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。 } else NpcGenPoker(m_npcTwo,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_npcOneOut); } else NpcGenPoker(m_npcOne,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_npcTwoOut),NpcGenPoker(m_npcTwo,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_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2 Poker* 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2 Poker* 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(),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px for(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_npcTwoOut),IsOutPkFinish())跟牌策略:
void GameScene::NpcGenPoker(Player* npc,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) { //pass if(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,out1)) return; //四带单或四带双 //飞机带单或带双 if(FeiJiDaiChiBang(npc,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()) { //pass if(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,out1)) return; /************************************************************************/ /*拆双牌跟之 */ /************************************************************************/ if(NpcChaiDui(npc,out1)) return; /************************************************************************/ /*拆三张牌跟之 */ /************************************************************************/ if(NpcChaiSan(npc,out1)) return; /************************************************************************/ /*拆飞机牌跟之 */ /************************************************************************/ if(NpcChaiFeiJi(npc,out1)) return; /************************************************************************/ /*拆连牌跟之 */ /************************************************************************/ if(NpcChaiLianPai(npc,out1)) return; /************************************************************************/ /*拆双顺跟之 */ /************************************************************************/ if(NpcChaiShuangShun(npc,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; } } } } //pass if(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!!! 原文链接:https://www.f2er.com/cocos2dx/344197.html