Documentation
¶
Index ¶
- Constants
- Variables
- func CalculateAgariRate(waits Waits, selfDiscards []int) float64
- func CalculateMeld(tiles34 []int, tile int, allowChi bool, leftTiles34 []int) (shanten int, waitsWithImproves WaitsWithImproves14List, ...)
- func CalculateShanten(tiles34 []int, isOpen bool) int
- func CalculateShantenWithImproves14(tiles34 []int, leftTiles34 []int, isOpen bool) (shanten int, waitsWithImproves WaitsWithImproves14List, ...)
- func CalculateShantenWithoutChitoitsu(tiles34 []int) int
- func CheckWin(tiles34 []int) bool
- func CountOfTiles34(tiles34 []int) (count int)
- func CountPairs(tiles34 []int) (pairs int)
- func InInts(e int, arr []int) bool
- func InitLeftTiles34() []int
- func InitLeftTiles34WithTiles34(tiles34 []int) []int
- func MinInt(a, b int) int
- func MustStrToTile34(humanTile string) int
- func MustStrToTiles34(humanTiles string) []int
- func NumberToChineseShanten(num int) string
- func StrToTile34(humanTile string) (tile34 int, err error)
- func StrToTiles34(humanTiles string) (tiles34 []int, err error)
- func Tile34ToStr(tile34 int) string
- func Tiles34ToStr(tiles34 []int) (humanTiles string)
- func Tiles34ToStrWithBracket(tiles34 []int) string
- func TilesToStr(tiles []int) (humanTiles string)
- func TilesToStrWithBracket(tiles []int) string
- type Improves
- type RiskTiles34
- type Waits
- type WaitsWithImproves13
- type WaitsWithImproves14
- type WaitsWithImproves14List
- type WallSafeTile
- type WallSafeTileList
Constants ¶
const ( WallSafeTypeDoubleNoChance = iota // 只输单骑对碰 WallSafeTypeNoChance // 单骑对碰边张坎张 WallSafeTypeDoubleOneChance WallSafeTypeMixedOneChance // 对于456来说,一半 double,一半不是 double WallSafeTypeOneChance )
Variables ¶
var ( // [需要判断危险度的牌号(0-8)][是否有对应的现物(0-1或0-3)] // 123789: 无现物,有现物 // 4: 无17现物,无1有7,有1无7,有17 // 56: 同上 TileTypeTable = [][]tileType{ {tileTypeNoSuji19, tileTypeSuji19}, {tileTypeNoSuji28, tileTypeSuji28}, {tileTypeNoSuji37, tileTypeSuji37}, {tileTypeNoSuji46, tileTypeHalfSuji46B, tileTypeHalfSuji46A, tileTypeDoubleSuji46}, {tileTypeNoSuji5, tileTypeHalfSuji5, tileTypeHalfSuji5, tileTypeDoubleSuji5}, {tileTypeNoSuji46, tileTypeHalfSuji46A, tileTypeHalfSuji46B, tileTypeDoubleSuji46}, {tileTypeNoSuji37, tileTypeSuji37}, {tileTypeNoSuji28, tileTypeSuji28}, {tileTypeNoSuji19, tileTypeSuji19}, } // [是否为役牌(0-1)][剩余数-1] HonorTileType = [][]tileType{ {tileTypeOtaHaiLeft1, tileTypeOtaHaiLeft2, tileTypeOtaHaiLeft3, tileTypeOtaHaiLeft3}, {tileTypeYakuHaiLeft1, tileTypeYakuHaiLeft2, tileTypeYakuHaiLeft3, tileTypeOtaHaiLeft3}, } )
var Mahjong = [...]string{
"1m", "2m", "3m", "4m", "5m", "6m", "7m", "8m", "9m",
"1p", "2p", "3p", "4p", "5p", "6p", "7p", "8p", "9p",
"1s", "2s", "3s", "4s", "5s", "6s", "7s", "8s", "9s",
"1z", "2z", "3z", "4z", "5z", "6z", "7z",
}
var MahjongU = [...]string{
"1M", "2M", "3M", "4M", "5M", "6M", "7M", "8M", "9M",
"1p", "2p", "3p", "4p", "5p", "6p", "7p", "8p", "9p",
"1S", "2S", "3S", "4S", "5S", "6S", "7S", "8S", "9S",
"1Z", "2Z", "3Z", "4Z", "5Z", "6Z", "7Z",
}
var MahjongZH = [...]string{
"1万", "2万", "3万", "4万", "5万", "6万", "7万", "8万", "9万",
"1饼", "2饼", "3饼", "4饼", "5饼", "6饼", "7饼", "8饼", "9饼",
"1索", "2索", "3索", "4索", "5索", "6索", "7索", "8索", "9索",
"东", "南", "西", "北", "白", "发", "中",
}
var MaxTurns = len(RiskData) - 1
var RiskData = [][]float64{
{},
{5.7, 5.7, 5.8, 4.7, 3.4, 2.5, 2.5, 3.1, 5.6, 3.8, 1.8, 0.8, 2.6, 2.1, 1.2, 0.5, 2.4, 1.4, 1.2},
{6.6, 6.9, 6.3, 5.2, 4.0, 3.5, 3.5, 4.1, 5.3, 3.5, 1.9, 0.8, 2.6, 2.3, 1.2, 0.5, 2.7, 1.3, 0.4},
{7.7, 8.0, 6.7, 5.8, 4.6, 4.3, 4.1, 4.9, 5.2, 3.6, 1.8, 1.6, 2.0, 2.4, 1.2, 0.3, 2.6, 1.2, 0.3},
{8.5, 8.9, 7.1, 6.2, 5.1, 4.8, 4.7, 5.6, 5.2, 3.8, 1.7, 1.6, 2.0, 2.6, 1.1, 0.2, 2.6, 1.2, 0.2},
{9.4, 9.7, 7.5, 6.7, 5.5, 5.3, 5.1, 6.0, 5.3, 3.7, 1.7, 1.7, 2.0, 2.9, 1.2, 0.2, 2.8, 1.2, 0.2},
{10.2, 10.5, 7.9, 7.1, 5.9, 5.8, 5.6, 6.4, 5.2, 3.7, 1.7, 1.8, 2.0, 3.2, 1.3, 0.2, 2.9, 1.3, 0.2},
{11.0, 11.3, 8.4, 7.5, 6.3, 6.3, 6.1, 6.8, 5.3, 3.7, 1.7, 2.0, 2.1, 3.6, 1.4, 0.2, 3.2, 1.4, 0.2},
{11.9, 12.2, 8.9, 8.0, 6.8, 6.9, 6.6, 7.4, 5.3, 3.8, 1.7, 2.1, 2.2, 4.0, 1.6, 0.2, 3.5, 1.6, 0.2},
{12.8, 13.1, 9.5, 8.6, 7.4, 7.4, 7.2, 7.9, 5.5, 3.9, 1.8, 2.2, 2.3, 4.6, 1.9, 0.3, 4.0, 1.8, 0.2},
{13.8, 14.1, 10.1, 9.2, 8.0, 8.0, 7.8, 8.5, 5.6, 4.0, 1.9, 2.4, 2.4, 5.3, 2.2, 0.3, 4.6, 2.1, 0.3},
{14.9, 15.1, 10.8, 9.9, 8.7, 8.7, 8.5, 9.2, 5.7, 4.2, 2.0, 2.5, 2.6, 6.0, 2.6, 0.4, 5.1, 2.5, 0.3},
{16.0, 16.3, 11.6, 10.6, 9.4, 9.4, 9.2, 9.9, 6.0, 4.4, 2.2, 2.7, 2.7, 6.8, 3.1, 0.4, 5.1, 2.5, 0.3},
{17.2, 17.5, 12.4, 11.4, 10.2, 10.2, 10.0, 10.6, 6.2, 4.6, 2.4, 3.0, 3.0, 7.8, 3.7, 0.5, 6.6, 3.7, 0.5},
{18.5, 18.8, 13.3, 12.3, 11.1, 11.0, 10.9, 11.4, 6.6, 4.9, 2.7, 3.2, 3.1, 8.8, 4.4, 0.7, 7.4, 4.4, 0.6},
{19.9, 20.1, 14.3, 13.3, 12.0, 11.9, 11.8, 12.3, 7.0, 5.3, 3.0, 3.4, 3.4, 9.9, 5.2, 0.8, 8.4, 5.3, 0.8},
{21.3, 21.7, 15.4, 14.3, 13.1, 12.9, 12.8, 13.3, 7.4, 5.7, 3.3, 3.7, 3.6, 11.2, 6.2, 1.0, 9.4, 6.5, 0.9},
{22.9, 23.2, 16.6, 15.4, 14.2, 14.0, 13.8, 14.4, 8.0, 6.1, 3.6, 3.9, 3.9, 12.4, 7.3, 1.3, 10.5, 7.7, 1.2},
{24.7, 24.9, 17.9, 16.7, 15.4, 15.2, 15.0, 15.6, 8.5, 6.6, 4.0, 4.3, 4.2, 13.9, 8.5, 1.7, 11.8, 9.4, 1.6},
{27.5, 27.8, 20.4, 19.1, 17.8, 17.5, 17.5, 17.5, 9.8, 7.4, 5.0, 5.1, 5.1, 18.1, 12.1, 2.8, 14.7, 12.6, 2.1},
}
[巡目][类型]
Functions ¶
func CalculateAgariRate ¶ added in v0.1.2
selfDiscards: 自家舍牌,用于分析骗筋时的和率
func CalculateMeld ¶ added in v0.1.5
func CalculateMeld(tiles34 []int, tile int, allowChi bool, leftTiles34 []int) (shanten int, waitsWithImproves WaitsWithImproves14List, incShantenResults WaitsWithImproves14List)
func CalculateShanten ¶
根据手牌计算向听数 tiles34 手牌 isOpen 是否副露,未副露的手牌会考虑七对子
func CalculateShantenWithImproves14 ¶
func CalculateShantenWithImproves14(tiles34 []int, leftTiles34 []int, isOpen bool) (shanten int, waitsWithImproves WaitsWithImproves14List, incShantenResults WaitsWithImproves14List)
2/5/8/11/14 张牌,计算向听数、进张、改良、向听倒退等
func CheckWin ¶ added in v0.1.2
14张牌,检查是否和牌
「1」 →「0」 「2」 →「110」 「3」 →「11110」 「4」 →「1111110」 「10」→「10」 「20」→「1110」 「30」→「111110」 「40」→「11111110」
func CountOfTiles34 ¶ added in v0.1.7
func CountPairs ¶
func InitLeftTiles34 ¶ added in v0.1.7
func InitLeftTiles34() []int
func InitLeftTiles34WithTiles34 ¶ added in v0.1.7
func MustStrToTile34 ¶ added in v0.1.5
func MustStrToTiles34 ¶
func NumberToChineseShanten ¶
func StrToTiles34 ¶
e.g. "224m 24p" => [0, 2, 0, 1, 0, ..., 1, 0, 1, ...]
func Tile34ToStr ¶ added in v0.1.7
func Tiles34ToStr ¶ added in v0.1.7
func Tiles34ToStrWithBracket ¶ added in v0.1.7
func TilesToStr ¶ added in v0.1.7
e.g. [9, 11, 27] => "13p 1z"
func TilesToStrWithBracket ¶ added in v0.1.7
e.g. [9, 11, 27] => "[13p 1z]"
Types ¶
type RiskTiles34 ¶ added in v0.1.6
type RiskTiles34 []float64
func CalculateRiskTiles34 ¶ added in v0.1.6
func CalculateRiskTiles34(turns int, safeTiles34 []bool, leftTiles34 []int, roundWindTile int, playerWindTile int) (risk34 RiskTiles34)
根据巡目(对于对手而言)、现物、立直后通过的牌的、NC,来计算基础铳率 至于早外、Dora、OC 和读牌交给后续的计算 turns: 巡目,这里是对于对手而言的,也就是该玩家舍牌的次数 safeTiles34: 现物及立直后通过的牌 leftTiles34: 各个牌在山中剩余的枚数 roundWindTile: 场风 playerWindTile: 自风
type Waits ¶
map[进张牌]剩余数
func CalculateShantenAndWaits13 ¶
func CalculateShantenAndWaits13(tiles34 []int, leftTiles34 []int, isOpen bool) (shanten int, waits Waits)
1/4/7/10/13 张牌,计算向听数、进张(考虑了剩余枚数)
func (Waits) ParseIndex ¶
type WaitsWithImproves13 ¶
type WaitsWithImproves13 struct { // 原手牌 Tiles34 []int // 向听数 Shanten int // 进张:摸到这张牌能让向听数前进 Waits Waits // map[进张牌]向听前进后的进张数(这里让向听前进的切牌选择的是使「向听前进后的进张数最大」的切牌) NextShantenWaitsCountMap map[int]int // 向听前进后的进张数的加权均值 AvgNextShantenWaitsCount float64 // 改良:摸到这张牌虽不能让向听数前进,但可以让进张变多 // len(Improves) 即为改良的牌的种数 Improves Improves // 改良情况数,这里计算的是有多少种使进张增加的切牌方式 ImproveWayCount int // 在没有摸到进张时的改良后进张数的加权均值(计算时,对于既不是进张也不是改良的牌,其进张数为 Waits.AllCount()) // 这里只考虑一巡的改良均值 // TODO: 在考虑改良的情况下,如何计算向听前进所需要的摸牌次数的期望值? AvgImproveWaitsCount float64 // 向听前进后,若听牌,其最大和率的加权均值 // 若已听牌,则该值为当前手牌和率 AvgAgariRate float64 }
1/4/7/10/13 张手牌的分析结果
func CalculateShantenWithImproves13 ¶
func CalculateShantenWithImproves13(tiles34 []int, leftTiles34 []int, isOpen bool) (r *WaitsWithImproves13)
1/4/7/10/13 张牌,计算向听数、进张、改良等(考虑了剩余枚数)
type WaitsWithImproves14 ¶
type WaitsWithImproves14 struct { // 切牌后的手牌分析结果 Result13 *WaitsWithImproves13 // 需要切的牌 DiscardTile int // 切掉这张牌后的向听数 Shanten int // 副露信息(没有副露就是 nil) // 比如用 23m 吃了牌,OpenTiles 就是 [1,2] OpenTiles []int }
func (*WaitsWithImproves14) String ¶
func (r *WaitsWithImproves14) String() string
type WaitsWithImproves14List ¶
type WaitsWithImproves14List []*WaitsWithImproves14
func (WaitsWithImproves14List) Sort ¶
func (l WaitsWithImproves14List) Sort()
type WallSafeTile ¶ added in v0.1.3
type WallSafeTileList ¶ added in v0.1.3
type WallSafeTileList []WallSafeTile
func CalcDNCSafeTiles ¶ added in v0.1.6
func CalcDNCSafeTiles(leftTiles34 []int) (dncSafeTiles WallSafeTileList)
根据剩余牌 leftTiles34 中的某些牌是否为 0,来判断哪些牌非常安全(Double No Chance:只输单骑、双碰)
func CalcNCSafeTiles ¶ added in v0.1.6
func CalcNCSafeTiles(leftTiles34 []int) (ncSafeTiles WallSafeTileList)
根据剩余牌 leftTiles34 中的某些牌是否为 0,来判断哪些牌较为安全(No Chance:只输单骑、双碰、边张、坎张)
func CalcOCSafeTiles ¶ added in v0.1.6
func CalcOCSafeTiles(leftTiles34 []int) (ocSafeTiles WallSafeTileList)
根据剩余牌 leftTiles34 中的某些牌是否为 1,来判断哪些牌较为安全(One Chance:早巡大概率只输单骑、双碰、边张、坎张)
func CalcWallTiles ¶ added in v0.1.6
func CalcWallTiles(leftTiles34 []int) (safeTiles WallSafeTileList)
func (WallSafeTileList) FilterWithHands ¶ added in v0.1.3
func (l WallSafeTileList) FilterWithHands(handsTiles34 []int) WallSafeTileList