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). How hard it got there only decides how loudly. Never your own
80 edge: you cannot be barged by your own discard.
81- **Arranging** — drag any tile in your hand to reorder it; 理牌 sorts it back
82 into suit order. Hands are never auto-sorted after the deal, so an arrangement
83 you set up survives draws, claims and kongs.
84- **Rules** — the `?` on your nameplate opens a bilingual rules panel anchored to
85 your own edge of the table and rotated to face you.
86- **Claiming** — after a discard, every seat that *can* claim gets 胡 / 槓 / 碰 /
87 吃 / 過 buttons on their own strip, and they resolve by priority (胡 > 槓/碰 >
88 吃; ties go to the player nearest the discarder in turn order).
89 **The table never blocks on a claim.** The next player gets a 摸牌 button and
90 may draw whenever they like, which shuts the window on anyone who hasn't
91 called — exactly like shouting 碰 before the next player picks up. A claim
92 already declared still stands, so calling in time always wins the tile. If
93 everyone answers first, play advances on its own without the extra tap.
94 The seat that draws next gets no separate 過 button, because for them the two
95 are the same move: picking up *is* how you decline. Their draw button reads
96 過.摸牌 while they have something they could have called instead. Wanting to
97 decline but leave the window open for everyone else is just waiting, which is
98 what not pressing anything already does.
99- **On your turn** — 自摸, 暗槓 and 加槓 appear automatically when legal.
100 加槓 offers everyone else a 搶槓 chance.
101- **Where the buttons go** — the strip is built from its edge inwards, so the
102 action bar holds a fixed height whether or not anything is in it. Otherwise
103 the melds above it shuffled along every time you lifted a tile
104 and 打出 五萬 appeared, since a button naming a tile stands taller than a bare
105 過. Every button on the bar is given that one height for the same reason.
106- **When a hand ends** — a big arrow drops onto the winner's edge of the table.
107 It lives inside their strip, so it turns with the seat and lands on the right
108 person wherever they are sitting, and 一炮多響 lights up every seat that
109 called. A 流局 has no winner to point at, so it turns the hands over instead:
110 who was 聽牌 and the tiles they were waiting on, the same reveal as at a real
111 table.
112- **Undo** — a 復原 button in the middle of the table takes back the last
113 action, naming what it will undo (`復原 玩家 2 打 五萬`). It sits in the
114 centre rather than on a seat because whoever *spots* the mis-tap should be
115 able to reach it. Twenty actions deep, cleared when the next hand is dealt.
116 Snapshots live outside the saved state, so an undo does not survive a
117 refresh: what you can take back is what happened while everyone was still
118 watching it happen.
119- **Sound** — on by default, muted from the 🔊 button in the middle of the
120 table or from settings. A dry clack as a tile goes down, and a distinct
121 two-note chime when a claim window opens, which is how a slow player notices
122 their 碰 is available before the next player draws it shut. Everything is
123 synthesised with a few oscillators (`src/game/sound.ts`) rather than sampled,
124 so there is nothing to load and the cue lands on the same frame as the tile.
125 Browsers refuse to start audio before the page has been clicked, so the first
126 sound anyone hears is the deal — triggered by the button that starts it.
127- **報牌 (voice)** — a second switch under sound calls the game out loud: 碰,
128 吃, 槓, 胡了, 自摸, and the name of every tile as it is discarded — 三條,
129 五萬, 東風. A flower says 補花 and then which one. A new call cuts off one
130 still being spoken; at table pace the newest is the only one that matters.
131 See [the voice pack](#the-voice-pack) for where the audio comes from.
132- **Settings** — 設定 from the lobby, or from the game-over panel: player names,
133 底 / 台 / starting chips, the house-rule switches below, and sound. Kept in
134 `localStorage` separately from the save, so they carry over to the next game.
135 Stakes are locked once a game is under way — they'd otherwise rewrite chips
136 already won.
137
138## On a phone
139
140The table assumes four people sitting around a screen lying flat, and about
141770px in both directions before the middle is worth looking at. A phone has
142neither, so under `(max-height: 620px), (max-width: 820px)` it switches to the
143compact layout: nothing is rotated, everything reads upright for the one person
144holding it, the other three seats shrink to cards showing what is public about
145them, and the depth that frees up goes to your hand, which is allowed to wrap.
146
147There is no centre square there — the middle collapses to a one-line bar showing
148what the wall square was telling you anyway — so there is nowhere to throw a tile
149*to*. The compact layout therefore keeps a discard row per seat, and discarding
150is tap-twice or 打出, exactly as it was. The pool and the throw are a full-size
151feature.
152
153The breakpoint is written down once, in `COMPACT_QUERY` in `src/ui/compact.ts`,
154which sets a `compact` class on `<html>` for the CSS to key off.
155
156## Computer players
157
158Single player seats you at the bottom and gives seats 1-3 to the computer.
159Their tiles go face down and their 聽 / 過水 badges come off, since both would
160give the hand away; everything public — the pool, melds, flowers, chips — stays
161exactly as it is, and everyone turns their hand over when the hand ends. They
162throw their tiles in like anyone else, and under the same rule: a computer seat
163whose wall is open slides them across, and one still walled in lobs them over.
164
165**The engine does not know the bots exist.** `AutoPlay` (`src/game/autoplay.ts`)
166watches the same state the screen does, and when the seat being waited on
167belongs to the computer it calls the identical method the button would have
168called — `discard`, `respond`, `declareConcealedKong`. So scoring, sound,
169saving, 過水 and 包牌 all work without a special case, and a bot cannot make a
170move a person could not. It never acts for you and never closes your claim
171window: if the table is waiting on you, it waits.
172
173**How they play** (`src/game/bot.ts`) is one idea applied everywhere. A hand is
174judged at its *resting* size — the (5 − melds) × 3 + 1 tiles you hold between a
175discard and your next draw — by its 向聽 first and by its 進張 count second.
176
177- **Discard** — try every distinct tile, keep the one that leaves the best
178 resting hand. Ties go to whatever is hardest to build on: a lone honour with
179 most of its copies already gone, before a lone 五萬 that still has neighbours
180 to meet.
181- **碰 / 吃** — only when the hand that comes out the other side is *strictly*
182 closer to home. Melding costs concealment and flexibility, so a claim that
183 merely holds the 向聽 steady is declined — which is why the bots pass on
184 pungs that would narrow a two-sided wait to a single tile.
185- **槓** — judged more kindly: it pays 台 and fetches a replacement, so standing
186 still is good enough.
187- **胡** — always taken.
188
189**What they watch you do** (`src/game/danger.ts`) is the other half. Efficiency
190alone throws whatever is fastest and pays for it; these bots read the table
191first, off the face-up table only — discard rows, exposed melds, the 過水 locks
192the nameplates already show. Two separate questions:
193
194- **How close does each seat look?** Turns taken (a hand is usually settled
195 inside ten goes each, long before the wall looks finished, so counting the
196 wall is the wrong clock), melds exposed, and what they have been throwing
197 lately. Nobody discards 五條 out of a hand that still needs shaping — it comes
198 out once the shape is done, so late middle tiles are the tell. A 過水 lock is
199 a confession: to be locked out of a tile you had to have been able to win on
200 it.
201- **How likely is this tile the one they want?** An honour can only be caught by
202 a pair or a triplet; a 五萬 sits in the middle of every run through it. A tile
203 they discarded themselves was not their tile when it went down — not proof
204 now, but the best evidence there is. A tile with no copies left unseen cannot
205 be a pair or triplet wait at all. Two melds in one suit means stay out of that
206 suit. And two dragon pungs down means the third dragon is not going anywhere
207 near the table, because 包牌 bills the feeder for the entire hand.
208
209Whether any of that changes the discard depends on the bot's own hand. At 聽牌
210it pushes — nothing short of 包牌 is worth breaking a ready hand for. Two or
211three away with somebody live across the table and it will give up a whole 向聽
212step to throw something safe, which is what folding is.
213
214The estimate is checked against ground truth in the tests rather than assumed:
215over the tiles bots actually considered, the ones the model rated below 0.2 deal
216in 0% of the time and the ones above 0.8 deal in 10.5%, cleanly monotonic in
217between. Switching the read on cuts deal-ins by about 13% over a few hundred
218hands, takes hands from ~30 discards to ~38, and moves the draw rate from
219almost nothing to about one hand in ten — which is what a table where people
220stop feeding each other actually looks like.
221
222What they know is still only what they can see. `unseenFor` counts the four
223copies of each tile and subtracts the bot's own hand plus every discard and
224exposed meld on the table. Neither module ever reads an opponent's concealed
225tiles or looks at the wall.
226
227There is no difficulty setting, and the reading stops at the discard: claims are
228still judged purely on speed, and a bot will take a 碰 that walks it into
229trouble.
230
231向聽 lives in `src/game/shanten.ts`, apart from `hu.ts`, because the two want
232different things: the win check has to be exact, and this one has to be fast —
233it runs a few hundred times for every discard a bot considers. The tests hold
234them against each other over random hands, since they work in completely
235different ways and any disagreement is a bug in the fast one.
236
237Undo behaves differently against the computer: rewinding into the middle of its
238turn would only hand the move straight back to it, so one press goes back to
239the last point *you* had a decision to make, computer replies and all.
240
241## Saving
242
243The game state is plain data, so a save is just its JSON in `localStorage`,
244rewritten after every move. Close the lid, refresh, or run the battery flat and
245nothing is lost — the lobby offers **繼續對局 Resume** above the two ways to
246start a fresh one, showing whether it was a solo or a hotseat game, the round,
247hand number, chip counts and when it was saved. Which seats the computer holds
248is part of the state, so a save resumes as the kind of game it was. A
249save is validated before it is offered (four players, 144 tiles accounted for),
250so a truncated or hand-edited one is ignored rather than loaded into a broken
251table. `VERSION` in `save.ts` retires old saves if the state shape changes.
252
253## Rules implemented
254
255- 144 tiles (four of each suit/honour, eight flowers), 16-tile hands, dealer
256 draws the 17th.
257- 補花 at the deal and on every drawn flower, replacements from the back of the
258 wall.
259- 吃 only from 上家; 碰/槓/胡 from anyone. 明槓, 暗槓, 加槓, 搶槓, 槓上開花.
260- 流局 when 16 tiles remain (`Rules.wallReserve`); the dealer keeps the deal on a
261 draw or on a dealer win (連莊), otherwise the deal passes and the round wind
262 advances every four passes. A full 四圈 game is 16 dealer passes.
263
264### House rules (switches in `Rules`, all on the settings screen)
265
266- **過水 `sacredDiscard`** (on) — pass on a tile you could have won with and it
267 is dead to you until your own next draw; the seat shows a 過水 badge listing
268 what it is locked out of, so the missing 胡 button is never a mystery. A draw
269 from either end of the wall lifts it. **`sacredClearedByClaim`** (off) decides
270 whether taking a 吃 / 碰 / 槓 lifts it too — tables genuinely differ.
271- **一炮多響 `multipleWinners`** (off) — one discard pays out to every seat that
272 calls on it, each settled separately against the discarder. With it off the
273 tile goes to the caller nearest the discarder. Either way the table now waits
274 for other seats that *can* win before settling, so the nearest seat wins the
275 tile rather than the quickest hand — and the 摸牌 button still closes the
276 window on anyone dithering.
277- **包牌 `liability`** (on) — feeding the pung that completes a visible 大三元
278 or 大四喜 makes the feeder answer for the whole hand, in place of all three
279 payers. Only the seat that fed the *last* of those sets is on the hook, and
280 only if it came off a discard: a hand that assembled them itself, or closed
281 the set with a 暗槓, has nobody to blame.
282
283### 台 scoring (`src/game/tai.ts`)
284
285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 ·
286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 ·
287小四喜 8 · 大四喜 16 · 碰碰胡 4 · 混一色 4 · 清一色 8 · 字一色 16 ·
288三暗刻 2 / 四暗刻 5 / 五暗刻 8 · 獨聽 · 單釣 1 · 搶槓 1 · 槓上開花 1 ·
289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)
290
291Ambiguous hands are decomposed every legal way and scored at the best reading.
292
293**Payment** (`Game.settle`): one unit is `底 + 台 × 台值`
294(`DEFAULT_RULES` = 底 3, 台 1, 100 chips each).
295放槍一家付 — the discarder alone pays one unit; on 自摸 all three pay one unit
296each. 拉莊 is billed to the dealer alone when the dealer is a payer, and added
297to the whole hand when the dealer wins.
298
299House rules vary a lot; the tai table and payments are plain data/functions in
300`tai.ts` and `types.ts` if yours differ.
301
302## The voice pack
303
304A mahjong table only ever says about fifty things — 42 tile names and a handful
305of calls — so the whole vocabulary is rendered ahead of time into
306`public/voice/` (~330 kB of mp3) rather than left to whatever speech synthesis
307the browser happens to have. On Linux that is usually espeak-ng, which is
308intelligible but sounds like a modem; and on a machine with no Chinese voice at
309all the feature would silently do nothing. Shipping the audio makes playback
310instant, identical everywhere, and lets a call be cut off mid-word when the
311next one lands, all through the same Web Audio graph as the chimes.
312
313`scripts/voice.mjs` is the authoring step, not part of `npm run build`. It needs
314[piper](https://github.com/OHF-Voice/piper1-gpl) and ffmpeg on PATH:
315
316```
317node scripts/voice.mjs # → public/voice/*.mp3 + manifest.json
318PIPER_MODEL=/path/to/voice.onnx node scripts/voice.mjs # a different voice
319```
320
321The wording lives in that script, and some of it is deliberately not the bare
322tile character: 東 alone is a direction where 東風 is the tile, and the dragons
323are 紅中 / 發財 / 白板 the way they are actually called — which also gives the
324phonemiser enough context to get the tone right, since 中 on its own is as
325likely to come out zhòng.
326
327The clips here were rendered with piper's `zh_CN-huayan-medium`. If you
328redistribute this app, check that voice's model card in
329[piper-voices](https://huggingface.co/rhasspy/piper-voices) for the terms
330attached to it, the same way you would the tile art below — or re-render the
331pack with a voice whose terms suit you, which is a single command.
332
333## Tile art
334
335`public/tiles/tiles.svg` is the **postmodern** tileset from
336[gnome-mahjongg](https://gitlab.gnome.org/GNOME/gnome-mahjongg), extracted from
337the installed binary's GResource — a 43×2 sprite sheet (second row is the
338highlighted variant, used for a lifted tile). `public/tiles/back.png` is the
339blank tile from its **smooth** theme, tinted jade, since a solitaire game has no
340face-down art of its own.
341
342That art is **GPL-2.0-or-later**. Fine for playing at home; if you ever
343distribute this app, either honour the GPL or swap the two files for art of your
344own — `SPRITE_COL` in `tiles.ts` is the only mapping that would need updating.
345
346Known gaps and house rules that aren't implemented yet are listed in
347[TODO.md](TODO.md).
348
349## Layout
350
351```
352public/tiles/ sprite sheet + tile back
353src/game/tiles.ts tile codes, wall, shuffle, sprite mapping
354src/game/hu.ts hand decomposition, 聽 detection, wait shapes
355src/game/shanten.ts 向聽 / 進張 counting, for the computer players
356src/game/bot.ts what a computer player discards and claims (pure)
357src/game/danger.ts reading the table: who looks ready, which tiles are hot
358src/game/autoplay.ts when it does it, and how long it appears to think
359src/game/tai.ts 台 scoring
360src/game/engine.ts state machine: deal, turns, claim resolution, settlement
361src/game/wall.ts what is left of the square, and what still blocks a throw
362src/table/physics.ts the discard pool: rectangles with weight, pure and testable
363src/table/geometry.ts the table measured — colliders, launch points, throw gate
364src/table/pool.ts game state ⇄ tiles in the middle, by diffing the discards
365src/ui/ TileView, Hand (drag and throw), Seat, Center, Pool, Help
366```
367
368## The tiles in the middle
369
370The pool is a small rigid-body solver (`src/table/physics.ts`) that knows nothing
371about mahjong, the DOM, or the clock: fixed 1/120s steps, no randomness of its
372own, and everything in table pixels. Given the same throws it produces the same
373pile every time, which is what lets a refresh mid-hand come back to the pile you
374had rather than a freshly scattered one — positions are derived from the hand
375number and each tile's place in its thrower's discards, never saved.
376
377It is drawn on a canvas that spans the **whole table**, not just the centre.
378That is deliberate: `.slot` and `.seat` both clip their own contents, which is
379why a tile can't be animated out of a strip as an element. On the canvas there is
380nothing to clip it, so a tile lifted out of a hand crosses the table in one
381piece.
382
383Nothing about the square is calculated twice. Its size lives entirely in CSS
384(`--ws`, `--wd`), so `geometry.ts` **measures** it instead of restating that
385arithmetic: `WallRing` already renders every stack as a real element tagged with
386its index, and the colliders are those elements' bounding rects. That one
387mapping is what makes the wall a physical object — the thing a thrown tile
388bounces off, and the thing the throw gate casts its ray at.
389
390## What is left of the wall
391
392Four walls of eighteen full-size stacks want about 560px a side. No ordinary
393window has that between the top and bottom strips, and the tile is not allowed
394to shrink to make it fit — a tile in the wall is the same tile you play with, so
395drawing it smaller was a visible lie.
396
397What saves it is that nobody ever sees a whole wall: four hands come off the
398front before the table is on screen, so barely half of it is left by then. So
399only the stacks still standing are drawn, and they are laid out around a ring
400cut to the **middle** rather than to eighteen — `ringLayout` in `game/wall.ts`
401measures how many stacks a side can take (`WallRing` renders one hidden cell and
402asks CSS how big it came out) and shares what is left over the four sides in
403proportion. Every seat keeps a wall in front of it instead of the remainder
404piling into one corner, and the order runs all the way round, so the break point
405is still at the head of it and the 底牌 tail still at the end.
406
407Shuffling the wall along as it is eaten costs nothing to look at, because every
408stack shows the same green back — and it is what people do to a half-eaten wall
409anyway.
410
411`pool.ts` never listens for events. It **diffs** the discards against what it is
412already drawing, keyed by `seat:index` — and those keys never shift, because
413discards are only ever pushed and a claim only ever pops the one on top. So a
414key that appeared is a tile to throw in and a key that went is a tile to take
415off, which makes undo, 下一局, a claim and resuming a saved game all the same
416code path. The engine has no idea any of it exists, and the save format did not
417change.