在电脑玩家跟牌和出牌之前首先对电脑玩家的牌进行拆分:
根据文档需求(见本博客“斗地主规则“)拆分牌按以下顺序,先分析炸弹---飞机---连对---连牌--三带,对子,单张。请看如下代码:
void GameScene::FenChaiNpcPai(Player* npc){ /************************************************************************/ /* 1.首先分析出来牌的类型(如:四张,三张,两张,一张) */ /************************************************************************/ std::vector<PaiXing> vec; PaiXing xing; CCArray* arr = CCArray::create();//临时数组 arr->addObjectsFromArray(npc->getArrPk()); //提取双鬼 Poker* pk = (Poker *)arr->objectAtIndex(0); Poker* pk1 = (Poker *)arr->objectAtIndex(1); if(pk->getHuaSe() == Gui && pk1->getHuaSe() == Gui){ xing.type = BOMB_CARD; xing.vec.push_back(pk); xing.vec.push_back(pk1); arr->removeObject(pk); arr->removeObject(pk1); vec.push_back(xing); } //分析牌型 for(int i=0; i<arr->count();) { pk = (Poker*)arr->objectAtIndex(i); xing.vec.clear();//清除数组 //找出与pk相同的牌 for (int j=i; j<arr->count(); ++j) { pk1 = (Poker*)arr->objectAtIndex(j); if(pk->getNum() == pk1->getNum()) { ++i; xing.vec.push_back(pk1); } else { break; } } if(xing.vec.size() == 4) xing.type = BOMB_CARD; if(xing.vec.size() == 3) xing.type = THREE_CARD; if(xing.vec.size() == 2) xing.type = DOUBLE_CARD; if(xing.vec.size() == 1) xing.type = SINGLE_CARD; vec.push_back(xing); } /************************************************************************/ /* 2.按优先级(先分析炸弹---飞机---连对---连牌--三带,对子,单张)提取牌型并保存用于出牌或跟牌 */ /************************************************************************/ //提取炸弹 for(std::vector<PaiXing>::iterator iter = vec.begin(); iter != vec.end(); ) { if(iter->type == BOMB_CARD) { xing.type = BOMB_CARD; xing.vec.clear(); xing.vec = iter->vec; npc->m_vecPX.push_back(xing);//把牌型保存到用户数组中 iter = vec.erase(iter); } else { ++iter; } } //提取飞机 TiQuFeiJi(npc,THREE_CARD,vec); //提取连对 TiQuLianDui(npc,vec); //提取连牌 TiQuLianPai(npc,vec); //剩余的是三带,对子,单张 全部加入npc牌型中 for(std::vector<PaiXing>::iterator iter = vec.begin(); iter != vec.end();) { npc->m_vecPX.push_back(*iter); iter = vec.erase(iter); } //排序 stable_sort(npc->m_vecPX.begin(),npc->m_vecPX.end(),isShorter1); }最后按每个牌型的值从小到大进行排序。
void GameScene::TiQuFeiJi(Player* npc,CARD_TYPE type,std::vector<PaiXing> &vec){ Poker * pk = NULL; PaiXing xing; for (std::vector<PaiXing>::iterator iter=vec.begin(); iter != vec.end();) { if(pk == NULL && iter+1 == vec.end()) break; if(pk == NULL && iter->type == type && (iter+1)->type == type) { Poker* pk1 = iter->vec.front(); Poker* pk2 = (iter+1)->vec.front(); if(pk1->getNum()-1 == pk2->getNum()) { pk = pk2; xing.type = AIRCRAFT_CARD; xing.vec.clear(); xing.vec = iter->vec; iter = vec.erase(iter); xing.vec.insert(xing.vec.end(),iter->vec.begin(),iter->vec.end()); iter = vec.erase(iter); } } if(pk != NULL) { if(iter == vec.end()) { npc->m_vecPX.push_back(xing); break; } Poker* pk1 = iter->vec.front(); if(iter->type == type && pk->getNum()-1 == pk1->getNum()) { pk = pk1; xing.vec.insert(xing.vec.end(),iter->vec.end()); iter = vec.erase(iter); if(iter == vec.end()) { npc->m_vecPX.push_back(xing); break; } } else { npc->m_vecPX.push_back(xing); pk = NULL; } } else { ++iter; } } }提取连对 代码:
void GameScene::TiQuLianDui(Player* npc,std::vector<PaiXing> &vec){ std::vector<PaiXing> vecTem;//临时数组 std::vector<PaiXing> vecFan;//存放要重新返还vec里的牌 Poker* pk = NULL; for(std::vector<PaiXing>::iterator iter = vec.begin(); iter != vec.end();) { //将相连的牌加入临时数组中 Poker* pk1 = iter->vec.front(); if((iter->type == THREE_CARD || iter->type == DOUBLE_CARD) && (pk == NULL || (pk->getNum()-1 == pk1->getNum() && pk->getNum() < Er))) { pk = pk1; vecTem.push_back(*iter); iter = vec.erase(iter); } else { if(pk == NULL) ++iter; pk = NULL; if(vecTem.size() >= 3) { PaiXing xing; xing.type = COMPANY_CARD; for (int i=0; i<vecTem.size(); ++i) { if(vecTem[i].type == THREE_CARD) { //将多余的一张保存返回数组vecFan中 PaiXing xing1; xing1.type = SINGLE_CARD; xing1.vec.push_back(vecTem[i].vec.back()); vecTem[i].vec.pop_back(); vecFan.push_back(xing1); //将剩余两张保存xing中 xing.vec.insert(xing.vec.end(),vecTem[i].vec.begin(),vecTem[i].vec.end()); } if(vecTem[i].type == DOUBLE_CARD) { xing.vec.insert(xing.vec.end(),vecTem[i].vec.end()); } } vecTem.clear(); npc->m_vecPX.push_back(xing); } else if(!vecTem.empty()) { vecFan.insert(vecFan.end(),vecTem.begin(),vecTem.end()); vecTem.clear(); } } } if(!vecTem.empty()) { if(vecTem.size() >= 3) { PaiXing xing; xing.type = COMPANY_CARD; for (int i=0; i<vecTem.size(); ++i) { if(vecTem[i].type == THREE_CARD) { //将多余的一张保存返回数组vecFan中 PaiXing xing1; xing1.type = SINGLE_CARD; xing1.vec.push_back(vecTem[i].vec.back()); vecTem[i].vec.pop_back(); vecFan.push_back(xing1); //将剩余两张保存xing中 xing.vec.insert(xing.vec.end(),vecTem[i].vec.end()); } if(vecTem[i].type == DOUBLE_CARD) { xing.vec.insert(xing.vec.end(),vecTem[i].vec.end()); } } vecTem.clear(); npc->m_vecPX.push_back(xing); } else if(!vecTem.empty()) { vecFan.insert(vecFan.end(),vecTem.end()); vecTem.clear(); } } //将vecFan返回到vec数组中并从大到小排序 if(!vecFan.empty()) { vec.insert(vec.end(),vecFan.begin(),vecFan.end()); stable_sort(vec.begin(),vec.end(),isDaDaoXiao); } }提取连牌 代码:
void GameScene::TiQuLianPai(Player* npc,std::vector<PaiXing> &vec){ std::vector<PaiXing> vecTem;//临时数组 std::vector<PaiXing> vecFan;//存放要重新返还vec里的牌 Poker* pk = NULL; for(std::vector<PaiXing>::iterator iter = vec.begin(); iter != vec.end();) { //将相连的牌加入临时数组中 Poker* pk1 = iter->vec.front(); if((iter->type == THREE_CARD || iter->type == DOUBLE_CARD || iter->type == SINGLE_CARD) && (pk == NULL || (pk->getNum()-1 == pk1->getNum() && pk->getNum() < Er))) { pk = pk1; vecTem.push_back(*iter); iter = vec.erase(iter); } else { if(pk == NULL) ++iter; pk = NULL; if(vecTem.size() >= 5) { PaiXing xing; xing.type = CONNECT_CARD; for (int i=0; i<vecTem.size(); ++i) { if(vecTem[i].type == THREE_CARD) { //将多余的两张保存返回数组vecFan中 PaiXing xing1; xing1.type = DOUBLE_CARD; xing1.vec.push_back(vecTem[i].vec.back()); vecTem[i].vec.pop_back(); xing1.vec.push_back(vecTem[i].vec.back()); vecTem[i].vec.pop_back(); vecFan.push_back(xing1); //将剩余一张保存xing中 xing.vec.insert(xing.vec.end(),vecTem[i].vec.end()); } if(vecTem[i].type == DOUBLE_CARD) { //将多余的一张保存返回数组vecFan中 PaiXing xing1; xing1.type = SINGLE_CARD; xing1.vec.push_back(vecTem[i].vec.back()); vecTem[i].vec.pop_back(); vecFan.push_back(xing1); //将剩余一张保存xing中 xing.vec.insert(xing.vec.end(),vecTem[i].vec.end()); } if(vecTem[i].type == SINGLE_CARD) xing.vec.push_back(vecTem[i].vec.front()); } vecTem.clear(); npc->m_vecPX.push_back(xing); } else if(!vecTem.empty()) { vecFan.insert(vecFan.end(),vecTem.end()); vecTem.clear(); } } } if(!vecTem.empty()) { if(vecTem.size() >= 5) { PaiXing xing; xing.type = CONNECT_CARD; for (int i=0; i<vecTem.size(); ++i) { if(vecTem[i].type == THREE_CARD) { //将多余的两张保存返回数组vecFan中 PaiXing xing1; xing1.type = DOUBLE_CARD; xing1.vec.push_back(vecTem[i].vec.back()); vecTem[i].vec.pop_back(); xing1.vec.push_back(vecTem[i].vec.back()); vecTem[i].vec.pop_back(); vecFan.push_back(xing1); //将剩余一张保存xing中 xing.vec.insert(xing.vec.end(),vecTem[i].vec.end()); } if(vecTem[i].type == DOUBLE_CARD) { //将多余的一张保存返回数组vecFan中 PaiXing xing1; xing1.type = SINGLE_CARD; xing1.vec.push_back(vecTem[i].vec.back()); vecTem[i].vec.pop_back(); vecFan.push_back(xing1); //将剩余一张保存xing中 xing.vec.insert(xing.vec.end(),vecTem[i].vec.end()); } if(vecTem[i].type == SINGLE_CARD) xing.vec.push_back(vecTem[i].vec.front()); } vecTem.clear(); npc->m_vecPX.push_back(xing); } else if(!vecTem.empty()) { vecFan.insert(vecFan.end(),isShorter1); } }原文链接:https://www.f2er.com/cocos2dx/344342.html