# NewGuard 3/27
```
#include <iostream>
#include <string.h>
using namespace std;
#define initial_heat37 192
#define initial_heat28 128
#define initial_heat19 64
bool CmdCompare(const char* CmdToCmp); //直接比對command_title
bool StrCompare(char* context, const char* Compare); //比對字串
void SubContxt(char* subArr, char* mainArr, short begin, char target); //從指定位置開始分割字串直到指定字元
short CheckWind(char* wind); // 查看場、局風
void GameReset(void); // 重置紀錄
void HeatProcess(short);
void MuscleProcess(short, short);
short MuscleHeat(short, short);
short GetType(short title_id); // 取得花色
short GetDigit(short title_id); // 取得數字
short GetID(short title_id); // 取得同牌id
short RemoveID(short tile_id); // 取得牌種
bool inRange(short a, short x ,short b);
struct Gameinfo{
short PlayerID = 1, BWind = 1, SWind = 1,
OpenAt = 1, Master = 1, Mcombo = 0;
Gameinfo() {}
};
short Hand[23] = {0}; // 手牌最多到22張[5槓(20)+2]
short Hand_size = 0; // 手牌數
short Table[474] = {0}; // 記錄所有牌的狀況 <tile_id , status> (-x = player x 的棄牌, 0 = 未知, x = player x 的手牌)
short Restsum[48] = {4}; // 記錄所有牌種剩餘數量(還有幾張未被棄出)
short Drawtime[48][5]; // 手牌變更度紀錄
short Heat[40]; // 記錄數牌可能性
short muscle[40][5]; // 紀錄筋牌影響來源;
short LastThrow = 0; // 最後一個棄牌
short LastPlayer = 0; // 上一個玩家
char command_title[20] = {0}; // 指令
char command_contxt[70] = {0}; // 指令參數
int main()
{
//initialize
Gameinfo currentGame;
GameReset();
while (true)
{
memset(command_title, 0, 20 * sizeof(char)); //sting.h 僅用 memset
memset(command_contxt, 0, 70 * sizeof(char));
command_title[0] = ' ', command_contxt[0] = ' ';
char inputchar;
bool is_title = true;
for (short title_size = 0, contxt_size = 0;
title_size < 20 && contxt_size < 70;)
{
inputchar = cin.get(); //輸入形式必須為 "<command> <context>[Enter]"
if (inputchar == '\n')
{
command_title[title_size] = 0;
command_contxt[contxt_size] = 0;
break;
}
if (!is_title)
{
command_contxt[contxt_size++] = inputchar;
continue;
}
else if (is_title && inputchar == ' ')
{
is_title = false;
continue;
}
else
command_title[title_size++] = inputchar;
}
cout << "Recieved: [" << command_title << ' ' << command_contxt << ']' << endl;
////////////////////////////////////////////////////////////////////////////
// 開始(input)
switch (command_title[1]) //first letter from command
{
case 's': //start
currentGame.PlayerID = (short)command_contxt[3] - '0';
GameReset();
break;
// 本局資訊(input)
case 'i': //init
{
if (CmdCompare("/initGame"))
{
char subtxt[6] = {0};
SubContxt(subtxt, command_contxt, 0, ' ');
currentGame.BWind = CheckWind(subtxt);
SubContxt(subtxt, command_contxt, 0, ' ');
currentGame.SWind = CheckWind(subtxt);
currentGame.OpenAt = command_contxt[0] - '0';
currentGame.Master = command_contxt[2] - '0';
currentGame.Mcombo = command_contxt[4] - '0';
}
// 發牌(input)
else if (CmdCompare("/initCard"))
{
char subtxt[4] = {0};
//if莊家 17張手牌, else 16張手牌
if(currentGame.PlayerID == currentGame.Master)
Hand_size = 17;
else
Hand_size = 16;
for(short i = 0; i < Hand_size; i++)
{
SubContxt(subtxt, command_contxt, 0, ' ');
short tile_ini = (subtxt[0] - '0') * 100 + (subtxt[1] - '0') * 10 + (subtxt[2] - '0');
Hand[i] = tile_ini;
Table[tile_ini] = currentGame.PlayerID;
}
}
break;
}
// 摸(input)
case 'm': //mo
{
short tile_mo = (command_contxt[0] - '0') * 100 + (command_contxt[1] - '0') * 10 + (command_contxt[2] - '0');
Table[tile_mo] = currentGame.PlayerID;
Hand[Hand_size++] = tile_mo;
break;
}
// 詢問AI動作(input)
case 'a': //ask
{
//cout << "test ask\n";
// throw丟(output)
if (command_contxt[0] == 't')
{
if (LastThrow != 0) // 上回合沒有吃碰槓(時間處理)
{
for (short p = 1; p <= 4; p++)
if (p != currentGame.PlayerID && p != LastPlayer)
Drawtime[RemoveID(LastThrow)][p] = 0;
}
short subhand[23] = {0};
short subhand_size = Hand_size;
for(short i = 0; i < Hand_size; i++)
subhand[i] = Hand[i];
bool throwEnd = false, numeric = false;
short tothrow = 0; //the tile to throw
// time check & replicant count
short reps[48] = {0}; //replicant count
for (short i = 0; i < subhand_size; i++)
{
reps[RemoveID(subhand[i])]++;
short t_sum = 0;
for (short p = 1; p <= 4; p++)
if (p != currentGame.PlayerID)
{
if (Drawtime[RemoveID(subhand[i])][p] != -1)
t_sum += Drawtime[RemoveID(subhand[i])][p];
else
{
t_sum = -1;
break;
}
}
if (t_sum == 0)
{
if (!throwEnd)
{
tothrow = subhand[i];
throwEnd = true;
//cout << "time check throw" << endl;
}
else if ( (GetType(subhand[i]) != 4 && GetType(tothrow) == 4) || // 數牌 > 字牌
(Restsum[RemoveID(subhand[i])] > Restsum[RemoveID(tothrow)]) ) // 剩張多 > 剩張少
{
tothrow = subhand[i];
}
}
}
// total sum (4 - restsum + replicants) of symbol = 4
short minsum = 6;
if (!throwEnd)
{
for (short i = 0; i < subhand_size; i++)
{
if (GetType(subhand[i]) == 4)
{
short s = Restsum[RemoveID(subhand[i])] - reps[RemoveID(subhand[i])];
// cout << "s: " << s << endl;
if (s == 0)
{
tothrow = subhand[i];
throwEnd = true;
//cout << "total sum throw" << endl;
break;
}
else if (s < minsum)
{
minsum = s;
tothrow = subhand[i];
}
}
else numeric = true;
}
}
//cout << "current throw: " << tothrow << endl;
// numeric calculation
if (!throwEnd && numeric)
{
short endHeat = 0, minHeat = initial_heat37*3 + 1;
short htothrow = 0;
for (short i = 0; i < subhand_size; i++)
{
if (GetType(subhand[i]) == 4) continue;
//cout << "(num)current tile: " << subhand[i];
endHeat = 0;
for (short p = 1; p <= 4; p++)
if (p != currentGame.PlayerID)
endHeat += (Drawtime[subhand[i]][p] == 0 && muscle[RemoveID(subhand[i])][p] != 0)? //只有最後一張棄牌才納入筋牌計算
MuscleHeat(subhand[i], p) : Heat[RemoveID(subhand[i])];
//cout << " endHeat = " << endHeat << " v " << minHeat << endl;
// +time calc
if (endHeat < minHeat)
{
minHeat = endHeat;
htothrow = subhand[i];
}
}
//cout << "htothrow: " << htothrow << endl;
if (minsum > Restsum[RemoveID(htothrow)] +1) tothrow = htothrow;
}
else throwEnd = true;
cout << "/throw " << tothrow << endl << flush;
if (GetType(tothrow) != 4)
HeatProcess(tothrow);
Restsum[RemoveID(tothrow)]--;
LastThrow = tothrow;
short temp;
for (temp = 0; temp < Hand_size; temp++)
if (Hand[temp] == tothrow)
break;
if(temp != Hand_size)
{
Table[Hand[temp]] = currentGame.PlayerID * -1;
Hand[temp] = Hand[Hand_size-1];
Hand[--Hand_size] = 0;
}
}
// eat吃(output)
else if (command_contxt[0] == 'e')
{
cout << "/pass" << endl;
}
// pong碰(output)
else if (command_contxt[0] == 'p')
{
cout << "/pass" << endl;
}
// gong槓(output)
else if (command_contxt[0] == 'g')
{
cout << "/pass" << endl;
}
// hu胡(output)
else if (command_contxt[0] == 'h')
{
cout << "/hu" << endl;
}
break;
}
//棄牌(input)
case 't': //throw
{
short playerID = command_contxt[0] - '0';
short tile_id = (command_contxt[2] - '0') * 100 + (command_contxt[3] - '0') * 10 + (command_contxt[4] - '0');
if (playerID == currentGame.PlayerID)
{
if(Table[tile_id] == currentGame.PlayerID)
{
if (LastThrow != 0) // 上回合沒有吃碰槓(時間處理)
{
for (short p = 1; p <= 4; p++)
if (p != currentGame.PlayerID && p != LastPlayer)
Drawtime[RemoveID(LastThrow)][p] = 0;
}
Restsum[RemoveID(tile_id)]--;
short temp;
for (temp = 0; temp < Hand_size; temp++)
if (Hand[temp] == tile_id)
break;
if(temp != Hand_size)
{
Table[Hand[temp]] = currentGame.PlayerID * -1;
Hand[temp] = Hand[Hand_size-1];
Hand[--Hand_size] = 0;
}
}
}
else
{
if (LastThrow != 0) // 上回合沒有吃碰槓(時間處理)
{
for (short p = 1; p <= 4; p++)
if (p != currentGame.PlayerID && p != LastPlayer)
Drawtime[RemoveID(LastThrow)][p] = 0;
// drawtime++
for (short i = 11; i <= 47; i++)
if (Drawtime[i][playerID] != -1)
Drawtime[i][playerID]++;
}
Drawtime[RemoveID(tile_id)][playerID] = 0; //棄牌家時間歸零
LastThrow = tile_id;
if (GetType(tile_id) != 4)
{
HeatProcess(tile_id);
MuscleProcess(tile_id, playerID);
}
Table[tile_id] = playerID * -1;
Restsum[RemoveID(tile_id)]--;
}
LastPlayer = playerID;
break;
}
// 吃
case 'e':
{
char subtxt[3] = {0};
SubContxt(subtxt, command_contxt, 0, ' ');
short playerID = subtxt[0] - '0';
short tile_id;
if (playerID == currentGame.PlayerID)
for (short i = 0; i < 3; i++)
{
SubContxt(subtxt, command_contxt, 0, ' ');
tile_id = (subtxt[0] - '0') * 100 + (subtxt[1] - '0') * 10 + (subtxt[2] - '0');
short temp;
for (temp = 0; temp < Hand_size; temp++)
if (Hand[temp] == tile_id)
break;
if(temp != Hand_size)
{
Table[Hand[temp]] = currentGame.PlayerID * -1;
Hand[temp] = Hand[Hand_size-1];
Hand[--Hand_size] = 0;
}
}
for (short i = 0; i < 3; i++)
{
SubContxt(subtxt, command_contxt, 0, ' ');
tile_id = (subtxt[0] - '0') * 100 + (subtxt[1] - '0') * 10 + (subtxt[2] - '0');
if(tile_id == LastThrow) continue;
Table[tile_id] = playerID;
if (GetType(tile_id) != 4)
HeatProcess(tile_id);
Restsum[RemoveID(tile_id)]--;
}
// drawtime 0
for(short p = 1; p <= 4; p++)
{
if (p != currentGame.PlayerID && p != LastPlayer)
Drawtime[RemoveID(LastThrow)][p] = 0;
}
LastThrow = 0;
break;
}
// 碰
case 'p':
{
char subtxt[3] = {0};
SubContxt(subtxt, command_contxt, 0, ' ');
short playerID = subtxt[0] - '0';
short tile_id;
if (playerID == currentGame.PlayerID)
for (short i = 0; i < 3; i++)
{
SubContxt(subtxt, command_contxt, 0, ' ');
tile_id = (subtxt[0] - '0') * 100 + (subtxt[1] - '0') * 10 + (subtxt[2] - '0');
short temp;
for (temp = 0; temp < Hand_size; temp++)
if (Hand[temp] == tile_id)
break;
if(temp != Hand_size)
{
Table[Hand[temp]] = currentGame.PlayerID * -1;
Hand[temp] = Hand[Hand_size-1];
Hand[--Hand_size] = 0;
}
}
for (short i = 0; i < 3; i++)
{
SubContxt(subtxt, command_contxt, 0, ' ');
tile_id = (subtxt[0] - '0') * 100 + (subtxt[1] - '0') * 10 + (subtxt[2] - '0');
if(tile_id == LastThrow) continue;
Table[tile_id] = playerID;
if (GetType(tile_id) != 4)
HeatProcess(tile_id);
Restsum[RemoveID(tile_id)]--;
}
LastThrow = 0;
break;
}
// 槓
case 'g':
{
char subtxt[3] = {0};
SubContxt(subtxt, command_contxt, 0, ' ');
short playerID = subtxt[0] - '0';
SubContxt(subtxt, command_contxt, 0, ' ');
short Gtype = subtxt[0] - '0';
short tile_id;
if (playerID == currentGame.PlayerID)
{
for (short i = 0; i < (Gtype != 1)? 4 : 1; i++)
{
SubContxt(subtxt, command_contxt, 0, ' ');
tile_id = (subtxt[0] - '0') * 100 + (subtxt[1] - '0') * 10 + (subtxt[2] - '0');
short temp;
for (temp = 0; temp < Hand_size; temp++)
if (Hand[temp] == tile_id)
break;
if(temp != Hand_size)
{
Table[Hand[temp]] = currentGame.PlayerID * -1;
Hand[temp] = Hand[Hand_size-1];
Hand[--Hand_size] = 0;
}
}
}
// drawtime++
if(playerID != currentGame.PlayerID)
for (short i = 11; i <= 47; i++)
if (Drawtime[i][playerID] != -1)
Drawtime[i][playerID]++;
if (Gtype == 0) break; //若為暗槓則跳過
if (Gtype != 1) // 明槓
for (short i = 0; i < 4; i++)
{
SubContxt(subtxt, command_contxt, 0, ' ');
tile_id = (subtxt[0] - '0') * 100 + (subtxt[1] - '0') * 10 + (subtxt[2] - '0');
if(tile_id == LastThrow) continue;
Table[tile_id] = playerID;
if (GetType(tile_id) != 4)
HeatProcess(tile_id);
}
else // 加槓
{
SubContxt(subtxt, command_contxt, 0, ' ');
tile_id = (subtxt[0] - '0') * 100 + (subtxt[1] - '0') * 10 + (subtxt[2] - '0');
Table[tile_id] = playerID;
if (GetType(tile_id) != 4)
HeatProcess(tile_id);
}
Restsum[RemoveID(tile_id)] = 0;
LastThrow = 0;
break;
}
// 確認AI有連接
case 'r': //ready
cout << "/ready" << endl;
break;
// 有人胡牌
case 'h': //hu
break;
// 程式結束(input)
case 'q': //quit
return 0;
// Other(input)
default:
if (CmdCompare("*/print"))
{
}
else
cout << "Unknown Command!" << endl;
break;
} //end of switch
} //end of while true
return -1;
}
bool CmdCompare(const char* CmdToCmp)
{
bool flag = true;
short i;
for (i = 0; CmdToCmp[i] != 0; i++)
{
if(command_title[i] != CmdToCmp[i] || i > 20 || command_title[i] == 0)
{
flag = false;
break;
}
}
return flag;
}
bool StrCompare(char* context, const char* Compare) //compare maximum 20 characters
{
bool flag = true;
short i;
for (i = 0; Compare[i] != 0; i++)
if(context[i] != Compare[i] || i > 20 || context[i] == 0)
{
flag = false;
break;
}
return flag;
}
void SubContxt(char* subArr, char* mainArr, short begin, char target)
{
short i;
for (i = begin; *(mainArr + i) != target && *(mainArr + i) != 0; i++)
{
//cout << *(mainArr + i);
*(subArr + i) = *(mainArr + i);
}
for (short j = begin; *(mainArr + j) != 0; j++)
{
*(mainArr + j) = *(mainArr + j + i + 1);
}
}
short CheckWind(char* wind)
{
switch (*wind)
{
case 'E':
return 1;
case 'S':
return 2;
case 'W':
return 3;
case 'N':
return 4;
default:
return -1;
}
}
void GameReset(void)
{
Hand_size = 0;
for (short i = 0; i < 23; i++)
Hand[i] = 0;
for (short i = 11; i <= 47; i++)
{
if (i%10 != 0) // 跳過20 30 40
{
Table[i*10 + 0] = 0;
Table[i*10 + 1] = 0;
Table[i*10 + 2] = 0;
Table[i*10 + 3] = 0;
Restsum[i] = 4;
Drawtime[i][1] = -1;
Drawtime[i][2] = -1;
Drawtime[i][3] = -1;
Drawtime[i][4] = -1;
}
}
for (short i = 11; i <= 39; i++)
{
muscle[i][1] = 0;
muscle[i][2] = 0;
muscle[i][3] = 0;
muscle[i][4] = 0;
if (i%10 == 0) // 跳過20 30 40
continue;
else if (inRange(3, i % 10, 7)) // 3 ~ 7
{
Heat[i] = initial_heat37;
}
else if (inRange(2, i % 10, 8)) // 2 或 8
{
Heat[i] = initial_heat28;
}
else // 1 或 9
{
Heat[i] = initial_heat19;
}
}
}
void HeatProcess(short tile_id)
{
/*if (GetType(tile_id) == 4)
cout << "Heat Error!" << endl;*/
short m2, m1, z0, p1, p2;
m2 = RemoveID(tile_id) - 2;
m1 = RemoveID(tile_id) - 1;
z0 = RemoveID(tile_id);
p1 = RemoveID(tile_id) + 1;
p2 = RemoveID(tile_id) + 2;
if (inRange(3, GetDigit(tile_id), 7))
{
Heat[m2] -= Restsum[m2]*Restsum[m1];
Heat[m1] -= Restsum[m2]*Restsum[m1] + Restsum[m1]*Restsum[p1];
Heat[z0] -= Restsum[m2]*Restsum[m1] + Restsum[m1]*Restsum[p1] + Restsum[p1]*Restsum[p2];
Heat[p1] -= Restsum[m1]*Restsum[p1] + Restsum[p1]*Restsum[p2];
Heat[p2] -= Restsum[p1]*Restsum[p2];
}
else if (GetDigit(tile_id) == 2) // 2
{
Heat[m1] -= Restsum[m1]*Restsum[p1];
Heat[z0] -= Restsum[m1]*Restsum[p1] + Restsum[p1]*Restsum[p2];
Heat[p1] -= Restsum[m1]*Restsum[p1] + Restsum[p1]*Restsum[p2];
Heat[p2] -= Restsum[p1]*Restsum[p2];
}
else if (GetDigit(tile_id) == 8) // 8
{
Heat[m2] -= Restsum[m2]*Restsum[m1];
Heat[m1] -= Restsum[m1]*Restsum[p1] + Restsum[m2]*Restsum[m1];
Heat[z0] -= Restsum[m1]*Restsum[p1] + Restsum[m2]*Restsum[m1];
Heat[p1] -= Restsum[m1]*Restsum[p1];
}
else if (GetDigit(tile_id) == 1)// 1
{
Heat[z0] -= Restsum[p1]*Restsum[p2];
Heat[p1] -= Restsum[p1]*Restsum[p2];
Heat[p2] -= Restsum[p1]*Restsum[p2];
}
else if (GetDigit(tile_id) == 9) // 9
{
Heat[z0] -= Restsum[m2]*Restsum[m1];
Heat[m1] -= Restsum[m2]*Restsum[m1];
Heat[m2] -= Restsum[m2]*Restsum[m1];
}
}
void MuscleProcess(short tile_id, short playerID)
{
short m3 = RemoveID(tile_id) - 3;
short p3 = RemoveID(tile_id) + 3;
if (inRange(1, m3, 9))
muscle[m3][playerID] = GetDigit(tile_id);
if (inRange(1, p3, 9))
muscle[p3][playerID] = GetDigit(tile_id);
}
short MuscleHeat(short tile_id, short playerID)
{
/*if (GetType(tile_id) == 4)
cout << "MHeat Error!" << endl;*/
short m2, m1, z0, p1, p2;
m2 = RemoveID(tile_id) - 2;
m1 = RemoveID(tile_id) - 1;
z0 = RemoveID(tile_id);
p1 = RemoveID(tile_id) + 1;
p2 = RemoveID(tile_id) + 2;
short mheat = -1;
//cout << muscle[z0][playerID] << " from " << tile_id << " " << playerID << endl;
switch (muscle[z0][playerID])
{
case 1:
case 2:
case 3:
mheat += Restsum[m1]*Restsum[z0]*Restsum[p1];
mheat += Restsum[z0]*Restsum[p1]*Restsum[p2];
break;
case 7:
case 8:
case 9:
mheat += Restsum[m2]*Restsum[m1]*Restsum[z0];
mheat += Restsum[m1]*Restsum[z0]*Restsum[p1];
break;
case 4:
if (GetDigit(tile_id) == 1) mheat = 0;
else
{
mheat += Restsum[m1]*Restsum[z0]*Restsum[p1];
mheat += Restsum[z0]*Restsum[p1]*Restsum[p2];
}
break;
case 5:
mheat = Restsum[m1]*Restsum[z0]*Restsum[p1];
break;
case 6:
if (GetDigit(tile_id) == 9) mheat = 0;
else
{
mheat += Restsum[m2]*Restsum[m1]*Restsum[z0];
mheat += Restsum[m1]*Restsum[z0]*Restsum[p1];
}
break;
default:
//cout << "MHeat Error!" << endl;
break;
}
return mheat;
}
short GetType(short tile_id)
{
// 如果title_id > 999, print warning
/*if(tile_id > 999)
cout << "[Warning] - The tile_id > 999.\n";*/
// return type
return tile_id / 100;
}
short GetDigit(short tile_id)
{
// 如果title_id > 999, print warning
/*if(tile_id > 999)
cout << "[Warning] - The tile_id > 999.\n";*/
// return digit
return (tile_id / 10) % 10;
}
short GetID(short tile_id)
{
// 如果title_id > 999, print warning
/*if(tile_id > 999)
cout << "[Warning] - The tile_id > 999.\n";*/
// return id
return tile_id % 10;
}
short RemoveID(short tile_id)
{
return tile_id / 10;
}
bool inRange(short a, short x ,short b)
{
if (a <= x && x <= b)
return true;
return false;
}