Class: Mjai::Game

Inherits:
Object
  • Object
show all
Defined in:
lib/mjai/game.rb

Direct Known Subclasses

ActiveGame, Archive, TCPClientGame

Instance Attribute Summary collapse

Instance Method Summary collapse

Constructor Details

#initialize(players = nil) ⇒ Game

Returns a new instance of Game.



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# File 'lib/mjai/game.rb', line 12

def initialize(players = nil)
  self.players = players if players
  @bakaze = nil
  @kyoku_num = nil
  @honba = nil
  @chicha = nil
  @oya = nil
  @dora_markers = nil
  @current_action = nil
  @previous_action = nil
  @num_pipais = nil
  @num_initial_pipais = nil
  @first_turn = false
end

Instance Attribute Details

#all_paisObject (readonly)

Returns the value of attribute all_pais.



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# File 'lib/mjai/game.rb', line 28

def all_pais
  @all_pais
end

#bakazeObject (readonly)

Returns the value of attribute bakaze.



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# File 'lib/mjai/game.rb', line 29

def bakaze
  @bakaze
end

#current_actionObject (readonly)

Returns the value of attribute current_action.



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# File 'lib/mjai/game.rb', line 33

def current_action
  @current_action
end

#dora_markersObject (readonly)

ドラ表示牌



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# File 'lib/mjai/game.rb', line 32

def dora_markers
  @dora_markers
end

#honbaObject (readonly)

Returns the value of attribute honba.



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# File 'lib/mjai/game.rb', line 31

def honba
  @honba
end

#lastObject

kari



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# File 'lib/mjai/game.rb', line 37

def last
  @last
end

#num_pipaisObject (readonly)

Returns the value of attribute num_pipais.



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# File 'lib/mjai/game.rb', line 36

def num_pipais
  @num_pipais
end

#oyaObject (readonly)

Returns the value of attribute oya.



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# File 'lib/mjai/game.rb', line 30

def oya
  @oya
end

#playersObject

Returns the value of attribute players.



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# File 'lib/mjai/game.rb', line 27

def players
  @players
end

#previous_actionObject (readonly)

Returns the value of attribute previous_action.



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# File 'lib/mjai/game.rb', line 34

def previous_action
  @previous_action
end

Instance Method Details

#action_in_view(action, player_id, for_response) ⇒ Object



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# File 'lib/mjai/game.rb', line 119

def action_in_view(action, player_id, for_response)
  player = @players[player_id]
  with_response_hint = for_response && expect_response_from?(player)
  case action.type
    when :start_game
      return action.merge({:id => player_id})
    when :start_kyoku
      tehais_list = action.tehais.dup()
      for i in 0...4
        if i != player_id
          tehais_list[i] = [Pai::UNKNOWN] * tehais_list[i].size
        end
      end
      return action.merge({:tehais => tehais_list})
    when :tsumo
      if action.actor == player
        return action.merge({
            :possible_actions =>
                with_response_hint ? player.possible_actions : nil,
        })
      else
        return action.merge({:pai => Pai::UNKNOWN})
      end
    when :dahai, :kakan
      if action.actor != player
        return action.merge({
            :possible_actions =>
                with_response_hint ? player.possible_actions : nil,
        })
      else
        return action
      end
    when :chi, :pon
      if action.actor == player
        return action.merge({
            :cannot_dahai =>
                with_response_hint ? player.kuikae_dahais : nil,
        })
      else
        return action
      end
    else
      return action
  end
end

#distance(player1, player2) ⇒ Object



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# File 'lib/mjai/game.rb', line 366

def distance(player1, player2)
  return (4 + player1.id - player2.id) % 4
end

#do_action(action) ⇒ Object

Executes the action and returns responses for it from players.



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# File 'lib/mjai/game.rb', line 55

def do_action(action)
  
  if action.is_a?(Hash)
    action = Action.new(action)
  end
  
  update_state(action)
  
  @on_action.call(action) if @on_action
  
  responses = (0...4).map() do |i|
    @players[i].respond_to_action(action_in_view(action, i, true))
  end

  action_with_logs = action.merge({:logs => responses.map(){ |r| r && r.log }})
  responses = responses.map(){ |r| (!r || r.type == :none) ? nil : r.merge({:log => nil}) }
  @on_responses.call(action_with_logs, responses) if @on_responses

  @previous_action = action
  validate_responses(responses, action)
  return responses
  
end

#dorasObject



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# File 'lib/mjai/game.rb', line 325

def doras
  return @dora_markers ? @dora_markers.map(){ |pai| pai.succ } : nil
end

#dump_action(action, io = $stdout) ⇒ Object



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# File 'lib/mjai/game.rb', line 370

def dump_action(action, io = $stdout)
  io.puts(action.to_json())
  io.print(render_board())
end

#first_turn?Boolean

Returns:

  • (Boolean)


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# File 'lib/mjai/game.rb', line 358

def first_turn?
  return @first_turn
end

#get_hora(action, params = {}) ⇒ Object



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# File 'lib/mjai/game.rb', line 329

def get_hora(action, params = {})
  raise("should not happen") if action.type != :hora
  hora_type = action.actor == action.target ? :tsumo : :ron
  if hora_type == :tsumo
    tehais = action.actor.tehais[0...-1]
  else
    tehais = action.actor.tehais
  end
  uradoras = (params[:uradora_markers] || []).map(){ |pai| pai.succ }
  return Hora.new({
    :tehais => tehais,
    :furos => action.actor.furos,
    :taken => action.pai,
    :hora_type => hora_type,
    :oya => action.actor == self.oya,
    :bakaze => self.bakaze,
    :jikaze => action.actor.jikaze,
    :doras => self.doras,
    :uradoras => uradoras,
    :reach => action.actor.reach?,
    :double_reach => action.actor.double_reach?,
    :ippatsu => action.actor.ippatsu_chance?,
    :rinshan => action.actor.rinshan?,
    :haitei => self.num_pipais == 0,
    :first_turn => @first_turn,
    :chankan => params[:previous_action].type == :kakan,
  })
end

#on_action(&block) ⇒ Object



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# File 'lib/mjai/game.rb', line 46

def on_action(&block)
  @on_action = block
end

#on_responses(&block) ⇒ Object



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# File 'lib/mjai/game.rb', line 50

def on_responses(&block)
  @on_responses = block
end

#ranked_playersObject



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# File 'lib/mjai/game.rb', line 362

def ranked_players
  return @players.sort_by(){ |pl| [-pl.score, distance(pl, @chicha)] }
end

#render_boardObject



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# File 'lib/mjai/game.rb', line 375

def render_board()
  result = ""
  if @bakaze && @kyoku_num && @honba
    result << ("%s-%d kyoku %d honba  " % [@bakaze, @kyoku_num, @honba])
  end
  result << ("pipai: %d  " % self.num_pipais) if self.num_pipais
  result << ("dora_marker: %s  " % @dora_markers.join(" ")) if @dora_markers
  result << "\n"
  @players.each_with_index() do |player, i|
    if player.tehais
      result << ("%s%s%d%s tehai: %s %s\n" %
           [player == @actor ? "*" : " ",
            player == @oya ? "{" : "[",
            i,
            player == @oya ? "}" : "]",
            Pai.dump_pais(player.tehais),
            player.furos.join(" ")])
      if player.reach_ho_index
        ho_str =
            Pai.dump_pais(player.ho[0...player.reach_ho_index]) + "=" +
            Pai.dump_pais(player.ho[player.reach_ho_index..-1])
      else
        ho_str = Pai.dump_pais(player.ho)
      end
      result << ("     ho:    %s\n" % ho_str)
    end
  end
  result << ("-" * 80) << "\n"
  return result
end

#update_state(action) ⇒ Object

Updates internal state of Game and Player objects by the action.



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# File 'lib/mjai/game.rb', line 80

def update_state(action)
  
  @current_action = action
  @actor = action.actor if action.actor
  
  case action.type
    when :start_game
      # TODO change this by red config
      pais = (0...4).map() do |i|
        ["m", "p", "s"].map(){ |t| (1..9).map(){ |n| Pai.new(t, n, n == 5 && i == 0) } } +
            (1..7).map(){ |n| Pai.new("t", n) }
      end
      @all_pais = pais.flatten().sort()
    when :start_kyoku
      @bakaze = action.bakaze
      @kyoku_num = action.kyoku
      @honba = action.honba
      @oya = action.oya
      @chicha ||= @oya
      @dora_markers = [action.dora_marker]
      @num_pipais = @num_initial_pipais = @all_pais.size - 13 * 4 - 14
      @first_turn = true
    when :tsumo
      @num_pipais -= 1
      if @num_initial_pipais - @num_pipais > 4
        @first_turn = false
      end
    when :chi, :pon, :daiminkan, :kakan, :ankan
      @first_turn = false
    when :dora
      @dora_markers.push(action.dora_marker)
  end
  
  for i in 0...4
    @players[i].update_state(action_in_view(action, i, false))
  end
  
end

#validate(criterion, message) ⇒ Object

Raises:



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# File 'lib/mjai/game.rb', line 313

def validate(criterion, message)
  raise(ValidationError, message) if !criterion
end

#validate_fields_exist(response, field_names) ⇒ Object



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# File 'lib/mjai/game.rb', line 317

def validate_fields_exist(response, field_names)
  for name in field_names
    if !response.fields.has_key?(name)
      raise(ValidationError, "%s missing." % name)
    end
  end
end

#validate_response_content(response, action) ⇒ Object



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# File 'lib/mjai/game.rb', line 235

def validate_response_content(response, action)
  
  case response.type
    
    when :dahai
      
      validate_fields_exist(response, [:pai, :tsumogiri])
      if action.actor.reach?
        # possible_dahais check doesn't subsume this check. Consider karagiri
        # (with tsumogiri=false) after reach.
        validate(response.tsumogiri, "tsumogiri must be true after reach.")
      end
      validate(
          response.actor.possible_dahais.include?(response.pai),
          "Cannot dahai this pai. The pai is not in the tehais, " +
          "it's kuikae, or it causes noten reach.")
      
      # Validates that pai and tsumogiri fields are consistent.
      if [:tsumo, :reach].include?(action.type)
        if response.tsumogiri
          tsumo_pai = response.actor.tehais[-1]
          validate(
              response.pai == tsumo_pai,
              "tsumogiri is true but the pai is not tsumo pai: %s != %s" %
              [response.pai, tsumo_pai])
        else
          validate(
              response.actor.tehais[0...-1].include?(response.pai),
              "tsumogiri is false but the pai is not in tehais.")
        end
      else  # after furo
        validate(
            !response.tsumogiri,
            "tsumogiri must be false on dahai after furo.")
      end
    
    when :chi, :pon, :daiminkan, :ankan, :kakan
      if response.type == :ankan
        validate_fields_exist(response, [:consumed])
      elsif response.type == :kakan
        validate_fields_exist(response, [:pai, :consumed])
      else
        validate_fields_exist(response, [:target, :pai, :consumed])
        validate(
            response.target == action.actor,
            "target must be %d." % action.actor.id)
      end
      valid = response.actor.possible_furo_actions.any?() do |a|
        a.type == response.type &&
            a.pai == response.pai &&
            a.consumed.sort() == response.consumed.sort()
      end
      validate(valid, "The furo is not allowed.")
    
    when :reach
      validate(response.actor.can_reach?, "Cannot reach.")
    
    when :hora
      validate_fields_exist(response, [:target, :pai])
      validate(
          response.target == action.actor,
          "target must be %d." % action.actor.id)
      if response.target == response.actor
        tsumo_pai = response.actor.tehais[-1]
        validate(
            response.pai == tsumo_pai,
            "pai is not tsumo pai: %s != %s" % [response.pai, tsumo_pai])
      else
        validate(
            response.pai == action.pai,
            "pai is not previous dahai: %s != %s" % [response.pai, action.pai])
      end
      validate(response.actor.can_hora?, "Cannot hora.")
    
  end
  
end

#validate_response_type(response, player, action) ⇒ Object



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# File 'lib/mjai/game.rb', line 181

def validate_response_type(response, player, action)
  if response && response.type == :error
    raise(ValidationError, response.message)
  end
  is_actor = player == action.actor
  if expect_response_from?(player)
    case action.type
      when :start_game, :start_kyoku, :end_kyoku, :end_game, :error,
          :hora, :ryukyoku, :dora, :reach_accepted
        valid = !response
      when :tsumo
        if is_actor
          valid = response &&
              [:dahai, :reach, :ankan, :kakan, :hora].include?(response.type)
        else
          valid = !response
        end
      when :dahai
        if is_actor
          valid = !response
        else
          valid = !response || [:chi, :pon, :daiminkan, :hora].include?(response.type)
        end
      when :chi, :pon, :reach
        if is_actor
          valid = response && response.type == :dahai
        else
          valid = !response
        end
      when :ankan, :daiminkan
        # Actor should wait for tsumo.
        valid = !response
      when :kakan
        if is_actor
          # Actor should wait for tsumo.
          valid = !response
        else
          # hora is for chankan.
          valid = !response || response.type == :hora
        end
      when :log
        valid = !response
      else
        raise(ValidationError, "Unknown action type: '#{action.type}'")
    end
  else
    valid = !response
  end
  if !valid
    raise(ValidationError,
        "Unexpected response type '%s' for %s." % [response ? response.type : :none, action])
  end
end

#validate_responses(responses, action) ⇒ Object



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# File 'lib/mjai/game.rb', line 165

def validate_responses(responses, action)
  for i in 0...4
    response = responses[i]
    begin
      if response && response.actor != @players[i]
        raise(ValidationError, "Invalid actor.")
      end
      validate_response_type(response, @players[i], action)
      validate_response_content(response, action) if response
    rescue ValidationError => ex
      raise(ValidationError,
          "Error in player %d's response: %s Response: %s" % [i, ex.message, response])
    end
  end
end