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+1
local 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 then
return 10
else
return value
end
end
洗牌:
function cardTool.RandCardList()
local bufferCount = #CardData;
local randCount = 1;
local position = 1;
math.randomseed(os.time())
for i = 1,#CardData do
local ranOne = math.random(1,#CardData+1-i)
CardData[ranOne], CardData[#CardData+1-i] = CardData[#CardData+1-i],CardData[ranOne]
end
local cardBuffer = tabletool.deepcopy(CardData);
return cardBuffer;
end
发牌:
local cardBuffer =cardTool.RandCardList()
--[[
cardBuffer[1]=2
cardBuffer[2]=4+16
cardBuffer[3]=6
cardBuffer[4]=10+16
cardBuffer[5]=12+32
cardBuffer[6]=6+48
cardBuffer[7]=7+16
cardBuffer[8]=9
cardBuffer[9]=10+32
cardBuffer[10]=12+48
]]
local cards1={}
local cards2={}
for i=1,10,1 do
local cardColor = luabit.band(cardBuffer[i] , 0xF0)/16+1
local 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 then
cards2[i-5] = cardinfo
else
cards1[i] = cardinfo
end
end
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 then
string=string.."黑桃"
elseif Card.card_color ==3 then
string=string.."红桃"
elseif Card.card_color ==2 then
string=string.."梅花"
elseif Card.card_color ==1 then
string=string.."方块"
else
string="ERROR"
end
if Card.card_value==13 then
string=string.."K"
elseif Card.card_value==12 then
string=string.."Q"
elseif Card.card_value==11 then
string=string.."J"
else
string=string..Card.card_value
end
return string
end
function cardTool.getCardNamebyCards(Cards)
local string=""
for i = 1,#Cards do
string=string..cardTool.getCardNamebyCard(Cards[i])
end
return string
end
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。