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148
README.md
148
README.md
@@ -1,40 +1,98 @@
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# 掼蛋卡牌游戏 (Guandan Card Game)
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基于 Godot 4.x 开发的掼蛋卡牌游戏。目前处于训练模式开发阶段。
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基于 Godot 4.6.3 开发的掼蛋卡牌游戏。**训练模式**已基本可用,联机与回放为后续阶段。
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## 环境要求
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- **Godot 4.x** (开发使用 4.6.3)
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- 安装方式: `winget install GodotEngine.GodotEngine`
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- 或从 [godotengine.org](https://godotengine.org/download) 下载
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- **Godot 4.6.3+** ([godotengine.org](https://godotengine.org/download))
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- 安装命令: `winget install GodotEngine.GodotEngine`
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## 快速开始
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```bash
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git clone <repo>
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cd game-cards
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# Godot 编辑器 → "导入" → 选择 project.godot → F5 运行
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```
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主场景: `res://src/ui/scenes/main_menu.tscn`
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## 训练模式
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进入"训练室"后由玩家(座位 0)对 3 个 L2 规则 AI,**玩家始终是出牌方**(AI 跟牌或过牌)。每局共 27 张/人,从 2 开始打。
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### 玩法
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1. 鼠标点击手牌:选中(牌上抬 25px + 黄边高亮)
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2. 双击手牌:直接出该单张
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3. `出牌` 按钮:按当前选中提交牌型
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4. `过牌` 按钮:本轮放权(领出者不能过)
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5. `建议` 按钮:调 L2 AI 给出当前最优出法
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### 牌型支持
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单张 / 对子 / 三张 / 三带二 / 顺子(5+)/ 连对(6+ 双数)/ 钢板(6+ 3 整除)/ 同花顺 / 炸弹 / 火箭
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## UI 特性
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- **手牌自动换行**: `HandArea extends FlowContainer`,27+ 张牌自动多行
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- **按花色+点数排序**: 渲染前 `_sort_by_rank_and_suit` 统一顺序
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- **出牌动画**: ghost 节点从原位飞行 + 缩放至桌面中央(0.3s)
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- **点评文字**: 出牌方 + 牌型 + 张数 + 主阶,0.2s 淡入 → 0.6s 停留 → 0.3s 淡出
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- **选中上抬**: 选中时 `position.y` -25px tween(0.12s QUAD+EASE_OUT)
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- **Hint 高亮**: L2 AI 推荐的牌自动高亮(与选中共用 `set_selected`)
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## 项目结构
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```
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game-cards/
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├── src/
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│ ├── core/ # 业务逻辑层(纯 GDScript,零依赖)
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│ ├── ai/ # AI 模块(L1 基础 / L2 规则 / L3 策略)
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│ ├── game/ # 游戏控制器(训练/对战/回放)
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│ ├── network/ # 联机层(后期)
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│ ├── ui/ # UI 场景和组件
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│ │ ├── scenes/ # 主菜单、训练室、牌桌、大厅、观战
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│ │ └── components/ # 卡牌、手牌区、出牌区等组件
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│ └── autoload/ # 全局单例(配置、事件总线、音频)
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├── tests/ # GUT 单元测试
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├── docs/ # 设计文档和实施计划
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└── assets/ # 卡牌图片、UI 素材、音频、字体
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│ ├── core/ # 纯逻辑层(零 Godot 依赖)
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│ │ ├── card.gd # Card 类(4 字节打包)
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│ │ ├── deck.gd # Deck 与发牌
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│ │ ├── game_state.gd # 牌局状态、Phase、Action 日志
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│ │ ├── round.gd # 单轮出牌序列
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│ │ ├── hand_evaluator.gd # 牌型判定(含主阶、是否纯炸弹)
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│ │ ├── rule_engine.gd # 牌型比较与合法性
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│ │ ├── move_generator.gd # 给定手牌生成所有合法出法
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│ │ ├── actions.gd # Action 数据类
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│ │ ├── rule_config.gd # 规则配置(主阶、级牌等)
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│ │ └── constants.gd # 牌型枚举与常量
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│ ├── ai/
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│ │ ├── base_ai.gd # AI 抽象接口
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│ │ ├── l1_basic_ai.gd # L1: 贪心最小牌
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│ │ └── l2_rule_ai.gd # L2: 全枚举选最小压制
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│ ├── game/
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│ │ ├── game_controller.gd # 通用回合推进
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│ │ ├── training_controller.gd # 训练模式:单玩家 vs 3 AI
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│ │ └── replay_recorder.gd # Action 日志 → 重放
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│ ├── autoload/
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│ │ ├── config.gd # 规则与全局配置
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│ │ ├── event_bus.gd # 全局信号总线
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│ │ └── audio_manager.gd # 音效播放(未启用)
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│ └── ui/
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│ ├── scenes/
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│ │ ├── main_menu.tscn # 主菜单
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│ │ └── training_room.tscn # 训练室(1280×720)
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│ └── components/
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│ ├── hand_area.tscn # FlowContainer 手牌区
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│ └── card_node.tscn # 单张卡牌(55×80)
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├── tests/ # GUT 单元测试(占位)
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├── docs/superpowers/ # 设计规格与实施计划
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└── assets/ # 卡牌图片、UI 素材
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```
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## 运行
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## 关键架构决策
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### 1. 打开项目
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1. **`core/` 零 Godot 依赖** — 便于未来用 Rust 移植核心逻辑
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2. **Card 用 4 字节打包**(suit+rank 占 1 字节,card_id 占 2 字节)— 减少内存与序列化成本
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3. **GDScript 强类型 Array[Card]** — 编译期类型检查;规避 Godot 4.6.3 `Array.duplicate()` 丢类型 bug,统一用 `for c in src: dst.append(c)` 模式
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4. **AI 三级** — L1 贪心 / L2 枚举 / L3 策略(待实现)
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5. **出牌动画用 ghost 节点** — 临时挂到 `get_tree().root` 避免 FlowContainer 重排干扰
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用 Godot 编辑器打开项目根目录 `game-cards/`。
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## 配置 Autoload
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### 2. 配置 Autoload(首次运行)
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进入 **项目 → 项目设置 → 自动加载 (Autoload)**,依次添加:
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项目设置 → 自动加载 (Autoload):
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| 名称 | 路径 |
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|------|------|
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@@ -42,38 +100,42 @@ game-cards/
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| EventBus | `res://src/autoload/event_bus.gd` |
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| AudioManager | `res://src/autoload/audio_manager.gd` |
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### 3. 设置主场景
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**项目 → 项目设置 → 运行 → 主场景** 设为 `res://src/ui/scenes/main_menu.tscn`
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### 4. 启动
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按 **F5** 或点击右上角 **运行项目**。
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## 运行测试
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### 通过 GUT 运行(推荐)
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1. 在 Godot AssetLib 中安装 **GUT** 插件并启用
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2. 点击 GUT 面板 → 设置测试目录为 `res://tests`
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3. 点击 **Run**
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### 通过命令行
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```bash
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# GUT(推荐)
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godot --headless -s addons/gut/gut_cmdln.gd -gdir=res://tests
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```
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> 当前 `tests/` 仅有占位文件,无实际用例。
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## 已知问题与限制
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- 27+ 张牌的极端出牌(如 27 张单牌连出)`start_x` 可能为负,飞出左边界(实际不可能)
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- CommentaryLabel y=360-380 与 TableLabel 底部 10px 视觉重叠
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- L3 策略 AI 尚未实现
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- 联机 / 观战 / 回放 均为占位
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## 开发计划
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| 阶段 | 内容 | 状态 |
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|------|------|------|
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| 训练模式 | 核心逻辑 + L1/L2 AI + 牌型提示 | 进行中 |
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| 单机对战 | 完整四人局 + L3 AI | 待开发 |
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| 联机 | Action 同步 + 匹配 + 房间 | 待开发 |
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| 观战 | Action 流回放 | 待开发 |
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| 训练模式 | 核心 + L1/L2 AI + UI | **进行中** |
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| L3 策略 AI | 配合/防守/控牌策略 | 待开发 |
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| 完整对局 | 4 人完整出完一轮 | 待开发 |
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| 联机 | Action 同步 + 房间 | 待开发 |
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| 观战 / 回放 | Action 流式回放 | 待开发 |
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## 设计文档
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- [设计规格](./docs/superpowers/specs/2026-05-28-guandan-card-game-design.md)
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- [实施计划](./docs/superpowers/plans/2026-05-28-guandan-training-mode.md)
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- [主设计规格](./docs/superpowers/specs/2026-05-28-guandan-card-game-design.md)
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- [训练模式实施计划](./docs/superpowers/plans/2026-05-28-guandan-training-mode.md)
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- [手牌换行 + 出牌动画 + 点评设计](./docs/superpowers/specs/2026-06-02-hand-wrap-and-play-animation-design.md)
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- [手牌换行 + 出牌动画实施计划](./docs/superpowers/plans/2026-06-02-hand-wrap-and-play-animation.md)
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## 提交约定
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- 单步可工作的 commit
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- 类型前缀: `feat: / fix: / refactor: / docs: / chore:`
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- 范围标注: `feat(ui): / fix(core):` 等
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- 中英文皆可,遵循仓库历史风格(见 `git log --oneline`)
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@@ -44,8 +44,8 @@ func get_partner(player_idx: int) -> int:
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return t.teammate_of(player_idx)
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return -1
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func get_hand(player_idx: int) -> Array:
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return player_hands[player_idx]
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func get_hand(player_idx: int) -> Array[Card]:
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return player_hands[player_idx] as Array[Card]
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func remove_cards_from_hand(player_idx: int, cards: Array) -> void:
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var hand: Array = player_hands[player_idx]
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@@ -50,7 +50,10 @@ static func _make_result(type: int, primary_rank: int, is_pure: bool, cards1: Ar
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var r := EvaluatedPlay.new()
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r.type = type
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r.primary_rank = primary_rank
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r.cards = cards1.duplicate(false)
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var duped: Array[Card] = []
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for c in cards1:
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duped.append(c)
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r.cards = duped
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r.is_pure_bomb = is_pure
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return r
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@@ -45,7 +45,10 @@ static func _gen_pairs(sorted: Array[Card], results: Array[HandEvaluator.Evaluat
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if not rank_counts.has(rk): rank_counts[rk] = [] as Array[Card]
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rank_counts[rk].append(c)
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for rk in rank_counts:
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var cards: Array[Card] = rank_counts[rk]
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var src: Array = rank_counts[rk]
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var cards: Array[Card] = []
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for c in src:
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cards.append(c)
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if cards.size() >= 2:
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var ep := HandEvaluator.evaluate(cards.slice(0, 2), current_rank, config)
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if ep != null: results.append(ep)
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@@ -57,7 +60,10 @@ static func _gen_triples(sorted: Array[Card], results: Array[HandEvaluator.Evalu
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if not rank_counts.has(rk): rank_counts[rk] = [] as Array[Card]
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rank_counts[rk].append(c)
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for rk in rank_counts:
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var cards: Array[Card] = rank_counts[rk]
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var src: Array = rank_counts[rk]
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var cards: Array[Card] = []
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for c in src:
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cards.append(c)
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if cards.size() >= 3:
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var ep := HandEvaluator.evaluate(cards.slice(0, 3), current_rank, config)
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if ep != null: results.append(ep)
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@@ -80,7 +86,10 @@ static func _gen_bombs(sorted: Array[Card], results: Array[HandEvaluator.Evaluat
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if not rank_counts.has(rk): rank_counts[rk] = [] as Array[Card]
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rank_counts[rk].append(c)
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for rk in rank_counts:
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var cards: Array[Card] = rank_counts[rk]
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var src: Array = rank_counts[rk]
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var cards: Array[Card] = []
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for c in src:
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cards.append(c)
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if cards.size() >= 4:
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var ep := HandEvaluator.evaluate(cards.slice(0, 4), current_rank, config)
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if ep != null: results.append(ep)
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@@ -120,8 +129,12 @@ static func _find_pairs(hand: Array[Card]) -> Array[Array]:
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if not rank_groups.has(rk): rank_groups[rk] = [] as Array[Card]
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rank_groups[rk].append(c)
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for rk in rank_groups:
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if rank_groups[rk].size() >= 2:
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result.append(rank_groups[rk].slice(0, 2) as Array[Card])
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var src: Array = rank_groups[rk]
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if src.size() >= 2:
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var pair: Array[Card] = []
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for c in src.slice(0, 2):
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pair.append(c)
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result.append(pair)
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return result
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static func _card_in(cards: Array[Card], target: Card) -> bool:
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@@ -6,10 +6,13 @@ signal card_double_clicked(card_node: CardNode)
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var card_data: Card = null
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var is_selected: bool = false
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var _lift_tween: Tween = null
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@onready var panel: Panel = $Panel
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@onready var card_texture: TextureRect = $Panel/CardTexture
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|
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const LIFT_OFFSET := -25.0
|
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const LIFT_DURATION := 0.12
|
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const RANK_PREFIX := ["", "", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K", "A", "SJ", "BJ"]
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const SUIT_LETTER := ["S", "H", "C", "D", "SJ", "BJ"]
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const CARD_TEXTURE_PATH := "res://assets/cards/"
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@@ -68,7 +71,14 @@ func set_selected(sel: bool) -> void:
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is_selected = sel
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_update_panel()
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func _on_gui_input(event: InputEvent) -> void:
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if _lift_tween and _lift_tween.is_valid():
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_lift_tween.kill()
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_lift_tween = create_tween()
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_lift_tween.set_trans(Tween.TRANS_QUAD)
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_lift_tween.set_ease(Tween.EASE_OUT)
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_lift_tween.tween_property(self, "position:y", LIFT_OFFSET if sel else 0.0, LIFT_DURATION)
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|
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func _gui_input(event: InputEvent) -> void:
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
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if event.double_click:
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@@ -4,3 +4,7 @@
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||||
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[node name="HandArea" type="FlowContainer"]
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script = ExtResource("1_script")
|
||||
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[node name="TopSpacer" type="Control" parent="."]
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custom_minimum_size = Vector2(0, 30)
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mouse_filter = 2
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||||
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@@ -145,12 +145,14 @@ func _on_player_passed(player_idx: int) -> void:
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|
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func _show_table_cards(cards: Array[Card]) -> void:
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_clear_table_cards()
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# 按 rank 排序
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var sorted_cards: Array[Card] = cards.duplicate(false)
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# 按 rank 排序(用 for-loop 拷贝避免 Array.duplicate() 丢类型信息)
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||||
var sorted_cards: Array[Card] = []
|
||||
for c in cards:
|
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sorted_cards.append(c)
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sorted_cards.sort_custom(func(a: Card, b: Card): return a.compare_to(b) < 0)
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||||
|
||||
var total_width := sorted_cards.size() * 60
|
||||
var start_x := (1280 - total_width) / 2
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var start_x := (1280.0 - total_width) / 2.0
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||||
|
||||
for i in range(sorted_cards.size()):
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||||
var card: Card = sorted_cards[i]
|
||||
|
||||
Reference in New Issue
Block a user