# Functions
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已听牌,根据 playerInfo 提供的信息计算加权和率后的平均点数 无役时返回 0 有役时返回平均点数(立直时考虑自摸、一发和里宝)和各种侍牌下的对应点数.
计算立直时的平均点数(考虑自摸、一发和里宝)和各种侍牌下的对应点数 已鸣牌时返回 0 TODO: 剩余不到 4 张无法立直 TODO: 不足 1000 点无法立直.
根据剩余牌 leftTiles34 中的某些牌是否为 0(壁),来判断哪些牌较为安全(Double No Chance:只输单骑、双碰).
根据剩余牌 leftTiles34 中的某些牌是否为 0(壁),来判断哪些牌较为安全(Double No Chance:只输单骑、双碰) 这里加上现物,相比 CalcDNCSafeTiles 可以得到更加精确的结果 注:虽然说在 4 为现物的情况下,1 也可以认为是只输单骑、双碰的,但这不在壁的讨论范围内,故不考虑这种情况.
根据剩余牌 leftTiles34 中的某些牌是否为 0(壁),来判断哪些牌较为安全(No Chance:不输两面).
根据剩余牌 leftTiles34 中的某些牌是否为 1(薄壁),来判断哪些牌较为安全(One Chance:早巡大概率不输两面).
已和牌,计算自摸或荣和时的点数(不考虑里宝、一发等情况) 无役时返回的点数为 0(和率也为 0) 调用前请设置 IsTsumo WinTile.
番数 符数 役满倍数 是否为亲家 返回荣和点数.
番数 符数 役满倍数 是否为亲家 返回自摸时的子家支付点数和亲家支付点数.
番数 符数 役满倍数 是否为亲家 返回自摸时的点数.
没有立直时,根据玩家的副露、手切来判断其听牌率 (0-100) TODO: 传入 *model.PlayerInfo.
计算各张待牌的和率 剩余为 0 则和率为 0.
计算平均和率.
计算剩余的无筋 123789 牌 总计 18 种。剩余无筋牌数量越少,该无筋牌越危险.
计算鸣牌下的何切分析 calledTile 他家出的牌,尝试鸣这张牌 isRedFive 这张牌是否为赤5 allowChi 是否允许吃这张牌.
根据巡目(对于对手而言)、现物、立直后通过的牌、NC、Dora,来计算基础铳率 至于早外、OC 和读牌交给后续的计算 turns: 巡目,这里是对于对手而言的,也就是该玩家舍牌的次数 safeTiles34: 现物及立直后通过的牌 leftTiles34: 各个牌在山中剩余的枚数 roundWindTile: 场风 playerWindTile: 自风.
根据手牌计算向听数(不考虑国士) 3k+1 和 3k+2 张牌都行.
3k+1 张牌,计算向听数、进张(考虑了剩余枚数),不计算改良.
参考 http://ara.moo.jp/mjhmr/shanten.htm 七对子向听数 = 6-对子数+max(0,7-种类数).
根据手牌计算一般型(不考虑七对国士)的向听数 3k+1 和 3k+2 张牌都行.
3k+1 张牌,计算向听数、进张、改良等(考虑了剩余枚数).
3k+2 张牌,计算向听数、进张、改良、向听倒退等.
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计算 yakuTypes(非役满) 累积的番数.
计算役满倍数.
计算手牌枚数.
计算手牌对子数.
3k+2 张牌,返回所有可能的拆解,没有拆解表示未和牌(不检测国士无双) http://hp.vector.co.jp/authors/VA046927/mjscore/mjalgorism.html http://hp.vector.co.jp/authors/VA046927/mjscore/AgariIndex.java.
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用四麻的数据近似得到三麻的数据 更加精确的数据见 https://shikkaku.com/data_sanma_20.
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根据传入的牌,返回移除这些牌后剩余的牌.
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3k+2 张牌,是否和牌(不检测国士无双).
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调试用.
调试用.
调试用.
-1=和了,0=和牌,1=一向听,…….
计算外侧牌.
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随机补充一张牌.
简单地判断子家副露者的打点 dora point han 0 3000 1-3 1 4200 2-4 2 5880 3-5 3 8232 4-6 4 10000 5-7 5 13000 6-8 亲家按 x1.5 算 TODO: 暗杠对打点的提升?.
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e.g.
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# Constants
TODO: 考虑双东的影响.
*fixed.
基准.
子家荣和点数均值 参考:「統計学」のマージャン戦術 亲家按 x1.5 算 TODO: 剩余 dora 数对失点的影响.
只输单骑对碰.
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对于456来说,一半 double,一半不是 double.
单骑对碰边张坎张.
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* 必须有顺子.
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*.
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YakuIppatsuYakuHaiteiYakuHouteiYakuRinshanYakuChankan.
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古役役满.
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*.
七对也算.
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*.
* 必须有顺子.
Yaku based on sequences.
https://en.wikipedia.org/wiki/Japanese_Mahjong_yaku Special criteria.
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*.
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古役.
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YakumanYakuKokushiYakuKokushi13.
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Yaku based on terminal or honor tiles.
Yaku based on triplets and/or quads.
Yaku based on luck.
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# Variables
考虑失点的综合值(参考第9巡的数据).
[是否为役牌(0-1)][剩余数-1].
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[巡目][类型].
[需要判断危险度的牌号(0-8)][是否有对应的现物(0-1或0-3)] 123789: 无现物,有现物 4: 无17现物,无1有7,有1无7,有17 56: 同上.
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# Structs
3k+2 张牌的某种拆解结果.
3k+1 张手牌的分析结果.
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# Type aliases
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map[改良牌]进张(选择进张数最大的).
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进张 map[进张牌]剩余数.
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