fix: suppress unused_signal warning on event_bus signals

This commit is contained in:
xiaji
2026-05-29 22:46:44 +08:00
parent 7fbf33b92c
commit b7e734576a
3 changed files with 59 additions and 58 deletions

View File

@@ -5,67 +5,67 @@ extends BaseAI
const _C = preload("res://src/core/constants.gd")
func _init():
ai_name = "Rule AI"
ai_name = "Rule AI"
func decide(hand: Array, table: Array, current_rank: int, config: RuleConfig) -> HandEvaluator.EvaluatedPlay:
var moves := MoveGenerator.generate(hand, current_rank, config)
var last_play := _last_non_pass(table)
var candidates: Array = []
for m in moves:
if m.type == -1:
continue
if last_play == null:
candidates.append(m)
elif _can_beat(m, last_play, config):
candidates.append(m)
if candidates.is_empty():
return _pass_move()
var scored := _score_all(candidates, hand.size(), current_rank)
scored.sort_custom(func(a, b): return a["score"] > b["score"])
return scored[0]["move"]
var moves := MoveGenerator.generate(hand, current_rank, config)
var last_play := _last_non_pass(table)
var candidates: Array = []
for m in moves:
if m.type == -1:
continue
if last_play == null:
candidates.append(m)
elif _can_beat(m, last_play, config):
candidates.append(m)
if candidates.is_empty():
return _pass_move()
var scored := _score_all(candidates, hand.size(), current_rank)
scored.sort_custom(func(a, b): return a["score"] > b["score"])
return scored[0]["move"]
func _score_all(moves: Array, hand_size: int, current_rank: int) -> Array:
var results := []
for m in moves:
var score := _score_move(m, hand_size, current_rank)
results.append({"move": m, "score": score})
return results
var results := []
for m in moves:
var score := _score_move(m, hand_size, current_rank)
results.append({"move": m, "score": score})
return results
func _score_move(play: HandEvaluator.EvaluatedPlay, hand_size: int, current_rank: int) -> float:
var score := 0.0
var remaining := hand_size - play.cards.size()
score += (27.0 - remaining) / 27.0 * 0.3
if play.type == _C.TYPE_BOMB or play.type == _C.TYPE_ROCKET:
score -= 0.2
elif play.type == _C.TYPE_STRAIGHT_FLUSH:
score -= 0.1
score += play.cards.size() * 0.02
if play.primary_rank >= 14 and remaining > 10:
score -= 0.1
if remaining <= 3:
score += 0.5
if play.is_pure_bomb:
score += 0.05
return score
var score := 0.0
var remaining := hand_size - play.cards.size()
score += (27.0 - remaining) / 27.0 * 0.3
if play.type == _C.TYPE_BOMB or play.type == _C.TYPE_ROCKET:
score -= 0.2
elif play.type == _C.TYPE_STRAIGHT_FLUSH:
score -= 0.1
score += play.cards.size() * 0.02
if play.primary_rank >= 14 and remaining > 10:
score -= 0.1
if remaining <= 3:
score += 0.5
if play.is_pure_bomb:
score += 0.05
return score
func _can_beat(play: HandEvaluator.EvaluatedPlay, last: HandEvaluator.EvaluatedPlay, config: RuleConfig) -> bool:
if play.type == _C.TYPE_ROCKET:
return true
if play.type == _C.TYPE_BOMB and last.type != _C.TYPE_ROCKET:
return RuleEngine.compare_bombs(play, last, config) > 0
if play.type == last.type:
return play.primary_rank > last.primary_rank
return false
if play.type == _C.TYPE_ROCKET:
return true
if play.type == _C.TYPE_BOMB and last.type != _C.TYPE_ROCKET:
return RuleEngine.compare_bombs(play, last, config) > 0
if play.type == last.type:
return play.primary_rank > last.primary_rank
return false
func _last_non_pass(table: Array) -> HandEvaluator.EvaluatedPlay:
for i in range(table.size() - 1, -1, -1):
var play: HandEvaluator.EvaluatedPlay = table[i]
if play.type != -1:
return play
return null
for i in range(table.size() - 1, -1, -1):
var play: HandEvaluator.EvaluatedPlay = table[i]
if play.type != -1:
return play
return null
func _pass_move() -> HandEvaluator.EvaluatedPlay:
var p := HandEvaluator.EvaluatedPlay.new()
p.type = -1
p.primary_rank = 0
return p
var p := HandEvaluator.EvaluatedPlay.new()
p.type = -1
p.primary_rank = 0
return p

View File

@@ -1,4 +1,5 @@
# src/autoload/event_bus.gd
@warning_ignore("unused_signal")
extends Node
signal player_played_cards(player_idx: int, play_type: int, cards: Array)

View File

@@ -9,10 +9,10 @@ var controller: TrainingController
@onready var status_label: Label = $StatusLabel
func _ready() -> void:
play_button.pressed.connect(_on_play_pressed)
pass_button.pressed.connect(_on_pass_pressed)
hint_button.pressed.connect(_on_hint_pressed)
start_training()
play_button.pressed.connect(_on_play_pressed)
pass_button.pressed.connect(_on_pass_pressed)
hint_button.pressed.connect(_on_hint_pressed)
start_training()
func start_training() -> void:
controller = TrainingController.new()
@@ -70,5 +70,5 @@ func _on_game_ended(winner_team: int, reason: String) -> void:
if hand_area: hand_area.disable_input()
func _refresh_ui() -> void:
if controller and controller.game_state and hand_area:
hand_area.update_hand(controller.game_state.get_hand(0))
if controller and controller.game_state and hand_area:
hand_area.update_hand(controller.game_state.get_hand(0))