介绍

想不到有一天我也能在写代码的同时还能斗一把小地主!

这种休闲 摸鱼 模式想法来自逛掘金时看到这篇文章 高端程序员上班摸鱼指南 介绍的Ratel。有兴趣的小伙伴可以直接搜索Ratel具体了解。本着一个探索瞎折腾的心,决定仿照Ratel实现自己的Fish项目。

这款游戏基于Golang实现,目前仅支持PVP模式,后续有时间再支持更多的模式。

项目地址

https://github.com/yangchen5710/fish_client

技术栈

  • Golang
  • SocketIO

安装

首先下载编译,确保本地安装有Golang环境

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git clone git@github.com:yangchen5710/fish_client.git
cd fish_client
go build fish_client

接下来在终端下执行可执行文件

  • windows

    1
    client.exe 47.101.212.202 8096
  • linux/macos

    1
    ./client 47.101.212.202 8096

玩法

demo

出牌规则

所有牌型:

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┌──┐──┐──┐──┐──┐──┐──┐──┐──┐──┐──┐──┐──┐──┐──┐
│3 |4 |5 |6 |7 |8 |9 |10|J |Q |K |A |2 |S |X |
│♦ |♦ |♦ |♦ |♦ |♦ |♦ |♦ |♦ |♦ |♦ |♦ |♦ | | |
└──┘──┘──┘──┘──┘──┘──┘──┘──┘──┘──┘──┘──┘──┘──┘
  • 王炸: sx
  • 顺子: 34567
  • 三带一: 3334
  • 三带二: 33344
  • 飞机: 333444a2
  • 单张10: t
  • 单张A: a
  • 封顶顺子: 3456789tjqka
  • 不想出牌: pass

算法实现

首先我们先定义相关结构和接口以及相关常量

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 const (
Rocket = 12
Bomb = 11
Pair = 10
Three = 9
ThreeWithOne = 8
ThreeWithTwo = 7
SingleStraight = 6
DoubleStraight = 5
ThreeStraight = 4
AircraftWithWings = 3
FourWithTwo = 2
Single = 1
)


type Poker struct {
Level string //牌的数值
Type string //牌的类型
}

type PokerMath struct {
PokerType int
MinValue int
PokerLength int
}

type PokerAlgorithm interface {
IsRocket(Poker, Poker) (bool, PokerMath) //火箭 即大小王
IsBomb([]Poker) (bool, PokerMath) //炸弹 四张同数值牌
IsPair([]Poker) (bool, PokerMath) //对牌 数值相同的两张牌
IsThree([]Poker) (bool, PokerMath) //三张牌 数值相同的三张牌
IsThreeWithOne([]Poker) (bool, PokerMath) //三带一 数值相同的三张牌 + 一张单牌
IsThreeWithTwo([]Poker) (bool, PokerMath) //三带二 数值相同的三张牌 + 一张对牌
IsSingleStraight([]Poker) (bool, PokerMath) //单顺 五张或更多的连续单牌(如:45678 或 789tJQK)。不包括 2 点和双王
IsDoubleStraight([]Poker) (bool, PokerMath) //双顺 三对或更多的连续对牌(如:334455 、77 88 99 1010 JJ)。不包括 2 点和双王
IsThreeStraight([]Poker) (bool, PokerMath) //三顺:二个或更多的连续三张牌(如:333444 、 555 666 777 888)。不包括 2 点和双王
IsAircraftWithWings([]Poker) (bool, PokerMath) //飞机带翅膀:三顺+同数量的单牌(或同数量的对牌)
IsFourWithTwo([]Poker) (bool, PokerMath) //四带二:四张牌+两手牌(注意:四带二不是炸弹)。
IsSingle(Poker) (bool, PokerMath) //单牌
ComparePokers(PokerMath, PokerMath) bool //比较牌型和大小
}

然后去实现相关的接口算法

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func (pm PokerMath) IsRocket(poker1, poker2 Poker) (boolean bool, pokerMath PokerMath) {
boolean = (poker1.Level == "LEVEL_SMALL_KING" && poker2.Level == "LEVEL_BIG_KING") ||
(poker1.Level == "LEVEL_BIG_KING" && poker2.Level == "LEVEL_SMALL_KING")
if boolean {
pokerMath = PokerMath{PokerType: Rocket, MinValue: 0, PokerLength: 2}
}
return
}

func (pm PokerMath) IsBomb(pokers []Poker) (boolean bool, pokerMath PokerMath) {
boolean = false
if len(pokers) != 4 {
return
}

valueMap := make(map[string]int)
for _, poker := range pokers {
valueMap[poker.Level]++
}

for pokerLevel, count := range valueMap {
if count == 4 {
boolean = true
pokerMath = PokerMath{PokerType: Bomb, MinValue: convertToValueInit(pokerLevel), PokerLength: 4}
return
}
}
return
}

func (pm PokerMath) IsPair(pokers []Poker) (boolean bool, pokerMath PokerMath) {
boolean = false
if len(pokers) != 2 {
return
}

valueMap := make(map[string]int)
for _, poker := range pokers {
valueMap[poker.Level]++
}

for pokerLevel, count := range valueMap {
if count == 2 {
boolean = true
pokerMath = PokerMath{PokerType: Pair, MinValue: convertToValueInit(pokerLevel), PokerLength: 2}
return
}
}

return
}

func (pm PokerMath) IsThree(pokers []Poker) (boolean bool, pokerMath PokerMath) {
boolean = false
if len(pokers) != 3 {
return
}

valueMap := make(map[string]int)
for _, poker := range pokers {
valueMap[poker.Level]++
}

for pokerLevel, count := range valueMap {
if count == 3 {
boolean = true
pokerMath = PokerMath{PokerType: Three, MinValue: convertToValueInit(pokerLevel), PokerLength: 3}
return
}
}

return
}

func (pm PokerMath) IsThreeWithOne(pokers []Poker) (boolean bool, pokerMath PokerMath) {
boolean = false
if len(pokers) != 4 {
return
}

sort.Slice(pokers, func(i, j int) bool {
return pokers[i].Level < pokers[j].Level
})

// 判断是否是三带一,即第一个三张牌点数相同,且第四张牌与其中一张牌的点数不同
if pokers[0].Level == pokers[1].Level && pokers[1].Level == pokers[2].Level &&
pokers[2].Level != pokers[3].Level {
boolean = true
pokerMath = PokerMath{PokerType: ThreeWithOne, MinValue: convertToValueInit(pokers[0].Level), PokerLength: 4}
return
}

// 也可以判断最后三张牌是否相同点数
if pokers[1].Level == pokers[2].Level && pokers[2].Level == pokers[3].Level &&
pokers[0].Level != pokers[1].Level {
boolean = true
pokerMath = PokerMath{PokerType: ThreeWithOne, MinValue: convertToValueInit(pokers[1].Level), PokerLength: 4}
return
}

return
}

func (pm PokerMath) IsThreeWithTwo(pokers []Poker) (boolean bool, pokerMath PokerMath) {
boolean = false
if len(pokers) != 5 {
return
}

sort.Slice(pokers, func(i, j int) bool {
return pokers[i].Level < pokers[j].Level
})

// 判断是否是三带二
if pokers[0].Level == pokers[1].Level && pokers[1].Level == pokers[2].Level &&
pokers[3].Level == pokers[4].Level && pokers[2].Level != pokers[3].Level {
boolean = true
pokerMath = PokerMath{PokerType: ThreeWithTwo, MinValue: convertToValueInit(pokers[0].Level), PokerLength: 5}
return
}

// 也可以判断三张和两张的位置对调
if pokers[0].Level == pokers[1].Level && pokers[2].Level == pokers[3].Level &&
pokers[3].Level == pokers[4].Level && pokers[1].Level != pokers[2].Level {
boolean = true
pokerMath = PokerMath{PokerType: ThreeWithTwo, MinValue: convertToValueInit(pokers[2].Level), PokerLength: 5}
return
}

return
}

func (pm PokerMath) IsSingleStraight(pokers []Poker) (boolean bool, pokerMath PokerMath) {
boolean = false
if len(pokers) < 5 {
return
}

sort.Slice(pokers, func(i, j int) bool {
// 将牌的值转换为对应的数值进行比较
val1 := convertToValue(pokers[i].Level)
val2 := convertToValue(pokers[j].Level)
return val1 < val2
})

// 检查牌是否连续
for i := 0; i < len(pokers)-1; i++ {
if convertToValue(pokers[i+1].Level)-convertToValue(pokers[i].Level) != 1 {
return // 如果有间断,不是单顺
}
}
boolean = true
pokerMath = PokerMath{PokerType: SingleStraight, MinValue: convertToValueInit(pokers[0].Level), PokerLength: len(pokers)}
return
}

func (pm PokerMath) IsDoubleStraight(pokers []Poker) (boolean bool, pokerMath PokerMath) {
boolean = false
if len(pokers)%2 != 0 || len(pokers) < 6 {
return // 牌数必须是偶数且至少6张才可能是双顺
}

// 对牌进行排序
sort.Slice(pokers, func(i, j int) bool {
// 将牌的值转换为对应的数值进行比较
val1 := convertToValue(pokers[i].Level)
val2 := convertToValue(pokers[j].Level)
return val1 < val2
})

fmt.Println(pokers)

// 检查牌是否连续成对
for i := 0; i < len(pokers)-1; i += 2 {
if convertToValue(pokers[i].Level) != convertToValue(pokers[i+1].Level) ||
(i > 0 && convertToValue(pokers[i].Level)-convertToValue(pokers[i-1].Level) != 1) {
return // 如果不是成对连续,不是双顺
}
}

boolean = true
pokerMath = PokerMath{PokerType: DoubleStraight, MinValue: convertToValueInit(pokers[0].Level), PokerLength: len(pokers)}
return
}

func (pm PokerMath) IsThreeStraight(pokers []Poker) (boolean bool, pokerMath PokerMath) {
boolean = false
if len(pokers)%3 != 0 || len(pokers) < 6 {
return // 牌数必须是3的倍数且至少6张才可能是三顺
}

// 对牌进行排序
sort.Slice(pokers, func(i, j int) bool {
// 将牌的值转换为对应的数值进行比较
val1 := convertToValue(pokers[i].Level)
val2 := convertToValue(pokers[j].Level)
return val1 < val2
})

// 检查牌是否连续三张
for i := 0; i < len(pokers)-2; i += 3 {
if convertToValue(pokers[i].Level) != convertToValue(pokers[i+1].Level) ||
convertToValue(pokers[i].Level) != convertToValue(pokers[i+2].Level) ||
(i > 0 && convertToValue(pokers[i].Level)-convertToValue(pokers[i-1].Level) != 1) {
return
}
}

boolean = true
pokerMath = PokerMath{PokerType: ThreeStraight, MinValue: convertToValueInit(pokers[0].Level), PokerLength: len(pokers)}
return
}

func (pm PokerMath) IsAircraftWithWings(pokers []Poker) (boolean bool, pokerMath PokerMath) {
boolean = false
if len(pokers)%4 != 0 || len(pokers) < 8 {
return // 牌数必须是4的倍数且至少8张才可能是飞机带翅膀
}

// 对牌进行排序
sort.Slice(pokers, func(i, j int) bool {
// 将牌的值转换为对应的数值进行比较
val1 := convertToValue(pokers[i].Level)
val2 := convertToValue(pokers[j].Level)
return val1 < val2
})

// 计算连续三张的数量
tripleCount := 0
minValue := ""
for i := 0; i < len(pokers)-2; i++ {
if convertToValue(pokers[i].Level) == convertToValue(pokers[i+1].Level) &&
convertToValue(pokers[i].Level) == convertToValue(pokers[i+2].Level) {
tripleCount++
if minValue == "" {
minValue = pokers[i].Level
}
}
}

// 检查是否有连续三张的数量大于等于2
if tripleCount < 2 {
return // 如果连续三张的数量不足2组,不是飞机带翅膀
}

boolean = true
pokerMath = PokerMath{PokerType: AircraftWithWings, MinValue: convertToValueInit(minValue), PokerLength: len(pokers)}
return
}

func (pm PokerMath) IsFourWithTwo(pokers []Poker) (boolean bool, pokerMath PokerMath) {
boolean = false
if len(pokers) != 6 {
return // 必须是六张牌才可能是四带二
}

// 对牌进行排序
sort.Slice(pokers, func(i, j int) bool {
// 将牌的值转换为对应的数值进行比较
val1 := convertToValue(pokers[i].Level)
val2 := convertToValue(pokers[j].Level)
return val1 < val2
})

// 计算四张牌的数量
fourCount := 0
minValue := ""
for i := 0; i < len(pokers)-3; i++ {
if convertToValue(pokers[i].Level) == convertToValue(pokers[i+1].Level) &&
convertToValue(pokers[i].Level) == convertToValue(pokers[i+2].Level) &&
convertToValue(pokers[i].Level) == convertToValue(pokers[i+3].Level) {
fourCount++
if minValue == "" {
minValue = pokers[i].Level
}
}
}

// 检查是否有四张牌
if fourCount != 1 {
return // 如果不是四张牌,不是四带二
}

// 计算两张其他牌的数量
otherCount := 0
for i := 0; i < len(pokers)-1; i++ {
if convertToValue(pokers[i].Level) != convertToValue(pokers[i+1].Level) {
otherCount++
}
}
if otherCount != 1 {
return // 如果不是两张其他牌,不是四带二
}

boolean = true
pokerMath = PokerMath{PokerType: FourWithTwo, MinValue: convertToValueInit(minValue), PokerLength: len(pokers)}
return
}

func (pm PokerMath) IsSingle(poker Poker) (boolean bool, pokerMath PokerMath) {
boolean = true
pokerMath = PokerMath{PokerType: Single, MinValue: convertToValueInit(poker.Level), PokerLength: 1}
return
}

func (pm PokerMath) ComparePokers(roomPokerMath, playerPokerMath PokerMath) bool {
roomPokerType := roomPokerMath.PokerType
roomPokerLength := roomPokerMath.PokerLength
roomMinValue := roomPokerMath.MinValue

if roomPokerType == playerPokerMath.PokerType &&
roomPokerLength == playerPokerMath.PokerLength &&
roomMinValue < playerPokerMath.MinValue {
return true
}

if roomPokerType != playerPokerMath.PokerType {
switch roomPokerType {
case Bomb:
if playerPokerMath.PokerType == Rocket {
return true
}
case Pair, Three, ThreeWithOne, ThreeWithTwo, SingleStraight, DoubleStraight, ThreeStraight, AircraftWithWings, FourWithTwo, Single:
if playerPokerMath.PokerType == Rocket || playerPokerMath.PokerType == Bomb {
return true
}
}
}

return false
}

func (pm PokerMath) ConvertToValueString(cardValue string) string {
valueMap := map[string]string{
"3": "LEVEL_3", "4": "LEVEL_4", "5": "LEVEL_5", "6": "LEVEL_6",
"7": "LEVEL_7", "8": "LEVEL_8", "9": "LEVEL_9",
"0": "LEVEL_10", "t": "LEVEL_10", "T": "LEVEL_10",
"j": "LEVEL_J", "J": "LEVEL_J",
"q": "LEVEL_Q", "Q": "LEVEL_Q",
"k": "LEVEL_K", "K": "LEVEL_K",
"a": "LEVEL_A", "A": "LEVEL_A", "1": "LEVEL_A",
"2": "LEVEL_2",
"s": "LEVEL_SMALL_KING", "S": "LEVEL_SMALL_KING",
"x": "LEVEL_BIG_KING", "X": "LEVEL_BIG_KING",
}

return valueMap[cardValue]
}

// 辅助函数:将牌的值转换为数值
func convertToValueInit(cardValue string) int {
valueMap := map[string]int{
"LEVEL_3": 3, "LEVEL_4": 4, "LEVEL_5": 5, "LEVEL_6": 6, "LEVEL_7": 7,
"LEVEL_8": 8, "LEVEL_9": 9, "LEVEL_10": 10, "LEVEL_J": 11, "LEVEL_Q": 12,
"LEVEL_K": 13, "LEVEL_A": 14, "LEVEL_2": 15, "LEVEL_SMALL_KING": 16, "LEVEL_BIG_KING": 17,
}

return valueMap[cardValue]
}

func convertToValue(cardValue string) int {
value := convertToValueInit(cardValue)
if value == 15 || value == 16 || value == 17 {
value = -1
}
return value
}

计划

  • 支持PVE
  • 支持个人得分