 533 | const s = this.state; |
| 534 | if (s.wall.length === 0) return this.endInDraw(); |
| 535 | const t = this.takeBack(); |
| 536 | s.players[seat].hand.push(t); |
| 537 | const drawn = isFlower(t) ? this.replaceFlowers(seat).last : t; |
| 538 | this.setDrawn(seat, drawn); |
| 539 | s.turn = seat; |
| 540 | s.phase = 'turn'; |
| 541 | s.afterKong = true; |
| 542 | s.sacred[seat] = []; // a replacement off the back is still a draw |
| 543 | } |
| 544 | |
| 545 | /** 過水 — tiles this seat has passed on winning with, for the badge. */ |
| 546 | sacredTiles(seat: SeatId): Tile[] { |
| 547 | return this.state.rules.sacredDiscard ? this.state.sacred[seat] : []; |
| 548 | } |
| 549 | |
| 550 | discard(seat: SeatId, tile: Tile) { |
| 551 | const s = this.state; |
| 552 | if (s.phase !== 'turn' || s.turn !== seat) return; |
| 553 | const p = s.players[seat]; |
| 554 | const i = p.hand.indexOf(tile); |
| 555 | if (i < 0) return; |
| 556 | this.push(`${p.name} 打 ${labelOf(tile)}`, `${p.name} discarded ${labelOf(tile)}`); |
| 557 | p.hand.splice(i, 1); |
| 558 | p.discards.push(tile); |
| 559 | s.drawnTile = null; |
| 560 | s.drawnSeparate = false; |
| 561 | s.lastDiscard = { tile, from: seat }; |
| 562 | s.responses = {}; |
| 563 | s.options = this.claimOptionsFor(tile, seat); |
| 564 | this.sfx('discard', tile); |
| 565 | |
| 566 | if (Object.keys(s.options).length === 0) { |
| 567 | this.afterDiscardResolved(); |
| 568 | } else { |
| 569 | s.phase = 'claims'; |
| 570 | // The point of the chime: claims don't block, so somebody has to be told |
| 571 | // their window is open before the next player draws it shut. |
| 572 | this.sfx('claimWindow'); |
| 573 | } |
| 574 | this.emit(); |
| 575 | } |
| 576 | |
| 577 | /** Called once nobody wants the discarded tile. */ |
| 578 | private afterDiscardResolved() { |
| 579 | const s = this.state; |
| 580 | const from = s.lastDiscard!.from; |
| 581 | if (this.wallLeft <= 0) return this.endInDraw(); |
| 582 | this.beginTurn(next(from)); |
| 583 | } |
| 584 | |
| 585 | private claimOptionsFor(tile: Tile, from: SeatId): Partial<Record<SeatId, ClaimOption[]>> { |
| 586 | const s = this.state; |
| 587 | const out: Partial<Record<SeatId, ClaimOption[]>> = {}; |
| 588 | for (const seat of SEATS) { |
| 589 | if (seat === from) continue; |
| 590 | const p = s.players[seat]; |
| 591 | const opts: ClaimOption[] = []; |
| 592 | if (isWinningHand([...p.hand, tile], p.melds.length) && !this.isSacred(seat, tile)) { |
| 593 | opts.push({ type: 'hu' }); |
| 594 | } |
| 595 | const same = p.hand.filter((t) => t === tile).length; |
| 596 | if (same >= 3 && this.wallLeft > 0) opts.push({ type: 'kong' }); |
| 597 | if (same >= 2) opts.push({ type: 'pung' }); |
| 598 | if (seat === next(from) && isSuited(tile)) { |
| 599 | for (const pair of chowPartners(p.hand, tile)) opts.push({ type: 'chow', with: pair }); |
| 600 | } |
| 601 | if (opts.length) out[seat] = opts; |
| 602 | } |
| 603 | return out; |
| 604 | } |
| 605 | |
| 606 | /** |
| 607 | * The seat that draws next if nobody takes the tile on the table — they are |
| 608 | * the ones who can close the claim window. |
| 609 | */ |
| 610 | nextDrawer(): SeatId | null { |
| 611 | const s = this.state; |
| 612 | if (s.phase === 'claims' && s.lastDiscard) return next(s.lastDiscard.from); |
| 613 | if (s.phase === 'robkong') return s.turn; |
| 614 | return null; |
| 615 | } |
| 616 | |
| 617 | /** |
| 618 | * Carry on without waiting for anyone still thinking: everyone who hasn't |
| 619 | * answered passes. Claims already declared still stand, so a player who |
| 620 | * called in time keeps the tile. This is what stops one distracted player |
| 621 | * from halting the table. |
| 622 | */ |
| 623 | resolveNow() { |
| 624 | const s = this.state; |
| 625 | if (s.phase !== 'claims' && s.phase !== 'robkong') return; |
| 626 | this.push('關閉叫牌', 'Closed the claim window'); |
| 627 | for (const key of Object.keys(s.options)) { |
| 628 | const seat = Number(key) as SeatId; |
| 629 | if (s.responses[seat] === undefined) s.responses[seat] = 'pass'; |
| 630 | } |
| 631 | this.tryResolveClaims(); |
| 632 | this.emit(); |
| 633 | } |
| 634 | |
| 635 | respond(seat: SeatId, claim: Claim | 'pass') { |
| 636 | const s = this.state; |
| 637 | if (s.phase !== 'claims' && s.phase !== 'robkong') return; |
| 638 | if (!s.options[seat]) return; |
| 639 | const name = s.players[seat].name; |
| 640 | if (claim === 'pass') this.push(`${name} 過`, `${name} passed`); |
| 641 | else this.push(`${name} ${CLAIM_ZH[claim.type]}`, `${name} called ${CLAIM_EN[claim.type].toLowerCase()}`); |
| 642 | s.responses[seat] = claim; |
| 643 | this.tryResolveClaims(); |
| 644 | this.emit(); |
| 645 | } |
| 646 | |
| 647 | private tryResolveClaims() { |
| 648 | const s = this.state; |
| 649 | const rank = (c: ClaimType) => (c === 'hu' ? 3 : c === 'chow' ? 1 : 2); |
| 650 | const pending = (Object.keys(s.options) as unknown as SeatId[]) |
| 651 | .map(Number) |
| 652 | .filter((seat) => s.responses[seat as SeatId] === undefined) as SeatId[]; |
| 653 | |
| 654 | const declared = (Object.entries(s.responses) as [string, Claim | 'pass'][]) |
| 655 | .filter(([, c]) => c !== 'pass') |
| 656 | .map(([seat, c]) => ({ seat: Number(seat) as SeatId, claim: c as Claim })); |
| 657 | |
| 658 | if (declared.length === 0) { |
| 659 | if (pending.length > 0) return; |
| 660 | // everyone passed |
| 661 | this.recordDeclinedWins([]); |
| 662 | if (s.phase === 'robkong') return this.finishAddKong(); |
| 663 | return this.afterDiscardResolved(); |
| 664 | } |
| 665 | |
| 666 | const bestPending = Math.max( |
| 667 | 0, |
| 668 | ...pending.map((seat) => Math.max(...s.options[seat]!.map((o) => rank(o.type)))), |
| 669 | ); |
| 670 | const best = Math.max(...declared.map((d) => rank(d.claim.type))); |
| 671 | if (best < bestPending && pending.length > 0) return; // someone might outrank |
| 672 | |
| 673 | const from = s.lastDiscard?.from ?? s.turn; |
| 674 | const winners = declared.filter((d) => rank(d.claim.type) === best); |
| 675 | // Closest player after the discarder wins a tie. |
| 676 | winners.sort( |
| 677 | (a, b) => ((a.seat - from + 4) % 4) - ((b.seat - from + 4) % 4), |
| 678 | ); |
| 679 | |
| 680 | if (best === rank('hu')) { |
| 681 | // Anyone else who can win on this tile is worth waiting for: under |
| 682 | // 一炮多響 they get paid too, and without it the tile still belongs to |
| 683 | // the seat nearest the discarder rather than to the quickest hand. The |
| 684 | // Draw button closes the window either way, so nobody is held up. |
| 685 | if (pending.some((seat) => s.options[seat]!.some((o) => o.type === 'hu'))) return; |
| 686 | const seats = s.rules.multipleWinners ? winners.map((w) => w.seat) : [winners[0].seat]; |
| 687 | this.recordDeclinedWins(seats); |
| 688 | return this.winOnTile(seats); |
| 689 | } |
| 690 | |
| 691 | this.recordDeclinedWins([winners[0].seat]); |
| 692 | this.executeClaim(winners[0].seat, winners[0].claim); |
| 693 | } |
| 694 | |
| 695 | /** Everyone who called 胡 on the tile currently on the table takes it. */ |
| 696 | private winOnTile(seats: SeatId[]) { |
| 697 | const s = this.state; |
| 698 | const robKong = s.phase === 'robkong'; |
| 699 | const tile = robKong ? s.robKongTile! : s.lastDiscard!.tile; |
| 700 | const from = robKong ? s.turn : s.lastDiscard!.from; |
| 701 | this.settle( |
| 702 | seats.map((seat) => ({ seat, winTile: tile, selfDraw: false, robKong })), |
| 703 | from, |
| 704 | ); |
| 705 | } |
| 706 | |
| 707 | /** Melds the tile on the table into a hand. 胡 goes through `winOnTile`. */ |
| 708 | private executeClaim(seat: SeatId, claim: Claim) { |
| 709 | const s = this.state; |
| 710 | if (claim.type === 'hu') return this.winOnTile([seat]); |
| 711 | const tile = s.phase === 'robkong' ? s.robKongTile! : s.lastDiscard!.tile; |
| 712 | const from = s.phase === 'robkong' ? s.turn : s.lastDiscard!.from; |
| 713 | const p = s.players[seat]; |
| 714 | |
| 715 | // Take the tile off the discard pile. |
| 716 | if (s.lastDiscard) { |
| 717 | const dp = s.players[from].discards; |
| 718 | if (dp[dp.length - 1] === tile) dp.pop(); |
| 719 | } |
| 720 | const take = (t: Tile, n: number) => { |
| 721 | for (let k = 0; k < n; k++) p.hand.splice(p.hand.indexOf(t), 1); |
| 722 | }; |
| 723 | |
| 724 | let meld: Meld; |
| 725 | if (claim.type === 'kong') { |
| 726 | take(tile, 3); |
| 727 | meld = { kind: 'kong', tiles: [tile, tile, tile, tile], from }; |
| 728 | } else if (claim.type === 'pung') { |
| 729 | take(tile, 2); |
| 730 | meld = { kind: 'pung', tiles: [tile, tile, tile], from }; |
| 731 | } else { |
| 732 | for (const t of claim.with!) take(t, 1); |
| 733 | meld = { kind: 'chow', tiles: sortTiles([tile, ...claim.with!]), from }; |
| 734 | } |
| 735 | p.melds.push(meld); |
| 736 | // Some tables treat taking a tile as enough of a fresh start to lift 過水; |
| 737 | // stricter ones make you wait for your own draw. |
| 738 | if (s.rules.sacredClearedByClaim) s.sacred[seat] = []; |
| 739 | this.say(`${p.name} ${claimName(claim.type)} ${labelOf(tile)}`); |
| 740 | this.sfx(claim.type, tile); |
| 741 | |
| 742 | s.lastDiscard = null; |
| 743 | s.options = {}; |
| 744 | s.responses = {}; |
| 745 | if (claim.type === 'kong') { |
| 746 | this.kongReplacement(seat); |
| 747 | } else { |
| 748 | s.turn = seat; |
| 749 | s.drawnTile = null; |
| 750 | s.drawnSeparate = false; |
| 751 | s.phase = 'turn'; |
| 752 | s.afterKong = false; |
| 753 | } |
| 754 | } |
| 755 | |
| 756 | // ---- own-turn declarations -------------------------------------------- |
| 757 | /** Tiles the seat may declare a concealed kong on. */ |
| 758 | concealedKongs(seat: SeatId): Tile[] { |
| 759 | const p = this.state.players[seat]; |
| 760 | const counts = new Map<Tile, number>(); |
| 761 | for (const t of p.hand) counts.set(t, (counts.get(t) ?? 0) + 1); |
| 762 | return [...counts.entries()].filter(([, n]) => n === 4).map(([t]) => t); |
| 763 | } |
| 764 | |
| 765 | /** Tiles that can be added to an existing exposed pung. */ |
| 766 | addedKongs(seat: SeatId): Tile[] { |
| 767 | const p = this.state.players[seat]; |
| 768 | return p.melds |
| 769 | .filter((m) => m.kind === 'pung') |
| 770 | .map((m) => m.tiles[0]) |
| 771 | .filter((t) => p.hand.includes(t)); |
| 772 | } |
| 773 | |
| 774 | declareConcealedKong(seat: SeatId, tile: Tile) { |
| 775 | const s = this.state; |
| 776 | if (s.phase !== 'turn' || s.turn !== seat || this.wallLeft <= 0) return; |
| 777 | const p = s.players[seat]; |
| 778 | this.push(`${p.name} 暗槓 ${labelOf(tile)}`, `${p.name} declared a concealed kong`); |
| 779 | for (let k = 0; k < 4; k++) p.hand.splice(p.hand.indexOf(tile), 1); |
| 780 | p.melds.push({ kind: 'ankong', tiles: [tile, tile, tile, tile] }); |
| 781 | this.say(`${p.name} 暗槓 concealed kong`); |
| 782 | this.sfx('kong', tile); |
| 783 | this.kongReplacement(seat); |
| 784 | this.emit(); |
| 785 | } |
| 786 | |
| 787 | declareAddedKong(seat: SeatId, tile: Tile) { |
| 788 | const s = this.state; |
| 789 | if (s.phase !== 'turn' || s.turn !== seat || this.wallLeft <= 0) return; |
| 790 | const p = s.players[seat]; |
| 791 | const meld = p.melds.find((m) => m.kind === 'pung' && m.tiles[0] === tile); |
| 792 | if (!meld) return; |
| 793 | this.push(`${p.name} 加槓 ${labelOf(tile)}`, `${p.name} declared an added kong`); |
| 794 | p.hand.splice(p.hand.indexOf(tile), 1); |
| 795 | meld.kind = 'addkong'; |
| 796 | meld.tiles = [tile, tile, tile, tile]; |
| 797 | s.robKongTile = tile; |
| 798 | |
| 799 | // 搶槓 — anyone who can win on this tile may take it. |
| 800 | const opts: Partial<Record<SeatId, ClaimOption[]>> = {}; |
| 801 | for (const other of SEATS) { |
| 802 | if (other === seat) continue; |
| 803 | const op = s.players[other]; |
| 804 | if (isWinningHand([...op.hand, tile], op.melds.length) && !this.isSacred(other, tile)) { |
| 805 | opts[other] = [{ type: 'hu' }]; |
| 806 | } |
| 807 | } |
| 808 | if (Object.keys(opts).length) { |
| 809 | s.options = opts; |
| 810 | s.responses = {}; |
| 811 | s.phase = 'robkong'; |
| 812 | this.say(`${p.name} 加槓 ${labelOf(tile)} — 可搶槓 robbable`); |
| 813 | this.sfx('kong', tile); |
| 814 | this.sfx('claimWindow'); |
| 815 | } else { |
| 816 | this.say(`${p.name} 加槓 added kong`); |
| 817 | this.sfx('kong', tile); |
| 818 | this.finishAddKong(); |
| 819 | } |
| 820 | this.emit(); |
| 821 | } |
| 822 | |
| 823 | private finishAddKong() { |
| 824 | const s = this.state; |
| 825 | s.options = {}; |
| 826 | s.responses = {}; |
| 827 | s.robKongTile = null; |
| 828 | this.kongReplacement(s.turn); |
| 829 | } |
| 830 | |
| 831 | canSelfDrawWin(seat: SeatId): boolean { |
| 832 | const s = this.state; |
| 833 | if (s.phase !== 'turn' || s.turn !== seat) return false; |
| 834 | const p = s.players[seat]; |
| 835 | return p.hand.length === (5 - p.melds.length) * 3 + 2 && isWinningHand(p.hand, p.melds.length); |
| 836 | } |
| 837 | |
| 838 | declareSelfDraw(seat: SeatId) { |
| 839 | if (!this.canSelfDrawWin(seat)) return; |
| 840 | const s = this.state; |
| 841 | const p = s.players[seat]; |
| 842 | const winTile = s.drawnTile ?? p.hand[p.hand.length - 1]; |
| 843 | this.push(`${p.name} 自摸`, `${p.name} declared a self-draw`); |
| 844 | this.settle([{ seat, winTile, selfDraw: true, robKong: false }], null); |
| 845 | } |
| 846 | |
| 847 | /** Tiles a seat is waiting on right now (for the 聽 badge). */ |
| 848 | tenpai(seat: SeatId): Tile[] { |
| 849 | const p = this.state.players[seat]; |
| 850 | if (p.hand.length !== (5 - p.melds.length) * 3 + 1) return []; |
| 851 | return waits(p.hand, p.melds.length); |
| 852 | } |
| 853 | |
| 854 | // ---- settlement -------------------------------------------------------- |
| 855 | /** |
| 856 | * 包牌 — feeding the pung that visibly completes a 大三元 or 大四喜 makes |
| 857 | * the feeder answer for the whole hand, on the reasoning that by the third |
| 858 | * dragon nobody could claim not to have seen it coming. |
| 859 | * |
| 860 | * Only the seat that fed the *last* of those sets is on the hook, and only |
| 861 | * if it came off a discard: a hand that assembled them itself has nobody to |
| 862 | * blame. |
| 863 | */ |
| 864 | private liableFor(winner: SeatId, items: TaiItem[]): SeatId | null { |
| 865 | const s = this.state; |
| 866 | if (!s.rules.liability) return null; |
| 867 | const dragons = items.some((i) => i.name === '大三元'); |
| 868 | const winds = items.some((i) => i.name === '大四喜'); |
| 869 | if (!dragons && !winds) return null; |
| 870 | |
| 871 | const inSet = dragons |
| 872 | ? (t: Tile) => t >= RED && t <= WHITE |
| 873 | : (t: Tile) => t >= EAST && t < RED; |
| 874 | const melds = s.players[winner].melds.filter((m) => m.kind !== 'chow' && inSet(m.tiles[0])); |
| 875 | // One of the sets was still in hand, so it was not handed over. |
| 876 | if (melds.length !== (dragons ? 3 : 4)) return null; |
| 877 | // `from` is absent on a 暗槓 — that one they made themselves. |
| 878 | return melds[melds.length - 1].from ?? null; |
| 879 | } |
| 880 | |
| 881 | /** A win waiting to be paid out. */ |
| 882 | private settle( |
| 883 | wins: { seat: SeatId; winTile: Tile; selfDraw: boolean; robKong: boolean }[], |
| 884 | loser: SeatId | null, |
| 885 | ) { |
| 886 | const s = this.state; |
| 887 | const { base, taiValue } = s.rules; |
| 888 | const extra = dealerTai(s.dealerStreak) * taiValue; // 拉莊, billed to the dealer alone |
| 889 | const totalDiscards = s.players.reduce((a, q) => a + q.discards.length, 0); |
| 890 | const anyMeld = s.players.some((q) => q.melds.length > 0); |
| 891 | const firstGoAround = totalDiscards <= 4 && !anyMeld; |
| 892 | const deltas = [0, 0, 0, 0]; |
| 893 | const results: WinnerResult[] = []; |
| 894 | |
| 895 | for (const w of wins) { |
| 896 | const p = s.players[w.seat]; |
| 897 | // For a self-draw the winning tile is already in hand; drop exactly one copy. |
| 898 | const conc = w.selfDraw ? removeOne(p.hand, w.winTile) : p.hand.slice(); |
| 899 | |
| 900 | const score = scoreHand({ |
| 901 | winner: w.seat, |
| 902 | dealer: s.dealer, |
| 903 | dealerStreak: s.dealerStreak, |
| 904 | roundWind: this.roundWind, |
| 905 | melds: p.melds, |
| 906 | concealed: conc, |
| 907 | winTile: w.winTile, |
| 908 | selfDraw: w.selfDraw, |
| 909 | loser, |
| 910 | flowers: p.flowers, |
| 911 | robKong: w.robKong, |
| 912 | afterKong: s.afterKong && w.selfDraw, |
| 913 | lastTile: w.selfDraw && this.wallLeft <= 0, |
| 914 | lastDiscard: !w.selfDraw && this.wallLeft <= 0, |
| 915 | heavenly: w.selfDraw && w.seat === s.dealer && totalDiscards === 0, |
| 916 | earthly: w.selfDraw && w.seat !== s.dealer && firstGoAround, |
| 917 | humanly: !w.selfDraw && w.seat !== s.dealer && firstGoAround, |
| 918 | }); |
| 919 | |
| 920 | const unit = base + score.tai * taiValue; |
| 921 | // Who would normally be settling with this winner, and for how much. |
| 922 | const bills: [SeatId, number][] = []; |
| 923 | if (w.selfDraw) { |
| 924 | for (const seat of SEATS) { |
| 925 | if (seat === w.seat) continue; |
| 926 | bills.push([seat, unit + (seat === s.dealer ? extra : 0)]); |
| 927 | } |
| 928 | } else if (loser !== null) { |
| 929 | bills.push([loser, unit + (loser === s.dealer && w.seat !== s.dealer ? extra : 0)]); |
| 930 | } |
| 931 | |
| 932 | const liable = this.liableFor(w.seat, score.items); |
| 933 | if (liable !== null && liable !== w.seat) { |
| 934 | // 包家 settles the whole hand alone, in everyone else's place. |
| 935 | const total = bills.reduce((a, [, n]) => a + n, 0); |
| 936 | deltas[liable] -= total; |
| 937 | deltas[w.seat] += total; |
| 938 | } else { |
| 939 | for (const [seat, n] of bills) { |
| 940 | deltas[seat] -= n; |
| 941 | deltas[w.seat] += n; |
| 942 | } |
| 943 | } |
| 944 | |
| 945 | results.push({ |
| 946 | seat: w.seat, |
| 947 | selfDraw: w.selfDraw, |
| 948 | tai: score.tai, |
| 949 | items: score.items, |
| 950 | winTile: w.winTile, |
| 951 | liable: liable !== null && liable !== w.seat ? liable : null, |
| 952 | }); |
| 953 | } |
| 954 | |
| 955 | for (const seat of SEATS) s.players[seat].score += deltas[seat]; |
| 956 | |
| 957 | s.result = { drawGame: false, winners: results, loser, deltas }; |
| 958 | s.phase = 'handEnd'; |
| 959 | for (const r of results) { |
| 960 | this.say(`${s.players[r.seat].name} 胡牌 wins ${r.tai} 台`); |
| 961 | if (r.liable !== null) this.say(`${s.players[r.liable].name} 包牌 pays it all`); |
| 962 | } |
| 963 | this.sfx(results.some((r) => r.selfDraw) ? 'selfDraw' : 'hu', results[0].winTile); |
| 964 | this.emit(); |
| 965 | } |
| 966 | |
| 967 | private endInDraw() { |
| 968 | const s = this.state; |
| 969 | s.result = { |
| 970 | drawGame: true, |
| 971 | winners: [], |
| 972 | loser: null, |
| 973 | deltas: [0, 0, 0, 0], |
| 974 | }; |
| 975 | s.phase = 'handEnd'; |
| 976 | this.say('流局 draw'); |
| 977 | this.sfx('drawGame'); |
| 978 | this.emit(); |
| 979 | } |
| 980 | |
| 981 | /** |
| 982 | * Reset chips, dealer and round, then deal a fresh game. `bots` says which |
| 983 | * seats the computer takes — omitted, everyone at the table is a person. |
| 984 | */ |
| 985 | newGame(bots: boolean[] = [false, false, false, false], names?: string[]) { |
| 986 | const s = this.state; |
| 987 | clearSave(); |
| 988 | s.bots = bots.slice(); |
| 989 | let botN = 0; |
| 990 | for (const seat of SEATS) { |
| 991 | // Seats change hands between games, so the nameplates are redrawn here: |
| 992 | // a chair the computer has just vacated gets its person's name back. |
| 993 | s.players[seat].name = s.bots[seat] |
| 994 | ? BOT_NAMES[botN++ % BOT_NAMES.length] |
| 995 | : names?.[seat] ?? s.players[seat].name; |
| 996 | } |
| 997 | for (const p of s.players) p.score = s.rules.startingScore; |
| 998 | s.dealer = 0; |
| 999 | s.dealerStreak = 0; |
| 1000 | s.rotations = 0; |
| 1001 | s.handNumber = 0; |
| 1002 | s.result = null; |
| 1003 | this.startHand(); |
| 1004 | } |
| 1005 | |
| 1006 | /** Advance the dealer / round and deal the next hand. */ |
| 1007 | nextHand() { |
| 1008 | const s = this.state; |
| 1009 | const r = s.result; |
| 1010 | if (!r) return; |
| 1011 | // 連莊 — a draw, or the dealer being among the winners, keeps the deal. |
| 1012 | const dealerKeeps = r.drawGame || r.winners.some((w) => w.seat === s.dealer); |
| 1013 | if (dealerKeeps) { |
| 1014 | s.dealerStreak++; |
| 1015 | } else { |
| 1016 | s.dealer = next(s.dealer); |
| 1017 | s.dealerStreak = 0; |
| 1018 | s.rotations++; |
| 1019 | } |
| 1020 | if (s.rotations >= 16) { |
| 1021 | s.phase = 'gameEnd'; |
| 1022 | this.emit(); |
| 1023 | return; |
| 1024 | } |
| 1025 | this.startHand(); |
| 1026 | } |
| 1027 | } |
| 1028 | |
| 1029 | /** Is there anything for a person to do in this position, or is it the computer's? */ |
| 1030 | function humanCanAct(s: GameState): boolean { |
| 1031 | if (s.phase === 'turn') return !s.bots[s.turn]; |
| 1032 | if (s.phase === 'claims' || s.phase === 'robkong') { |
| 1033 | return SEATS.some((seat) => !s.bots[seat] && s.options[seat] && s.responses[seat] === undefined); |
| 1034 | } |
| 1035 | return false; |
| 1036 | } |
| 1037 | |
| 1038 | function removeOne(tiles: Tile[], t: Tile): Tile[] { |
| 1039 | const out = tiles.slice(); |
| 1040 | const i = out.indexOf(t); |
| 1041 | if (i >= 0) out.splice(i, 1); |
| 1042 | return out; |
| 1043 | } |
| 1044 | |
| 1045 | function chowPartners(hand: Tile[], tile: Tile): Tile[][] { |
| 1046 | const has = (t: Tile) => hand.includes(t); |
| 1047 | const r = tile % 9; |
| 1048 | const out: Tile[][] = []; |
| 1049 | if (r >= 2 && has(tile - 2) && has(tile - 1)) out.push([tile - 2, tile - 1]); |
| 1050 | if (r >= 1 && r <= 7 && has(tile - 1) && has(tile + 1)) out.push([tile - 1, tile + 1]); |
| 1051 | if (r <= 6 && has(tile + 1) && has(tile + 2)) out.push([tile + 1, tile + 2]); |
| 1052 | return out; |
| 1053 | } |
| 1054 | |
| 1055 | const CLAIM_ZH: Record<ClaimType, string> = { hu: '胡', kong: '槓', pung: '碰', chow: '吃' }; |
| 1056 | const CLAIM_EN: Record<ClaimType, string> = { hu: 'Win', kong: 'Kong', pung: 'Pung', chow: 'Chow' }; |
| 1057 | |
| 1058 | export function claimName(c: ClaimType): string { |
| 1059 | return `${CLAIM_ZH[c]} ${CLAIM_EN[c]}`; |
| 1060 | } |