Files
game-cards/src/core/hand_evaluator.gd
xiaji cef2cba7a5 fix: resolve 43 GDScript warnings and fix card display
- Rename shadowed variables (round->_round, seed->_seed, is_processing->_is_processing)
- Prefix unused parameters with underscore throughout
- Add @warning_ignore for false positive integer_division warnings
- Fix unused_signal warnings in event_bus.gd
- Fix CardNode display: move setup() after add_child() so @onready works
- Redesign CardNode with Panel background, suit symbols, red/black colors
- Delete unused _current_hint in TrainingController
2026-05-30 22:38:52 +08:00

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# src/core/hand_evaluator.gd
# Pure functions <20>?zero Godot dependency
# Evaluate: [Card] + current_rank + RuleConfig -> EvaluatedPlay | null
class_name HandEvaluator
extends RefCounted
const _C = preload("res://src/core/constants.gd")
const INVALID := -1
class EvaluatedPlay:
extends RefCounted
var type: int = INVALID
var primary_rank: int = 0
var cards: Array[Card] = []
var is_pure_bomb: bool = false
func _to_string() -> String:
var names := ["SINGLE","PAIR","TRIPLE","TRIPLE+2","STRAIGHT","PAIRS","STEEL","FLUSH","BOMB","ROCKET"]
return "EvaluatedPlay(%s, rank=%d, pure=%s)" % [names[type], primary_rank, is_pure_bomb]
static func evaluate(cards: Array[Card], current_rank: int, config: RuleConfig) -> EvaluatedPlay:
if cards.is_empty():
return null
var sorted := cards.duplicate(false)
_sort_by_rank_and_suit(sorted)
var n := sorted.size()
if n == 1:
return _make_result(_C.TYPE_SINGLE, sorted[0].rank(), false, sorted)
var wilds: Array[Card] = []
var reals: Array[Card] = []
for c in sorted:
if c.is_heart() and c.rank() == current_rank:
wilds.append(c)
else:
reals.append(c)
var has_wild := wilds.size() > 0
if n == 2:
return _eval_two(reals, wilds, has_wild)
if n == 3:
return _eval_three(reals, wilds, has_wild)
if n == 4:
var result := _eval_four(reals, wilds, has_wild, current_rank, config)
if result != null:
return result
return _eval_multi(reals, wilds, has_wild, current_rank, n, config)
static func _make_result(type: int, primary_rank: int, is_pure: bool, cards1: Array[Card]) -> EvaluatedPlay:
var r := EvaluatedPlay.new()
r.type = type
r.primary_rank = primary_rank
r.cards = cards1.duplicate(false)
r.is_pure_bomb = is_pure
return r
static func _eval_two(reals: Array[Card], wilds: Array[Card], has_wild: bool) -> EvaluatedPlay:
if not has_wild:
if reals.size() == 2 and reals[0].rank() == reals[1].rank():
return _make_result(_C.TYPE_PAIR, reals[0].rank(), true, reals)
else:
if reals.size() == 1:
return _make_result(_C.TYPE_PAIR, reals[0].rank(), false, reals + wilds)
return null
static func _eval_three(reals: Array[Card], wilds: Array[Card], has_wild: bool) -> EvaluatedPlay:
if not has_wild:
if reals.size() == 3 and _all_same_rank(reals):
return _make_result(_C.TYPE_TRIPLE, reals[0].rank(), true, reals)
else:
if reals.size() == 2 and reals[0].rank() == reals[1].rank():
return _make_result(_C.TYPE_TRIPLE, reals[0].rank(), false, reals + wilds)
if reals.size() == 1 and wilds.size() >= 2:
return _make_result(_C.TYPE_TRIPLE, reals[0].rank(), false, reals + wilds.slice(0, 2))
return null
static func _eval_four(reals: Array[Card], wilds: Array[Card], has_wild: bool, _current_rank: int, _config: RuleConfig) -> EvaluatedPlay:
var all_cards := reals + wilds
if not has_wild and reals.size() == 4:
if _all_same_rank(reals):
return _make_result(_C.TYPE_BOMB, reals[0].rank(), true, reals)
var sj_count := 0
var bj_count := 0
for c in reals:
if c.rank() == 15: sj_count += 1
if c.rank() == 16: bj_count += 1
if sj_count == 2 and bj_count == 2:
return _make_result(_C.TYPE_ROCKET, 999, true, reals)
return null
if has_wild:
if reals.size() == 3 and _all_same_rank(reals):
return _make_result(_C.TYPE_BOMB, reals[0].rank(), false, all_cards)
if reals.size() == 2 and reals[0].rank() == reals[1].rank():
return _make_result(_C.TYPE_BOMB, reals[0].rank(), false, all_cards)
return null
static func _eval_multi(reals: Array[Card], wilds: Array[Card], has_wild: bool, _current_rank: int, n: int, config: RuleConfig) -> EvaluatedPlay:
if not has_wild:
return _eval_pure_multiple(reals, n, config)
if n == 5:
var result := _eval_triple_plus_two(reals, wilds)
if result != null: return result
result = _eval_straight(reals, wilds, 5, config)
if result != null: return result
if n >= 6 and n % 2 == 0:
@warning_ignore("integer_division")
var result := _eval_consecutive_pairs(reals, wilds, n / 2, config)
if result != null: return result
if n >= 6 and n % 3 == 0:
@warning_ignore("integer_division")
var result := _eval_steel_plate(reals, wilds, n / 3, config)
if result != null: return result
if n >= 5:
var result := _eval_straight(reals, wilds, n, config)
if result != null: return result
return null
static func _eval_pure_multiple(reals: Array[Card], n: int, config: RuleConfig) -> EvaluatedPlay:
if n >= 5 and _is_straight(reals, config):
return _make_result(_C.TYPE_STRAIGHT, reals[n-1].rank(), true, reals)
@warning_ignore("integer_division")
if n >= 6 and n % 2 == 0 and _is_consecutive_pairs(reals, n / 2):
return _make_result(_C.TYPE_CONSECUTIVE_PAIRS, reals[n-1].rank(), true, reals)
if n == 5 and _is_triple_plus_two(reals):
return _make_result(_C.TYPE_TRIPLE_PLUS_TWO, _get_triple_rank(reals), true, reals)
if n >= 6 and n % 3 == 0 and _is_steel_plate(reals):
return _make_result(_C.TYPE_STEEL_PLATE, reals[n-1].rank(), true, reals)
if n >= 5 and _is_straight_flush(reals, config):
return _make_result(_C.TYPE_STRAIGHT_FLUSH, reals[n-1].rank(), true, reals)
return null
static func _eval_triple_plus_two(reals: Array[Card], wilds: Array[Card]) -> EvaluatedPlay:
if reals.size() + wilds.size() != 5: return null
if reals.is_empty(): return null
var rank_counts := _rank_counts(reals)
if rank_counts.values().has(3):
return _make_result(_C.TYPE_TRIPLE_PLUS_TWO, _get_triple_rank(reals), wilds.is_empty(), reals + wilds)
return null
static func _eval_straight(reals: Array[Card], wilds: Array[Card], n: int, config: RuleConfig) -> EvaluatedPlay:
if reals.size() + wilds.size() != n: return null
var sorted: Array[Card] = []
for rc in reals: sorted.append(rc)
_sort_by_rank_and_suit(sorted)
var w := wilds.size()
var gaps: Array[int] = []
for i in range(sorted.size() - 1):
var card_a: Card = sorted[i]
var card_b: Card = sorted[i+1]
var delta: int = card_b.rank() - card_a.rank()
if delta > 1:
gaps.append(delta - 1)
var total_gaps := 0
for g in gaps: total_gaps += g
if total_gaps == w or (total_gaps <= w and w >= total_gaps):
var last_card: Card = sorted[sorted.size()-1]
var max_rank: int = last_card.rank()
if not config.straight_extends_to_ace and max_rank > 14: return null
return _make_result(_C.TYPE_STRAIGHT, max_rank, w == 0, reals + wilds)
return null
static func _eval_consecutive_pairs(reals: Array[Card], wilds: Array[Card], pair_count: int, _config: RuleConfig) -> EvaluatedPlay:
if reals.size() + wilds.size() != pair_count * 2: return null
if wilds.is_empty() and _is_consecutive_pairs(reals, pair_count):
return _make_result(_C.TYPE_CONSECUTIVE_PAIRS, reals[reals.size()-1].rank(), true, reals)
return null
static func _eval_steel_plate(reals: Array[Card], wilds: Array[Card], triple_count: int, _config: RuleConfig) -> EvaluatedPlay:
if reals.size() + wilds.size() != triple_count * 3: return null
if wilds.is_empty() and _is_steel_plate(reals):
return _make_result(_C.TYPE_STEEL_PLATE, reals[reals.size()-1].rank(), true, reals)
return null
static func _all_same_rank(cards: Array[Card]) -> bool:
var r := cards[0].rank()
for i in range(1, cards.size()):
if cards[i].rank() != r: return false
return true
static func _is_straight(cards: Array[Card], config: RuleConfig) -> bool:
for i in range(cards.size() - 1):
if cards[i+1].rank() - cards[i].rank() != 1: return false
if not config.straight_extends_to_ace and cards[cards.size()-1].rank() > 14: return false
return true
static func _is_consecutive_pairs(cards: Array[Card], _pair_count: int) -> bool:
for i in range(0, cards.size(), 2):
if cards[i].rank() != cards[i+1].rank(): return false
for i in range(0, cards.size() - 2, 2):
if cards[i+2].rank() - cards[i].rank() != 1: return false
return true
static func _is_triple_plus_two(cards: Array[Card]) -> bool:
var rank_counts := _rank_counts(cards)
return rank_counts.values().has(3) and rank_counts.values().has(2)
static func _is_steel_plate(cards: Array[Card]) -> bool:
var rank_counts := _rank_counts(cards)
for count in rank_counts.values():
if count != 3: return false
var ranks := rank_counts.keys()
ranks.sort()
for i in range(ranks.size() - 1):
if ranks[i+1] - ranks[i] != 1: return false
return true
static func _is_straight_flush(cards: Array[Card], config: RuleConfig) -> bool:
if not _is_straight(cards, config): return false
var suit := cards[0].suit()
for i in range(1, cards.size()):
if cards[i].suit() != suit: return false
return true
static func _rank_counts(cards: Array[Card]) -> Dictionary:
var d := {}
for c in cards:
var r := c.rank()
d[r] = d.get(r, 0) + 1
return d
static func _get_triple_rank(cards: Array[Card]) -> int:
var rc := _rank_counts(cards)
for rank in rc:
if rc[rank] == 3: return rank
return 0
static func _sort_by_rank_and_suit(cards: Array[Card]) -> void:
cards.sort_custom(func(a: Card, b: Card): return a.compare_to(b) < 0)