cocos2dx《单机斗地主》源码解剖之八 电脑玩家出牌与跟牌(结束

上一篇文章对玩家手中的牌进行分析归类,下面就该实现电脑玩家出牌与跟牌的策略了。首先我们来看看出牌的策略,代码如下:

void GameScene::update(float delta){switch (m_iState){case 0:SendPk();break;case 1:schedule(schedule_selector(GameScene::Call),1);break;case 2:scheduleOnce(schedule_selector(GameScene::OutCard),0.5);break;case 3:IsShengLi();break;default:break;}}

首先解释下该函数,本函数为一个循环,每帧被调用一次。我们看一下头文件里m_iState的注释:

int m_iState;//当前状态 ,0:发牌状态 1:叫地主状态 2:出牌状态 3:结果状态

很明显,出牌和跟牌策略就在状态2,该函数延时0.5秒出牌。我们接下来看下OutCard函数的策略:

void GameScene::OutCard(float delta){switch (m_iOutCard%3){case 0:m_chuPaiMenu->setVisible(true);//显示出牌菜单,包括”不出“,”出牌“m_typeTem = PaiDuanPaiXing();//获得玩家出的牌的牌型,这个函数在cocos2dx《单机斗地主》源码解剖之六 玩家(人)的出牌中有解释。if(!m_npcOne->getIsOutPk() && !m_npcTwo->getIsOutPk())//如果两个电脑玩家没出过牌,设”不出“按钮不可点,反应则然。((CCMenuItemFont *)m_chuPaiMenu->getChildByTag(0))->setEnabled(false);else((CCMenuItemFont *)m_chuPaiMenu->getChildByTag(0))->setEnabled(true);//出牌if(!m_npcOne->getIsOutPk() && !m_npcTwo->getIsOutPk()){//清除所有出的牌ClearOutPk();//下面贴代码if (m_typeTem != ERROR_CARD)//ERROR_CARD为错误的牌型((CCMenuItemFont *)m_chuPaiMenu->getChildByTag(1))->setEnabled(true);else((CCMenuItemFont *)m_chuPaiMenu->getChildByTag(1))->setEnabled(false);}else //跟牌{if(m_arrPlayerOut->count() != 0){Poker* pk = (Poker*)m_arrGenPk->objectAtIndex(0);//要跟的牌Poker* pk1 = (Poker*)m_arrPlayerOut->objectAtIndex(0);//玩家出的牌if(m_typeTem == m_type && pk1->getNum()>pk->getNum() || (m_typeTem==BOMB_CARD && m_type!=BOMB_CARD))//m_type为跟的牌的牌型((CCMenuItemFont *)m_chuPaiMenu->getChildByTag(1))->setEnabled(true);else((CCMenuItemFont *)m_chuPaiMenu->getChildByTag(1))->setEnabled(false);}else((CCMenuItemFont *)m_chuPaiMenu->getChildByTag(1))->setEnabled(false);}break;case 1:m_chuPaiMenu->setVisible(false);if(!m_player->getIsOutPk() && !m_npcOne->getIsOutPk()){//清除所有出的牌ClearOutPk();NpcOutPoker(m_npcTwo,m_arrGenPk,m_npcTwoOut);//电脑出牌策略,函数下面解释。}elseNpcGenPoker(m_npcTwo,m_arrGenPk ,m_npcTwoOut);//电脑跟牌策略,函数下面解释。PlayerOutPaiXu(m_arrGenPk);//对要跟的牌进行排序,该函数在cocos2dx《单机斗地主》源码解剖之六 玩家(人)的出牌有解释。PlayerOutPaiXu(m_npcTwoOut->getArrPk());//对电脑玩家出的牌进行排序m_npcTwoOut->updatePkWeiZhi();//更新位置m_npcTwo->updatePkWeiZhi();//同上++m_iOutCard;if(IsOutPkFinish())//判断游戏是否结束,下面解释。m_iState = 3;break;case 2:if(!m_player->getIsOutPk() && !m_npcTwo->getIsOutPk()){//清除所有出的牌ClearOutPk();NpcOutPoker(m_npcOne,m_arrGenPk,m_npcOneOut);}elseNpcGenPoker(m_npcOne,m_arrGenPk,m_npcOneOut);PlayerOutPaiXu(m_arrGenPk);PlayerOutPaiXu(m_npcTwoOut->getArrPk());m_npcOneOut->updatePkWeiZhi();m_npcOne->updatePkWeiZhi();++m_iOutCard;if(IsOutPkFinish())m_iState = 3;break;default:break;}}首先介绍一下这个状态机,我们看头文件对m_iOutCard变量的定义:int m_iOutCard;//论到谁出牌,0为玩家出牌与跟牌的策略,1和2为电脑玩家出牌与跟牌的策略。他们的意义已在代码里添加注释。

在上面代码中你一定发现了有些令人费解的函数(ClearOutPk(),,NpcOutPoker(m_npcTwo,m_arrGenPk,m_npcTwoOut),NpcGenPoker(m_npcTwo,m_arrGenPk ,m_npcTwoOut),IsOutPkFinish()),下面一一解释:

ClearOutPk()的代码:

void GameScene::ClearOutPk(){CCObject* object;//清除玩家出的牌 CCARRAY_FOREACH(m_playerOut->getArrPk(),object){Poker* pk = (Poker*)object;pk->setVisible(false);}m_playerOut->getArrPk()->removeAllObjects();//清除电脑玩家出的牌CCARRAY_FOREACH(m_npcTwoOut->getArrPk(),object){Poker* pk = (Poker*)object;pk->setVisible(false);}m_npcTwoOut->getArrPk()->removeAllObjects();//同上CCARRAY_FOREACH(m_npcOneOut->getArrPk(),object){Poker* pk = (Poker*)object;pk->setVisible(false);}m_npcOneOut->getArrPk()->removeAllObjects();this->getChildByTag(NpcOneBuChu)->setVisible(false);this->getChildByTag(NpcTwoBuChu)->setVisible(false);}NpcOutPoker(m_npcTwo,m_arrGenPk,m_npcTwoOut) 电脑出牌策略:

电脑出牌策略我这里只是简单的判断,打出排在第一位置牌值最小的牌型。

void GameScene::NpcOutPoker(Player* npc,CCArray* out,Player* out1){//隐藏上一次出的牌CCObject* object;CCARRAY_FOREACH(out1->getArrPk(),object){ //out1为上一次出的牌Poker* pk = (Poker*)object;pk->setVisible(false);}out1->getArrPk()->removeAllObjects();//打出牌值最小的一个牌型,也就是排在第一位置的牌型PaiXing px = npc->m_vecPX.front();out->removeAllObjects();//三条出牌原则if(px.type == THREE_CARD){stable_sort(npc->m_vecPX.begin(),npc->m_vecPX.end(),isShorter1);m_type = THREE_CARD;//带单for(std::vector<PaiXing>::iterator iter=npc->m_vecPX.begin();iter!=npc->m_vecPX.end();++iter){//除非只剩两手牌,否则不能带王和2Poker* pk = iter->vec.front();if(pk->getNum() >= Er && npc->m_vecPX.size() != 1)break;if(iter->type == SINGLE_CARD){out1->getArrPk()->addObject(iter->vec.front());out->addObject(iter->vec.front());npc->getArrPk()->removeObject(iter->vec.front());npc->m_vecPX.erase(iter);m_type = THREE_ONE_CARD;break;}}//带双if(out1->getArrPk()->count() == 0){for(std::vector<PaiXing>::iterator iter=npc->m_vecPX.begin();iter!=npc->m_vecPX.end();++iter){//除非只剩两手牌,否则不能带王和2Poker* pk = iter->vec.front();if(pk->getNum() >= Er && npc->m_vecPX.size() != 1)break;if(iter->type == DOUBLE_CARD){for(std::vector<Poker*>::iterator it=iter->vec.begin();it!=iter->vec.end();++it){out1->getArrPk()->addObject(*it);out->addObject(*it);npc->getArrPk()->removeObject(*it);}npc->m_vecPX.erase(iter);m_type = THREE_TWO_CARD;break;}}}}//三顺出牌原则if(px.type == AIRCRAFT_CARD){//有足够的单就带单stable_sort(npc->m_vecPX.begin(),npc->m_vecPX.end(),isShorter1);m_type = AIRCRAFT_CARD;if(GetNpcPxNum(npc,SINGLE_CARD) >= px.vec.size()/3){int num=0;for (std::vector<PaiXing>::iterator it=npc->m_vecPX.begin(); it!=npc->m_vecPX.end()&&num<px.vec.size()/3;){if(it->type == SINGLE_CARD){++num;out1->getArrPk()->addObject(it->vec.front());out->addObject(it->vec.front());npc->getArrPk()->removeObject(it->vec.front());it = npc->m_vecPX.erase(it);m_type = AIRCRAFT_SINGLE_CARD;}else++it;}}//有足够的双就带双if(GetNpcPxNum(npc,DOUBLE_CARD) >= px.vec.size()/3 && out1->getArrPk()->count() == 0){int num=0;for (std::vector<PaiXing>::iterator it=npc->m_vecPX.begin(); it!=npc->m_vecPX.end()&&num<px.vec.size()/3;){if(it->type == DOUBLE_CARD){++num;for(std::vector<Poker*>::iterator ite=it->vec.begin(); ite!=it->vec.end(); ++ite){out1->getArrPk()->addObject(*ite);out->addObject(*ite);npc->getArrPk()->removeObject(*ite);m_type = AIRCRAFT_DOBULE_CARD;}it = npc->m_vecPX.erase(it);}else++it;}}}//连牌出牌原则,直接出,不做处理if(px.type == CONNECT_CARD){m_type = CONNECT_CARD;}//双顺出牌原则,直接出,不做处理if(px.type == COMPANY_CARD){m_type = COMPANY_CARD;}//对子和单子出牌原则if(px.type == DOUBLE_CARD || px.type == SINGLE_CARD){int threeNum = GetNpcPxNum(npc,THREE_CARD)+GetNpcPxNum(npc,AIRCRAFT_CARD);int chiBangNum = GetNpcPxNum(npc,DOUBLE_CARD)+GetNpcPxNum(npc,SINGLE_CARD);//所有三条<=所有对子+所有单牌-2,出对子,否则出三带对if(threeNum <= chiBangNum-2 || threeNum == 0){if(px.type == DOUBLE_CARD)m_type = DOUBLE_CARD;if(px.type == SINGLE_CARD)m_type = SINGLE_CARD;}else{PaiXing px = npc->m_vecPX.front();std::vector<PaiXing>::iterator dle = npc->m_vecPX.begin();npc->m_vecPX.erase(dle);npc->m_vecPX.push_back(px);NpcOutPoker(npc,out,out1);return;}}for(std::vector<Poker*>::iterator iter=px.vec.begin(); iter!=px.vec.end(); ++iter){out1->getArrPk()->addObject(*iter);out->addObject(*iter);npc->getArrPk()->removeObject(*iter);npc->setIsOutPk(true);}m_lastOut = npc;//从npc->m_vecPX中移除pxfor(std::vector<PaiXing>::iterator it=npc->m_vecPX.begin();it!=npc->m_vecPX.end();++it){if(it->type == px.type && it->vec.front()->getNum() == px.vec.front()->getNum()){npc->m_vecPX.erase(it);break;}}}NpcGenPoker(m_npcTwo,m_arrGenPk ,m_npcTwoOut),IsOutPkFinish())跟牌策略:void GameScene::NpcGenPoker(Player* npc,CCArray* out ,Player* out1){//隐藏上一次出的牌if(m_isChiBang){CCObject* object;CCARRAY_FOREACH(out1->getArrPk(),object){Poker* pk = (Poker*)object;pk->setVisible(false);}out1->getArrPk()->removeAllObjects();}/************************************************************************//*找出对应牌型出牌*//************************************************************************/for (std::vector<PaiXing>::iterator iter=npc->m_vecPX.begin(); iter!=npc->m_vecPX.end(); ++iter){if(m_type == iter->type){//对飞机、连牌进行判断if(m_type == AIRCRAFT_CARD || m_type == CONNECT_CARD || m_type == COMPANY_CARD)if(out->count() != iter->vec.size())continue;Poker* pk = (Poker*)out->objectAtIndex(out->count()-1);Poker* pk1 = iter->vec.front();//如果对方是自己人大于2的牌不出if(!npc->getIsDiZhu() && !m_lastOut->getIsDiZhu()){if(pk1->getNum()>=Er || m_type == BOMB_CARD){//passif(npc == m_npcOne)this->getChildByTag(NpcOneBuChu)->setVisible(true);if(npc == m_npcTwo)this->getChildByTag(NpcTwoBuChu)->setVisible(true);npc->setIsOutPk(false);return;}}if(pk1->getNum() > pk->getNum()){out->removeAllObjects();for(std::vector<Poker*>::iterator it = iter->vec.begin(); it!=iter->vec.end(); ++it){out1->getArrPk()->addObject(*it);npc->getArrPk()->removeObject(*it);out->addObject(*it);}npc->m_vecPX.erase(iter);npc->setIsOutPk(true);m_lastOut = npc;return;}}}//三带一或三带二if(SanDaiYiOrEr(npc,out,out1))return;//四带单或四带双//飞机带单或带双if(FeiJiDaiChiBang(npc,out,out1))return;/************************************************************************//*如果除炸弹还剩一手牌*//************************************************************************/if(npc->m_vecPX.size() == 2){for (std::vector<PaiXing>::iterator iter=npc->m_vecPX.begin(); iter!=npc->m_vecPX.end(); ++iter){if(iter->type == BOMB_CARD && m_type != BOMB_CARD){out->removeAllObjects();for(std::vector<Poker*>::iterator it = iter->vec.begin(); it!=iter->vec.end(); ++it){out1->getArrPk()->addObject(*it);npc->getArrPk()->removeObject(*it);out->addObject(*it);}npc->m_vecPX.erase(iter);m_lastOut = npc;return;}}}/************************************************************************//* 如果出牌方是自己人不拆牌跟*//************************************************************************/if(!npc->getIsDiZhu() && !m_lastOut->getIsDiZhu()){//passif(npc == m_npcOne)this->getChildByTag(NpcOneBuChu)->setVisible(true);if(npc == m_npcTwo)this->getChildByTag(NpcTwoBuChu)->setVisible(true);npc->setIsOutPk(false);return;}/************************************************************************//*拆单张牌跟之*//************************************************************************/if(NpcChaiDan(npc,out,out1))return;/************************************************************************//*拆双牌跟之*//************************************************************************/if(NpcChaiDui(npc,out,out1))return;/************************************************************************//*拆三张牌跟之*//************************************************************************/if(NpcChaiSan(npc,out,out1))return;/************************************************************************//*拆飞机牌跟之*//************************************************************************/if(NpcChaiFeiJi(npc,out,out1))return;/************************************************************************//*拆连牌跟之*//************************************************************************/if(NpcChaiLianPai(npc,out,out1))return;/************************************************************************//*拆双顺跟之*//************************************************************************/if(NpcChaiShuangShun(npc,out,out1))return;//炸之for (std::vector<PaiXing>::iterator iter=npc->m_vecPX.begin(); iter!=npc->m_vecPX.end(); ++iter){if(iter->type == BOMB_CARD){//如果出牌方出的不是炸弹就炸之,否则比较大小炸之if(m_type != BOMB_CARD){out->removeAllObjects();for(std::vector<Poker*>::iterator it = iter->vec.begin(); it!=iter->vec.end(); ++it){out1->getArrPk()->addObject(*it);npc->getArrPk()->removeObject(*it);out->addObject(*it);}npc->m_vecPX.erase(iter);m_type = BOMB_CARD;npc->setIsOutPk(true);m_lastOut = npc;return;}else{Poker* pk = (Poker*)out->objectAtIndex(0);Poker* pk1 = iter->vec.front();if(pk1->getNum()>pk->getNum()){out->removeAllObjects();for(std::vector<Poker*>::iterator it = iter->vec.begin(); it!=iter->vec.end(); ++it){out1->getArrPk()->addObject(*it);npc->getArrPk()->removeObject(*it);out->addObject(*it);}npc->m_vecPX.erase(iter);m_type = BOMB_CARD;npc->setIsOutPk(true);m_lastOut = npc;return;}}}}//passif(npc == m_npcOne){this->getChildByTag(NpcOneBuChu)->setVisible(true);}if(npc == m_npcTwo){this->getChildByTag(NpcTwoBuChu)->setVisible(true);}npc->setIsOutPk(false);}其中代码就不一一分析了,请自行到前三章下载源码阅读。本文章到此结束了!感谢大家的支持!!!

为了一些琐事吵架,然后冷战,疯狂思念对方,最后和好。

cocos2dx《单机斗地主》源码解剖之八 电脑玩家出牌与跟牌(结束

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