feat: add RuleEngine, GameState, Round, and Action system

This commit is contained in:
xiaji
2026-05-29 09:10:35 +08:00
parent e19bb0d631
commit 42d59fcbae
4 changed files with 303 additions and 0 deletions

40
src/core/actions.gd Normal file
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# src/core/actions.gd
class_name Actions
extends RefCounted
class Action:
extends RefCounted
var player_idx: int
var action_type: String
var cards: Array = []
var seq_id: int = 0
var nonce: int = 0
var timestamp: int = 0
func _to_string() -> String:
return "Action(seq=%d, player=%d, type=%s, cards=%d)" % [seq_id, player_idx, action_type, cards.size()]
class GameStateSnapshot:
extends RefCounted
var game_state: Dictionary
class Team:
extends RefCounted
var team_id: int
var player_indices: Array[int] = []
var score: int = 0
var current_level: int = 2
static func create_team(team_id: int, p1: int, p2: int) -> Team:
var t := Team.new()
t.team_id = team_id
t.player_indices = [p1, p2]
return t
func teammate_of(player_idx: int) -> int:
if player_indices[0] == player_idx:
return player_indices[1]
return player_indices[0]
func contains(player_idx: int) -> bool:
return player_idx in player_indices

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src/core/game_state.gd Normal file
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# src/core/game_state.gd
class_name GameState
extends RefCounted
enum Phase { INIT, DEAL, TRIBUTE, PLAY, LEVEL_UP, GAME_OVER }
const _Actions = preload("res://src/core/actions.gd")
var phase: int = Phase.INIT
var round_seq: int = 0
var current_rank: int = 2
var rule_config: RuleConfig
var teams: Array = []
var player_hands: Array = [[], [], [], []]
var player_names: Array[String] = ["Player", "AI-1", "AI-2", "AI-3"]
var player_human: Array[bool] = [true, false, false, false]
var round: Round
var action_log: Array = []
var seed: int = 0
var finished_players: Array[int] = []
var current_winner_team: int = -1
var game_end_reason: String = ""
static func create(config: RuleConfig, seed_: int = -1) -> GameState:
var gs := GameState.new()
gs.rule_config = config
if seed_ >= 0:
gs.seed = seed_
else:
gs.seed = Time.get_unix_time_from_system() as int
gs.teams = [_Actions.Team.create_team(0, 0, 2), _Actions.Team.create_team(1, 1, 3)]
gs.round = Round.new()
return gs
func get_team(player_idx: int) -> Actions.Team:
for t in teams:
if t.contains(player_idx):
return t
return null
func get_partner(player_idx: int) -> int:
var t := get_team(player_idx)
if t != null:
return t.teammate_of(player_idx)
return -1
func get_hand(player_idx: int) -> Array:
return player_hands[player_idx]
func remove_cards_from_hand(player_idx: int, cards: Array) -> void:
var hand: Array = player_hands[player_idx]
var to_remove := {}
for c in cards:
to_remove[c.card_id] = true
var new_hand: Array = []
for c in hand:
if not to_remove.has(c.card_id):
new_hand.append(c)
player_hands[player_idx] = new_hand
func add_cards_to_hand(player_idx: int, cards: Array) -> void:
for c in cards:
player_hands[player_idx].append(c)
func deal_cards(deck: Deck) -> void:
for i in range(4):
player_hands[i] = deck.deal(27)
func is_player_finished(player_idx: int) -> bool:
return player_idx in finished_players
func add_finished_player(player_idx: int) -> void:
if not is_player_finished(player_idx):
finished_players.append(player_idx)
func get_rank_for_player(player_idx: int) -> int:
var idx := finished_players.find(player_idx)
if idx >= 0:
return idx + 1
return 0
func all_hands_empty() -> bool:
var empty_count := 0
for i in range(4):
if player_hands[i].is_empty():
empty_count += 1
return empty_count >= 3
func to_packed_snapshot(for_player: int) -> Dictionary:
return {
"phase": phase,
"current_rank": current_rank,
"own_hand": _pack_hand(player_hands[for_player]),
"table": _pack_table(round.table),
"finished": finished_players.duplicate(),
"team_scores": [teams[0].score, teams[1].score]
}
func _pack_hand(hand: Array) -> Array:
var result := []
for c in hand:
result.append(c.to_packed())
return result
func _pack_table(table: Array) -> Array:
var result := []
for ep in table:
var d := {"type": ep.type, "primary_rank": ep.primary_rank, "is_pure": ep.is_pure_bomb}
var cards_packed := []
for c in ep.cards:
cards_packed.append(c.to_packed())
d["cards"] = cards_packed
result.append(d)
return result

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src/core/round.gd Normal file
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# src/core/round.gd
class_name Round
extends RefCounted
var active_player_idx: int = 0
var pass_count: int = 0
var table: Array = []
var action_seq: int = 0
var is_cleared: bool = false
func can_pass() -> bool:
return not table.is_empty()
func add_play(play: HandEvaluator.EvaluatedPlay, player_idx: int) -> void:
table.append(play)
if play.type == -1:
pass_count += 1
else:
pass_count = 0
if pass_count >= 3:
is_cleared = true
else:
is_cleared = false
func next_player() -> int:
return (active_player_idx + 1) % 4
func last_non_pass_player() -> int:
for i in range(table.size() - 1, -1, -1):
if table[i].type != -1:
return i % 4
return -1
func next_seq() -> int:
action_seq += 1
return action_seq
func reset_for_new_round() -> void:
table.clear()
pass_count = 0
is_cleared = false

108
src/core/rule_engine.gd Normal file
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# src/core/rule_engine.gd
# Pure functions — zero Godot dependency
# Validate play legality and compare plays
class_name RuleEngine
extends RefCounted
const _C = preload("res://src/core/constants.gd")
static func can_play(
hand: Array,
play: HandEvaluator.EvaluatedPlay,
table_history: Array,
last_player_idx: int,
current_rank: int,
config: RuleConfig
) -> Dictionary:
if play.type == -1:
var last_non_pass := _last_non_pass(table_history)
if table_history.is_empty() or last_non_pass == null:
return _err(_C.ERR_CANNOT_PASS)
if last_player_idx == _last_player_idx(table_history):
return _err(_C.ERR_CANNOT_PASS)
return _ok()
for pc in play.cards:
if not _card_in_hand(hand, pc):
return _err(_C.ERR_CARD_NOT_FOUND)
var last_play := _last_non_pass(table_history)
if last_play == null:
return _ok()
if last_player_idx < 0:
return _ok()
if _last_player_idx(table_history) == last_player_idx:
return _ok()
var cmp := compare(play, last_play, config)
if cmp <= 0:
return _err(_C.ERR_INVALID_CARDS)
if play.type != last_play.type:
if play.type != _C.TYPE_BOMB and play.type != _C.TYPE_ROCKET:
return _err(_C.ERR_INVALID_CARDS)
return _ok()
static func compare(a: HandEvaluator.EvaluatedPlay, b: HandEvaluator.EvaluatedPlay, config: RuleConfig) -> int:
if a.type == -1 or b.type == -1:
return 0
if a.type == _C.TYPE_ROCKET and b.type == _C.TYPE_ROCKET:
return 0
if a.type == _C.TYPE_ROCKET:
return 1
if b.type == _C.TYPE_ROCKET:
return -1
if a.type == _C.TYPE_BOMB and b.type != _C.TYPE_BOMB:
return 1
if b.type == _C.TYPE_BOMB and a.type != _C.TYPE_BOMB:
return -1
if a.type == _C.TYPE_BOMB and b.type == _C.TYPE_BOMB:
return compare_bombs(a, b, config)
if a.type == b.type:
if a.primary_rank > b.primary_rank:
return 1
if a.primary_rank < b.primary_rank:
return -1
return 0
return 0
static func compare_bombs(a: HandEvaluator.EvaluatedPlay, b: HandEvaluator.EvaluatedPlay, config: RuleConfig) -> int:
if a.is_pure_bomb and not b.is_pure_bomb:
return 1
if b.is_pure_bomb and not a.is_pure_bomb:
return -1
if config.bomb_compare_priority == RuleConfig.BOMB_BY_COUNT:
if a.cards.size() > b.cards.size():
return 1
if b.cards.size() > a.cards.size():
return -1
if a.primary_rank > b.primary_rank:
return 1
if b.primary_rank > a.primary_rank:
return -1
if a.cards.size() > b.cards.size():
return 1
if b.cards.size() > a.cards.size():
return -1
return 0
static func _card_in_hand(hand: Array, card: Card) -> bool:
for c in hand:
if c.card_id == card.card_id:
return true
return false
static func _last_non_pass(table: Array) -> HandEvaluator.EvaluatedPlay:
for i in range(table.size() - 1, -1, -1):
if table[i].type != -1:
return table[i]
return null
static func _last_player_idx(table: Array) -> int:
for i in range(table.size() - 1, -1, -1):
if table[i].type != -1:
return i % 4
return -1
static func _ok() -> Dictionary:
return {"ok": true, "error_code": _C.RESULT_OK, "data": null}
static func _err(code: int) -> Dictionary:
return {"ok": false, "error_code": code, "data": null}