refactor: 重构 poker 包为全泛型包,支持通过 poker.Matcher 根据一组扑克牌选出最佳组合

This commit is contained in:
kercylan98 2023-07-25 20:01:01 +08:00
parent d446ff18b9
commit d71d8434b6
18 changed files with 978 additions and 731 deletions

View File

@ -1,159 +1,13 @@
package poker
import (
"fmt"
"math"
)
// NewCard 创建一张扑克牌
// - 当 point 为 PointBlackJoker 或 PointRedJoker 时color 将没有效果
func NewCard(point Point, color Color) Card {
if point == PointRedJoker || point == PointBlackJoker {
color = ColorNone
}
card := Card{
point: point,
color: color,
}
return card
}
import "github.com/kercylan98/minotaur/utils/generic"
// Card 扑克牌
type Card struct {
point Point
color Color
}
// GetPoint 返回扑克牌的点数
func (slf Card) GetPoint() Point {
return slf.point
}
// GetColor 返回扑克牌的花色
func (slf Card) GetColor() Color {
if slf.point == PointRedJoker || slf.point == PointBlackJoker {
return ColorNone
}
return slf.color
}
// GetPointAndColor 返回扑克牌的点数和花色
func (slf Card) GetPointAndColor() (Point, Color) {
return slf.GetPoint(), slf.GetColor()
}
// EqualPoint 比较与另一张扑克牌的点数是否相同
func (slf Card) EqualPoint(card Card) bool {
return slf.GetPoint() == card.GetPoint()
}
// EqualColor 比较与另一张扑克牌的花色是否相同
func (slf Card) EqualColor(card Card) bool {
return slf.GetColor() == card.GetColor()
}
// Equal 比较与另一张扑克牌的点数和花色是否相同
func (slf Card) Equal(card Card) bool {
return slf.GetPoint() == card.GetPoint() && slf.GetColor() == card.GetColor()
}
// MaxPoint 返回两张扑克牌中点数较大的一张
func (slf Card) MaxPoint(card Card) Card {
if slf.GetPoint() > card.GetPoint() {
return slf
}
return card
}
// MinPoint 返回两张扑克牌中点数较小的一张
func (slf Card) MinPoint(card Card) Card {
if slf.GetPoint() < card.GetPoint() {
return slf
}
return card
}
// MaxColor 返回两张扑克牌中花色较大的一张
func (slf Card) MaxColor(card Card) Card {
if slf.GetColor() > card.GetColor() {
return slf
}
return card
}
// MinColor 返回两张扑克牌中花色较小的一张
func (slf Card) MinColor(card Card) Card {
if slf.GetColor() < card.GetColor() {
return slf
}
return card
}
// Max 返回两张扑克牌中点数和花色较大的一张
func (slf Card) Max(card Card) Card {
if slf.GetPoint() > card.GetPoint() {
return slf
} else if slf.GetPoint() < card.GetPoint() {
return card
} else {
if slf.GetColor() > card.GetColor() {
return slf
}
return card
}
}
// Min 返回两张扑克牌中点数和花色较小的一张
func (slf Card) Min(card Card) Card {
if slf.GetPoint() < card.GetPoint() {
return slf
} else if slf.GetPoint() > card.GetPoint() {
return card
} else {
if slf.GetColor() < card.GetColor() {
return slf
}
return card
}
}
// IsJoker 判断是否为大小王
func (slf Card) IsJoker() bool {
point := slf.GetPoint()
return point == PointRedJoker || point == PointBlackJoker
}
// CalcPointDifference 计算两张扑克牌的点数差
func (slf Card) CalcPointDifference(card Card) int {
return int(slf.GetPoint()) - int(card.GetPoint())
}
// CalcPointDifferenceAbs 计算两张扑克牌的点数差的绝对值
func (slf Card) CalcPointDifferenceAbs(card Card) int {
return int(math.Abs(float64(slf.CalcPointDifference(card))))
}
// CalcColorDifference 计算两张扑克牌的花色差
func (slf Card) CalcColorDifference(card Card) int {
return int(slf.GetColor()) - int(card.GetColor())
}
// CalcColorDifferenceAbs 计算两张扑克牌的花色差的绝对值
func (slf Card) CalcColorDifferenceAbs(card Card) int {
return int(math.Abs(float64(slf.CalcColorDifference(card))))
}
// IsNeighborPoint 判断两张扑克牌是否为相邻的点数
func (slf Card) IsNeighborPoint(card Card) bool {
return slf.CalcPointDifferenceAbs(card) == 1
}
// IsNeighborColor 判断两张扑克牌是否为相邻的花色
func (slf Card) IsNeighborColor(card Card) bool {
return slf.CalcColorDifferenceAbs(card) == 1
}
// String 将扑克牌转换为字符串形式
func (slf Card) String() string {
return fmt.Sprintf("(%s %s)", slf.point, slf.color)
type Card[P, C generic.Number] interface {
// GetGuid 获取扑克牌的唯一标识
GetGuid() int64
// GetPoint 获取扑克牌的点数
GetPoint() P
// GetColor 获取扑克牌的花色
GetColor() C
}

View File

@ -1,189 +0,0 @@
package poker_test
import (
"fmt"
"github.com/kercylan98/minotaur/game/poker"
)
func ExampleNewCard() {
card := poker.NewCard(poker.PointA, poker.ColorSpade)
fmt.Println(card)
// Output:
// (A Spade)
}
func ExampleCard_Equal() {
card1 := poker.NewCard(poker.PointA, poker.ColorSpade)
card2 := poker.NewCard(poker.PointA, poker.ColorSpade)
fmt.Println(card1.Equal(card2))
// Output:
// true
}
func ExampleCard_EqualColor() {
card1 := poker.NewCard(poker.PointA, poker.ColorSpade)
card2 := poker.NewCard(poker.PointA, poker.ColorHeart)
fmt.Println(card1.EqualColor(card2))
// Output:
// false
}
func ExampleCard_EqualPoint() {
card1 := poker.NewCard(poker.PointA, poker.ColorSpade)
card2 := poker.NewCard(poker.PointA, poker.ColorHeart)
fmt.Println(card1.EqualPoint(card2))
// Output:
// true
}
func ExampleCard_GetColor() {
card := poker.NewCard(poker.PointA, poker.ColorSpade)
fmt.Println(card.GetColor())
// Output:
// Spade
}
func ExampleCard_GetPoint() {
card := poker.NewCard(poker.PointA, poker.ColorSpade)
fmt.Println(card.GetPoint())
// Output:
// A
}
func ExampleCard_GetPointAndColor() {
card := poker.NewCard(poker.PointA, poker.ColorSpade)
fmt.Println(card.GetPointAndColor())
// Output:
// A Spade
}
func ExampleCard_MaxPoint() {
card1 := poker.NewCard(poker.PointA, poker.ColorSpade)
card2 := poker.NewCard(poker.Point2, poker.ColorSpade)
fmt.Println(card1.MaxPoint(card2))
// Output:
// (2 Spade)
}
func ExampleCard_MinPoint() {
card1 := poker.NewCard(poker.PointA, poker.ColorSpade)
card2 := poker.NewCard(poker.Point2, poker.ColorSpade)
fmt.Println(card1.MinPoint(card2))
// Output:
// (A Spade)
}
func ExampleCard_String() {
card := poker.NewCard(poker.PointA, poker.ColorSpade)
fmt.Println(card.String())
// Output:
// (A Spade)
}
func ExampleCard_MaxColor() {
card1 := poker.NewCard(poker.PointA, poker.ColorSpade)
card2 := poker.NewCard(poker.PointA, poker.ColorHeart)
fmt.Println(card1.MaxColor(card2))
// Output:
// (A Spade)
}
func ExampleCard_MinColor() {
card1 := poker.NewCard(poker.PointA, poker.ColorSpade)
card2 := poker.NewCard(poker.PointA, poker.ColorHeart)
fmt.Println(card1.MinColor(card2))
// Output:
// (A Heart)
}
func ExampleCard_Max() {
card1 := poker.NewCard(poker.PointA, poker.ColorSpade)
card2 := poker.NewCard(poker.PointA, poker.ColorHeart)
fmt.Println(card1.Max(card2))
// Output:
// (A Spade)
}
func ExampleCard_Min() {
card1 := poker.NewCard(poker.PointA, poker.ColorSpade)
card2 := poker.NewCard(poker.PointA, poker.ColorHeart)
fmt.Println(card1.Min(card2))
// Output:
// (A Heart)
}
func ExampleCard_IsJoker() {
card := poker.NewCard(poker.PointA, poker.ColorSpade)
fmt.Println(card.IsJoker())
// Output:
// false
}
func ExampleCard_CalcPointDifference() {
card1 := poker.NewCard(poker.PointA, poker.ColorSpade)
card2 := poker.NewCard(poker.Point2, poker.ColorSpade)
fmt.Println(card1.CalcPointDifference(card2))
// Output:
// -1
}
func ExampleCard_CalcColorDifference() {
card1 := poker.NewCard(poker.PointA, poker.ColorSpade)
card2 := poker.NewCard(poker.PointA, poker.ColorHeart)
fmt.Println(card1.CalcColorDifference(card2))
// Output:
// 1
}
func ExampleCard_CalcPointDifferenceAbs() {
card1 := poker.NewCard(poker.PointA, poker.ColorSpade)
card2 := poker.NewCard(poker.Point2, poker.ColorSpade)
fmt.Println(card1.CalcPointDifferenceAbs(card2))
// Output:
// 1
}
func ExampleCard_CalcColorDifferenceAbs() {
card1 := poker.NewCard(poker.PointA, poker.ColorSpade)
card2 := poker.NewCard(poker.PointA, poker.ColorHeart)
fmt.Println(card1.CalcColorDifferenceAbs(card2))
// Output:
// 1
}
func ExampleCard_IsNeighborPoint() {
card1 := poker.NewCard(poker.PointA, poker.ColorSpade)
card2 := poker.NewCard(poker.Point2, poker.ColorSpade)
fmt.Println(card1.IsNeighborPoint(card2))
// Output:
// true
}
func ExampleCard_IsNeighborColor() {
card1 := poker.NewCard(poker.PointA, poker.ColorSpade)
card2 := poker.NewCard(poker.PointA, poker.ColorHeart)
fmt.Println(card1.IsNeighborColor(card2))
// Output:
// true
}

View File

@ -2,6 +2,7 @@ package poker
import (
"fmt"
"github.com/kercylan98/minotaur/utils/generic"
"github.com/kercylan98/minotaur/utils/hash"
"github.com/kercylan98/minotaur/utils/random"
"github.com/kercylan98/minotaur/utils/slice"
@ -10,12 +11,17 @@ import (
// NewCardPile 返回一个新的牌堆,其中 size 表示了该牌堆由多少副牌组成
// - 在不洗牌的情况下,默认牌堆顶部到底部为从大到小排列
func NewCardPile(size int, options ...CardPileOption) *CardPile {
pile := &CardPile{
size: size,
pile: make([]Card, 0, size*54),
func NewCardPile[P, C generic.Number, T Card[P, C]](size int, jokers [2]P, points [13]P, colors [4]C, generateCard func(guid int64, point P, color C) T, options ...CardPileOption[P, C, T]) *CardPile[P, C, T] {
pile := &CardPile[P, C, T]{
size: size,
pile: make([]T, 0, size*54),
generateCard: generateCard,
cards: map[int64]T{},
jokers: jokers,
points: points,
colors: colors,
}
pile.shuffleHandle = func(cards []Card) []Card {
pile.shuffleHandle = func(cards []T) []T {
sort.Slice(cards, func(i, j int) bool {
return random.Float64() >= 0.5
})
@ -29,28 +35,47 @@ func NewCardPile(size int, options ...CardPileOption) *CardPile {
}
// CardPile 扑克牌堆
type CardPile struct {
pile []Card
type CardPile[P, C generic.Number, T Card[P, C]] struct {
pile []T
size int
shuffleHandle func(cards []Card) []Card
excludeColor map[Color]struct{}
excludePoint map[Point]struct{}
excludeCard map[Point]map[Color]struct{}
shuffleHandle func(cards []T) []T
excludeColor map[C]struct{}
excludePoint map[P]struct{}
excludeCard map[P]map[C]struct{}
generateCard func(guid int64, point P, color C) T
guid int64
cards map[int64]T
jokers [2]P
points [13]P
colors [4]C
}
// GetCard 通过 guid 获取一张牌
func (slf *CardPile[P, C, T]) GetCard(guid int64) T {
return slf.cards[guid]
}
// Reset 重置牌堆的扑克牌数量及顺序
func (slf *CardPile) Reset() {
var cards = make([]Card, 0, 54)
if !slf.IsExclude(PointRedJoker, ColorNone) {
cards = append(cards, NewCard(PointRedJoker, ColorNone))
}
if !slf.IsExclude(PointBlackJoker, ColorNone) {
cards = append(cards, NewCard(PointBlackJoker, ColorNone))
}
for point := PointK; point >= PointA; point-- {
for color := ColorDiamond; color <= ColorSpade; color++ {
if !slf.IsExclude(point, color) {
cards = append(cards, NewCard(point, color))
func (slf *CardPile[P, C, T]) Reset() {
var cards = make([]T, 0, 54*slf.size)
for i := 0; i < slf.size; i++ {
for _, joker := range slf.jokers {
if !slf.IsExclude(joker, C(0)) {
slf.guid++
card := slf.generateCard(slf.guid, joker, C(0))
slf.cards[slf.guid] = card
cards = append(cards, card)
}
}
for p := 0; p < len(slf.points); p++ {
for c := 0; c < len(slf.colors); c++ {
point, color := slf.points[p], slf.colors[c]
if !slf.IsExclude(point, color) {
slf.guid++
card := slf.generateCard(slf.guid, point, color)
slf.cards[slf.guid] = card
}
}
}
}
@ -61,21 +86,18 @@ func (slf *CardPile) Reset() {
}
// IsExclude 检查特定点数和花色是否被排除在外
func (slf *CardPile) IsExclude(point Point, color Color) bool {
if point == PointRedJoker || point == PointBlackJoker {
color = ColorNone
}
func (slf *CardPile[P, C, T]) IsExclude(point P, color C) bool {
return hash.Exist(slf.excludePoint, point) || hash.Exist(slf.excludeColor, color) || hash.Exist(slf.excludeCard[point], color)
}
// IsExcludeWithCard 检查特定扑克牌是否被排除在外
func (slf *CardPile) IsExcludeWithCard(card Card) bool {
point, color := card.GetPointAndColor()
func (slf *CardPile[P, C, T]) IsExcludeWithCard(card T) bool {
point, color := GetPointAndColor[P, C, T](card)
return hash.Exist(slf.excludePoint, point) || hash.Exist(slf.excludeColor, color) || hash.Exist(slf.excludeCard[point], color)
}
// Shuffle 洗牌
func (slf *CardPile) Shuffle() {
func (slf *CardPile[P, C, T]) Shuffle() {
before := slf.Count()
cards := slf.shuffleHandle(slf.Cards())
if len(cards) != before {
@ -85,22 +107,22 @@ func (slf *CardPile) Shuffle() {
}
// Cards 获取当前牌堆的所有扑克牌
func (slf *CardPile) Cards() []Card {
func (slf *CardPile[P, C, T]) Cards() []T {
return slf.pile
}
// IsFree 返回牌堆是否没有扑克牌了
func (slf *CardPile) IsFree() bool {
func (slf *CardPile[P, C, T]) IsFree() bool {
return len(slf.pile) == 0
}
// Count 获取牌堆剩余牌量
func (slf *CardPile) Count() int {
func (slf *CardPile[P, C, T]) Count() int {
return len(slf.pile)
}
// Pull 从牌堆特定位置抽出一张牌
func (slf *CardPile) Pull(index int) Card {
func (slf *CardPile[P, C, T]) Pull(index int) T {
if index >= slf.Count() || index < 0 {
panic(fmt.Errorf("failed to pull a poker card from the pile, the index is less than 0 or exceeds the remaining number of cards in the pile. count: %d, index: %d", slf.Count(), index))
}
@ -110,7 +132,7 @@ func (slf *CardPile) Pull(index int) Card {
}
// PullTop 从牌堆顶部抽出一张牌
func (slf *CardPile) PullTop() Card {
func (slf *CardPile[P, C, T]) PullTop() T {
if slf.IsFree() {
panic("empty poker cards pile")
}
@ -120,7 +142,7 @@ func (slf *CardPile) PullTop() Card {
}
// PullBottom 从牌堆底部抽出一张牌
func (slf *CardPile) PullBottom() Card {
func (slf *CardPile[P, C, T]) PullBottom() T {
if slf.IsFree() {
panic("empty poker cards pile")
}
@ -131,17 +153,17 @@ func (slf *CardPile) PullBottom() Card {
}
// Push 将扑克牌插入到牌堆特定位置
func (slf *CardPile) Push(index int, card Card) {
func (slf *CardPile[P, C, T]) Push(index int, card T) {
slice.Insert(&slf.pile, index, card)
return
}
// PushTop 将扑克牌插入到牌堆顶部
func (slf *CardPile) PushTop(card Card) {
slf.pile = append([]Card{card}, slf.pile...)
func (slf *CardPile[P, C, T]) PushTop(card T) {
slf.pile = append([]T{card}, slf.pile...)
}
// PushBottom 将扑克牌插入到牌堆底部
func (slf *CardPile) PushBottom(card Card) {
func (slf *CardPile[P, C, T]) PushBottom(card T) {
slf.pile = append(slf.pile, card)
}

View File

@ -1,17 +0,0 @@
package poker_test
import (
"fmt"
"github.com/kercylan98/minotaur/game/poker"
)
func ExampleNewCardPile() {
var pile = poker.NewCardPile(1,
poker.WithCardPileExcludeCard(poker.NewCard(poker.PointBlackJoker, poker.ColorNone)),
)
fmt.Println(pile.Cards())
// Output:
// [(R None) (K Diamond) (K Club) (K Heart) (K Spade) (Q Diamond) (Q Club) (Q Heart) (Q Spade) (J Diamond) (J Club) (J Heart) (J Spade) (10 Diamond) (10 Club) (10 Heart) (10 Spade) (9 Diamond) (9 Club) (9 Heart) (9 Spade) (8 Diamond) (8 Club) (8 Heart) (8 Spade) (7 Diamond) (7 Club) (7 Heart) (7 Spade) (6 Diamond) (6 Club) (6 Heart) (6 Spade) (5 Diamond) (5 Club) (5 Heart) (5 Spade) (4 Diamond) (4 Club) (4 Heart) (4 Spade) (3 Diamond) (3 Club) (3 Heart) (3 Spade) (2 Diamond) (2 Club) (2 Heart) (2 Spade) (A Diamond) (A Club) (A Heart) (A Spade)]
}

View File

@ -1,11 +1,13 @@
package poker
type CardPileOption func(pile *CardPile)
import "github.com/kercylan98/minotaur/utils/generic"
type CardPileOption[P, C generic.Number, T Card[P, C]] func(pile *CardPile[P, C, T])
// WithCardPileShuffle 通过特定的洗牌算法创建牌堆
// - 需要保证洗牌后的牌堆剩余扑克数量与之前相同,否则将会引发 panic
func WithCardPileShuffle(shuffleHandle func(pile []Card) []Card) CardPileOption {
return func(pile *CardPile) {
func WithCardPileShuffle[P, C generic.Number, T Card[P, C]](shuffleHandle func(pile []T) []T) CardPileOption[P, C, T] {
return func(pile *CardPile[P, C, T]) {
if shuffleHandle == nil {
return
}
@ -14,10 +16,10 @@ func WithCardPileShuffle(shuffleHandle func(pile []Card) []Card) CardPileOption
}
// WithCardPileExcludeColor 通过排除特定花色的方式创建牌堆
func WithCardPileExcludeColor(colors ...Color) CardPileOption {
return func(pile *CardPile) {
func WithCardPileExcludeColor[P, C generic.Number, T Card[P, C]](colors ...C) CardPileOption[P, C, T] {
return func(pile *CardPile[P, C, T]) {
if pile.excludeColor == nil {
pile.excludeColor = map[Color]struct{}{}
pile.excludeColor = map[C]struct{}{}
}
for _, color := range colors {
pile.excludeColor[color] = struct{}{}
@ -26,10 +28,10 @@ func WithCardPileExcludeColor(colors ...Color) CardPileOption {
}
// WithCardPileExcludePoint 通过排除特定点数的方式创建牌堆
func WithCardPileExcludePoint(points ...Point) CardPileOption {
return func(pile *CardPile) {
func WithCardPileExcludePoint[P, C generic.Number, T Card[P, C]](points ...P) CardPileOption[P, C, T] {
return func(pile *CardPile[P, C, T]) {
if pile.excludePoint == nil {
pile.excludePoint = map[Point]struct{}{}
pile.excludePoint = map[P]struct{}{}
}
for _, point := range points {
pile.excludePoint[point] = struct{}{}
@ -38,22 +40,22 @@ func WithCardPileExcludePoint(points ...Point) CardPileOption {
}
// WithCardPileExcludeCard 通过排除特定扑克牌的方式创建牌堆
func WithCardPileExcludeCard(cards ...Card) CardPileOption {
return func(pile *CardPile) {
func WithCardPileExcludeCard[P, C generic.Number, T Card[P, C]](cards ...Card[P, C]) CardPileOption[P, C, T] {
return func(pile *CardPile[P, C, T]) {
if pile.excludeCard == nil {
pile.excludeCard = map[Point]map[Color]struct{}{}
pile.excludeCard = map[P]map[C]struct{}{}
}
for _, card := range cards {
point := card.GetPoint()
cs, exist := pile.excludeCard[point]
if !exist {
cs = map[Color]struct{}{}
cs = map[C]struct{}{}
pile.excludeCard[point] = cs
}
if point == PointRedJoker || point == PointBlackJoker {
cs[ColorNone] = struct{}{}
} else {
cs[card.GetColor()] = struct{}{}
for _, joker := range pile.jokers {
if point != joker {
cs[card.GetColor()] = struct{}{}
}
}
}
}

View File

@ -1,60 +0,0 @@
package poker_test
import (
"github.com/kercylan98/minotaur/game/poker"
. "github.com/smartystreets/goconvey/convey"
"testing"
)
func TestCard_GetPoint(t *testing.T) {
Convey("TestCard_GetPoint", t, func() {
card := poker.NewCard(poker.PointA, poker.ColorSpade)
So(card.GetPoint(), ShouldEqual, poker.PointA)
})
}
func TestCard_GetColor(t *testing.T) {
Convey("TestCard_GetColor", t, func() {
card := poker.NewCard(poker.PointA, poker.ColorSpade)
So(card.GetColor(), ShouldEqual, poker.ColorSpade)
})
}
func TestCard_GetPointAndColor(t *testing.T) {
Convey("TestCard_GetPointAndColor", t, func() {
card := poker.NewCard(poker.PointA, poker.ColorSpade)
point, color := card.GetPointAndColor()
So(point, ShouldEqual, poker.PointA)
So(color, ShouldEqual, poker.ColorSpade)
})
}
func TestCard_EqualPoint(t *testing.T) {
Convey("TestCard_EqualPoint", t, func() {
card1 := poker.NewCard(poker.PointA, poker.ColorSpade)
card2 := poker.NewCard(poker.PointA, poker.ColorSpade)
card3 := poker.NewCard(poker.Point2, poker.ColorSpade)
So(card1.EqualPoint(card2), ShouldEqual, true)
So(card2.EqualPoint(card3), ShouldEqual, false)
})
}
func TestCard_EqualColor(t *testing.T) {
Convey("TestCard_EqualColor", t, func() {
card1 := poker.NewCard(poker.PointA, poker.ColorSpade)
card2 := poker.NewCard(poker.PointA, poker.ColorSpade)
card3 := poker.NewCard(poker.PointA, poker.ColorHeart)
So(card1.EqualColor(card2), ShouldEqual, true)
So(card2.EqualColor(card3), ShouldEqual, false)
})
}
func TestCard_Equal(t *testing.T) {
Convey("TestCard_Equal", t, func() {
card1 := poker.NewCard(poker.PointA, poker.ColorSpade)
card2 := poker.NewCard(poker.PointA, poker.ColorSpade)
card3 := poker.NewCard(poker.Point2, poker.ColorHeart)
So(card1.Equal(card2), ShouldEqual, true)
So(card2.Equal(card3), ShouldEqual, false)
})
}

View File

@ -1,43 +0,0 @@
package poker
const (
ColorNone Color = 0 // 无花色,通常为大小王
ColorSpade Color = 4 // 黑桃
ColorHeart Color = 3 // 红桃
ColorClub Color = 2 // 梅花
ColorDiamond Color = 1 // 方片
)
var defaultColorSort = map[Color]int{
ColorSpade: int(ColorSpade),
ColorHeart: int(ColorHeart),
ColorClub: int(ColorClub),
ColorDiamond: int(ColorDiamond),
ColorNone: int(ColorDiamond + 1),
}
// Color 扑克牌花色
type Color int
// InBounds 扑克牌花色是否在界限内
// - 将检查花色是否在黑桃、红桃、梅花、方片之间
func (slf Color) InBounds() bool {
return slf <= ColorSpade && slf >= ColorDiamond
}
func (slf Color) String() string {
var str string
switch slf {
case ColorSpade:
str = "Spade"
case ColorHeart:
str = "Heart"
case ColorClub:
str = "Club"
case ColorDiamond:
str = "Diamond"
default:
str = "None"
}
return str
}

View File

@ -1,37 +1,39 @@
package poker
import "github.com/kercylan98/minotaur/utils/generic"
const (
HandNone = "None" // 无牌型
)
// HandHandle 扑克牌型验证函数
type HandHandle func(rule *Rule, cards []Card) bool
type HandHandle[P, C generic.Number, T Card[P, C]] func(rule *Rule[P, C, T], cards []T) bool
// HandSingle 单牌
func HandSingle() HandHandle {
return func(rule *Rule, cards []Card) bool {
func HandSingle[P, C generic.Number, T Card[P, C]]() HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
return len(cards) == 1
}
}
// HandPairs 对子
func HandPairs() HandHandle {
return func(rule *Rule, cards []Card) bool {
func HandPairs[P, C generic.Number, T Card[P, C]]() HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
return len(cards) == 2 && rule.IsPointContinuity(2, cards...)
}
}
// HandThreeOfKind 三张
func HandThreeOfKind() HandHandle {
return func(rule *Rule, cards []Card) bool {
func HandThreeOfKind[P, C generic.Number, T Card[P, C]]() HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
return len(cards) == 3 && rule.IsPointContinuity(3, cards...)
}
}
// HandThreeOfKindWithOne 三带一
func HandThreeOfKindWithOne() HandHandle {
return func(rule *Rule, cards []Card) bool {
group := GroupByPoint(cards...)
func HandThreeOfKindWithOne[P, C generic.Number, T Card[P, C]]() HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
group := GroupByPoint[P, C, T](cards...)
if len(group) != 2 {
return false
}
@ -49,9 +51,9 @@ func HandThreeOfKindWithOne() HandHandle {
}
// HandThreeOfKindWithTwo 三带二
func HandThreeOfKindWithTwo() HandHandle {
return func(rule *Rule, cards []Card) bool {
group := GroupByPoint(cards...)
func HandThreeOfKindWithTwo[P, C generic.Number, T Card[P, C]]() HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
group := GroupByPoint[P, C, T](cards...)
if len(group) != 2 {
return false
}
@ -69,15 +71,15 @@ func HandThreeOfKindWithTwo() HandHandle {
}
// HandOrderSingle 顺子
func HandOrderSingle(count int) HandHandle {
return func(rule *Rule, cards []Card) bool {
func HandOrderSingle[P, C generic.Number, T Card[P, C]](count int) HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
return len(cards) >= count && rule.IsPointContinuity(1, cards...)
}
}
// HandOrderPairs 对子顺子
func HandOrderPairs(count int) HandHandle {
return func(rule *Rule, cards []Card) bool {
func HandOrderPairs[P, C generic.Number, T Card[P, C]](count int) HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
if len(cards) < count*2 || len(cards)%2 != 0 {
return false
}
@ -86,8 +88,8 @@ func HandOrderPairs(count int) HandHandle {
}
// HandOrderSingleThree 三张顺子
func HandOrderSingleThree(count int) HandHandle {
return func(rule *Rule, cards []Card) bool {
func HandOrderSingleThree[P, C generic.Number, T Card[P, C]](count int) HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
if len(cards) < count*3 || len(cards)%3 != 0 {
return false
}
@ -96,8 +98,8 @@ func HandOrderSingleThree(count int) HandHandle {
}
// HandOrderSingleFour 四张顺子
func HandOrderSingleFour(count int) HandHandle {
return func(rule *Rule, cards []Card) bool {
func HandOrderSingleFour[P, C generic.Number, T Card[P, C]](count int) HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
if len(cards) < count*4 || len(cards)%4 != 0 {
return false
}
@ -106,10 +108,10 @@ func HandOrderSingleFour(count int) HandHandle {
}
// HandOrderThreeWithOne 三带一顺子
func HandOrderThreeWithOne(count int) HandHandle {
return func(rule *Rule, cards []Card) bool {
group := GroupByPoint(cards...)
var continuous []Card
func HandOrderThreeWithOne[P, C generic.Number, T Card[P, C]](count int) HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
group := GroupByPoint[P, C, T](cards...)
var continuous []T
var other int
for _, cards := range group {
if len(cards) == 3 {
@ -126,10 +128,10 @@ func HandOrderThreeWithOne(count int) HandHandle {
}
// HandOrderThreeWithTwo 三带二顺子
func HandOrderThreeWithTwo(count int) HandHandle {
return func(rule *Rule, cards []Card) bool {
group := GroupByPoint(cards...)
var continuous []Card
func HandOrderThreeWithTwo[P, C generic.Number, T Card[P, C]](count int) HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
group := GroupByPoint[P, C, T](cards...)
var continuous []T
var other int
for _, cards := range group {
if len(cards) == 3 {
@ -148,10 +150,10 @@ func HandOrderThreeWithTwo(count int) HandHandle {
}
// HandOrderFourWithOne 四带一顺子
func HandOrderFourWithOne(count int) HandHandle {
return func(rule *Rule, cards []Card) bool {
group := GroupByPoint(cards...)
var continuous []Card
func HandOrderFourWithOne[P, C generic.Number, T Card[P, C]](count int) HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
group := GroupByPoint[P, C, T](cards...)
var continuous []T
var other int
for _, cards := range group {
if len(cards) == 4 {
@ -168,10 +170,10 @@ func HandOrderFourWithOne(count int) HandHandle {
}
// HandOrderFourWithTwo 四带二顺子
func HandOrderFourWithTwo(count int) HandHandle {
return func(rule *Rule, cards []Card) bool {
group := GroupByPoint(cards...)
var continuous []Card
func HandOrderFourWithTwo[P, C generic.Number, T Card[P, C]](count int) HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
group := GroupByPoint[P, C, T](cards...)
var continuous []T
var other int
for _, cards := range group {
if len(cards) == 4 {
@ -190,10 +192,10 @@ func HandOrderFourWithTwo(count int) HandHandle {
}
// HandOrderFourWithThree 四带三顺子
func HandOrderFourWithThree(count int) HandHandle {
return func(rule *Rule, cards []Card) bool {
group := GroupByPoint(cards...)
var continuous []Card
func HandOrderFourWithThree[P, C generic.Number, T Card[P, C]](count int) HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
group := GroupByPoint[P, C, T](cards...)
var continuous []T
var other int
for _, cards := range group {
if len(cards) == 4 {
@ -212,9 +214,9 @@ func HandOrderFourWithThree(count int) HandHandle {
}
// HandFourWithOne 四带一
func HandFourWithOne() HandHandle {
return func(rule *Rule, cards []Card) bool {
group := GroupByPoint(cards...)
func HandFourWithOne[P, C generic.Number, T Card[P, C]]() HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
group := GroupByPoint[P, C, T](cards...)
var hasFour bool
var count int
for _, cards := range group {
@ -229,9 +231,9 @@ func HandFourWithOne() HandHandle {
}
// HandFourWithTwo 四带二
func HandFourWithTwo() HandHandle {
return func(rule *Rule, cards []Card) bool {
group := GroupByPoint(cards...)
func HandFourWithTwo[P, C generic.Number, T Card[P, C]]() HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
group := GroupByPoint[P, C, T](cards...)
var hasFour bool
var count int
for _, cards := range group {
@ -246,9 +248,9 @@ func HandFourWithTwo() HandHandle {
}
// HandFourWithThree 四带三
func HandFourWithThree() HandHandle {
return func(rule *Rule, cards []Card) bool {
group := GroupByPoint(cards...)
func HandFourWithThree[P, C generic.Number, T Card[P, C]]() HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
group := GroupByPoint[P, C, T](cards...)
var hasFour bool
var count int
for _, cards := range group {
@ -263,9 +265,9 @@ func HandFourWithThree() HandHandle {
}
// HandFourWithTwoPairs 四带两对
func HandFourWithTwoPairs() HandHandle {
return func(rule *Rule, cards []Card) bool {
group := GroupByPoint(cards...)
func HandFourWithTwoPairs[P, C generic.Number, T Card[P, C]]() HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
group := GroupByPoint[P, C, T](cards...)
var hasFour bool
var count int
for _, cards := range group {
@ -286,15 +288,15 @@ func HandFourWithTwoPairs() HandHandle {
}
// HandBomb 炸弹
func HandBomb() HandHandle {
return func(rule *Rule, cards []Card) bool {
func HandBomb[P, C generic.Number, T Card[P, C]]() HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
return len(cards) == 4 && rule.IsPointContinuity(4, cards...)
}
}
// HandStraightPairs 连对
func HandStraightPairs() HandHandle {
return func(rule *Rule, cards []Card) bool {
func HandStraightPairs[P, C generic.Number, T Card[P, C]]() HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
if len(cards) < 6 || len(cards)%2 != 0 {
return false
}
@ -304,8 +306,8 @@ func HandStraightPairs() HandHandle {
// HandPlane 飞机
// - 表示三张点数相同的牌组成的连续的牌
func HandPlane() HandHandle {
return func(rule *Rule, cards []Card) bool {
func HandPlane[P, C generic.Number, T Card[P, C]]() HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
if len(cards) < 6 || len(cards)%3 != 0 {
return false
}
@ -314,9 +316,9 @@ func HandPlane() HandHandle {
}
// HandPlaneWithOne 飞机带单
func HandPlaneWithOne() HandHandle {
return func(rule *Rule, cards []Card) bool {
group := GroupByPoint(cards...)
func HandPlaneWithOne[P, C generic.Number, T Card[P, C]]() HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
group := GroupByPoint[P, C, T](cards...)
if len(group) < 2 {
return false
}
@ -335,20 +337,20 @@ func HandPlaneWithOne() HandHandle {
// HandRocket 王炸
// - 表示一对王牌,即大王和小王
func HandRocket() HandHandle {
return func(rule *Rule, cards []Card) bool {
func HandRocket[P, C generic.Number, T Card[P, C]](pile *CardPile[P, C, T]) HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
if len(cards) != 2 {
return false
}
return IsRocket(cards[0], cards[1])
return IsRocket[P, C, T](pile, cards[0], cards[1])
}
}
// HandFlush 同花
// - 表示所有牌的花色都相同
func HandFlush() HandHandle {
return func(rule *Rule, cards []Card) bool {
return IsFlush(cards...)
func HandFlush[P, C generic.Number, T Card[P, C]]() HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
return IsFlush[P, C, T](cards...)
}
}
@ -356,12 +358,12 @@ func HandFlush() HandHandle {
// - count: 顺子的对子数量,例如当 count = 2 时,可以是 334455、445566、556677、667788、778899
// - lower: 顺子的最小连续数量
// - limit: 顺子的最大连续数量
func HandFlushStraight(count, lower, limit int) HandHandle {
return func(rule *Rule, cards []Card) bool {
func HandFlushStraight[P, C generic.Number, T Card[P, C]](count, lower, limit int) HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
if len(cards) < lower*count || len(cards) > limit*count || len(cards)%count != 0 {
return false
}
if !IsFlush(cards...) {
if !IsFlush[P, C, T](cards...) {
return false
}
return rule.IsPointContinuity(count, cards...)
@ -372,8 +374,8 @@ func HandFlushStraight(count, lower, limit int) HandHandle {
// - 表示三张点数相同的牌
// - 例如333、444、555、666、777、888、999、JJJ、QQQ、KKK、AAA
// - 大小王不能用于豹子,因为他们没有点数
func HandLeopard() HandHandle {
return func(rule *Rule, cards []Card) bool {
func HandLeopard[P, C generic.Number, T Card[P, C]]() HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
if len(cards) == 0 {
return false
}
@ -382,7 +384,7 @@ func HandLeopard() HandHandle {
}
var card = cards[0]
for i := 1; i < len(cards); i++ {
if !card.Equal(cards[1]) {
if !Equal[P, C, T](card, cards[1]) {
return false
}
}
@ -395,9 +397,9 @@ func HandLeopard() HandHandle {
// - 例如334、445、556、667、778、889、99J、TTQ、JJK、QQA、AA2
// - 大小王不能用于二带一,因为他们没有点数
// - 通常用于炸金花玩法中检查对子
func HandTwoWithOne() HandHandle {
return func(rule *Rule, cards []Card) bool {
group := GroupByPoint(cards...)
func HandTwoWithOne[P, C generic.Number, T Card[P, C]]() HandHandle[P, C, T] {
return func(rule *Rule[P, C, T], cards []T) bool {
group := GroupByPoint[P, C, T](cards...)
var hasTwo bool
var count int
for _, cards := range group {

52
game/poker/matcher.go Normal file
View File

@ -0,0 +1,52 @@
package poker
import (
"github.com/kercylan98/minotaur/utils/generic"
"github.com/kercylan98/minotaur/utils/hash"
)
// NewMatcher 创建一个新的匹配器
// - evaluate: 用于评估一组扑克牌的分值,分值最高的组合将被选中
func NewMatcher[P, C generic.Number, T Card[P, C]]() *Matcher[P, C, T] {
matcher := &Matcher[P, C, T]{
filter: map[string]*MatcherFilter[P, C, T]{},
}
return matcher
}
// Matcher 匹配器
// - 用于匹配扑克牌型,筛选分组等
type Matcher[P, C generic.Number, T Card[P, C]] struct {
filter map[string]*MatcherFilter[P, C, T]
sort []string
}
// RegType 注册一个新的牌型
// - name: 牌型名称
// - evaluate: 用于评估一组扑克牌的分值,分值最高的组合将被选中
// - options: 牌型选项
func (slf *Matcher[P, C, T]) RegType(name string, evaluate func([]T) int64, options ...MatcherOption[P, C, T]) *Matcher[P, C, T] {
if hash.Exist(slf.filter, name) {
panic("exist of the same type")
}
filter := &MatcherFilter[P, C, T]{
evaluate: evaluate,
}
for _, option := range options {
option(filter)
}
slf.filter[name] = filter
slf.sort = append(slf.sort, name)
return slf
}
// Group 将一组扑克牌按照匹配器的规则分组,并返回最佳组合及其牌型名称
func (slf *Matcher[P, C, T]) Group(cards []T) (name string, result []T) {
for _, n := range slf.sort {
result = slf.filter[n].group(cards)
if len(result) > 0 {
return n, result
}
}
return
}

View File

@ -0,0 +1,42 @@
package poker
import "github.com/kercylan98/minotaur/utils/generic"
type MatcherFilter[P, C generic.Number, T Card[P, C]] struct {
evaluate func([]T) int64
handles []func(cards []T) [][]T
asc bool
}
func (slf *MatcherFilter[P, C, T]) AddHandle(handle func(cards []T) [][]T) {
slf.handles = append(slf.handles, handle)
}
func (slf *MatcherFilter[P, C, T]) group(cards []T) []T {
var bestCombination = cards
for _, handle := range slf.handles {
var bestScore int64
filteredCombinations := handle(bestCombination)
if len(filteredCombinations) == 0 {
return []T{}
}
for _, combination := range filteredCombinations {
score := slf.evaluate(combination)
if slf.asc {
if score < bestScore || bestCombination == nil {
bestCombination = combination
bestScore = score
}
} else {
if score > bestScore || bestCombination == nil {
bestCombination = combination
bestScore = score
}
}
}
}
return bestCombination
}

View File

@ -0,0 +1,271 @@
package poker
import (
"fmt"
"github.com/kercylan98/minotaur/utils/generic"
"github.com/kercylan98/minotaur/utils/slice"
"reflect"
"sort"
)
// MatcherOption 匹配器选项
type MatcherOption[P, C generic.Number, T Card[P, C]] func(matcher *MatcherFilter[P, C, T])
// WithMatcherScoreAsc 通过升序评估分数创建匹配器
// - 用于评估一组扑克牌的分值,分值最低的组合将被选中
// - 默认为分数最高的组合将被选中
func WithMatcherScoreAsc[P, C generic.Number, T Card[P, C]]() MatcherOption[P, C, T] {
return func(matcher *MatcherFilter[P, C, T]) {
matcher.asc = true
}
}
// WithMatcherLeastLength 通过匹配最小长度的扑克牌创建匹配器
// - length: 牌型的长度,表示需要匹配的扑克牌最小数量
func WithMatcherLeastLength[P, C generic.Number, T Card[P, C]](length int) MatcherOption[P, C, T] {
return func(matcher *MatcherFilter[P, C, T]) {
matcher.AddHandle(func(cards []T) [][]T {
var combinations [][]T
combinations = slice.LimitedCombinations(cards, length, len(cards))
return combinations
})
}
}
// WithMatcherLength 通过匹配长度的扑克牌创建匹配器
// - length: 牌型的长度,表示需要匹配的扑克牌数量
func WithMatcherLength[P, C generic.Number, T Card[P, C]](length int) MatcherOption[P, C, T] {
return func(matcher *MatcherFilter[P, C, T]) {
matcher.AddHandle(func(cards []T) [][]T {
var combinations [][]T
combinations = slice.LimitedCombinations(cards, length, length)
return combinations
})
}
}
// WithMatcherContinuity 通过匹配连续的扑克牌创建匹配器
func WithMatcherContinuity[P, C generic.Number, T Card[P, C]]() MatcherOption[P, C, T] {
return func(matcher *MatcherFilter[P, C, T]) {
matcher.AddHandle(func(cards []T) [][]T {
var combinations [][]T
n := len(cards)
if n <= 0 {
return combinations
}
// 对扑克牌按点数进行排序
sort.Slice(cards, func(i, j int) bool {
return cards[i].GetPoint() < cards[j].GetPoint()
})
// 查找连续的牌型组合
for i := 0; i < n; i++ {
combination := []T{cards[i]}
for j := i + 1; j < n; j++ {
if cards[j].GetPoint()-combination[len(combination)-1].GetPoint() == 1 {
combination = append(combination, cards[j])
} else {
break
}
}
if len(combination) >= 2 {
combinations = append(combinations, combination)
}
}
return combinations
})
}
}
// WithMatcherContinuityPointOrder 通过匹配连续的扑克牌创建匹配器,与 WithMatcherContinuity 不同的是,该选项将按照自定义的点数顺序进行匹配
func WithMatcherContinuityPointOrder[P, C generic.Number, T Card[P, C]](order map[P]int) MatcherOption[P, C, T] {
return func(matcher *MatcherFilter[P, C, T]) {
var getOrder = func(card T) P {
if v, ok := order[card.GetPoint()]; ok {
return P(v)
}
return card.GetPoint()
}
matcher.AddHandle(func(cards []T) [][]T {
var combinations [][]T
n := len(cards)
if n <= 0 {
return combinations
}
// 对扑克牌按点数进行排序
sort.Slice(cards, func(i, j int) bool {
return getOrder(cards[i]) < getOrder(cards[j])
})
// 查找连续的牌型组合
for i := 0; i < n; i++ {
combination := []T{cards[i]}
for j := i + 1; j < n; j++ {
if getOrder(cards[j])-getOrder(combination[len(combination)-1]) == 1 {
combination = append(combination, cards[j])
} else {
break
}
}
if len(combination) >= 2 {
combinations = append(combinations, combination)
}
}
return combinations
})
}
}
// WithMatcherFlush 通过匹配同花的扑克牌创建匹配器
func WithMatcherFlush[P, C generic.Number, T Card[P, C]]() MatcherOption[P, C, T] {
return func(matcher *MatcherFilter[P, C, T]) {
matcher.AddHandle(func(cards []T) [][]T {
var combinations [][]T
groups := GroupByColor[P, C, T](cards...)
for _, group := range groups {
combinations = append(combinations, slice.Combinations(group)...)
}
return combinations
})
}
}
// WithMatcherTie 通过匹配相同点数的扑克牌创建匹配器
func WithMatcherTie[P, C generic.Number, T Card[P, C]]() MatcherOption[P, C, T] {
return func(matcher *MatcherFilter[P, C, T]) {
matcher.AddHandle(func(cards []T) [][]T {
var combinations [][]T
groups := GroupByPoint[P, C, T](cards...)
for _, group := range groups {
for _, ts := range slice.Combinations(group) {
combinations = append(combinations, ts)
}
}
return combinations
})
}
}
// WithMatcherTieCount 通过匹配相同点数的特定数量的扑克牌创建匹配器
// - count: 牌型中相同点数的牌的数量
func WithMatcherTieCount[P, C generic.Number, T Card[P, C]](count int) MatcherOption[P, C, T] {
return func(matcher *MatcherFilter[P, C, T]) {
matcher.AddHandle(func(cards []T) [][]T {
var combinations [][]T
groups := GroupByPoint[P, C, T](cards...)
for _, group := range groups {
if len(group) < count {
continue
}
for _, ts := range slice.Combinations(group) {
if len(ts) == count {
combinations = append(combinations, ts)
}
}
}
return combinations
})
}
}
// WithMatcherTieCountNum 通过匹配相同点数的特定数量的扑克牌创建匹配器
// - count: 牌型中相同点数的牌的数量
// - num: 牌型中相同点数的牌的数量
func WithMatcherTieCountNum[P, C generic.Number, T Card[P, C]](count, num int) MatcherOption[P, C, T] {
return func(matcher *MatcherFilter[P, C, T]) {
matcher.AddHandle(func(cards []T) [][]T {
var combinations [][]T
cs := slice.LimitedCombinations(cards, count*num, count*num)
var pointCount = make(map[P]int)
for _, group := range cs {
var ok = false
for _, t := range group {
pointCount[t.GetPoint()]++
if len(pointCount) == 2 {
var matchCount = true
for _, n := range pointCount {
if n != num {
matchCount = false
break
}
}
if matchCount {
ok = true
break
}
}
}
if ok {
combinations = append(combinations, group)
}
for point := range pointCount {
delete(pointCount, point)
}
}
return combinations
})
}
}
// WithMatcherNCarryM 通过匹配N带相同点数M的扑克牌创建匹配器
// - n: 需要匹配的主牌数量
// - m: 需要匹配的附加牌数量
func WithMatcherNCarryM[P, C generic.Number, T Card[P, C]](n, m int) MatcherOption[P, C, T] {
return func(matcher *MatcherFilter[P, C, T]) {
matcher.AddHandle(func(cards []T) [][]T {
var combinations [][]T
groups := GroupByPoint[P, C, T](cards...)
for _, group := range groups {
if len(group) != n {
continue
}
ms := slice.Combinations(slice.SubWithCheck(cards, group, func(a, b T) bool { return reflect.DeepEqual(a, b) }))
for i := 0; i < len(ms); i++ {
ts := GroupByPoint[P, C, T](ms[i]...)
for _, cs := range ts {
if len(cs) == m {
combinations = append(combinations, slice.Merge(group, cs))
}
}
}
}
return combinations
})
}
}
// WithMatcherNCarryMSingle 通过匹配N带M的扑克牌创建匹配器
// - n: 需要匹配的主牌数量
// - m: 需要匹配的附加牌数量
func WithMatcherNCarryMSingle[P, C generic.Number, T Card[P, C]](n, m int) MatcherOption[P, C, T] {
return func(matcher *MatcherFilter[P, C, T]) {
matcher.AddHandle(func(cards []T) [][]T {
var combinations [][]T
groups := GroupByPoint[P, C, T](cards...)
for _, group := range groups {
if len(group) != n {
continue
}
ms := slice.Combinations(slice.SubWithCheck(cards, group, func(a, b T) bool { return reflect.DeepEqual(a, b) }))
for i := 0; i < len(ms); i++ {
ts := ms[i]
if len(ts) == m {
combinations = append(combinations, slice.Merge(group, ts))
}
}
}
if len(combinations) > 0 {
fmt.Println(len(combinations))
}
return combinations
})
}
}

117
game/poker/matcher_test.go Normal file
View File

@ -0,0 +1,117 @@
package poker_test
import (
"fmt"
"github.com/kercylan98/minotaur/game/poker"
"github.com/kercylan98/minotaur/utils/generic"
"github.com/kercylan98/minotaur/utils/slice"
"testing"
"time"
)
type Card[P, C generic.Number] struct {
guid int64
point P
color C
}
func (slf *Card[P, C]) GetGuid() int64 {
return slf.guid
}
func (slf *Card[P, C]) GetPoint() P {
return slf.point
}
func (slf *Card[P, C]) GetColor() C {
return slf.color
}
func TestMatcher_Group(t *testing.T) {
evaluate := func(cards []*Card[int, int]) int64 {
score := int64(0)
for _, card := range cards {
if card.point == 1 {
score += 14
continue
}
score += int64(card.GetPoint())
}
return score
}
matcher := poker.NewMatcher[int, int, *Card[int, int]]()
//matcher.RegType("三条", evaluate,
// poker.WithMatcherNCarryMSingle[*Card](3, 2))
matcher.RegType("皇家同花顺", evaluate,
poker.WithMatcherFlush[int, int, *Card[int, int]](),
poker.WithMatcherContinuityPointOrder[int, int, *Card[int, int]](map[int]int{1: 14}),
poker.WithMatcherLength[int, int, *Card[int, int]](5),
).RegType("同花顺", evaluate,
poker.WithMatcherFlush[int, int, *Card[int, int]](),
poker.WithMatcherContinuityPointOrder[int, int, *Card[int, int]](map[int]int{1: 14}),
poker.WithMatcherLeastLength[int, int, *Card[int, int]](3),
).RegType("四条", evaluate,
poker.WithMatcherTieCount[int, int, *Card[int, int]](4),
).RegType("葫芦", evaluate,
poker.WithMatcherNCarryM[int, int, *Card[int, int]](3, 2),
).RegType("顺子", evaluate,
poker.WithMatcherContinuityPointOrder[int, int, *Card[int, int]](map[int]int{1: 14}),
poker.WithMatcherLength[int, int, *Card[int, int]](5),
).RegType("三条", evaluate,
poker.WithMatcherNCarryMSingle[int, int, *Card[int, int]](3, 2),
).RegType("两对", evaluate,
poker.WithMatcherTieCountNum[int, int, *Card[int, int]](2, 2),
).RegType("一对", evaluate,
poker.WithMatcherTieCount[int, int, *Card[int, int]](2),
).RegType("高牌", evaluate,
poker.WithMatcherTieCount[int, int, *Card[int, int]](1),
)
var pub = []*Card[int, int]{
{point: 4, color: 3},
{point: 5, color: 2},
{point: 6, color: 1},
{point: 6, color: 2},
{point: 13, color: 2},
}
var pri = []*Card[int, int]{
{point: 1, color: 1},
{point: 1, color: 2},
{point: 4, color: 3},
{point: 5, color: 4},
}
var start = time.Now()
var usePub, usePri = slice.LimitedCombinations(pub, 3, 3), slice.LimitedCombinations(pri, 2, 2)
var topResult []*Card[int, int]
var topScore int64
var topName string
var source []*Card[int, int]
for _, handCards := range usePri {
for _, pubCards := range usePub {
cards := append(handCards, pubCards...)
name, result := matcher.Group(cards)
score := evaluate(result)
if score > topScore || topResult == nil {
topScore = score
topResult = result
topName = name
source = cards
}
}
}
fmt.Println("time:", time.Since(start))
fmt.Println("result:", topName)
for _, card := range topResult {
fmt.Println(fmt.Sprintf("Point: %d Color: %d", card.GetPoint(), card.GetColor()))
}
fmt.Println("source:", topScore)
for _, card := range source {
fmt.Println(fmt.Sprintf("Point: %d Color: %d", card.GetPoint(), card.GetColor()))
}
}

View File

@ -1,13 +1,16 @@
package poker
import "fmt"
import (
"fmt"
"github.com/kercylan98/minotaur/utils/generic"
)
type Option func(rule *Rule)
type Option[P, C generic.Number, T Card[P, C]] func(rule *Rule[P, C, T])
// WithHand 通过绑定特定牌型的方式创建扑克玩法
// - 牌型顺序决定了牌型的优先级
func WithHand(pokerHand string, value int, handle HandHandle) Option {
return func(rule *Rule) {
func WithHand[P, C generic.Number, T Card[P, C]](pokerHand string, value int, handle HandHandle[P, C, T]) Option[P, C, T] {
return func(rule *Rule[P, C, T]) {
if _, exist := rule.pokerHand[pokerHand]; exist {
panic(fmt.Errorf("same poker hand name: %s", pokerHand))
}
@ -24,8 +27,8 @@ func WithHand(pokerHand string, value int, handle HandHandle) Option {
}
// WithHandRestraint 通过绑定特定克制牌型的方式创建扑克玩法
func WithHandRestraint(pokerHand, restraint string) Option {
return func(rule *Rule) {
func WithHandRestraint[P, C generic.Number, T Card[P, C]](pokerHand, restraint string) Option[P, C, T] {
return func(rule *Rule[P, C, T]) {
r, exist := rule.restraint[pokerHand]
if !exist {
r = map[string]struct{}{}
@ -37,8 +40,8 @@ func WithHandRestraint(pokerHand, restraint string) Option {
// WithHandRestraintFull 通过绑定所有克制牌型的方式创建扑克玩法
// - 需要确保在牌型声明之后调用
func WithHandRestraintFull(pokerHand string) Option {
return func(rule *Rule) {
func WithHandRestraintFull[P, C generic.Number, T Card[P, C]](pokerHand string) Option[P, C, T] {
return func(rule *Rule[P, C, T]) {
for hand := range rule.pokerHand {
r, exist := rule.restraint[pokerHand]
if !exist {
@ -51,22 +54,22 @@ func WithHandRestraintFull(pokerHand string) Option {
}
// WithPointValue 通过特定的扑克点数牌值创建扑克玩法
func WithPointValue(pointValues map[Point]int) Option {
return func(rule *Rule) {
func WithPointValue[P, C generic.Number, T Card[P, C]](pointValues map[P]int) Option[P, C, T] {
return func(rule *Rule[P, C, T]) {
rule.pointValue = pointValues
}
}
// WithColorValue 通过特定的扑克花色牌值创建扑克玩法
func WithColorValue(colorValues map[Color]int) Option {
return func(rule *Rule) {
func WithColorValue[P, C generic.Number, T Card[P, C]](colorValues map[C]int) Option[P, C, T] {
return func(rule *Rule[P, C, T]) {
rule.colorValue = colorValues
}
}
// WithPointSort 通过特定的扑克点数顺序创建扑克玩法,顺序必须为连续的
func WithPointSort(pointSort map[Point]int) Option {
return func(rule *Rule) {
func WithPointSort[P, C generic.Number, T Card[P, C]](pointSort map[P]int) Option[P, C, T] {
return func(rule *Rule[P, C, T]) {
for k, v := range pointSort {
rule.pointSort[k] = v
}
@ -74,8 +77,8 @@ func WithPointSort(pointSort map[Point]int) Option {
}
// WithColorSort 通过特定的扑克花色顺序创建扑克玩法,顺序必须为连续的
func WithColorSort(colorSort map[Color]int) Option {
return func(rule *Rule) {
func WithColorSort[P, C generic.Number, T Card[P, C]](colorSort map[C]int) Option[P, C, T] {
return func(rule *Rule[P, C, T]) {
for k, v := range colorSort {
rule.colorSort[k] = v
}
@ -83,10 +86,10 @@ func WithColorSort(colorSort map[Color]int) Option {
}
// WithExcludeContinuityPoint 排除连续的点数
func WithExcludeContinuityPoint(points ...Point) Option {
return func(rule *Rule) {
func WithExcludeContinuityPoint[P, C generic.Number, T Card[P, C]](points ...P) Option[P, C, T] {
return func(rule *Rule[P, C, T]) {
if rule.excludeContinuityPoint == nil {
rule.excludeContinuityPoint = make(map[Point]struct{})
rule.excludeContinuityPoint = make(map[P]struct{})
}
for _, point := range points {
rule.excludeContinuityPoint[point] = struct{}{}

View File

@ -1,63 +0,0 @@
package poker
import "strconv"
const (
PointA Point = 1
Point2 Point = 2
Point3 Point = 3
Point4 Point = 4
Point5 Point = 5
Point6 Point = 6
Point7 Point = 7
Point8 Point = 8
Point9 Point = 9
Point10 Point = 10
PointJ Point = 11
PointQ Point = 12
PointK Point = 13
PointBlackJoker Point = 14
PointRedJoker Point = 15
)
var defaultPointSort = map[Point]int{
PointA: int(PointA),
Point2: int(Point2),
Point3: int(Point3),
Point4: int(Point4),
Point5: int(Point5),
Point6: int(Point6),
Point7: int(Point7),
Point8: int(Point8),
Point9: int(Point9),
Point10: int(Point10),
PointJ: int(PointJ),
PointQ: int(PointQ),
PointK: int(PointK),
PointBlackJoker: int(PointBlackJoker),
PointRedJoker: int(PointRedJoker),
}
// Point 扑克点数
type Point int
func (slf Point) String() string {
var str string
switch slf {
case PointA:
str = "A"
case PointJ:
str = "J"
case PointQ:
str = "Q"
case PointK:
str = "K"
case PointBlackJoker:
str = "B"
case PointRedJoker:
str = "R"
default:
str = strconv.Itoa(int(slf))
}
return str
}

View File

@ -1,9 +1,14 @@
package poker
import (
"github.com/kercylan98/minotaur/utils/generic"
"math"
)
// IsContainJoker 检查扑克牌是否包含大小王
func IsContainJoker(cards ...Card) bool {
func IsContainJoker[P, C generic.Number, T Card[P, C]](pile *CardPile[P, C, T], cards ...T) bool {
for _, card := range cards {
if card.IsJoker() {
if IsJoker[P, C, T](pile, card) {
return true
}
}
@ -11,8 +16,8 @@ func IsContainJoker(cards ...Card) bool {
}
// GroupByPoint 将扑克牌按照点数分组
func GroupByPoint(cards ...Card) map[Point][]Card {
group := map[Point][]Card{}
func GroupByPoint[P, C generic.Number, T Card[P, C]](cards ...T) map[P][]T {
group := map[P][]T{}
for _, card := range cards {
group[card.GetPoint()] = append(group[card.GetPoint()], card)
}
@ -20,8 +25,8 @@ func GroupByPoint(cards ...Card) map[Point][]Card {
}
// GroupByColor 将扑克牌按照花色分组
func GroupByColor(cards ...Card) map[Color][]Card {
group := map[Color][]Card{}
func GroupByColor[P, C generic.Number, T Card[P, C]](cards ...T) map[C][]T {
group := map[C][]T{}
for _, card := range cards {
group[card.GetColor()] = append(group[card.GetColor()], card)
}
@ -29,12 +34,18 @@ func GroupByColor(cards ...Card) map[Color][]Card {
}
// IsRocket 两张牌能否组成红黑 Joker
func IsRocket(cardA, cardB Card) bool {
return cardA.GetPoint() == PointRedJoker && cardB.GetPoint() == PointBlackJoker || cardA.GetPoint() == PointBlackJoker && cardB.GetPoint() == PointRedJoker
func IsRocket[P, C generic.Number, T Card[P, C]](pile *CardPile[P, C, T], cardA, cardB T) bool {
var num int
for _, joker := range pile.jokers {
if cardA.GetPoint() == joker || cardB.GetPoint() == joker {
num++
}
}
return num == 2
}
// IsFlush 判断是否是同花
func IsFlush(cards ...Card) bool {
func IsFlush[P, C generic.Number, T Card[P, C]](cards ...T) bool {
if len(cards) == 0 {
return false
}
@ -52,8 +63,8 @@ func IsFlush(cards ...Card) bool {
}
// GetCardsPoint 获取一组扑克牌的点数
func GetCardsPoint(cards ...Card) []Point {
var points = make([]Point, len(cards))
func GetCardsPoint[P, C generic.Number, T Card[P, C]](cards ...T) []P {
var points = make([]P, len(cards))
for i, card := range cards {
points[i] = card.GetPoint()
}
@ -61,8 +72,8 @@ func GetCardsPoint(cards ...Card) []Point {
}
// GetCardsColor 获取一组扑克牌的花色
func GetCardsColor(cards ...Card) []Color {
var colors = make([]Color, len(cards))
func GetCardsColor[P, C generic.Number, T Card[P, C]](cards ...T) []C {
var colors = make([]C, len(cards))
for i, card := range cards {
colors[i] = card.GetColor()
}
@ -70,9 +81,9 @@ func GetCardsColor(cards ...Card) []Color {
}
// IsContain 一组扑克牌是否包含某张牌
func IsContain(cards []Card, card Card) bool {
func IsContain[P, C generic.Number, T Card[P, C]](cards []T, card T) bool {
for _, c := range cards {
if c.Equal(card) {
if Equal[P, C, T](c, card) {
return true
}
}
@ -80,11 +91,117 @@ func IsContain(cards []Card, card Card) bool {
}
// IsContainAll 一组扑克牌是否包含另一组扑克牌
func IsContainAll(cards []Card, cards2 []Card) bool {
func IsContainAll[P, C generic.Number, T Card[P, C]](cards []T, cards2 []T) bool {
for _, card := range cards2 {
if !IsContain(cards, card) {
if !IsContain[P, C, T](cards, card) {
return false
}
}
return true
}
// GetPointAndColor 返回扑克牌的点数和花色
func GetPointAndColor[P, C generic.Number, T Card[P, C]](card T) (P, C) {
return card.GetPoint(), card.GetColor()
}
// EqualPoint 比较两张扑克牌的点数是否相同
func EqualPoint[P, C generic.Number, T Card[P, C]](card1 T, card2 T) bool {
return card1.GetPoint() == card2.GetPoint()
}
// EqualColor 比较两张扑克牌的花色是否相同
func EqualColor[P, C generic.Number, T Card[P, C]](card1 T, card2 T) bool {
return card1.GetColor() == card2.GetColor()
}
// Equal 比较两张扑克牌的点数和花色是否相同
func Equal[P, C generic.Number, T Card[P, C]](card1 T, card2 T) bool {
return EqualPoint[P, C, T](card1, card2) && EqualColor[P, C, T](card1, card2)
}
// MaxPoint 返回两张扑克牌中点数较大的一张
func MaxPoint[P, C generic.Number, T Card[P, C]](card1 T, card2 T) T {
if card1.GetPoint() > card2.GetPoint() {
return card1
}
return card2
}
// MinPoint 返回两张扑克牌中点数较小的一张
func MinPoint[P, C generic.Number, T Card[P, C]](card1 T, card2 T) T {
if card1.GetPoint() < card2.GetPoint() {
return card1
}
return card2
}
// MaxColor 返回两张扑克牌中花色较大的一张
func MaxColor[P, C generic.Number, T Card[P, C]](card1 T, card2 T) T {
if card1.GetColor() > card2.GetColor() {
return card1
}
return card2
}
// MinColor 返回两张扑克牌中花色较小的一张
func MinColor[P, C generic.Number, T Card[P, C]](card1 T, card2 T) T {
if card1.GetColor() < card2.GetColor() {
return card1
}
return card2
}
// Max 返回两张扑克牌中点数和花色较大的一张
func Max[P, C generic.Number, T Card[P, C]](card1 T, card2 T) T {
if card1.GetPoint() > card2.GetPoint() {
return card1
} else if card1.GetPoint() < card2.GetPoint() {
return card2
} else if card1.GetColor() > card2.GetColor() {
return card1
}
return card2
}
// Min 返回两张扑克牌中点数和花色较小的一张
func Min[P, C generic.Number, T Card[P, C]](card1 T, card2 T) T {
if card1.GetPoint() < card2.GetPoint() {
return card1
} else if card1.GetPoint() > card2.GetPoint() {
return card2
} else if card1.GetColor() < card2.GetColor() {
return card1
}
return card2
}
// PointDifference 计算两张扑克牌的点数差
func PointDifference[P, C generic.Number, T Card[P, C]](card1 T, card2 T) int {
return int(math.Abs(float64(card1.GetPoint()) - float64(card2.GetPoint())))
}
// ColorDifference 计算两张扑克牌的花色差
func ColorDifference[P, C generic.Number, T Card[P, C]](card1 T, card2 T) int {
return int(math.Abs(float64(card1.GetColor()) - float64(card2.GetColor())))
}
// IsNeighborColor 判断两张扑克牌是否为相邻的花色
func IsNeighborColor[P, C generic.Number, T Card[P, C]](card1 T, card2 T) bool {
return ColorDifference[P, C, T](card1, card2) == 1
}
// IsNeighborPoint 判断两张扑克牌是否为相邻的点数
func IsNeighborPoint[P, C generic.Number, T Card[P, C]](card1 T, card2 T) bool {
return PointDifference[P, C, T](card1, card2) == 1
}
// IsJoker 判断扑克牌是否为大小王
func IsJoker[P, C generic.Number, T Card[P, C]](pile *CardPile[P, C, T], card T) bool {
for _, joker := range pile.jokers {
if card.GetPoint() == joker {
return true
}
}
return false
}

View File

@ -1,16 +1,17 @@
package poker
import (
"github.com/kercylan98/minotaur/utils/generic"
"github.com/kercylan98/minotaur/utils/hash"
"github.com/kercylan98/minotaur/utils/maths"
"sort"
)
func NewRule(options ...Option) *Rule {
poker := &Rule{
pokerHand: map[string]HandHandle{},
pointSort: hash.Copy(defaultPointSort),
colorSort: hash.Copy(defaultColorSort),
func NewRule[P, C generic.Number, T Card[P, C]](options ...Option[P, C, T]) *Rule[P, C, T] {
poker := &Rule[P, C, T]{
pokerHand: map[string]HandHandle[P, C, T]{},
//pointSort: hash.Copy(defaultPointSort),
//colorSort: hash.Copy(defaultColorSort),
pokerHandValue: map[string]int{},
restraint: map[string]map[string]struct{}{},
}
@ -23,19 +24,19 @@ func NewRule(options ...Option) *Rule {
return poker
}
type Rule struct {
pokerHand map[string]HandHandle
type Rule[P, C generic.Number, T Card[P, C]] struct {
pokerHand map[string]HandHandle[P, C, T]
pokerHandValue map[string]int
pointValue map[Point]int
colorValue map[Color]int
pointSort map[Point]int
colorSort map[Color]int
excludeContinuityPoint map[Point]struct{}
pointValue map[P]int
colorValue map[C]int
pointSort map[P]int
colorSort map[C]int
excludeContinuityPoint map[P]struct{}
restraint map[string]map[string]struct{}
}
// GetCardCountWithPointMaximumNumber 获取指定点数的牌的数量
func (slf *Rule) GetCardCountWithPointMaximumNumber(cards []Card, point Point, maximumNumber int) int {
func (slf *Rule[P, C, T]) GetCardCountWithPointMaximumNumber(cards []T, point P, maximumNumber int) int {
count := 0
for _, card := range cards {
if card.GetPoint() == point {
@ -49,7 +50,7 @@ func (slf *Rule) GetCardCountWithPointMaximumNumber(cards []Card, point Point, m
}
// GetCardCountWithColorMaximumNumber 获取指定花色的牌的数量
func (slf *Rule) GetCardCountWithColorMaximumNumber(cards []Card, color Color, maximumNumber int) int {
func (slf *Rule[P, C, T]) GetCardCountWithColorMaximumNumber(cards []T, color C, maximumNumber int) int {
count := 0
for _, card := range cards {
if card.GetColor() == color {
@ -63,10 +64,10 @@ func (slf *Rule) GetCardCountWithColorMaximumNumber(cards []Card, color Color, m
}
// GetCardCountWithMaximumNumber 获取指定牌的数量
func (slf *Rule) GetCardCountWithMaximumNumber(cards []Card, card Card, maximumNumber int) int {
func (slf *Rule[P, C, T]) GetCardCountWithMaximumNumber(cards []T, card T, maximumNumber int) int {
count := 0
for _, c := range cards {
if c.Equal(card) {
if Equal[P, C, T](c, card) {
count++
if count >= maximumNumber {
return count
@ -77,7 +78,7 @@ func (slf *Rule) GetCardCountWithMaximumNumber(cards []Card, card Card, maximumN
}
// GetCardCountWithPoint 获取指定点数的牌的数量
func (slf *Rule) GetCardCountWithPoint(cards []Card, point Point) int {
func (slf *Rule[P, C, T]) GetCardCountWithPoint(cards []T, point P) int {
count := 0
for _, card := range cards {
if card.GetPoint() == point {
@ -88,7 +89,7 @@ func (slf *Rule) GetCardCountWithPoint(cards []Card, point Point) int {
}
// GetCardCountWithColor 获取指定花色的牌的数量
func (slf *Rule) GetCardCountWithColor(cards []Card, color Color) int {
func (slf *Rule[P, C, T]) GetCardCountWithColor(cards []T, color C) int {
count := 0
for _, card := range cards {
if card.GetColor() == color {
@ -99,10 +100,10 @@ func (slf *Rule) GetCardCountWithColor(cards []Card, color Color) int {
}
// GetCardCount 获取指定牌的数量
func (slf *Rule) GetCardCount(cards []Card, card Card) int {
func (slf *Rule[P, C, T]) GetCardCount(cards []T, card T) int {
count := 0
for _, c := range cards {
if c.Equal(card) {
if Equal[P, C, T](c, card) {
count++
}
}
@ -110,7 +111,7 @@ func (slf *Rule) GetCardCount(cards []Card, card Card) int {
}
// PokerHandIsMatch 检查两组扑克牌牌型是否匹配
func (slf *Rule) PokerHandIsMatch(cardsA, cardsB []Card) bool {
func (slf *Rule[P, C, T]) PokerHandIsMatch(cardsA, cardsB []T) bool {
handA, exist := slf.PokerHand(cardsA...)
if !exist {
return false
@ -126,7 +127,7 @@ func (slf *Rule) PokerHandIsMatch(cardsA, cardsB []Card) bool {
}
// PokerHand 获取一组扑克的牌型
func (slf *Rule) PokerHand(cards ...Card) (pokerHand string, hit bool) {
func (slf *Rule[P, C, T]) PokerHand(cards ...T) (pokerHand string, hit bool) {
for phn := range slf.pokerHandValue {
if slf.pokerHand[phn](slf, cards) {
return phn, true
@ -136,11 +137,11 @@ func (slf *Rule) PokerHand(cards ...Card) (pokerHand string, hit bool) {
}
// IsPointContinuity 检查一组扑克牌点数是否连续count 表示了每个点数的数量
func (slf *Rule) IsPointContinuity(count int, cards ...Card) bool {
func (slf *Rule[P, C, T]) IsPointContinuity(count int, cards ...T) bool {
if len(cards) == 0 {
return false
}
group := GroupByPoint(cards...)
group := GroupByPoint[P, C, T](cards...)
var values []int
for point, cards := range group {
if _, exist := slf.excludeContinuityPoint[point]; exist {
@ -155,7 +156,7 @@ func (slf *Rule) IsPointContinuity(count int, cards ...Card) bool {
}
// IsSameColor 检查一组扑克牌是否同花
func (slf *Rule) IsSameColor(cards ...Card) bool {
func (slf *Rule[P, C, T]) IsSameColor(cards ...T) bool {
length := len(cards)
if length == 0 {
return false
@ -173,7 +174,7 @@ func (slf *Rule) IsSameColor(cards ...Card) bool {
}
// IsSamePoint 检查一组扑克牌是否同点
func (slf *Rule) IsSamePoint(cards ...Card) bool {
func (slf *Rule[P, C, T]) IsSamePoint(cards ...T) bool {
length := len(cards)
if length == 0 {
return false
@ -191,7 +192,7 @@ func (slf *Rule) IsSamePoint(cards ...Card) bool {
}
// SortByPointDesc 将扑克牌按照点数从大到小排序
func (slf *Rule) SortByPointDesc(cards []Card) []Card {
func (slf *Rule[P, C, T]) SortByPointDesc(cards []T) []T {
sort.Slice(cards, func(i, j int) bool {
return slf.pointSort[cards[i].GetPoint()] > slf.pointSort[cards[j].GetPoint()]
})
@ -199,7 +200,7 @@ func (slf *Rule) SortByPointDesc(cards []Card) []Card {
}
// SortByPointAsc 将扑克牌按照点数从小到大排序
func (slf *Rule) SortByPointAsc(cards []Card) []Card {
func (slf *Rule[P, C, T]) SortByPointAsc(cards []T) []T {
sort.Slice(cards, func(i, j int) bool {
return slf.pointSort[cards[i].GetPoint()] < slf.pointSort[cards[j].GetPoint()]
})
@ -207,7 +208,7 @@ func (slf *Rule) SortByPointAsc(cards []Card) []Card {
}
// SortByColorDesc 将扑克牌按照花色从大到小排序
func (slf *Rule) SortByColorDesc(cards []Card) []Card {
func (slf *Rule[P, C, T]) SortByColorDesc(cards []T) []T {
sort.Slice(cards, func(i, j int) bool {
return slf.colorSort[cards[i].GetColor()] > slf.colorSort[cards[j].GetColor()]
})
@ -215,7 +216,7 @@ func (slf *Rule) SortByColorDesc(cards []Card) []Card {
}
// SortByColorAsc 将扑克牌按照花色从小到大排序
func (slf *Rule) SortByColorAsc(cards []Card) []Card {
func (slf *Rule[P, C, T]) SortByColorAsc(cards []T) []T {
sort.Slice(cards, func(i, j int) bool {
return slf.colorSort[cards[i].GetColor()] < slf.colorSort[cards[j].GetColor()]
})
@ -223,13 +224,13 @@ func (slf *Rule) SortByColorAsc(cards []Card) []Card {
}
// GetValueWithPokerHand 获取扑克牌的牌型牌值
func (slf *Rule) GetValueWithPokerHand(hand string, cards ...Card) int {
func (slf *Rule[P, C, T]) GetValueWithPokerHand(hand string, cards ...T) int {
hv := slf.pokerHandValue[hand]
return hv * slf.GetValueWithCards(cards...)
}
// GetValueWithCards 获取扑克牌的牌值
func (slf *Rule) GetValueWithCards(cards ...Card) int {
func (slf *Rule[P, C, T]) GetValueWithCards(cards ...T) int {
var value int
for _, card := range cards {
value += slf.GetValueWithPoint(card.GetPoint())
@ -239,16 +240,16 @@ func (slf *Rule) GetValueWithCards(cards ...Card) int {
}
// GetValueWithPoint 获取扑克牌的点数牌值
func (slf *Rule) GetValueWithPoint(point Point) int {
func (slf *Rule[P, C, T]) GetValueWithPoint(point P) int {
return slf.pointValue[point]
}
// GetValueWithColor 获取扑克牌的花色牌值
func (slf *Rule) GetValueWithColor(color Color) int {
func (slf *Rule[P, C, T]) GetValueWithColor(color C) int {
return slf.colorValue[color]
}
// CompareValueWithCards 根据特定的条件表达式比较两组扑克牌的牌值
func (slf *Rule) CompareValueWithCards(cards1 []Card, expression maths.CompareExpression, cards2 []Card) bool {
func (slf *Rule[P, C, T]) CompareValueWithCards(cards1 []T, expression maths.CompareExpression, cards2 []T) bool {
return maths.Compare(slf.GetValueWithCards(cards1...), expression, slf.GetValueWithCards(cards2...))
}

View File

@ -197,3 +197,125 @@ func ContainsAny[V any](slice []V, values V) bool {
}
return false
}
// GetIndex 判断数组是否包含某个元素,如果包含则返回索引
func GetIndex[V comparable](slice []V, value V) int {
for i, v := range slice {
if v == value {
return i
}
}
return -1
}
// GetIndexAny 判断数组是否包含某个元素,如果包含则返回索引
func GetIndexAny[V any](slice []V, values V) int {
for i, v := range slice {
if reflect.DeepEqual(v, values) {
return i
}
}
return -1
}
// Combinations 获取给定数组的所有组合,包括重复元素的组合
func Combinations[T any](a []T) [][]T {
n := len(a)
// 去除重复元素,保留唯一元素
uniqueSet := make(map[uintptr]bool)
uniqueSlice := make([]T, 0, n)
for _, val := range a {
ptr := reflect.ValueOf(val).Pointer()
if !uniqueSet[ptr] {
uniqueSet[ptr] = true
uniqueSlice = append(uniqueSlice, val)
}
}
n = len(uniqueSlice) // 去重后的数组长度
totalCombinations := 1 << n // 2的n次方
var result [][]T
for i := 0; i < totalCombinations; i++ {
var currentCombination []T
for j := 0; j < n; j++ {
if (i & (1 << j)) != 0 {
currentCombination = append(currentCombination, uniqueSlice[j])
}
}
result = append(result, currentCombination)
}
return result
}
// LimitedCombinations 获取给定数组的所有组合,且每个组合的成员数量限制在指定范围内
func LimitedCombinations[T any](a []T, minSize, maxSize int) [][]T {
n := len(a)
if n == 0 || minSize <= 0 || maxSize <= 0 || minSize > maxSize {
return nil
}
var result [][]T
var currentCombination []T
var backtrack func(startIndex int, currentSize int)
backtrack = func(startIndex int, currentSize int) {
if currentSize >= minSize && currentSize <= maxSize {
combination := make([]T, len(currentCombination))
copy(combination, currentCombination)
result = append(result, combination)
}
for i := startIndex; i < n; i++ {
currentCombination = append(currentCombination, a[i])
backtrack(i+1, currentSize+1)
currentCombination = currentCombination[:len(currentCombination)-1]
}
}
backtrack(0, 0)
return result
}
// IsIntersectWithCheck 判断两个切片是否有交集
func IsIntersectWithCheck[T any](a, b []T, checkHandle func(a, b T) bool) bool {
for _, a := range a {
for _, b := range b {
if checkHandle(a, b) {
return true
}
}
}
return false
}
// IsIntersect 判断两个切片是否有交集
func IsIntersect[T any](a, b []T) bool {
for _, a := range a {
for _, b := range b {
if reflect.DeepEqual(a, b) {
return true
}
}
}
return false
}
// SubWithCheck 获取移除指定元素后的切片
// - checkHandle 返回 true 表示需要移除
func SubWithCheck[T any](a, b []T, checkHandle func(a, b T) bool) []T {
var result []T
for _, a := range a {
flag := false
for _, b := range b {
if checkHandle(a, b) {
flag = true
break
}
}
if !flag {
result = append(result, a)
}
}
return result
}

14
utils/slice/slice_test.go Normal file
View File

@ -0,0 +1,14 @@
package slice_test
import (
"fmt"
"github.com/kercylan98/minotaur/utils/slice"
"testing"
)
func TestLimitedCombinations(t *testing.T) {
c := slice.LimitedCombinations([]int{1, 2, 3, 4, 5}, 3, 3)
for _, v := range c {
fmt.Println(v)
}
}