扑克牌逻辑算法

using System;
using System.Collections.Generic;

namespace GameLogic
{
    public class CLogicHelp
    {
        //操作掩码
        public enum OPERATE_MASK {
            UG_HUA_MASK = 0xF0,  // 1111 0000
            UG_VAL_MASK = 0x0F,  // 0000 1111
        };
        //扑克牌牌值采用16进制
        byte[] pokerArray = {
            0x00,                 //Non
            0x01,0x11,0x21,0x31,  //方块2~黑桃2
            0x02,0x12,0x22,0x32,  //方块3~黑桃3
            0x03,0x13,0x23,0x33,  //方块4~黑桃4
            0x04,0x14,0x24,0x34,  //方块5~黑桃5
            0x05,0x15,0x25,0x35,  //方块6~黑桃6
            0x06,0x16,0x26,0x36,  //方块7~黑桃7
            0x07,0x17,0x27,0x37,  //方块8~黑桃8
            0x08,0x18,0x28,0x38,  //方块9~黑桃9
            0x09,0x19,0x29,0x39,  //方块10~黑桃10
            0x0A,0x1A,0x2A,0x3A,  //方块J~黑桃J
            0x0B,0x1B,0x2B,0x3B,  //方块Q~黑桃Q
            0x0C,0x1C,0x2C,0x3C,  //方块K~黑桃K
            0x0D,0x1D,0x2D,0x3D,  //方块A~黑桃A
            0x4E,0x4F             //鬼(王)
        };

        //获取花色
        public static byte GetPokerHua(byte iPoker)
        {
            return (byte)((iPoker & (int)OPERATE_MASK.UG_HUA_MASK));
        }
        //获取牌值(满足牌值定义做一个偏移)
        public static byte GetPokerNum(byte iPoker)
        {
            return (byte)((iPoker & (int)OPERATE_MASK.UG_VAL_MASK) + 1);
        }

        #region//获取对子
        public static List<byte[]> TackOutDouble(byte[] iSourcePokers, int iSourcePokersCount)
        {
            //2张以下不做处理
            if (iSourcePokersCount<2)
            {
                return null;
            }

            List<byte[]> resultList = new List<byte[]>();//返回结果列表
            List<byte> cache = new List<byte>();         //缓存列表
            //找到对子加入缓存列表
            for (int i = 0; i < iSourcePokersCount - 1; i++)
            {
                cache.Clear();
                for (int j = 0; j < iSourcePokersCount; j++)
                {
                    if (GetPokerNum(iSourcePokers[i]) == GetPokerNum(iSourcePokers[j])) {
                        cache.Add(iSourcePokers[i]);
                        cache.Add(iSourcePokers[j]);
                    }
                    if (cache.Count>0)
                    {
                        resultList.Add(cache.ToArray());
                        break;
                    }
                }
            }
            return resultList;
        }
        #endregion


        #region//获取两对
        public static List<byte[]> TackOutTwo_Double(byte[] iSourcePokers, int iSourcePokersCount)
        {
            //4张以下不做处理
            if (iSourcePokersCount < 4)
            {
                return null;
            }

            List<byte[]> resultList = new List<byte[]>();//返回结果列表
            List<byte> cache = new List<byte>();         //缓存列表(放置所有对子)
            //找到所有对子加入缓存列表
            for (int i = 0; i < iSourcePokersCount - 1; i++)
            {
                for (int j = 0; j < iSourcePokersCount; j++)
                {
                    if (GetPokerNum(iSourcePokers[i]) == GetPokerNum(iSourcePokers[j]))
                    {
                        cache.Add(iSourcePokers[i]);
                        cache.Add(iSourcePokers[j]);
                    }
                }
            }
            //缓存列表长度等于4,直接加入结果列表并返回
            if (cache.Count == 4)
            {
                resultList.Add(cache.ToArray());
                return resultList;
            }
            //如果大于4,找到任意组合
            List<byte> nCache = new List<byte>();         //缓存列表(放置两对)
            if (cache.Count>4)
            {
                for (int i = 0; i < cache.Count -2; i+=2)
                {
                    for (int j = i+2; j < cache.Count; j+=2)
                    {
                        nCache.Clear();
                        nCache.Add(cache[i]);
                        nCache.Add(cache[i+1]);
                        nCache.Add(cache[j]);
                        nCache.Add(cache[j+1]);
                        resultList.Add(nCache.ToArray());
                    }
                }
            }

            return resultList;
        }
        #endregion

        #region//获取三张
        public static List<byte[]> TackOutThree(byte[] iSourcePokers, int iSourcePokersCount)
        {
            //3张以下不做处理
            if (iSourcePokersCount < 3)
            {
                return null;
            }

            List<byte[]> resultList = new List<byte[]>();//返回结果列表
            List<byte> cache = new List<byte>();         //缓存列表
            //找到3张加入缓存列表
            for (int i = 0; i < iSourcePokersCount - 1; i++)
            {
                cache.Clear();
                cache.Add(iSourcePokers[i]);
                for (int j = 0; j < iSourcePokersCount; j++)
                {
                    if (GetPokerNum(iSourcePokers[i]) == GetPokerNum(iSourcePokers[j]))
                    {
                        cache.Add(iSourcePokers[j]);
                    }
                    if (cache.Count == 3)
                    {
                        resultList.Add(cache.ToArray());
                        break;
                    }
                }
            }
            return resultList;
        }
        #endregion

        #region//获取顺子
        public static List<byte[]> TackOutSequence(byte[] iSourcePokers, int iSourcePokersCount)
        {
            //5张以下不做处理
            if (iSourcePokersCount < 5)
            {
                return null;
            }
            //先做一个排序(小到大)
            for (int i = 0; i < iSourcePokersCount-1; i++)
            {
                for (int j = 0; j < iSourcePokersCount; j++)
                {
                    if (GetPokerNum(iSourcePokers[i])>GetPokerNum(iSourcePokers[j]))
                    {
                        byte temp = iSourcePokers[i];
                        iSourcePokers[i] = iSourcePokers[j];
                        iSourcePokers[j] = temp;
                    }  
                }
            }

            List<byte[]> resultList = new List<byte[]>();//返回结果列表
            List<byte> cache = new List<byte>();         //缓存列表
            //找到顺子加入缓存列表
            for (int i = 0; i < iSourcePokersCount - 1; i++)
            {
                if (i > 0 && GetPokerNum(iSourcePokers[i])==GetPokerNum(iSourcePokers[i-1]))//元素相同进入下个循环
                {
                    continue;
                }
                cache.Clear();
                cache.Add(iSourcePokers[i]);
                int count = 1;                                    //顺子间隔
                for (int j = 0; j < iSourcePokersCount; j++)
                {
                    if (GetPokerNum(iSourcePokers[i]) + count == GetPokerNum(iSourcePokers[j]))
                    {
                        cache.Add(iSourcePokers[j]);
                        count++;
                        if (cache.Count == 5)                     //只记录5个的顺子
                        {
                            resultList.Add(cache.ToArray());
                            break;
                        }
                    }
                }
                //剩余牌数小于5直接退出
                if (iSourcePokersCount - i <= 5)
                {
                    break;
                }
            }
            return resultList;
        }
        #endregion

        #region//获取同花
        public static List<byte[]> TackOutFlush(byte[] iSourcePokers, int iSourcePokersCount)
        {
            //5张以下不做处理
            if (iSourcePokersCount < 5)
            {
                return null;
            }

            List<byte[]> resultList = new List<byte[]>();//返回结果列表
            List<byte> cache = new List<byte>();         //缓存列表
            //找到同花加入缓存列表
            for (int i = 0; i < iSourcePokersCount - 1; i++)
            {
                cache.Clear();
                cache.Add(iSourcePokers[i]);
                for (int j = 0; j < iSourcePokersCount; j++)
                {
                    if (GetPokerHua(iSourcePokers[i]) == GetPokerHua(iSourcePokers[j]))
                    {
                        cache.Add(iSourcePokers[j]);
                    }
                    if (cache.Count == 5)
                    {
                        resultList.Add(cache.ToArray());
                        break;
                    }
                }
            }
            return resultList;
        }
        #endregion

        #region//获取葫芦
        public static List<byte[]> TackOutThree_Double(byte[] iSourcePokers, int iSourcePokersCount)
        {
            //5张以下不做处理
            if (iSourcePokersCount < 5)
            {
                return null;
            }

            List<byte[]> resultList = new List<byte[]>();//返回结果列表

            //找到3条、对子加入缓存列表
            List<byte[]> threeList = TackOutThree(iSourcePokers, iSourcePokersCount);
            List<byte[]> doubleList = TackOutDouble(iSourcePokers, iSourcePokersCount);

            if (threeList!=null&&doubleList!=null&&threeList.Count>0&&doubleList.Count>0)
            {
                //找任意组合成3带2
                for (int i = 0; i < threeList.Count; i++)
                {
                    for (int j = 0; j < doubleList.Count; j++)
                    {
                        if (GetPokerNum(threeList[i][0]) != GetPokerNum(doubleList[j][0]))//牌值不能相同
                        {
                            byte[] nCache = new byte[doubleList[j].Length + threeList[i].Length];
                            Array.Copy(threeList[i], 0, nCache,0, threeList[i].Length);
                            Array.Copy(doubleList[j], 0, nCache, threeList[i].Length, doubleList[j].Length);
                            resultList.Add(nCache);
                        }
                    }
                }
            }

            return resultList;
        }
        #endregion

        #region//获取同花顺
        public static List<byte[]> TackOutFlush_Sequence(byte[] iSourcePokers, int iSourcePokersCount)
        {
            //5张以下不做处理
            if (iSourcePokersCount < 5)
            {
                return null;
            }

            List<byte[]> resultList = new List<byte[]>();//返回结果列表

            List<byte[]> sequenceList = TackOutSequence(iSourcePokers, iSourcePokersCount);//5张顺子列表

            if (sequenceList!=null&&sequenceList.Count>0)
            {
                //判断顺子是否同花
                for (int i = 0; i < sequenceList.Count; i++)
                {
                    int hua = GetPokerHua(sequenceList[i][0]);  //记录第一个花色
                    for (int j = 0; j < sequenceList[i].Length; j++)
                    {
                        if (hua==GetPokerHua(sequenceList[i][j]))
                        {
                            if (j == sequenceList.Count - 1)
                            {
                                resultList.Add(sequenceList[i]);
                            }
                            else
                                break;
                        }
                    }
                }
            }
            return resultList;
        }
        #endregion

    }
}


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