Files
game-cards/src/core/move_generator.gd

164 lines
6.6 KiB
GDScript

# src/core/move_generator.gd
# Pure functions — zero Godot dependency
# Generate all legal plays from a hand
class_name MoveGenerator
extends RefCounted
const MAX_ENUM_NODES := 10000
const BEAM_WIDTH := 50
static func generate(hand: Array[Card], current_rank: int, config: RuleConfig) -> Array[HandEvaluator.EvaluatedPlay]:
var results: Array[HandEvaluator.EvaluatedPlay] = []
var pass_play := HandEvaluator.EvaluatedPlay.new()
pass_play.type = -1
pass_play.primary_rank = 0
results.append(pass_play)
if hand.is_empty():
return results
var sorted := hand.duplicate(false)
_sort(sorted)
var seen_ranks := {}
for c in sorted:
var rk := c.rank()
if seen_ranks.get(rk, 0) < 4:
var ep := HandEvaluator.evaluate([c], current_rank, config)
if ep != null and ep.type != HandEvaluator.INVALID:
if not _contains_duplicate(results, ep):
results.append(ep)
seen_ranks[rk] = seen_ranks.get(rk, 0) + 1
_gen_pairs(sorted, results, current_rank, config)
_gen_triples(sorted, results, current_rank, config)
_gen_bombs(sorted, results, current_rank, config)
_gen_straights(sorted, results, current_rank, config)
_gen_rocket(sorted, results, current_rank, config)
if results.size() > MAX_ENUM_NODES:
results = results.slice(0, MAX_ENUM_NODES)
return results
static func _gen_pairs(sorted: Array[Card], results: Array[HandEvaluator.EvaluatedPlay], current_rank: int, config: RuleConfig) -> void:
var rank_counts := {}
for c in sorted:
var rk := c.rank()
if not rank_counts.has(rk): rank_counts[rk] = []
rank_counts[rk].append(c)
for rk in rank_counts:
var cards: Array = rank_counts[rk]
if cards.size() >= 2:
var ep := HandEvaluator.evaluate(cards.slice(0, 2), current_rank, config)
if ep != null: results.append(ep)
static func _gen_triples(sorted: Array[Card], results: Array[HandEvaluator.EvaluatedPlay], current_rank: int, config: RuleConfig) -> void:
var rank_counts := {}
for c in sorted:
var rk := c.rank()
if not rank_counts.has(rk): rank_counts[rk] = []
rank_counts[rk].append(c)
for rk in rank_counts:
var cards: Array = rank_counts[rk]
if cards.size() >= 3:
var ep := HandEvaluator.evaluate(cards.slice(0, 3), current_rank, config)
if ep != null: results.append(ep)
if cards.size() >= 3:
_gen_triple_plus_kickers(sorted, cards.slice(0, 3), results, current_rank, config)
static func _gen_triple_plus_kickers(hand: Array[Card], triple: Array[Card], results: Array[HandEvaluator.EvaluatedPlay], current_rank: int, config: RuleConfig) -> void:
var remaining: Array[Card] = []
for c in hand:
if not _card_in(triple, c): remaining.append(c)
var pairs := _find_pairs(remaining)
for pair in pairs:
var ep := HandEvaluator.evaluate(triple + pair, current_rank, config)
if ep != null: results.append(ep)
static func _gen_bombs(sorted: Array[Card], results: Array[HandEvaluator.EvaluatedPlay], current_rank: int, config: RuleConfig) -> void:
var rank_counts := {}
for c in sorted:
var rk := c.rank()
if not rank_counts.has(rk): rank_counts[rk] = []
rank_counts[rk].append(c)
for rk in rank_counts:
var cards: Array = rank_counts[rk]
if cards.size() >= 4:
var ep := HandEvaluator.evaluate(cards.slice(0, 4), current_rank, config)
if ep != null: results.append(ep)
for count in range(5, cards.size() + 1):
var ep := HandEvaluator.evaluate(cards.slice(0, count), current_rank, config)
if ep != null: results.append(ep)
static func _gen_straights(sorted: Array[Card], results: Array[HandEvaluator.EvaluatedPlay], current_rank: int, config: RuleConfig) -> void:
var unique := _unique_ranks(sorted)
for start in unique:
for length in range(5, 13):
var needed: Array[int] = []
for r in range(start, start + length): needed.append(r)
var found := _pick_consecutive(sorted, needed)
if found.size() == length:
var ep := HandEvaluator.evaluate(found, current_rank, config)
if ep != null: results.append(ep)
static func _gen_rocket(sorted: Array[Card], results: Array[HandEvaluator.EvaluatedPlay], current_rank: int, config: RuleConfig) -> void:
var sj_indices: Array[int] = []
var bj_indices: Array[int] = []
for i in range(sorted.size()):
if sorted[i].rank() == 15: sj_indices.append(i)
if sorted[i].rank() == 16: bj_indices.append(i)
if sj_indices.size() >= 2 and bj_indices.size() >= 2:
var cards: Array[Card] = []
for idx in sj_indices.slice(0, 2) + bj_indices.slice(0, 2):
cards.append(sorted[idx])
var ep := HandEvaluator.evaluate(cards, current_rank, config)
if ep != null: results.append(ep)
static func _find_pairs(hand: Array[Card]) -> Array:
var result := []
var rank_groups := {}
for c in hand:
var rk := c.rank()
if not rank_groups.has(rk): rank_groups[rk] = []
rank_groups[rk].append(c)
for rk in rank_groups:
if rank_groups[rk].size() >= 2:
result.append(rank_groups[rk].slice(0, 2))
return result
static func _card_in(cards: Array[Card], target: Card) -> bool:
for c in cards:
if c.card_id == target.card_id: return true
return false
static func _unique_ranks(hand: Array[Card]) -> Array:
var seen := {}
var result: Array = []
for c in hand:
var rk := c.rank()
if not seen.has(rk):
seen[rk] = true
result.append(rk)
result.sort()
return result
static func _pick_consecutive(hand: Array[Card], needed: Array[int]) -> Array[Card]:
var result: Array[Card] = []
var used := {}
for target in needed:
var found := false
for c in hand:
if c.rank() == target and not used.has(c.card_id):
result.append(c)
used[c.card_id] = true
found = true
break
if not found: return []
return result
static func _contains_duplicate(results: Array[HandEvaluator.EvaluatedPlay], ep: HandEvaluator.EvaluatedPlay) -> bool:
for existing in results:
if existing.type == ep.type and existing.primary_rank == ep.primary_rank:
if existing.cards.size() == ep.cards.size():
return true
return false
static func _sort(cards: Array[Card]) -> void:
cards.sort_custom(func(a: Card, b: Card): return a.compare_to(b) < 0)