Documentation
¶
Index ¶
- Constants
- Variables
- func CalcPointRon(han int, fu int, yakumanTimes int, isParent bool) (point int)
- func CalcPointTsumo(han int, fu int, yakumanTimes int, isParent bool) (childPoint int, parentPoint int)
- func CalcPointTsumoSum(han int, fu int, yakumanTimes int, isParent bool) int
- func CalcRonPointWithHands(playerInfo *model.PlayerInfo) (ronPoint int)
- func CalcTenpaiRate(meldCount int, discardTiles []int, meldDiscardsAt []int) float64
- func CalcYakuHan(yakuTypes []int, isNaki bool) (cntHan int)
- func CalcYakumanTimes() int
- func CalculateAgariRate(waits Waits, selfDiscards []int) float64
- func CalculateLeftNoSujiTiles(safeTiles34 []bool, leftTiles34 []int) (leftNoSujiTiles []int)
- func CalculateMeld(playerInfo *model.PlayerInfo, calledTile int, allowChi bool) (shanten int, waitsWithImproves WaitsWithImproves14List, ...)
- func CalculateShanten(tiles34 []int) int
- func CalculateShantenWithImproves14(playerInfo *model.PlayerInfo) (shanten int, waitsWithImproves WaitsWithImproves14List, ...)
- func CountOfTiles34(tiles34 []int) (count int)
- func CountPairs(tiles34 []int) (pairs int)
- func Equal(a, b float64) bool
- func FindAllYakuTypes(playerInfo *model.PlayerInfo) (yakuTypes []int)
- func InInts(e int, arr []int) bool
- func InitLeftTiles34() []int
- func InitLeftTiles34WithTiles34(tiles34 []int) []int
- func MaxInt(a, b int) int
- func MinInt(a, b int) int
- func MustStrToTile34(humanTile string) int
- func MustStrToTiles(humanTiles string) []int
- func MustStrToTiles34(humanTiles string) []int
- func NumberToChineseShanten(num int) string
- func OutsideTiles(tile int) (outsideTiles []int)
- func RonPointOtherNakiWithDora(doraCount int) (point float64)
- func StrToTile34(humanTile string) (tile34 int, err error)
- func StrToTiles(humanTiles string) (tiles []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
- func YakuTypesToStr(yakuTypes []int) string
- func YakuTypesWithDoraToStr(yakuTypes []int, numDora int) string
- type DivideResult
- type Improves
- type RiskTiles34
- type Waits
- type WaitsWithImproves13
- type WaitsWithImproves14
- type WaitsWithImproves14List
- type WallSafeTile
- type WallSafeTileList
Constants ¶
const ( RonPointRiichiHiIppatsu = 5172.0 // 基准 RonPointRiichiIppatsu = 7445.0 //RonPointHonitsu = 6603.0 //RonPointToitoi = 7300.0 RonPointOtherNaki = 3000.0 // *fixed // TODO: 考虑双东的影响 RonPointDama = 4536.0 )
子家荣和点数均值 参考:「統計学」のマージャン戦術 亲家按 x1.5 算 TODO: 剩余 dora 数对失点的影响
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 )
const ( // https://en.wikipedia.org/wiki/Japanese_Mahjong_yaku // Special criteria YakuRiichi int = iota YakuChiitoi // Yaku based on luck YakuTsumo YakuIppatsu YakuHaitei YakuHoutei YakuRinshan YakuChankan YakuDaburii // Yaku based on sequences YakuPinfu YakuRyanpeikou YakuIipeikou YakuSanshokuDoujun // * YakuIttsuu // * // Yaku based on triplets and/or quads YakuToitoi YakuSanAnkou YakuSanshokuDoukou YakuSanKantsu // Yaku based on terminal or honor tiles YakuTanyao YakuYakuhai YakuChanta // * 必须有顺子 YakuJunchan // * 必须有顺子 YakuHonroutou // 七对也算 YakuShousangen // Yaku based on suits YakuHonitsu // * YakuChinitsu // * )
const FuritenAgariMulti = 0.4706727
参考:「統計学」のマージャン戦術
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{ {tileTypeOtakazeLeft1, tileTypeOtakazeLeft2, tileTypeOtakazeLeft3, tileTypeOtakazeLeft3}, {tileTypeYakuHaiLeft1, tileTypeYakuHaiLeft2, tileTypeYakuHaiLeft3, tileTypeYakuHaiLeft3}, } )
var FixedDoraRiskRateMulti = []float64{
14.9 / 12.8 * 78 / 58,
15.0 / 13.1 * 78 / 58,
12.1 / 9.5 * 75 / 56,
10.3 / 8.6 * 75 / 54,
8.9 / 7.4 * 77 / 53,
9.7 / 7.4 * 81 / 60,
8.9 / 7.2 * 81 / 60,
10.4 / 7.9 * 81 / 60,
8.0 / 5.5 * 75 / 56,
5.5 / 3.9 * 81 / 56,
3.5 / 1.8 * 92 / 58,
4.1 / 2.2 * 88 / 62,
4.1 / 2.3 * 88 / 62,
5.2 / 4.6 * 96 / 67,
2.9 / 1.9 * 96 / 67,
1.1 / 0.3 * 96 / 67,
5.1 / 4.0 * 92 / 56,
3.0 / 1.8 * 92 / 56,
0.8 / 0.2 * 92 / 56,
}
考虑失点的综合值(参考第9巡的数据)
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(RiskRate) - 1
var NakiYakuHanMap = _yakuHanMap{ YakuHaitei: 1, YakuHoutei: 1, YakuRinshan: 1, YakuChankan: 1, YakuSanshokuDoujun: 1, YakuIttsuu: 1, YakuToitoi: 2, YakuSanAnkou: 2, YakuSanshokuDoukou: 2, YakuSanKantsu: 2, YakuTanyao: 1, YakuYakuhai: 1, YakuChanta: 1, YakuJunchan: 2, YakuHonroutou: 2, YakuShousangen: 2, YakuHonitsu: 2, YakuChinitsu: 5, }
var RiskRate = [][]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]
var YakuHanMap = _yakuHanMap{ YakuRiichi: 1, YakuChiitoi: 2, YakuTsumo: 1, YakuIppatsu: 1, YakuHaitei: 1, YakuHoutei: 1, YakuRinshan: 1, YakuChankan: 1, YakuDaburii: 2, YakuPinfu: 1, YakuRyanpeikou: 3, YakuIipeikou: 1, YakuSanshokuDoujun: 2, YakuIttsuu: 2, YakuToitoi: 2, YakuSanAnkou: 2, YakuSanshokuDoukou: 2, YakuSanKantsu: 2, YakuTanyao: 1, YakuYakuhai: 1, YakuChanta: 2, YakuJunchan: 3, YakuHonroutou: 2, YakuShousangen: 2, YakuHonitsu: 3, YakuChinitsu: 6, }
var YakuNameMap = map[int]string{ YakuRiichi: "立直", YakuChiitoi: "七对", YakuTsumo: "自摸", YakuIppatsu: "一发", YakuHaitei: "海底", YakuHoutei: "河底", YakuRinshan: "岭上", YakuChankan: "抢杠", YakuDaburii: "w立", YakuPinfu: "平和", YakuRyanpeikou: "两杯口", YakuIipeikou: "一杯口", YakuSanshokuDoujun: "三色", YakuIttsuu: "一通", YakuToitoi: "对对", YakuSanAnkou: "三暗刻", YakuSanshokuDoukou: "三色同刻", YakuSanKantsu: "三杠子", YakuTanyao: "断幺", YakuYakuhai: "役牌", YakuChanta: "混全", YakuJunchan: "纯全", YakuHonroutou: "混老头", YakuShousangen: "小三元", YakuHonitsu: "混一色", YakuChinitsu: "清一色", }
var YakumanTimesMap = map[int]int{}
var YaochuTiles = [...]int{0, 8, 9, 17, 18, 26, 27, 28, 29, 30, 31, 32, 33}
Functions ¶
func CalcPointRon ¶ added in v0.2.2
番数 符数 役满倍数 是否为亲家 返回荣和点数
func CalcPointTsumo ¶ added in v0.2.2
func CalcPointTsumo(han int, fu int, yakumanTimes int, isParent bool) (childPoint int, parentPoint int)
番数 符数 役满倍数 是否为亲家 返回自摸时的子家支付点数和亲家支付点数
func CalcPointTsumoSum ¶ added in v0.2.2
番数 符数 役满倍数 是否为亲家 返回自摸时的点数
func CalcRonPointWithHands ¶ added in v0.2.2
func CalcRonPointWithHands(playerInfo *model.PlayerInfo) (ronPoint int)
计算荣和点数 调用前请设置 WinTile 无役时返回 0
func CalcTenpaiRate ¶ added in v0.2.1
根据玩家的副露、手切来判断其听牌率
func CalcYakuHan ¶ added in v0.2.2
计算 yakuTypes 累积的番数
func CalcYakumanTimes ¶ added in v0.2.2
func CalcYakumanTimes() int
func CalculateAgariRate ¶ added in v0.1.2
TODO: selfDiscards: 自家舍牌,用于分析骗筋时的和率
func CalculateLeftNoSujiTiles ¶ added in v0.2.0
计算剩余的无筋 123789 牌 总计 18 种。剩余无筋牌数量越少,该无筋牌越危险
func CalculateMeld ¶ added in v0.1.5
func CalculateMeld(playerInfo *model.PlayerInfo, calledTile int, allowChi bool) (shanten int, waitsWithImproves WaitsWithImproves14List, incShantenResults WaitsWithImproves14List)
func CalculateShantenWithImproves14 ¶
func CalculateShantenWithImproves14(playerInfo *model.PlayerInfo) (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 CountOfTiles34 ¶ added in v0.1.7
func CountPairs ¶
func FindAllYakuTypes ¶ added in v0.2.2
func FindAllYakuTypes(playerInfo *model.PlayerInfo) (yakuTypes []int)
寻找所有可能的役种 调用前请设置 WinTile
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 MustStrToTiles ¶ added in v0.2.2
func MustStrToTiles34 ¶
func OutsideTiles ¶ added in v0.2.1
func RonPointOtherNakiWithDora ¶ added in v0.2.1
简单地判断子家副露者的打点 dora point han 0 3000 1-3 1 4200 2-4 2 5880 3-5 3 8232 4-6 4 10000 5-7 5 13000 6-8 亲家按 x1.5 算 TODO: 暗杠对打点的提升?
func StrToTiles ¶ added in v0.2.2
e.g. "11122z" => [27, 27, 27, 28, 28]
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]"
func YakuTypesWithDoraToStr ¶ added in v0.2.2
调试用
Types ¶
type DivideResult ¶ added in v0.2.0
type DivideResult struct { PairTile int // 雀头牌 KotsuTiles []int // 刻子牌(注意 len(KotsuTiles) 为自摸时的暗刻数,荣和时的暗刻数需要另加逻辑判断) ShuntsuFirstTiles []int // 顺子牌的第一张(如 678s 的 6s) // 由于生成 winTable 的代码是不考虑具体是什么牌的, // 所以只能判断如七对子、九莲宝灯、一气通贯、两杯口、一杯口等和「形状」有关的役, // 像国士无双、断幺、全带、三色、绿一色等,和具体的牌/位置有关的役是判断不出的,需要另加逻辑判断 IsChiitoi bool // 七对子 IsChuurenPoutou bool // 九莲宝灯 IsIttsuu bool // 一气通贯(注意:未考虑副露!) IsRyanpeikou bool // 两杯口(IsRyanpeikou == true 时 IsIipeikou == false) IsIipeikou bool // 一杯口 }
3k+2 张牌的某种拆解结果
func DivideTiles34 ¶ added in v0.2.0
func DivideTiles34(tiles34 []int) (divideResults []*DivideResult)
3k+2 张牌,返回所有可能的拆解,没有拆解表示未和牌 http://hp.vector.co.jp/authors/VA046927/mjscore/mjalgorism.html http://hp.vector.co.jp/authors/VA046927/mjscore/AgariIndex.java
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, doraTiles []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、NC、Dora,来计算基础铳率 至于早外、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
func (RiskTiles34) FixWithEarlyOutside ¶ added in v0.2.1
func (l RiskTiles34) FixWithEarlyOutside(discardTiles []int) RiskTiles34
对 5 巡前的外侧牌的危险度进行调整 粗略调整为 *0.5
func (RiskTiles34) FixWithGlobalMulti ¶ added in v0.2.1
func (l RiskTiles34) FixWithGlobalMulti(multi float64) RiskTiles34
func (RiskTiles34) FixWithPoint ¶ added in v0.2.1
func (l RiskTiles34) FixWithPoint(ronPoint float64) RiskTiles34
根据副露情况对危险度进行修正
type Waits ¶
map[进张牌]剩余数
func CalculateShantenAndWaits13 ¶
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 { // 场风 RoundWindTile34 int // 自风 SelfWindTile34 int // 原手牌 Tiles34 []int // 剩余牌 LeftTiles34 []int // 向听数 Shanten int // 进张:摸到这张牌能让向听数前进 // 考虑了剩余枚数 // 若某个进张 4 枚都可见,则该进张的 value 值为 0 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 // 综合了进张与向听前进后进张的评分 MixedWaitsScore 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 // 振听可能率(一向听和听牌时) FuritenRate float64 // 役种 YakuTypes []int // 宝牌个数(手牌+副露) DoraCount int // 荣和打点期望 RonPoint float64 // 自摸打点期望 TsumoPoint float64 }
1/4/7/10/13 张手牌的分析结果
func CalculateShantenWithImproves13 ¶
func CalculateShantenWithImproves13(playerInfo *model.PlayerInfo) (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(needImprove bool)
排序,若 needImprove 为 true,则优先按照 AvgImproveWaitsCount 排序
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