This commit is contained in:
syuilo 2024-01-28 20:20:18 +09:00
parent db7bd0e94e
commit 366fade8d3
4 changed files with 205 additions and 83 deletions

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@ -27,7 +27,7 @@ import type { OnApplicationShutdown, OnModuleInit } from '@nestjs/common';
const INVITATION_TIMEOUT_MS = 1000 * 20; // 20sec const INVITATION_TIMEOUT_MS = 1000 * 20; // 20sec
const CALL_AND_RON_ASKING_TIMEOUT_MS = 1000 * 5; // 5sec const CALL_AND_RON_ASKING_TIMEOUT_MS = 1000 * 5; // 5sec
const DAHAI_TIMEOUT_MS = 1000 * 30; // 30sec const TURN_TIMEOUT_MS = 1000 * 30; // 30sec
type Room = { type Room = {
id: string; id: string;
@ -297,7 +297,7 @@ export class MahjongService implements OnApplicationShutdown, OnModuleInit {
} else if (res.type === 'ponned') { } else if (res.type === 'ponned') {
this.globalEventService.publishMahjongRoomStream(room.id, 'ponned', { source: res.source, target: res.target, tile: res.tile }); this.globalEventService.publishMahjongRoomStream(room.id, 'ponned', { source: res.source, target: res.target, tile: res.tile });
const userId = engine.state.user1House === engine.state.turn ? room.user1Id : engine.state.user2House === engine.state.turn ? room.user2Id : engine.state.user3House === engine.state.turn ? room.user3Id : room.user4Id; const userId = engine.state.user1House === engine.state.turn ? room.user1Id : engine.state.user2House === engine.state.turn ? room.user2Id : engine.state.user3House === engine.state.turn ? room.user3Id : room.user4Id;
this.waitForDahai(room, userId, engine); this.waitForTurn(room, userId, engine);
} else if (res.type === 'kanned') { } else if (res.type === 'kanned') {
// TODO // TODO
} else if (res.type === 'ronned') { } else if (res.type === 'ronned') {
@ -308,23 +308,36 @@ export class MahjongService implements OnApplicationShutdown, OnModuleInit {
@bindThis @bindThis
private async next(room: Room, engine: Mahjong.Engine.MasterGameEngine) { private async next(room: Room, engine: Mahjong.Engine.MasterGameEngine) {
const aiHouses = [[1, room.user1Ai], [2, room.user2Ai], [3, room.user3Ai], [4, room.user4Ai]].filter(([id, ai]) => ai).map(([id, ai]) => engine.getHouse(id)); const aiHouses = [[1, room.user1Ai], [2, room.user2Ai], [3, room.user3Ai], [4, room.user4Ai]].filter(([id, ai]) => ai).map(([id, ai]) => engine.getHouse(id));
const userId = engine.state.user1House === engine.state.turn ? room.user1Id : engine.state.user2House === engine.state.turn ? room.user2Id : engine.state.user3House === engine.state.turn ? room.user3Id : room.user4Id;
if (aiHouses.includes(engine.state.turn)) { if (aiHouses.includes(engine.state.turn)) {
// TODO: ちゃんと思考するようにする
setTimeout(() => { setTimeout(() => {
const house = engine.state.turn; const house = engine.state.turn;
const handTiles = house === 'e' ? engine.state.eHandTiles : house === 's' ? engine.state.sHandTiles : house === 'w' ? engine.state.wHandTiles : engine.state.nHandTiles; const handTiles = house === 'e' ? engine.state.eHandTiles : house === 's' ? engine.state.sHandTiles : house === 'w' ? engine.state.wHandTiles : engine.state.nHandTiles;
this.dahai(room, engine, engine.state.turn, handTiles.at(-1)); this.dahai(room, engine, engine.state.turn, handTiles.at(-1));
}, 500); }, 500);
return;
} else { } else {
const userId = engine.state.user1House === engine.state.turn ? room.user1Id : engine.state.user2House === engine.state.turn ? room.user2Id : engine.state.user3House === engine.state.turn ? room.user3Id : room.user4Id; if (engine.isRiichiHouse(engine.state.turn)) {
this.waitForDahai(room, userId, engine); // リーチ時はアガリ牌でない限りツモ切り
const handTiles = engine.getHandTilesOf(engine.state.turn);
const horaSets = Mahjong.Utils.getHoraSets(handTiles);
if (horaSets.length === 0) {
setTimeout(() => {
this.dahai(room, engine, engine.state.turn, handTiles.at(-1));
}, 500);
} else {
this.waitForTurn(room, userId, engine);
}
} else {
this.waitForTurn(room, userId, engine);
}
} }
} }
@bindThis @bindThis
private async dahai(room: Room, engine: Mahjong.Engine.MasterGameEngine, house: Mahjong.Common.House, tile: Mahjong.Common.Tile) { private async dahai(room: Room, engine: Mahjong.Engine.MasterGameEngine, house: Mahjong.Common.House, tile: Mahjong.Common.Tile, riichi = false) {
const res = engine.op_dahai(house, tile); const res = engine.op_dahai(house, tile, riichi);
room.gameState = engine.state; room.gameState = engine.state;
await this.saveRoom(room); await this.saveRoom(room);
@ -345,6 +358,17 @@ export class MahjongService implements OnApplicationShutdown, OnModuleInit {
}, },
}; };
// リーチ中はポン、チー、カンできない
if (engine.isRiichiHouse(res.canPonHouse)) {
answers.pon = false;
}
if (engine.isRiichiHouse(res.canCiiHouse)) {
answers.cii = false;
}
if (engine.isRiichiHouse(res.canKanHouse)) {
answers.kan = false;
}
if (aiHouses.includes(res.canPonHouse)) { if (aiHouses.includes(res.canPonHouse)) {
// TODO: ちゃんと思考するようにする // TODO: ちゃんと思考するようにする
//answers.pon = Math.random() < 0.25; //answers.pon = Math.random() < 0.25;
@ -399,16 +423,22 @@ export class MahjongService implements OnApplicationShutdown, OnModuleInit {
} }
@bindThis @bindThis
public async op_dahai(roomId: MiMahjongGame['id'], user: MiUser, tile: string) { public async op_dahai(roomId: MiMahjongGame['id'], user: MiUser, tile: string, riichi = false) {
const room = await this.getRoom(roomId); const room = await this.getRoom(roomId);
if (room == null) return; if (room == null) return;
if (room.gameState == null) return; if (room.gameState == null) return;
if (!Mahjong.Utils.isTile(tile)) return; if (!Mahjong.Utils.isTile(tile)) return;
await this.redisClient.del(`mahjong:gameDahaiWaiting:${room.id}`);
const engine = new Mahjong.Engine.MasterGameEngine(room.gameState); const engine = new Mahjong.Engine.MasterGameEngine(room.gameState);
const myHouse = user.id === room.user1Id ? engine.state.user1House : user.id === room.user2Id ? engine.state.user2House : user.id === room.user3Id ? engine.state.user3House : engine.state.user4House; const myHouse = user.id === room.user1Id ? engine.state.user1House : user.id === room.user2Id ? engine.state.user2House : user.id === room.user3Id ? engine.state.user3House : engine.state.user4House;
if (riichi) {
if (Mahjong.Utils.getHoraTiles(engine.getHandTilesOf(myHouse)).length === 0) return;
if (engine.getPointsOf(myHouse) < 1000) return;
}
await this.clearTurnWaitingTimer(room.id);
await this.dahai(room, engine, myHouse, tile); await this.dahai(room, engine, myHouse, tile);
} }
@ -470,21 +500,29 @@ export class MahjongService implements OnApplicationShutdown, OnModuleInit {
await this.redisClient.set(`mahjong:gameCallAndRonAsking:${room.id}`, JSON.stringify(currentAnswers)); await this.redisClient.set(`mahjong:gameCallAndRonAsking:${room.id}`, JSON.stringify(currentAnswers));
} }
/**
* ()
*
* NOTE: 時間切れチェックが行われたときにタイミングによっては次のwaitingが始まっている場合があることを考慮しSetに一意のIDを格納する構造としている
* @param room
* @param userId
* @param engine
*/
@bindThis @bindThis
private async waitForDahai(room: Room, userId: MiUser['id'], engine: Mahjong.Engine.MasterGameEngine) { private async waitForTurn(room: Room, userId: MiUser['id'], engine: Mahjong.Engine.MasterGameEngine) {
const id = Math.random().toString(36).slice(2); const id = Math.random().toString(36).slice(2);
console.log('waitForDahai', userId, id); console.log('waitForTurn', userId, id);
this.redisClient.sadd(`mahjong:gameDahaiWaiting:${room.id}`, id); this.redisClient.sadd(`mahjong:gameTurnWaiting:${room.id}`, id);
const waitingStartedAt = Date.now(); const waitingStartedAt = Date.now();
const interval = setInterval(async () => { const interval = setInterval(async () => {
const waiting = await this.redisClient.sismember(`mahjong:gameDahaiWaiting:${room.id}`, id); const waiting = await this.redisClient.sismember(`mahjong:gameTurnWaiting:${room.id}`, id);
if (waiting === 0) { if (waiting === 0) {
clearInterval(interval); clearInterval(interval);
return; return;
} }
if (Date.now() - waitingStartedAt > DAHAI_TIMEOUT_MS) { if (Date.now() - waitingStartedAt > TURN_TIMEOUT_MS) {
await this.redisClient.srem(`mahjong:gameDahaiWaiting:${room.id}`, id); await this.redisClient.srem(`mahjong:gameTurnWaiting:${room.id}`, id);
console.log('dahai timeout', userId, id); console.log('turn timeout', userId, id);
clearInterval(interval); clearInterval(interval);
const house = room.user1Id === userId ? engine.state.user1House : room.user2Id === userId ? engine.state.user2House : room.user3Id === userId ? engine.state.user3House : engine.state.user4House; const house = room.user1Id === userId ? engine.state.user1House : room.user2Id === userId ? engine.state.user2House : room.user3Id === userId ? engine.state.user3House : engine.state.user4House;
const handTiles = engine.getHandTilesOf(house); const handTiles = engine.getHandTilesOf(house);
@ -494,6 +532,15 @@ export class MahjongService implements OnApplicationShutdown, OnModuleInit {
}, 2000); }, 2000);
} }
/**
*
* @param roomId
*/
@bindThis
private async clearTurnWaitingTimer(roomId: Room['id']) {
await this.redisClient.del(`mahjong:gameTurnWaiting:${roomId}`);
}
@bindThis @bindThis
public dispose(): void { public dispose(): void {
} }

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@ -38,7 +38,7 @@ class MahjongRoomChannel extends Channel {
case 'ready': this.ready(body); break; case 'ready': this.ready(body); break;
case 'updateSettings': this.updateSettings(body.key, body.value); break; case 'updateSettings': this.updateSettings(body.key, body.value); break;
case 'addAi': this.addAi(); break; case 'addAi': this.addAi(); break;
case 'dahai': this.dahai(body.tile); break; case 'dahai': this.dahai(body.tile, body.riichi); break;
case 'ron': this.ron(); break; case 'ron': this.ron(); break;
case 'pon': this.pon(); break; case 'pon': this.pon(); break;
case 'nop': this.nop(); break; case 'nop': this.nop(); break;
@ -68,10 +68,10 @@ class MahjongRoomChannel extends Channel {
} }
@bindThis @bindThis
private async dahai(tile: string) { private async dahai(tile: string, riichi = false) {
if (this.user == null) return; if (this.user == null) return;
this.mahjongService.op_dahai(this.roomId!, this.user, tile); this.mahjongService.op_dahai(this.roomId!, this.user, tile, riichi);
} }
@bindThis @bindThis

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@ -79,7 +79,8 @@ SPDX-License-Identifier: AGPL-3.0-only
<MkButton v-if="engine.state.canRonSource != null" primary gradate @click="ron">Ron</MkButton> <MkButton v-if="engine.state.canRonSource != null" primary gradate @click="ron">Ron</MkButton>
<MkButton v-if="engine.state.canPonSource != null" primary @click="pon">Pon</MkButton> <MkButton v-if="engine.state.canPonSource != null" primary @click="pon">Pon</MkButton>
<MkButton v-if="engine.state.canRonSource != null || engine.state.canPonSource != null" @click="skip">Skip</MkButton> <MkButton v-if="engine.state.canRonSource != null || engine.state.canPonSource != null" @click="skip">Skip</MkButton>
<MkButton v-if="isMyTurn && canHora">Tsumo</MkButton> <MkButton v-if="isMyTurn && canHora" primary gradate>Tsumo</MkButton>
<MkButton v-if="isMyTurn && canRiichi" primary @click="riichi">Riichi</MkButton>
</div> </div>
</template> </template>
@ -116,6 +117,10 @@ const isMyTurn = computed(() => {
return engine.value.state.turn === engine.value.myHouse; return engine.value.state.turn === engine.value.myHouse;
}); });
const canRiichi = computed(() => {
return Mahjong.Utils.getHoraTiles(engine.value.myHandTiles).length > 0;
});
const canHora = computed(() => { const canHora = computed(() => {
return Mahjong.Utils.getHoraSets(engine.value.myHandTiles).length > 0; return Mahjong.Utils.getHoraSets(engine.value.myHandTiles).length > 0;
}); });
@ -192,6 +197,19 @@ function dahai(tile: Mahjong.Common.Tile, ev: MouseEvent) {
}); });
} }
function riichi() {
if (!isMyTurn.value) return;
engine.value.op_dahai(engine.value.myHouse, tile, true);
iTsumoed.value = false;
triggerRef(engine);
props.connection!.send('dahai', {
tile: tile,
riichi: true,
});
}
function ron() { function ron() {
engine.value.op_ron(engine.value.state.canRonSource, engine.value.myHouse); engine.value.op_ron(engine.value.state.canRonSource, engine.value.myHouse);
triggerRef(engine); triggerRef(engine);

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@ -166,7 +166,95 @@ export class MasterGameEngine {
return tile; return tile;
} }
public op_dahai(house: House, tile: Tile) { private canRon(house: House, tile: Tile): boolean {
// フリテン
// TODO: ポンされるなどして自分の河にない場合の考慮
if (this.getHoTilesOf(house).includes(tile)) return false;
const horaSets = Utils.getHoraSets(this.getHandTilesOf(house).concat(tile));
if (horaSets.length === 0) return false; // 完成形じゃない
// TODO
//const yakus = YAKU_DEFINITIONS.filter(yaku => yaku.calc(this.state, { tsumoTile: null, ronTile: tile }));
//if (yakus.length === 0) return false; // 役がない
return true;
}
private canPon(house: House, tile: Tile): boolean {
return this.getHandTilesOf(house).filter(t => t === tile).length === 2;
}
public getHouse(index: 1 | 2 | 3 | 4): House {
switch (index) {
case 1: return this.state.user1House;
case 2: return this.state.user2House;
case 3: return this.state.user3House;
case 4: return this.state.user4House;
}
}
public getHandTilesOf(house: House): Tile[] {
switch (house) {
case 'e': return this.state.eHandTiles;
case 's': return this.state.sHandTiles;
case 'w': return this.state.wHandTiles;
case 'n': return this.state.nHandTiles;
default: throw new Error(`unrecognized house: ${house}`);
}
}
public getHoTilesOf(house: House): Tile[] {
switch (house) {
case 'e': return this.state.eHoTiles;
case 's': return this.state.sHoTiles;
case 'w': return this.state.wHoTiles;
case 'n': return this.state.nHoTiles;
default: throw new Error(`unrecognized house: ${house}`);
}
}
public getHurosOf(house: House): Huro[] {
switch (house) {
case 'e': return this.state.eHuros;
case 's': return this.state.sHuros;
case 'w': return this.state.wHuros;
case 'n': return this.state.nHuros;
default: throw new Error(`unrecognized house: ${house}`);
}
}
public getPointsOf(house: House): number {
switch (house) {
case 'e': return this.state.ePoints;
case 's': return this.state.sPoints;
case 'w': return this.state.wPoints;
case 'n': return this.state.nPoints;
default: throw new Error(`unrecognized house: ${house}`);
}
}
public setPointsOf(house: House, points: number) {
switch (house) {
case 'e': this.state.ePoints = points; break;
case 's': this.state.sPoints = points; break;
case 'w': this.state.wPoints = points; break;
case 'n': this.state.nPoints = points; break;
default: throw new Error(`unrecognized house: ${house}`);
}
}
public isRiichiHouse(house: House): boolean {
switch (house) {
case 'e': return this.state.eRiichi;
case 's': return this.state.sRiichi;
case 'w': return this.state.wRiichi;
case 'n': return this.state.nRiichi;
default: throw new Error(`unrecognized house: ${house}`);
}
}
public op_dahai(house: House, tile: Tile, riichi = false) {
if (this.state.turn !== house) throw new Error('Not your turn'); if (this.state.turn !== house) throw new Error('Not your turn');
const handTiles = this.getHandTilesOf(house); const handTiles = this.getHandTilesOf(house);
@ -174,6 +262,15 @@ export class MasterGameEngine {
handTiles.splice(handTiles.indexOf(tile), 1); handTiles.splice(handTiles.indexOf(tile), 1);
this.getHoTilesOf(house).push(tile); this.getHoTilesOf(house).push(tile);
if (riichi) {
switch (house) {
case 'e': this.state.eRiichi = true; break;
case 's': this.state.sRiichi = true; break;
case 'w': this.state.wRiichi = true; break;
case 'n': this.state.nRiichi = true; break;
}
}
const canRonHouses: House[] = []; const canRonHouses: House[] = [];
switch (house) { switch (house) {
case 'e': case 'e':
@ -332,7 +429,7 @@ export class MasterGameEngine {
const target = this.state.ciiAsking.target; const target = this.state.ciiAsking.target;
const tile = this.getHoTilesOf(source).pop()!; const tile = this.getHoTilesOf(source).pop()!;
this.getCiiedTilesOf(target).push({ tile, from: source }); this.getHurosOf(target).push({ type: 'cii', tile, from: source });
clearAsking(); clearAsking();
this.state.turn = target; this.state.turn = target;
@ -357,64 +454,6 @@ export class MasterGameEngine {
}; };
} }
private canRon(house: House, tile: Tile): boolean {
// フリテン
// TODO: ポンされるなどして自分の河にない場合の考慮
if (this.getHoTilesOf(house).includes(tile)) return false;
const horaSets = Utils.getHoraSets(this.getHandTilesOf(house).concat(tile));
if (horaSets.length === 0) return false; // 完成形じゃない
// TODO
//const yakus = YAKU_DEFINITIONS.filter(yaku => yaku.calc(this.state, { tsumoTile: null, ronTile: tile }));
//if (yakus.length === 0) return false; // 役がない
return true;
}
private canPon(house: House, tile: Tile): boolean {
return this.getHandTilesOf(house).filter(t => t === tile).length === 2;
}
public getHouse(index: 1 | 2 | 3 | 4): House {
switch (index) {
case 1: return this.state.user1House;
case 2: return this.state.user2House;
case 3: return this.state.user3House;
case 4: return this.state.user4House;
}
}
public getHandTilesOf(house: House): Tile[] {
switch (house) {
case 'e': return this.state.eHandTiles;
case 's': return this.state.sHandTiles;
case 'w': return this.state.wHandTiles;
case 'n': return this.state.nHandTiles;
default: throw new Error(`unrecognized house: ${house}`);
}
}
public getHoTilesOf(house: House): Tile[] {
switch (house) {
case 'e': return this.state.eHoTiles;
case 's': return this.state.sHoTiles;
case 'w': return this.state.wHoTiles;
case 'n': return this.state.nHoTiles;
default: throw new Error(`unrecognized house: ${house}`);
}
}
public getHurosOf(house: House): Huro[] {
switch (house) {
case 'e': return this.state.eHuros;
case 's': return this.state.sHuros;
case 'w': return this.state.wHuros;
case 'n': return this.state.nHuros;
default: throw new Error(`unrecognized house: ${house}`);
}
}
public createPlayerState(index: 1 | 2 | 3 | 4): PlayerState { public createPlayerState(index: 1 | 2 | 3 | 4): PlayerState {
const house = this.getHouse(index); const house = this.getHouse(index);
@ -544,6 +583,15 @@ export class PlayerGameEngine {
} }
} }
public get isMeRiichi(): boolean {
switch (this.myHouse) {
case 'e': return this.state.eRiichi;
case 's': return this.state.sRiichi;
case 'w': return this.state.wRiichi;
case 'n': return this.state.nRiichi;
}
}
public getHandTilesOf(house: House) { public getHandTilesOf(house: House) {
switch (house) { switch (house) {
case 'e': return this.state.eHandTiles; case 'e': return this.state.eHandTiles;
@ -584,10 +632,19 @@ export class PlayerGameEngine {
} }
} }
public op_dahai(house: House, tile: Tile) { public op_dahai(house: House, tile: Tile, riichi = false) {
console.log('op_dahai', this.state.turn, house, tile); console.log('op_dahai', this.state.turn, house, tile, riichi);
if (this.state.turn !== house) throw new PlayerGameEngine.InvalidOperationError(); if (this.state.turn !== house) throw new PlayerGameEngine.InvalidOperationError();
if (riichi) {
switch (house) {
case 'e': this.state.eRiichi = true; break;
case 's': this.state.sRiichi = true; break;
case 'w': this.state.wRiichi = true; break;
case 'n': this.state.nRiichi = true; break;
}
}
if (house === this.myHouse) { if (house === this.myHouse) {
this.myHandTiles.splice(this.myHandTiles.indexOf(tile), 1); this.myHandTiles.splice(this.myHandTiles.indexOf(tile), 1);
this.myHoTiles.push(tile); this.myHoTiles.push(tile);