这几天又做了牛牛游戏,在这里把相关算法写一下,与前几天写的赢三张的基本类似,所以大家也可以参考前几篇博客。
牛牛是一种简单却又非常有意思的棋牌游戏,主要是采用一副扑克牌其中的52张(除去大小王);第一局的庄家是随机产生,而后每局的庄家是上一轮游戏中的赢家,每局游戏系统自动洗牌后将5张牌均匀分给给各位玩家。玩家拿到牌后根据一定的游戏规则进行排列组合,庄家和闲家依次进行大小比较从而决定胜负。
牛牛的牌型比较里考虑到了花色的大小,即:
单牌比较: k>q>j>10>9>8>7>6>5>4>3>2>a。
花色比较:黑桃>红桃>梅花>方块。
同时不同的牌有一个算“牛”的数值含义,K Q J的数值是10,其他的等于自身数值。
所以为了方便计算,在定义牌信息类里面设三个参数,分别表示花色、牌值、数值
CardColor = { Spade = 4, --黑桃 Heart = 3, --红桃 Plum = 2, --梅花 Block = 1, --方块 } CardValue = { card_A = 1, card_2 = 2, card_3 = 3, card_4 = 4, card_5 = 5, card_6 = 6, card_7 = 7, card_8 = 8, card_9 = 9, card_10 = 10, card_J = 11, card_Q = 12, card_K = 13, } CardCount = { card_A = 1, card_2 = 2, card_3 = 3, card_4 = 4, card_5 = 5, card_6 = 6, card_7 = 7, card_8 = 8, card_9 = 9, card_10 = 10, card_J = 10, card_Q = 10, card_K = 10, }
扑克的数据同样采用16进制双位数,一位表示花色,一位表示牌值
--扑克数据CardData={0x01,0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09,0x0A,0x0B,0x0C,0x0D,0x11,0x12,0x13,0x14,0x15,0x16,0x17,0x18,0x19,0x1A,0x1B,0x1C,0x1D,0x21,0x22,0x23,0x24,0x25,0x26,0x27,0x28,0x29,0x2A,0x2B,0x2C,0x2D,0x31,0x32,0x33,0x34,0x35,0x36,0x37,0x38,0x39,0x3A,0x3B,0x3C,0x3D,}g_CardsCount = 52 --扑克数目g_PerPlaCardCount = 5 --每个玩家牌数
所以获取单牌信息的方法为:
local cardColor = luabit.band(cardBuffer[i] , 0xF0)/16+1local cardValue = luabit.band(cardBuffer[i] , 0x0F)local cardCount = cardTool.getCountbyValue(cardValue)local cardinfo ={ card_value = cardValue, card_color = cardColor, card_count = cardCount, }
function cardTool.getCountbyValue(value)if value > 10 thenreturn 10elsereturn valueendend
洗牌:
function cardTool.RandCardList()local bufferCount = #CardData;local randCount = 1;local position = 1;math.randomseed(os.time())for i = 1,#CardData dolocal ranOne = math.random(1,#CardData+1-i)CardData[ranOne], CardData[#CardData+1-i] = CardData[#CardData+1-i],CardData[ranOne]endlocal cardBuffer = tabletool.deepcopy(CardData);return cardBuffer;end
发牌:
local cardBuffer =cardTool.RandCardList()--[[cardBuffer[1]=2cardBuffer[2]=4+16cardBuffer[3]=6cardBuffer[4]=10+16cardBuffer[5]=12+32cardBuffer[6]=6+48cardBuffer[7]=7+16cardBuffer[8]=9cardBuffer[9]=10+32cardBuffer[10]=12+48]]local cards1={}local cards2={}for i=1,10,1 dolocal cardColor = luabit.band(cardBuffer[i] , 0xF0)/16+1local cardValue = luabit.band(cardBuffer[i] , 0x0F)local cardCount = cardTool.getCountbyValue(cardValue)local cardinfo ={ card_value = cardValue, card_color = cardColor, card_count = cardCount, }if i >5 thencards2[i-5] = cardinfoelsecards1[i] = cardinfoendend
两个cards的数据为:
table: 0072B4F8 {[1] => table: 0072B4F8 {[card_color] => 2[card_value] => 3[card_count] => 3}[2] => table: 0072B4F8 {[card_color] => 2[card_value] => 6[card_count] => 6}[3] => table: 0072B4F8 {[card_color] => 3[card_value] => 6[card_count] => 6}[4] => table: 0072B4F8 {[card_color] => 3[card_value] => 1[card_count] => 1}[5] => table: 0072B4F8 {[card_color] => 2[card_value] => 7[card_count] => 7}}table: 0072B520 {[1] => table: 0072B520 {[card_color] => 2[card_value] => 9[card_count] => 9}[2] => table: 0072B520 {[card_color] => 2[card_value] => 11[card_count] => 10}[3] => table: 0072B520 {[card_color] => 2[card_value] => 13[card_count] => 10}[4] => table: 0072B520 {[card_color] => 2[card_value] => 8[card_count] => 8}[5] => table: 0072B520 {[card_color] => 3[card_value] => 13[card_count] => 10}}
我们写一个牌的翻译函数
function cardTool.getCardNamebyCard(Card)local string=""if Card.card_color ==4 thenstring=string.."黑桃"elseif Card.card_color ==3 thenstring=string.."红桃"elseif Card.card_color ==2 thenstring=string.."梅花"elseif Card.card_color ==1 thenstring=string.."方块"elsestring="ERROR"endif Card.card_value==13 thenstring=string.."K"elseif Card.card_value==12 thenstring=string.."Q"elseif Card.card_value==11 thenstring=string.."J"elsestring=string..Card.card_valueendreturn stringendfunction cardTool.getCardNamebyCards(Cards)local string=""for i = 1,#Cards dostring=string..cardTool.getCardNamebyCard(Cards[i])endreturn stringend
上述牌信息转换的牌为:
梅花3梅花6红桃6红桃1梅花7 梅花9梅花J梅花K梅花8红桃K
以上就是牌值数据相关的处理函数,下一章我们实现判定牌型的相关函数。
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