feat: 优化开始训练指引并修复AI递归问题
- 修复 GameController._trigger_ai 中AI决策递归调用问题,增加 _is_processing 锁 - 修复 TrainingController 未加入场景树导致信号无法触发的问题 - 主菜单添加"游戏说明"按钮和详细指引对话框 - 训练室添加引导提示标签和操作状态反馈 - 优化提示功能显示中文牌型名称(单张、对子、顺子等) - 优化错误信息显示,提供更具体的失败原因 - 清除调试 print 语句 🤖 Generated with [Qoder][https://qoder.com]
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@@ -7,6 +7,7 @@ var controller: TrainingController
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@onready var pass_button: Button = $Buttons/PassButton
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@onready var hint_button: Button = $Buttons/HintButton
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@onready var status_label: Label = $StatusLabel
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@onready var guide_label: Label = $GuideLabel
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func _ready() -> void:
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play_button.pressed.connect(_on_play_pressed)
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@@ -16,54 +17,98 @@ func _ready() -> void:
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func start_training() -> void:
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controller = TrainingController.new()
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add_child(controller)
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hand_area.training_controller = controller
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controller.start_game(Config.rule_config, 0)
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controller.turn_ready.connect(_on_turn_ready)
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controller.state_changed.connect(_refresh_ui)
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controller.game_ended.connect(_on_game_ended)
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_update_guide_text()
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_refresh_ui()
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func _update_guide_text() -> void:
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if guide_label:
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guide_label.text = "💡 提示:点击手牌选中,然后点击「出牌」或「过牌」。首次出牌建议点击「提示」按钮。"
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func _on_turn_ready(player_idx: int, is_human: bool) -> void:
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if is_human:
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hand_area.enable_input()
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if status_label: status_label.text = "你的回合"
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if status_label:
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status_label.text = "你的回合 - 请出牌或点击过牌"
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else:
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hand_area.disable_input()
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if status_label and controller and controller.game_state:
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status_label.text = "%s 思考中..." % controller.game_state.player_names[player_idx]
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func _on_play_pressed() -> void:
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if not hand_area: return
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if not hand_area:
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return
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var selected := hand_area.selected_cards
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if selected.is_empty():
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if status_label:
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status_label.text = "请先选择要出的牌"
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return
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var result := controller.handle_human_play(selected)
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if not result.ok:
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if status_label: status_label.text = "无效出牌"
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var error_msg := _get_error_message(result.error_code)
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if status_label:
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status_label.text = "❌ %s" % error_msg
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return
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hand_area.clear_selection()
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if status_label:
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status_label.text = "✓ 出牌成功!"
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_refresh_ui()
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func _get_error_message(error_code: int) -> String:
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match error_code:
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1: return "无效的牌型组合"
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2: return "不是你的回合"
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3: return "不能过牌(你是领出者)"
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4: return "牌不在手中"
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_: return "出牌失败"
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func _on_pass_pressed() -> void:
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var result := controller.handle_human_pass()
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if not result.ok:
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if status_label: status_label.text = "不能过牌"
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var error_msg := _get_error_message(result.error_code)
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if status_label:
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status_label.text = "❌ %s" % error_msg
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return
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if status_label:
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status_label.text = "✓ 已过牌"
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_refresh_ui()
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func _on_hint_pressed() -> void:
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var hint := controller.get_hint()
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if hint == null or hint.type == -1:
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if status_label: status_label.text = "建议:过牌"
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if status_label:
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status_label.text = "建议:过牌(当前轮到你领出,但无合适牌型)"
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return
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if not hand_area:
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return
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if not hand_area: return
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hand_area.clear_selection()
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for card in hint.cards:
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for cn in hand_area.card_nodes:
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if cn.card_data != null and cn.card_data.card_id == card.card_id:
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cn.set_selected(true)
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hand_area.selected_cards.append(card)
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if status_label: status_label.text = "建议牌型: %s (rank=%d)" % [hint.type, hint.primary_rank]
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var type_name := _get_type_name(hint.type)
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if status_label:
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status_label.text = "💡 建议:出 %s(%d张,主阶=%d)" % [type_name, hint.cards.size(), hint.primary_rank]
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func _get_type_name(type_idx: int) -> String:
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match type_idx:
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0: return "单张"
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1: return "对子"
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2: return "三张"
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3: return "三带二"
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4: return "顺子"
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5: return "连对"
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6: return "钢板"
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7: return "同花顺"
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8: return "炸弹"
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9: return "火箭"
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_: return "未知"
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func _on_game_ended(winner_team: int, _reason: String) -> void:
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if status_label: status_label.text = "游戏结束! 队伍 %d 获胜" % winner_team
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@@ -72,7 +117,4 @@ func _on_game_ended(winner_team: int, _reason: String) -> void:
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func _refresh_ui() -> void:
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if controller and controller.game_state and hand_area:
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var hand: Array = controller.game_state.get_hand(0)
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print("[DEBUG] _refresh_ui: hand size = ", hand.size())
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hand_area.update_hand(hand)
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else:
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print("[DEBUG] _refresh_ui: controller=", controller, " game_state=", controller.game_state if controller else null, " hand_area=", hand_area)
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