赢三张,我们东北管这个叫拖拉机。其他的几个名称是违规的。。
是一个简单粗暴的扑克牌(dubo)游戏。玩家每人三张牌,通过特定的牌型规则进行比大小。(押注什么的就不说了,具体详细规则请参考百度)
最近一直深陷在各种扑克玩法的牌型逻辑处理中,对比了一下,觉得赢三张应该算是比较简单的了,于是在这里写出一些牌型逻辑处理的算法。有些也适用于其他的扑克牌玩法。
注:语言为lua
首先是扑克牌的权值数据:对于这类花色有特殊意义的扑克玩法,一般常用的数据结构是采用16进制双位数,一位表示花色,一位表示牌值
例如:
CardData= { 0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09,0x0A,0x0B,0x0C,0x0D,0x0E, --黑桃 2 - A(14) 0x12,0x13,0x14,0x15,0x16,0x17,0x18,0x19,0x1A,0x1B,0x1C,0x1D,0x1E, --红桃 2 - A 0x22,0x23,0x24,0x25,0x26,0x27,0x28,0x29,0x2A,0x2B,0x2C,0x2D,0x2E, --樱花 2 - A 0x32,0x33,0x34,0x35,0x36,0x37,0x38,0x39,0x3A,0x3B,0x3C,0x3D,0x3E, --方块 2 - A }
然后使用位运算&可以方便的获取花色及牌值
lua语言里是band,需要导入bit模块。
即:
luabit = require"bit"local cardType = luabit.band(CardData[i] , 0xF0)local cardVal = luabit.band(CardData[i] , 0x0F)
得到的值对应的牌:
CardColor = { Spade = 0, --黑桃 Heart = 16, --红桃 Plum = 32, --梅花 Block = 48, --方块 } CardValue = { 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, card_A = 14, }
扎金花游戏没有大小王,故总牌数为52
g_CardsCount = 52 --扑克数目g_PerPlaCardCount = 3 --每个玩家牌数
下面我们写出一个简单的洗牌发牌测试函数
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]=6--cardBuffer[2]=7+16--cardBuffer[3]=7--cardBuffer[4]=5+16--cardBuffer[5]=7+32--cardBuffer[6]=7+48local cards1={}local cards2={}for i=1,6,1 dolocal cardColor = luabit.band(cardBuffer[i] , 0xF0)local cardValue = luabit.band(cardBuffer[i] , 0x0F)local cardinfo ={ card_value = cardValue; card_Color = cardColor; }if i >3 thencards2[i-3] = cardinfoelsecards1[i] = cardinfoendend
输出两组牌:
table: 00444950 {[1] => table: 00444950 {[card_Color] => 48[card_value] => 2}[2] => table: 00444950 {[card_Color] => 16[card_value] => 9}[3] => table: 00444950 {[card_Color] => 0[card_value] => 14}}table: 00444978 {[1] => table: 00444978 {[card_Color] => 32[card_value] => 2}[2] => table: 00444978 {[card_Color] => 32[card_value] => 4}[3] => table: 00444978 {[card_Color] => 32[card_value] => 12}}
为了方便查看结果,我们写个翻译函数
function cardTool.getCardNamebyCard(Card)local string=""if Card.card_Color ==0 thenstring=string.."黑桃"elseif Card.card_Color ==16 thenstring=string.."红桃"elseif Card.card_Color ==32 thenstring=string.."梅花"elseif Card.card_Color ==48 thenstring=string.."方块"elsestring="ERROR"endif Card.card_value==14 thenstring=string.."A"elseif 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
上文中两组牌即为:
方块2红桃9黑桃A 梅花2梅花4梅花Q
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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