您需要先安装一个扩展,例如 篡改猴、Greasemonkey 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 Userscripts ,之后才能安装此脚本。
您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey,才能安装此脚本。
您需要先安装用户脚本管理器扩展后才能安装此脚本。
dye recommended discarding tile with tenhou/2 + River tiles indication
当前为
// ==UserScript== // @name Majsoul Helper // @namespace https://github.com/Fr0stbyteR/ // @version 0.4.3 // @description dye recommended discarding tile with tenhou/2 + River tiles indication // @author Fr0stbyteR, FlyingBamboo // @match https://majsoul.union-game.com/0/ // @match https://game.mahjongsoul.com/ // @match https://mahjongsoul.game.yo-star.com/ // @grant none // ==/UserScript== (function () { 'use strict'; class Helper { constructor() { this.reset(); this.inject(); this.appendButton(); this.resetDefenseInfo(); } reset() { this.auto = false; this._handHelper = +localStorage.handHelper || 0; this._riverHelper = +localStorage.riverHelper || 0; this.mountain = new Array(34).fill(4); } resetDefenseInfo() { this.defenseInfo = { mySeat: 0, river: [[], [], [], []], riichiPlayers: [], fuuro: [[], [], [], []], chang: 0, ju: 0 }; } set handHelper(i) { this._handHelper = i; localStorage.handHelper = i; if (i == 0 && view.DesktopMgr.Inst && view.DesktopMgr.Inst.mainrole.hand.length) view.DesktopMgr.Inst.mainrole.hand.forEach(tile => tile._SetColor(new Laya.Vector4(1, 1, 1, 1))); if (i > 0) this.analyseHand(); } set riverHelper(i) { this._riverHelper = i; localStorage.riverHelper = i; if (!view.DesktopMgr.Inst) return; if (i == 0) { for (let i = 0; i <= 3; i++) { const player = view.DesktopMgr.Inst.players[i]; const tiles = player.container_qipai.pais.slice(); if (player.container_qipai.last_pai !== null) tiles.push(player.container_qipai.last_pai); tiles.forEach(tile => { if (tile.ismoqie) { tile._ismoqie = tile.ismoqie; tile.model.meshRender.sharedMaterial.setColor(caps.Cartoon.COLOR, new Laya.Vector4(1, 1, 1, 1)); delete tile.ismoqie; } }) } } else { for (let i = 0; i <= 3; i++) { const player = view.DesktopMgr.Inst.players[i]; const tiles = player.container_qipai.pais.slice(); if (player.container_qipai.last_pai !== null) tiles.push(player.container_qipai.last_pai); tiles.forEach(tile => { if (tile._ismoqie) { tile.ismoqie = tile._ismoqie; tile.model.meshRender.sharedMaterial.setColor(caps.Cartoon.COLOR, new Laya.Vector4(0.8, 0.8, 0.8, 1)); delete tile._ismoqie; } }) } } } inject() { if (typeof uiscript === "undefined" || !uiscript.UI_DesktopInfo || typeof Laya.View.uiMap === "undefined" || !Laya.View.uiMap["mj/desktopInfo"]) return setTimeout(() => this.inject(), 1000); if (typeof view === "undefined" || !view.DesktopMgr || !view.DesktopMgr.prototype) return setTimeout(() => this.inject(), 1000); const actionsToInject = { ActionAnGangAddGang: 700, ActionBabei: 700, ActionChiPengGang: 700, ActionDealTile: 200, ActionDiscardTile: 500, ActionNewRound: 1500 };// as { [key: string]: number } // inject with proper timeout for (const key in actionsToInject) { const action = view[key]; const delay = actionsToInject[key]; const mToInject = ["play", "fastplay", "record", "fastrecord"]; mToInject.forEach(mType => { const m = action[mType].bind(action); action[mType] = action => { const r = m(action); setTimeout(() => this.analyse(key, action, mType), delay + (key === "ActionNewRound" && action.al ? 1300 : 0)); // console.log(action); return r; } }) } const m = view.DesktopMgr.prototype.setChoosedPai; view.DesktopMgr.prototype.setChoosedPai = e => { const r = m.call(view.DesktopMgr.Inst, e); // render normally if (e !== null) this.dyeRiver(e); // override rendering return r; } uiscript.UI_DesktopInfo.prototype.btn_seeinfo = function(t) { //if (view.DesktopMgr.Inst.mode != view.EMJMode.paipu && view.DesktopMgr.Inst.gameing) { var i = view.DesktopMgr.Inst.player_datas[view.DesktopMgr.Inst.localPosition2Seat(t)].account_id; i && 0 != i && uiscript.UI_OtherPlayerInfo.Inst.show(i) //} } uiscript.UI_DesktopInfo.prototype.refreshSeat = function (e) { void 0 === e && (e = !1); view.DesktopMgr.Inst.seat; for (var t = view.DesktopMgr.Inst.player_datas, i = 0; i < 4; i++) { var n = view.DesktopMgr.Inst.localPosition2Seat(i), a = this._player_infos[i]; if (n < 0) a.container.visible = !1; else { if (a.container.visible = !0, a.name.text = t[n].nickname, a.head.id = t[n].avatar_id, a.avatar = t[n].avatar_id, a.head.setEmo(""), a.level = new uiscript.UI_Level(this.me.getChildByName("container_player_" + i).getChildByName("head").getChildByName("level")), a.level.id = t[n].level.id, 0 != i) { var r = t[n].account_id && 0 != t[n].account_id,// && view.DesktopMgr.Inst.mode != view.EMJMode.paipu, o = t[n].account_id && 0 != t[n].account_id && view.DesktopMgr.Inst.mode == view.EMJMode.play, s = view.DesktopMgr.Inst.mode != view.EMJMode.play; e ? a.headbtn.onChangeSeat(r, o, s) : a.headbtn.reset(r, o, s) } t[n].title ? a.title.id = t[n].title : a.title.id = 0 } } } for (let i = 5; i <= 8; i++) { Laya.View.uiMap["mj/desktopInfo"].child[i].child[3].child[1] = { type: "Image", props: { y: -10, x: -10, name: "level", scaleY: .5, scaleX: .5 }, child: [{ type: "Image", props: { y: 0, x: 0, skin: "myres/rank_bg.png", name: "bg" } }, { type: "Image", props: { y: 15, x: 0, skin: "extendRes/level/queshi.png", name: "icon" } }, { type: "Image", props: { y: 191, x: 58, skin: "myres/starbg.png", scaleY: 1, scaleX: 1, name: "star2", anchorY: .5, anchorX: .5 }, child: [{ type: "Image", props: { y: 26, x: 27, skin: "myres/star.png", anchorY: .5, anchorX: .5 } }] }, { type: "Image", props: { y: 142, x: 29, skin: "myres/starbg.png", scaleY: .7, scaleX: .7, name: "star3", anchorY: .5, anchorX: .5 }, child: [{ type: "Image", props: { y: 26, x: 27, skin: "myres/star.png", anchorY: .5, anchorX: .5 } }] }, { type: "Image", props: { y: 214, x: 110, skin: "myres/starbg.png", scaleY: .7, scaleX: .7, name: "star1", anchorY: .5, anchorX: .5 }, child: [{ type: "Image", props: { y: 26, x: 27, skin: "myres/star.png", anchorY: .5, anchorX: .5 } }] }] } } console.log("Majsoul Helper injected."); // uiscript.UI_GameEnd.prototype.show = () => game.Scene_MJ.Inst.GameEnd(); // uiscript.UI_PiPeiYuYue.Inst.addMatch(2); } appendButton() { const b = document.createElement("button"); b.innerText = "雀魂辅助"; b.style.position = "absolute"; b.style.bottom = "0px"; b.style.right = "0px"; b.style.zIndex = 1000; b.addEventListener("click", () => { this.window = window.open("", "雀魂辅助", "directories=no,titlebar=no,toolbar=no,location=no,status=no,menubar=no,scrollbars=no,resizable=no,width=380,height=380"); const d = this.window.document; d.body.innerHTML = ""; d.head.innerHTML = ""; d.write(` <html> <head> <title>雀魂辅助</title> <style> .mask { position: relative; display: inline-block; width: 40px; height: 64.5px; z-index: 10; background-color: black; opacity: 0 } </style> </head> <body style="margin: 0px; background-color: black; color: white"> <div style="position: absolute; width: 360px; overflow: hidden;"> <img width="400" src="https://majsoul.union-game.com/0/v0.4.1.w/scene/Assets/Resource/mjpai/mjp_default/hand.png" /> </div> <div id="masks" style="width: 360px;"> </div> <div id="options" style=" margin: 5px;"> <div> <span>手牌提示</span> <input type="radio" id="hand0" value="0" name="hand"${this._handHelper === 0 ? " checked" : ""}> <label>无</label> <input type="radio" id="hand1" value="1" name="hand"${this._handHelper === 1 ? " checked" : ""}> <label>攻</label> <input type="radio" id="hand2" value="2" name="hand"${this._handHelper === 2 ? " checked" : ""}> <label>防</label> </div> <div> <span>牌河提示</span> <input type="radio" id="river0" value="0" name="river"${this._riverHelper === 0 ? " checked" : ""}> <label>关闭</label> <input type="radio" id="river1" value="1" name="river"${this._riverHelper === 1 ? " checked" : ""}> <label>仅模切</label> <input type="radio" id="river2" value="2" name="river"${this._riverHelper === 2 ? " checked" : ""}> <label>开启</label> </div> </div> </body> </html> `); for (let i = 0; i < 34; i++) { const div = d.createElement("div"); div.className = "mask"; let j = i; if (i < 9) j += 18; else if (i < 27 && i >= 9) j -= 9; div.id = Helper.indexToString(j); d.getElementById("masks").appendChild(div); } ["hand0", "hand1", "hand2"].forEach(str => d.getElementById(str).addEventListener("click", e => this.handHelper = +e.target.value)); ["river0", "river1", "river2"].forEach(str => d.getElementById(str).addEventListener("click", e => this.riverHelper = +e.target.value)); }) document.body.appendChild(b); window.addEventListener("beforeunload", () => this.window.close()); } analyse(key, action, mType) { this.calcMountain(); if (mType !== "play") return; if (key == "ActionNewRound") { view.DesktopMgr.Inst.setAutoHule(true); uiscript.UIMgr.Inst._ui_desktop.refreshFuncBtnShow(uiscript.UIMgr.Inst._ui_desktop._container_fun.getChildByName("btn_autohu"), 1); if (this.auto) { view.DesktopMgr.Inst.setAutoNoFulu(true); uiscript.UIMgr.Inst._ui_desktop.refreshFuncBtnShow(uiscript.UIMgr.Inst._ui_desktop._container_fun.getChildByName("btn_autonoming"), 1); } this.resetDefenseInfo(); } if (key == "ActionDiscardTile") { let tile = null; for (let i = 0; i < 4; i++) { if (view.DesktopMgr.Inst.players[i].seat == action.seat) { tile = view.DesktopMgr.Inst.lastqipai; break; } } this.defenseInfo.river[action.seat].push({ tileIndex: Helper.indexOfTile(tile.val.toString()), afterRiichi: this.defenseInfo.riichiPlayers.slice() }); if (action.is_liqi || action.is_wliqi) this.defenseInfo.riichiPlayers.push(action.seat); if (action.moqie) { if (this._riverHelper) { tile.ismoqie = true; tile.model.meshRender.sharedMaterial.setColor(caps.Cartoon.COLOR, new Laya.Vector4(0.8, 0.8, 0.8, 1)); } else { tile._ismoqie = true; } } } if (action.hasOwnProperty("operation")) { const operations = action.operation; if (this.auto) { for (const operation of operations.operation_list) { if (operation.type == 11) { // Babei console.log("Babei"); setTimeout(() => uiscript.UI_LiQiZiMo.Inst.onBtn_BaBei(), Math.random() * 1000); return; } if (operation.type == 7) { console.log("Riichi"); view.DesktopMgr.Inst.mainrole.during_liqi = true; } } } for (const operation of operations.operation_list) { if (operation.type == 1) { this.defenseInfo.mySeat = view.DesktopMgr.Inst.seat; this.defenseInfo.chang = view.DesktopMgr.Inst.index_change; this.defenseInfo.ju = view.DesktopMgr.Inst.index_ju; const option = this.analyseHand(); if (this.auto && typeof option === "number") setTimeout(() => this.discard(Helper.indexToString(option)), Math.random() * 2000 + 1000); } } } } dyeRiver(tileIn) { if (this._riverHelper < 2) return; const warningColor = (tileSelected, tileRiverModel, isSelf) => { let color = tileRiverModel.ismoqie ? new Laya.Vector4(0.8, 0.8, 0.8, 1) : new Laya.Vector4(1, 1, 1, 1); const tileRiver = tileRiverModel.val; if (tileSelected.type !== tileRiver.type) return color; const delta = Math.abs(tileSelected.index - tileRiver.index); if (delta == 0) return new Laya.Vector4(.615, .827, .976, 1); if (tileSelected.type == 3) return color; // 字牌 if (delta == 3 && !isSelf) { // 筋 if (tileSelected.index <= 6 && tileSelected.index >= 4) return new Laya.Vector4(1, 0.8, 0.8, 1); return new Laya.Vector4(0.8, 1, 0.8, 1); } if (delta < 2) { // 壁 const tilesInMountain = this.mountain[Helper.indexOfTile(tileRiver.toString())]; if (tilesInMountain < 2) return new Laya.Vector4(1, 1, Math.min(1, tilesInMountain * 0.2 + 0.6), 1); } return color; } for (let i = 0; i <= 3; i++) { const isSelf = i === 0; const player = view.DesktopMgr.Inst.players[i]; const tiles = [...player.container_qipai.pais, ...player.container_ming.pais]; if (player.container_qipai.last_pai !== null) tiles.push(player.container_qipai.last_pai); tiles.forEach(tile => tile.model.meshRender.sharedMaterial.setColor(caps.Cartoon.COLOR, warningColor(tileIn, tile, isSelf))); } } handToString() { const handIn = view.DesktopMgr.Inst.mainrole.hand; let strOut = ""; for (const tileInGameIn of handIn) { strOut += tileInGameIn.val.toString(); } return tenhou.MPSZ.contract(strOut); } calcMountain() { this.mountain = new Array(34).fill(4); if (view.DesktopMgr.Inst.player_datas.length === 3) { for (let i = 1; i < 8; i++) { this.mountain[i] = 0; } } const visibleTiles = []; view.DesktopMgr.Inst.players.forEach((player, i) => { // 别家弃牌和副露 const seat = view.DesktopMgr.Inst.localPosition2Seat(i); this.defenseInfo.fuuro[seat] = []; const reinitRiver = player.container_qipai.pais.length && !this.defenseInfo.river[seat].length ? true : false; if (reinitRiver) this.defenseInfo.river[seat] = []; for (const tile of player.container_qipai.pais) { visibleTiles.push(tile.val.toString()); if (reinitRiver) this.defenseInfo.river[seat].push({ tileIndex: Helper.indexOfTile(tile.val.toString()), afterRiichi: []}); } for (const tile of player.container_babei.pais) { visibleTiles.push(tile.val.toString()); } const lastTile = player.container_qipai.last_pai; if (lastTile !== null) visibleTiles.push(lastTile.val.toString()); for (const tile of player.container_ming.pais) { visibleTiles.push(tile.val.toString()); this.defenseInfo.fuuro[seat].push(Helper.indexOfTile(tile.val.toString())); } }) view.DesktopMgr.Inst.mainrole.hand.forEach(tile => { // 自家手牌 visibleTiles.push(tile.val.toString()); }); view.DesktopMgr.Inst.dora.forEach(tile => { // 宝牌指示牌 visibleTiles.push(tile.toString()); }); visibleTiles.forEach(strTile => this.mountain[Helper.indexOfTile(strTile)]--); this.displayMountain(); return this.mountain; } displayMountain() { if (!this.window) return; const d = this.window.document; this.mountain.forEach((v, i) => { d.getElementById(Helper.indexToString(i)).style.opacity = (4 - v) / 5; }) } analyseHand() { let option; if (!view.DesktopMgr.Inst || !view.DesktopMgr.Inst.mainrole.hand.length) return option; const hand = tenhou.MPSZ.exextract34(tenhou.MPSZ.expand(this.handToString())); // as number[34], hand tiles to mountain array const atkOptions = Helper.evaluateAttack(hand, this.mountain); const defOptions = Helper.evaluateDefense(hand, this.mountain, this.defenseInfo, view.DesktopMgr.Inst.player_datas.length); const atk = this._handHelper < 2 ? 1 : 0; let maxRate = -1; view.DesktopMgr.Inst.mainrole.hand.forEach(tile => { const tileIndex = Helper.indexOfTile(tile.val.toString()); let atkRate = 0; let defRate = 0; for (const option of atkOptions) { if (option.tileIndex === tileIndex) { atkRate = option.rate; break; } } for (const option of defOptions) { if (option.tileIndex === tileIndex) { defRate = option.rate; break; } } const rate = atk * atkRate + (1 - atk) * defRate; if (rate > maxRate) { option = tileIndex; maxRate = rate; } const r = Math.max(0, rate ** 3 * -1) * 0.6; const g = Math.max(0, rate ** 3) * 0.6; if (this._handHelper) tile._SetColor(new Laya.Vector4(1 - g, 1 - r, 1 - r - g, 1)); }); return option; } static evaluateAttack(hand, mountain) { // as number[34] const restc = waitings => { // : number, let rest = 0; waitings.forEach(tileIndex => rest += mountain[tileIndex]); return rest; } const options = []; const syanten_org = tenhou.SYANTEN.calcSyanten2(hand, 34)[0]; // 向听数:-1 和牌,0 听牌 if (syanten_org == -1) return options; // 和牌 else if (syanten_org == 0) { // 听牌 for (let i = 0; i < 34; i++) { // 遍历打/摸 if (!hand[i]) continue; hand[i]--; // 打 const waitings = []; for (let j = 0; j < 34; j++) { if (i == j || hand[j] >= 4) continue; hand[j]++; // 摸 if (tenhou.AGARI.isAgari(hand)) waitings.push(j); hand[j]--; } hand[i]++; if (waitings.length) options.push({ tileIndex: i, n: restc(waitings) }); } } else { for (let i = 0; i < 34; i++) { if (!hand[i]) continue; hand[i]--; // 打 const waitings = []; for (let j = 0; j < 34; ++j) { if (i == j || hand[j] >= 4) continue; hand[j]++; // 摸 if (tenhou.SYANTEN.calcSyanten2(hand, 34)[0] == syanten_org - 1) waitings.push(j); hand[j]--; } hand[i]++; if (waitings.length) options.push({ tileIndex: i, n: restc(waitings) }); } } if (!options.length) return options; options.sort((a, b) => b.n - a.n); let maxn = options[0].n; options.forEach(option => option.rate = option.n / maxn); return options; } /** * * @static * @param {number[]} hand - number[34] * @param {number[]} mountain - number[34] * @param {{ mySeat: number, riichiPlayers: number[], river: { tileIndex: number, afterRiichi: number[] }[], fuuro: number[][], chang: number, ju: number }} defenseInfo * @param {number} playersCount */ static evaluateDefense(hand, mountain, defenseInfo, playersCount) { const getTilesOfOthersAfterRiichi = (seat, mySeat) => { const tiles = []; for (let i = 0; i < 4; i++) { if (i === mySeat) continue; if (i === seat) continue; for (const tile of defenseInfo.river[i]) { if (tile.afterRiichi.indexOf(seat) >= 0) { tiles.push(tile); } } } return tiles; }; const findGenbutsuInRiver = (tileIndex, seat, mySeat) => { for (const tile of defenseInfo.river[seat]) { if (tile.tileIndex === tileIndex) return true; } if (defenseInfo.riichiPlayers.indexOf(seat) === -1) return false; for (const tile of getTilesOfOthersAfterRiichi(seat, mySeat)) { if (tile.tileIndex === tileIndex) return true; } return false; } const isYakuhai = (tileIndex, seat) => { if (!this.TILE_GROUP.Z[tileIndex]) return false; const n = tileIndex - 27; return n >= 4 || n == (seat - defenseInfo.ju + 4) % 4 || n == defenseInfo.chang; }; const playersDangerRate = []; const mySeat = defenseInfo.mySeat; for (let seat = 0; seat < 4; seat++) { // Evaluate danger rates playersDangerRate[seat] = 0; if (seat === mySeat) continue; if (defenseInfo.riichiPlayers.indexOf(seat) >= 0) { playersDangerRate[seat] = 1; continue; } playersDangerRate[seat] += Math.min(defenseInfo.river[seat].length / 12, 0.8); // For each discard + 1/12 playersDangerRate[seat] += defenseInfo.fuuro[seat].length * 0.1; // For each tile of fuuro + 0.1 playersDangerRate[seat] = Math.min(playersDangerRate[seat], 1); } const safetyRate = []; hand.forEach((count, tileIndex) => { // Evaluate hand tiles if (!count) return; safetyRate[tileIndex] = []; for (let seat = 0; seat < 4; seat++) { if (seat === mySeat) continue; safetyRate[tileIndex][seat] = 1; if (findGenbutsuInRiver(tileIndex, seat, mySeat)) { // Genbutsu safetyRate[tileIndex][seat] = this.TILE_SAFETY_RATE.Genbutsu[0]; continue; } if (this.TILE_GROUP.Z[tileIndex]) { if (mountain[tileIndex] === 0) { // TankiZ safetyRate[tileIndex][seat] = this.TILE_SAFETY_RATE.TankiZ[0]; } else { if (isYakuhai(tileIndex, seat)) { // Yakuhai safetyRate[tileIndex][seat] = this.TILE_SAFETY_RATE.Yakuhai[0]; } else { // Kyakufuu safetyRate[tileIndex][seat] = this.TILE_SAFETY_RATE.Kyakufuu[0]; safetyRate[tileIndex][seat] += this.TILE_SAFETY_RATE.Kyakufuu[1] * (3 - mountain[tileIndex]); } } continue; } if (this.TILE_GROUP.N19[tileIndex]) { // Suji19 const suji = tileIndex + (tileIndex % 9 === 0 ? 3 : -3); const hasSuji = findGenbutsuInRiver(suji, seat, mySeat); if (hasSuji) { safetyRate[tileIndex][seat] = this.TILE_SAFETY_RATE.Suji19[0]; safetyRate[tileIndex][seat] += this.TILE_SAFETY_RATE.Suji19[1] * (3 - mountain[suji]); } else { // Musuji19 safetyRate[tileIndex][seat] = this.TILE_SAFETY_RATE.Musuji19[0]; } continue; } if (this.TILE_GROUP.N28[tileIndex]) { // Suji28 const suji = tileIndex + (tileIndex % 9 === 1 ? 3 : -3); const hasSuji = findGenbutsuInRiver(suji, seat, mySeat); if (hasSuji) { safetyRate[tileIndex][seat] = this.TILE_SAFETY_RATE.Suji28[0]; } else { // Musuji28 safetyRate[tileIndex][seat] = this.TILE_SAFETY_RATE.Musuji2378[0]; } continue; } if (this.TILE_GROUP.N456[tileIndex]) { // Nakasuji 456 const suji1 = tileIndex - 3; const suji2 = tileIndex + 3; const hasSuji1 = findGenbutsuInRiver(suji1, seat, mySeat); const hasSuji2 = findGenbutsuInRiver(suji2, seat, mySeat); if (hasSuji1 && hasSuji2) { safetyRate[tileIndex][seat] = this.TILE_SAFETY_RATE.NakaSuji[0]; } else if (hasSuji1 || hasSuji2) { // Katasuji safetyRate[tileIndex][seat] = this.TILE_SAFETY_RATE.Katasuji[0]; } else { // Musuji safetyRate[tileIndex][seat] = this.TILE_SAFETY_RATE.Musuji456[0]; } continue; } if (this.TILE_GROUP.N37[tileIndex]) { // Suji37 const suji = tileIndex + (tileIndex % 9 === 2 ? 3 : -3); const hasSuji = findGenbutsuInRiver(suji, seat, mySeat); if (hasSuji) { safetyRate[tileIndex][seat] = this.TILE_SAFETY_RATE.Suji37[0]; } else { // Musuji37 safetyRate[tileIndex][seat] = this.TILE_SAFETY_RATE.Musuji2378[0]; } continue; } } }) const options = []; safetyRate.forEach((tileRate, tileIndex) => { if (!tileRate) return; options.push({ tileIndex, rate: tileRate.reduce((a, v, i) => typeof v === "number" ? Math.min(a, (v - 1) * playersDangerRate[i] + 1) : a, 1) }) }) options.sort((a, b) => b.rate - a.rate); return options; } discard(tileIn) { const mainrole = view.DesktopMgr.Inst.mainrole; const handIn = mainrole.hand; for (let i = 0; i < handIn.length; i++) { const tile = handIn[i]; if (tile.val.toString() == tileIn) { mainrole._choose_pai = handIn[i]; // setChoosePai mainrole.DoDiscardTile(); return; } } if (tileIn.substr(0, 1) == "5") tileIn = tileIn.replace("5", "0"); for (let i = 0; i < handIn.length; i++) { const tile = handIn[i]; if (tile.val.toString() == tileIn) { mainrole._choose_pai = handIn[i]; // setChoosePai mainrole.DoDiscardTile(); return; } } } getFromHand(tileIn) { // : Tile[] const handIn = view.DesktopMgr.Inst.mainrole.hand; const result = []; handIn.forEach(tile => tile.val.toString() == tileIn ? result.push(tile) : null); if (tileIn.match(/5[mps]/) !== null) tileIn = tileIn.replace("5", "0"); handIn.forEach(tile => tile.val.toString() == tileIn ? result.push(tile) : null); return result; } static indexOfTile(str) { const match = str.match(/(\d)([mpsz])/); if (match === null) return -1; return "mpsz".indexOf(match[2]) * 9 + (+match[1] === 0 ? 5 : +match[1]) - 1; } static indexToString(i) { return (i % 9 + 1) + "mpsz"[parseInt(i / 9)]; } } Helper.TILE_SAFETY_RATE = { Genbutsu: [1, 0], // 现物 TankiZ: [0.9, 0], // 单骑字牌 Suji19: [0.4, 0.2], // 筋牌19 仅单骑 看牌数 Kyakufuu: [0.2, 0.3], // 客风 看牌数 Suji28: [0.2, 0], // 筋牌28 NakaSuji: [0.2, 0], // 两筋456 Suji37: [0, 0], //筋牌37 Yakuhai: [-0.2, 0], // 役牌 Musuji19: [-0.5, 0], // 无筋19 Katasuji: [-0.5, 0], // 半筋456 Musuji2378: [-0.75, 0], // 无筋2378 Musuji456: [-1, 0] //无筋456 } Helper.TILE_GROUP = { Z: new Array(34).fill(false).map((v, i) => i >= 27 ? true : false), N19: new Array(34).fill(false).map((v, i) => i < 27 && (i % 9 === 0 || i % 9 === 8) ? true : false), N28: new Array(34).fill(false).map((v, i) => i < 27 && (i % 9 === 1 || i % 9 === 7) ? true : false), N37: new Array(34).fill(false).map((v, i) => i < 27 && (i % 9 === 2 || i % 9 === 6) ? true : false), N456: new Array(34).fill(false).map((v, i) => i < 27 && (i % 9 >= 3 && i % 9 <= 5) ? true : false), } ///////////////////////////////////////////////////////////////////////////////////////////////////// // TENHOU.NET (C)C-EGG http://tenhou.net/ ///////////////////////////////////////////////////////////////////////////////////////////////////// var MPSZ = { aka: true, fromHai136: function (hai136) { var a = (hai136 >> 2); if (!this.aka) return ((a % 9) + 1) + "mpsz".substr(a / 9, 1); return (a < 27 && (hai136 % 36) == 16 ? "0" : ((a % 9) + 1)) + "mpsz".substr(a / 9, 1); }, expand: function (t) { return t .replace(/(\d)(\d{0,8})(\d{0,8})(\d{0,8})(\d{0,8})(\d{0,8})(\d{0,8})(\d{8})(m|p|s|z)/g, "$1$9$2$9$3$9$4$9$5$9$6$9$7$9$8$9") .replace(/(\d?)(\d?)(\d?)(\d?)(\d?)(\d?)(\d)(\d)(m|p|s|z)/g, "$1$9$2$9$3$9$4$9$5$9$6$9$7$9$8$9") // 57???A??????? .replace(/(m|p|s|z)(m|p|s|z)+/g, "$1") .replace(/^[^\d]/, ""); }, contract: function (t) { return t .replace(/\d(m|p|s|z)(\d\1)*/g, "$&:") .replace(/(m|p|s|z)([^:])/g, "$2") .replace(/:/g, ""); }, exsort: function (t) { return t .replace(/(\d)(m|p|s|z)/g, "$2$1$1,") .replace(/00/g, "50") .split(",").sort().join("") .replace(/(m|p|s|z)\d(\d)/g, "$2$1"); }, exextract136: function (t) { var s = t .replace(/(\d)m/g, "0$1") .replace(/(\d)p/g, "1$1") .replace(/(\d)s/g, "2$1") .replace(/(\d)z/g, "3$1"); var i, c = new Array(136); for (i = 0; i < s.length; i += 2) { var n = s.substr(i, 2), k = -1; if (n % 10) { var b = (9 * Math.floor(n / 10) + ((n % 10) - 1)) * 4; k = (!c[b + 3] ? b + 3 : !c[b + 2] ? b + 2 : !c[b + 1] ? b + 1 : b); } else { k = (9 * n / 10 + 4) * 4 + 0; // aka5 } if (c[k]) console.error("err n=" + n + " k=" + k + "<br>"); c[k] = 1; } return c; }, exextract34: function (t) { // Hand tiles to mountain array var s = t .replace(/(\d)m/g, "0$1") .replace(/(\d)p/g, "1$1") .replace(/(\d)s/g, "2$1") .replace(/(\d)z/g, "3$1"); var mountain = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]; for (var i = 0; i < s.length; i += 2) { var strTile = s.substr(i, 2), index = -1; if (strTile % 10) { index = 9 * Math.floor(strTile / 10) + ((strTile % 10) - 1); } else { index = 9 * strTile / 10 + 4; // aka5 } if (mountain[index] > 4) console.error("err n=" + strTile + " k=" + index + "<br>"); mountain[index]++; } return mountain; }, compile136: function (c) { var i, s = ""; for (i = 0; i < 136; ++i) if (c[i]) s += MPSZ.fromHai136(i); return s; } }; ///////////////////////////////////////////////////////////////////////////////////////////////////// // TENHOU.NET (C)C-EGG http://tenhou.net/ ///////////////////////////////////////////////////////////////////////////////////////////////////// function AGARIPATTERN() { this.toitsu34 = [-1, -1, -1, -1, -1, -1, -1]; this.v = [{ atama34: -1, mmmm35: 0 }, { atama34: -1, mmmm35: 0 }, { atama34: -1, mmmm35: 0 }, { atama34: -1, mmmm35: 0 }]; // 一般形の面子の取り方は高々4つ // mmmm35=( 21(順子)+34(暗刻)+34(槓子)+1(ForZeroInvalid) )*0x01010101 | 0x80808080(喰い) } AGARIPATTERN.prototype = { // isKokushi:function(){return this.v[0].mmmm35==0xFFFFFFFF;}, // isChiitoi:function(){return this.v[3].mmmm35==0xFFFFFFFF;}, cc2m: function (c, d) { return (c[d + 0] << 0) | (c[d + 1] << 3) | (c[d + 2] << 6) | (c[d + 3] << 9) | (c[d + 4] << 12) | (c[d + 5] << 15) | (c[d + 6] << 18) | (c[d + 7] << 21) | (c[d + 8] << 24); }, getAgariPattern: function (c, n) { if (n != 34) return false; var e = this; var v = e.v; var j = (1 << c[27]) | (1 << c[28]) | (1 << c[29]) | (1 << c[30]) | (1 << c[31]) | (1 << c[32]) | (1 << c[33]); if (j >= 0x10) return false; // 字牌が4枚 // 国士無双 // 14枚のみ if (((j & 3) == 2) && (c[0] * c[8] * c[9] * c[17] * c[18] * c[26] * c[27] * c[28] * c[29] * c[30] * c[31] * c[32] * c[33] == 2)) { var i, a = [0, 8, 9, 17, 18, 26, 27, 28, 29, 30, 31, 32, 33]; for (i = 0; i < 13; ++i) if (c[a[i]] == 2) break; v[0].atama34 = a[i]; v[0].mmmm35 = 0xFFFFFFFF; return true; } if (j & 2) return false; // 字牌が1枚 var ok = false; // 七対子 // 14枚のみ if (!(j & 10) && ( (c[0] == 2) + (c[1] == 2) + (c[2] == 2) + (c[3] == 2) + (c[4] == 2) + (c[5] == 2) + (c[6] == 2) + (c[7] == 2) + (c[8] == 2) + (c[9] == 2) + (c[10] == 2) + (c[11] == 2) + (c[12] == 2) + (c[13] == 2) + (c[14] == 2) + (c[15] == 2) + (c[16] == 2) + (c[17] == 2) + (c[18] == 2) + (c[19] == 2) + (c[20] == 2) + (c[21] == 2) + (c[22] == 2) + (c[23] == 2) + (c[24] == 2) + (c[25] == 2) + (c[26] == 2) + (c[27] == 2) + (c[28] == 2) + (c[29] == 2) + (c[30] == 2) + (c[31] == 2) + (c[32] == 2) + (c[33] == 2)) == 7) { v[3].mmmm35 = 0xFFFFFFFF; var i, n = 0; for (i = 0; i < 34; ++i) if (c[i] == 2) e.toitsu34[n] = i, n += 1; ok = true; // 二盃口へ } // 一般形 var n00 = c[0] + c[3] + c[6], n01 = c[1] + c[4] + c[7], n02 = c[2] + c[5] + c[8]; var n10 = c[9] + c[12] + c[15], n11 = c[10] + c[13] + c[16], n12 = c[11] + c[14] + c[17]; var n20 = c[18] + c[21] + c[24], n21 = c[19] + c[22] + c[25], n22 = c[20] + c[23] + c[26]; var k0 = (n00 + n01 + n02) % 3; if (k0 == 1) return ok; // 余る var k1 = (n10 + n11 + n12) % 3; if (k1 == 1) return ok; // 余る var k2 = (n20 + n21 + n22) % 3; if (k2 == 1) return ok; // 余る if ((k0 == 2) + (k1 == 2) + (k2 == 2) + (c[27] == 2) + (c[28] == 2) + (c[29] == 2) + (c[30] == 2) + (c[31] == 2) + (c[32] == 2) + (c[33] == 2) != 1) return ok; // 頭の場所は1つ if (j & 8) { // 字牌3枚 if (c[27] == 3) v[0].mmmm35 <<= 8, v[0].mmmm35 |= 21 + 27 + 1; if (c[28] == 3) v[0].mmmm35 <<= 8, v[0].mmmm35 |= 21 + 28 + 1; if (c[29] == 3) v[0].mmmm35 <<= 8, v[0].mmmm35 |= 21 + 29 + 1; if (c[30] == 3) v[0].mmmm35 <<= 8, v[0].mmmm35 |= 21 + 30 + 1; if (c[31] == 3) v[0].mmmm35 <<= 8, v[0].mmmm35 |= 21 + 31 + 1; if (c[32] == 3) v[0].mmmm35 <<= 8, v[0].mmmm35 |= 21 + 32 + 1; if (c[33] == 3) v[0].mmmm35 <<= 8, v[0].mmmm35 |= 21 + 33 + 1; } var n0 = n00 + n01 + n02, kk0 = (n00 * 1 + n01 * 2) % 3, m0 = e.cc2m(c, 0); var n1 = n10 + n11 + n12, kk1 = (n10 * 1 + n11 * 2) % 3, m1 = e.cc2m(c, 9); var n2 = n20 + n21 + n22, kk2 = (n20 * 1 + n21 * 2) % 3, m2 = e.cc2m(c, 18); // document.write("n="+n0+" "+n1+" "+n2+" k="+k0+" "+k1+" "+k2+" kk="+kk0+" "+kk1+" "+kk2+" mmmm="+v[0].mmmm35+"<br>"); if (j & 4) { // 字牌が頭 if (k0 | kk0 | k1 | kk1 | k2 | kk2) return ok; if (c[27] == 2) v[0].atama34 = 27; else if (c[28] == 2) v[0].atama34 = 28; else if (c[29] == 2) v[0].atama34 = 29; else if (c[30] == 2) v[0].atama34 = 30; else if (c[31] == 2) v[0].atama34 = 31; else if (c[32] == 2) v[0].atama34 = 32; else if (c[33] == 2) v[0].atama34 = 33; if (n0 >= 9) { if (e.GetMentsu(1, m1) && e.GetMentsu(2, m2) && e.GetMentsu9Fin(0, m0)) return true; } else if (n1 >= 9) { if (e.GetMentsu(2, m2) && e.GetMentsu(0, m0) && e.GetMentsu9Fin(1, m1)) return true; } else if (n2 >= 9) { if (e.GetMentsu(0, m0) && e.GetMentsu(1, m1) && e.GetMentsu9Fin(2, m2)) return true; } else if (e.GetMentsu(0, m0) && e.GetMentsu(1, m1) && e.GetMentsu(2, m2)) return true; // 一意 } else if (k0 == 2) { // 萬子が頭 if (k1 | kk1 | k2 | kk2) return ok; if (n0 >= 8) { if (e.GetMentsu(1, m1) && e.GetMentsu(2, m2) && e.GetAtamaMentsu8Fin(kk0, 0, m0)) return true; } else if (n1 >= 9) { if (e.GetMentsu(2, m2) && e.GetAtamaMentsu(kk0, 0, m0) && e.GetMentsu9Fin(1, m1)) return true; } else if (n2 >= 9) { if (e.GetAtamaMentsu(kk0, 0, m0) && e.GetMentsu(1, m1) && e.GetMentsu9Fin(2, m2)) return true; } else if (e.GetMentsu(1, m1) && e.GetMentsu(2, m2) && e.GetAtamaMentsu(kk0, 0, m0)) return true; // 一意 } else if (k1 == 2) { // 筒子が頭 if (k2 | kk2 | k0 | kk0) return ok; if (n1 >= 8) { if (e.GetMentsu(2, m2) && e.GetMentsu(0, m0) && e.GetAtamaMentsu8Fin(kk1, 1, m1)) return true; } else if (n2 >= 9) { if (e.GetMentsu(0, m0) && e.GetAtamaMentsu(kk1, 1, m1) && e.GetMentsu9Fin(2, m2)) return true; } else if (n0 >= 9) { if (e.GetAtamaMentsu(kk1, 1, m1) && e.GetMentsu(2, m2) && e.GetMentsu9Fin(0, m0)) return true; } else if (e.GetMentsu(2, m2) && e.GetMentsu(0, m0) && e.GetAtamaMentsu(kk1, 1, m1)) return true; // 一意 } else if (k2 == 2) { // 索子が頭 if (k0 | kk0 | k1 | kk1) return ok; if (n2 >= 8) { if (e.GetMentsu(0, m0) && e.GetMentsu(1, m1) && e.GetAtamaMentsu8Fin(kk2, 2, m2)) return true; } else if (n0 >= 9) { if (e.GetMentsu(1, m1) && e.GetAtamaMentsu(kk2, 2, m2) && e.GetMentsu9Fin(0, m0)) return true; } else if (n1 >= 9) { if (e.GetAtamaMentsu(kk2, 2, m2) && e.GetMentsu(0, m0) && e.GetMentsu9Fin(1, m1)) return true; } else if (e.GetMentsu(0, m0) && e.GetMentsu(1, m1) && e.GetAtamaMentsu(kk2, 2, m2)) return true; // 一意 } v[0].mmmm35 = 0; // 一般形不発 return ok; }, // private: GetMentsu: function (col, m) { // 6枚以下は一意 var e = this; var mmmm = e.v[0].mmmm35; var i, a = (m & 7), b = 0, c = 0; for (i = 0; i < 7; ++i) { switch (a) { case 4: mmmm <<= 16, mmmm |= ((21 + col * 9 + i + 1) << 8) | (col * 7 + i + 1), b += 1, c += 1; break; case 3: mmmm <<= 8, mmmm |= (21 + col * 9 + i + 1); break; case 2: mmmm <<= 16, mmmm |= (col * 7 + i + 1) * 0x0101, b += 2, c += 2; break; case 1: mmmm <<= 8, mmmm |= (col * 7 + i + 1), b += 1, c += 1; break; case 0: break; default: return false; } m >>= 3, a = (m & 7) - b, b = c, c = 0; } if (a == 3) mmmm <<= 8, mmmm |= (21 + col * 9 + 7 + 1); else if (a) return false; // ⑧ m >>= 3, a = (m & 7) - b; if (a == 3) mmmm <<= 8, mmmm |= (21 + col * 9 + 8 + 1); else if (a) return false; // ⑨ e.v[0].mmmm35 = mmmm; // DBGPRINT((_T("GetMentsu col=%d mmmm=%X\r\n"),col,mmmm)); return true; }, GetAtamaMentsu: function (nn, col, m) { // 5枚以下は一意 var e = this; var a = (7 << (24 - nn * 3)); var b = (2 << (24 - nn * 3)); if ((m & a) >= b && e.GetMentsu(col, m - b)) return e.v[0].atama34 = col * 9 + 8 - nn, true; a >>= 9, b >>= 9; if ((m & a) >= b && e.GetMentsu(col, m - b)) return e.v[0].atama34 = col * 9 + 5 - nn, true; a >>= 9, b >>= 9; if ((m & a) >= b && e.GetMentsu(col, m - b)) return e.v[0].atama34 = col * 9 + 2 - nn, true; return false; }, GetMentsu9: function (mmmm, col, m, v) { // const // 9枚以上 // 面子選択は四連刻(12枚)三連刻(9枚以上)しかない var s = -1; // 三連刻 var i, a = (m & 7), b = 0, c = 0; for (i = 0; i < 7; ++i) { if (m == 0x6DB) break; // 四連刻 // 三暗対々が高目 // 12枚のみ switch (a) { case 4: mmmm <<= 8, mmmm |= (col * 7 + i + 1), b += 1, c += 1; // nobreak // 平和二盃口が三暗刻より高目 break; case 3: // 帯幺九系が高目、ロン平和一盃口以外は三暗刻が高目 if (((m >> 3) & 7) >= 3 + b && ((m >> 6) & 7) >= 3 + c) s = i, b += 3, c += 3; // 三連刻 else mmmm <<= 8, mmmm |= (21 + col * 9 + i + 1); break; case 2: mmmm <<= 16, mmmm |= (col * 7 + i + 1) * 0x0101, b += 2, c += 2; break; case 1: mmmm <<= 8, mmmm |= (col * 7 + i + 1), b += 1, c += 1; break; case 0: break; default: return 0; } m >>= 3, a = (m & 7) - b, b = c, c = 0; } if (i < 7) { // 四連刻を展開 v[0] = (21 + col * 9 + i + 1) * 0x01010101 + 0x00010203; v[1] = (col * 7 + i + 1 + 1) * 0x010101 | (21 + col * 9 + i + 0 + 1) << 24; v[2] = (col * 7 + i + 0 + 1) * 0x010101 | (21 + col * 9 + i + 3 + 1) << 24; return 3; } if (a == 3) mmmm <<= 8, mmmm |= (21 + col * 9 + 7 + 1); else if (a) return 0; // ⑧ m >>= 3, a = (m & 7) - b; if (a == 3) mmmm <<= 8, mmmm |= (21 + col * 9 + 8 + 1); else if (a) return 0; // ⑨ if (s != -1) { // 三連刻を展開 mmmm <<= 24; v[0] = mmmm | ((21 + col * 9 + s + 1) * 0x010101 + 0x000102); v[1] = mmmm | ((col * 7 + s + 1) * 0x010101); v[2] = 0; return 2; } v[0] = mmmm, v[1] = v[2] = 0; return 1; }, GetMentsu9Fin: function (col, m) { // 9枚以上 var e = this; var v = e.v; var mm = [0, 0, 0]; if (!e.GetMentsu9(v[0].mmmm35, col, m, mm)) return false; var n = 0; if (mm[0]) v[n].atama34 = v[0].atama34, v[n].mmmm35 = mm[0], ++n; if (mm[1]) v[n].atama34 = v[0].atama34, v[n].mmmm35 = mm[1], ++n; if (mm[2]) v[n].atama34 = v[0].atama34, v[n].mmmm35 = mm[2], ++n; // document.write("GetMentsu9Fin col="+col+" n="+n+"<br>"); return n != 0; }, GetAtamaMentsu8Fin: function (nn, col, m) { // 8枚以上 var e = this; var v = e.v; var mmmm = v[0].mmmm35; var mm = [0, 0, 0]; var a = (7 << (24 - nn * 3)); var b = (2 << (24 - nn * 3)); var n = 0; if ((m & a) >= b && e.GetMentsu9(mmmm, col, m - b, mm)) { if (mm[0]) v[n].atama34 = col * 9 + 8 - nn, v[n].mmmm35 = mm[0], ++n; if (mm[1]) v[n].atama34 = col * 9 + 8 - nn, v[n].mmmm35 = mm[1], ++n; if (mm[2]) v[n].atama34 = col * 9 + 8 - nn, v[n].mmmm35 = mm[2], ++n; } a >>= 9, b >>= 9; if ((m & a) >= b && e.GetMentsu9(mmmm, col, m - b, mm)) { if (mm[0]) v[n].atama34 = col * 9 + 5 - nn, v[n].mmmm35 = mm[0], ++n; if (mm[1]) v[n].atama34 = col * 9 + 5 - nn, v[n].mmmm35 = mm[1], ++n; if (mm[2]) v[n].atama34 = col * 9 + 5 - nn, v[n].mmmm35 = mm[2], ++n; } a >>= 9, b >>= 9; if ((m & a) >= b && e.GetMentsu9(mmmm, col, m - b, mm)) { if (mm[0]) v[n].atama34 = col * 9 + 2 - nn, v[n].mmmm35 = mm[0], ++n; if (mm[1]) v[n].atama34 = col * 9 + 2 - nn, v[n].mmmm35 = mm[1], ++n; if (mm[2]) v[n].atama34 = col * 9 + 2 - nn, v[n].mmmm35 = mm[2], ++n; } // document.write("GetAtamaMentsu8Fin col="+col+" n="+n+"<br>"); return n != 0; } }; ///////////////////////////////////////////////////////////////////////////////////////////////////// // TENHOU.NET (C)C-EGG http://tenhou.net/ ///////////////////////////////////////////////////////////////////////////////////////////////////// var AGARI = { // 和了判定のみ // SYANTENで-1検査より高速 isMentsu: function (m) { var a = (m & 7), b = 0, c = 0; if (a == 1 || a == 4) b = c = 1; else if (a == 2) b = c = 2; m >>= 3, a = (m & 7) - b; if (a < 0) return false; b = c, c = 0; if (a == 1 || a == 4) b += 1, c += 1; else if (a == 2) b += 2, c += 2; m >>= 3, a = (m & 7) - b; if (a < 0) return false; b = c, c = 0; if (a == 1 || a == 4) b += 1, c += 1; else if (a == 2) b += 2, c += 2; m >>= 3, a = (m & 7) - b; if (a < 0) return false; b = c, c = 0; if (a == 1 || a == 4) b += 1, c += 1; else if (a == 2) b += 2, c += 2; m >>= 3, a = (m & 7) - b; if (a < 0) return false; b = c, c = 0; if (a == 1 || a == 4) b += 1, c += 1; else if (a == 2) b += 2, c += 2; m >>= 3, a = (m & 7) - b; if (a < 0) return false; b = c, c = 0; if (a == 1 || a == 4) b += 1, c += 1; else if (a == 2) b += 2, c += 2; m >>= 3, a = (m & 7) - b; if (a < 0) return false; b = c, c = 0; if (a == 1 || a == 4) b += 1, c += 1; else if (a == 2) b += 2, c += 2; m >>= 3, a = (m & 7) - b; if (a != 0 && a != 3) return false; m >>= 3, a = (m & 7) - c; return a == 0 || a == 3; }, isAtamaMentsu: function (nn, m) { if (nn == 0) { if ((m & (7 << 6)) >= (2 << 6) && this.isMentsu(m - (2 << 6))) return true; if ((m & (7 << 15)) >= (2 << 15) && this.isMentsu(m - (2 << 15))) return true; if ((m & (7 << 24)) >= (2 << 24) && this.isMentsu(m - (2 << 24))) return true; } else if (nn == 1) { if ((m & (7 << 3)) >= (2 << 3) && this.isMentsu(m - (2 << 3))) return true; if ((m & (7 << 12)) >= (2 << 12) && this.isMentsu(m - (2 << 12))) return true; if ((m & (7 << 21)) >= (2 << 21) && this.isMentsu(m - (2 << 21))) return true; } else if (nn == 2) { if ((m & (7 << 0)) >= (2 << 0) && this.isMentsu(m - (2 << 0))) return true; if ((m & (7 << 9)) >= (2 << 9) && this.isMentsu(m - (2 << 9))) return true; if ((m & (7 << 18)) >= (2 << 18) && this.isMentsu(m - (2 << 18))) return true; } return false; }, cc2m: function (c, d) { return (c[d + 0] << 0) | (c[d + 1] << 3) | (c[d + 2] << 6) | (c[d + 3] << 9) | (c[d + 4] << 12) | (c[d + 5] << 15) | (c[d + 6] << 18) | (c[d + 7] << 21) | (c[d + 8] << 24); }, isAgari: function (c) { var j = (1 << c[27]) | (1 << c[28]) | (1 << c[29]) | (1 << c[30]) | (1 << c[31]) | (1 << c[32]) | (1 << c[33]); if (j >= 0x10) return false; // 字牌が4枚 // 国士無双 // 14枚のみ if (((j & 3) == 2) && (c[0] * c[8] * c[9] * c[17] * c[18] * c[26] * c[27] * c[28] * c[29] * c[30] * c[31] * c[32] * c[33] == 2)) return true; // 七対子 // 14枚のみ if (!(j & 10) && ( (c[0] == 2) + (c[1] == 2) + (c[2] == 2) + (c[3] == 2) + (c[4] == 2) + (c[5] == 2) + (c[6] == 2) + (c[7] == 2) + (c[8] == 2) + (c[9] == 2) + (c[10] == 2) + (c[11] == 2) + (c[12] == 2) + (c[13] == 2) + (c[14] == 2) + (c[15] == 2) + (c[16] == 2) + (c[17] == 2) + (c[18] == 2) + (c[19] == 2) + (c[20] == 2) + (c[21] == 2) + (c[22] == 2) + (c[23] == 2) + (c[24] == 2) + (c[25] == 2) + (c[26] == 2) + (c[27] == 2) + (c[28] == 2) + (c[29] == 2) + (c[30] == 2) + (c[31] == 2) + (c[32] == 2) + (c[33] == 2)) == 7) return true; // 一般系 if (j & 2) return false; // 字牌が1枚 var n00 = c[0] + c[3] + c[6], n01 = c[1] + c[4] + c[7], n02 = c[2] + c[5] + c[8]; var n10 = c[9] + c[12] + c[15], n11 = c[10] + c[13] + c[16], n12 = c[11] + c[14] + c[17]; var n20 = c[18] + c[21] + c[24], n21 = c[19] + c[22] + c[25], n22 = c[20] + c[23] + c[26]; var n0 = (n00 + n01 + n02) % 3; if (n0 == 1) return false; // 萬子が1枚余る var n1 = (n10 + n11 + n12) % 3; if (n1 == 1) return false; // 筒子が1枚余る var n2 = (n20 + n21 + n22) % 3; if (n2 == 1) return false; // 索子が1枚余る if ((n0 == 2) + (n1 == 2) + (n2 == 2) + (c[27] == 2) + (c[28] == 2) + (c[29] == 2) + (c[30] == 2) + (c[31] == 2) + (c[32] == 2) + (c[33] == 2) != 1) return false; // 頭の場所は1つ var nn0 = (n00 * 1 + n01 * 2) % 3, m0 = this.cc2m(c, 0); var nn1 = (n10 * 1 + n11 * 2) % 3, m1 = this.cc2m(c, 9); var nn2 = (n20 * 1 + n21 * 2) % 3, m2 = this.cc2m(c, 18); if (j & 4) return !(n0 | nn0 | n1 | nn1 | n2 | nn2) && this.isMentsu(m0) && this.isMentsu(m1) && this.isMentsu(m2); // 字牌が頭 // document.write("c="+c+"<br>"); // document.write("n="+n0+","+n1+","+n2+" nn="+nn0+","+nn1+","+nn2+"<br>"); // document.write("m="+m0+","+m1+","+m2+"<br>"); if (n0 == 2) return !(n1 | nn1 | n2 | nn2) && this.isMentsu(m1) && this.isMentsu(m2) && this.isAtamaMentsu(nn0, m0); // 萬子が頭 if (n1 == 2) return !(n2 | nn2 | n0 | nn0) && this.isMentsu(m2) && this.isMentsu(m0) && this.isAtamaMentsu(nn1, m1); // 筒子が頭 if (n2 == 2) return !(n0 | nn0 | n1 | nn1) && this.isMentsu(m0) && this.isMentsu(m1) && this.isAtamaMentsu(nn2, m2); // 索子が頭 return false; } } function isAgari(c, n) { if (n != 34) return; return AGARI.isAgari(c, n); } ///////////////////////////////////////////////////////////////////////////////////////////////////// // TENHOU.NET (C)C-EGG http://tenhou.net/ ///////////////////////////////////////////////////////////////////////////////////////////////////// // REFERENCE ///////////////////////////////////////////////////////////////////////////////////////////////////// // http://www.asamiryo.jp/fst13.html ///////////////////////////////////////////////////////////////////////////////////////////////////// //function SYANTEN(a,n){} //SYANTEN.prototype={ var SYANTEN = { // singleton n_eval: 0, // input c: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], // status n_mentsu: 0, n_tatsu: 0, n_toitsu: 0, n_jidahai: 0, // 13枚にしてから少なくとも打牌しなければならない字牌の数 -> これより向聴数は下がらない f_n4: 0, // 27bitを数牌、1bitを字牌で使用 f_koritsu: 0, // 孤立牌 // final result min_syanten: 8, updateResult: function () { var e = this; var ret_syanten = 8 - e.n_mentsu * 2 - e.n_tatsu - e.n_toitsu; var n_mentsu_kouho = e.n_mentsu + e.n_tatsu; if (e.n_toitsu) { n_mentsu_kouho += e.n_toitsu - 1; } else if (e.f_n4 && e.f_koritsu) { if ((e.f_n4 | e.f_koritsu) == e.f_n4) ++ret_syanten; // 対子を作成できる孤立牌が無い } if (n_mentsu_kouho > 4) ret_syanten += (n_mentsu_kouho - 4); if (ret_syanten != -1 && ret_syanten < e.n_jidahai) ret_syanten = e.n_jidahai; if (ret_syanten < e.min_syanten) e.min_syanten = ret_syanten; }, // method init: function (a, n) { var e = this; e.c = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]; // status e.n_mentsu = 0; e.n_tatsu = 0; e.n_toitsu = 0; e.n_jidahai = 0; e.f_n4 = 0; e.f_koritsu = 0; // final result e.min_syanten = 8; var c = this.c; if (n == 136) { for (n = 0; n < 136; ++n) if (a[n]) ++c[n >> 2]; } else if (n == 34) { for (n = 0; n < 34; ++n) c[n] = a[n]; } else { for (n -= 1; n >= 0; --n) ++c[a[n] >> 2]; } }, count34: function () { var c = this.c; return c[0] + c[1] + c[2] + c[3] + c[4] + c[5] + c[6] + c[7] + c[8] + c[9] + c[10] + c[11] + c[12] + c[13] + c[14] + c[15] + c[16] + c[17] + c[18] + c[19] + c[20] + c[21] + c[22] + c[23] + c[24] + c[25] + c[26] + c[27] + c[28] + c[29] + c[30] + c[31] + c[32] + c[33]; }, i_anko: function (k) { this.c[k] -= 3, ++this.n_mentsu; }, d_anko: function (k) { this.c[k] += 3, --this.n_mentsu; }, i_toitsu: function (k) { this.c[k] -= 2, ++this.n_toitsu; }, d_toitsu: function (k) { this.c[k] += 2, --this.n_toitsu; }, i_syuntsu: function (k) { --this.c[k], --this.c[k + 1], --this.c[k + 2], ++this.n_mentsu; }, d_syuntsu: function (k) { ++this.c[k], ++this.c[k + 1], ++this.c[k + 2], --this.n_mentsu; }, i_tatsu_r: function (k) { --this.c[k], --this.c[k + 1], ++this.n_tatsu; }, d_tatsu_r: function (k) { ++this.c[k], ++this.c[k + 1], --this.n_tatsu; }, i_tatsu_k: function (k) { --this.c[k], --this.c[k + 2], ++this.n_tatsu; }, d_tatsu_k: function (k) { ++this.c[k], ++this.c[k + 2], --this.n_tatsu; }, i_koritsu: function (k) { --this.c[k], this.f_koritsu |= (1 << k); }, d_koritsu: function (k) { ++this.c[k], this.f_koritsu &= ~(1 << k); }, scanChiitoiKokushi: function () { var e = this; var syanten = e.min_syanten; var c = e.c; var n13 = // 幺九牌の対子候補の数 (c[0] >= 2) + (c[8] >= 2) + (c[9] >= 2) + (c[17] >= 2) + (c[18] >= 2) + (c[26] >= 2) + (c[27] >= 2) + (c[28] >= 2) + (c[29] >= 2) + (c[30] >= 2) + (c[31] >= 2) + (c[32] >= 2) + (c[33] >= 2); var m13 = // 幺九牌の種類数 (c[0] != 0) + (c[8] != 0) + (c[9] != 0) + (c[17] != 0) + (c[18] != 0) + (c[26] != 0) + (c[27] != 0) + (c[28] != 0) + (c[29] != 0) + (c[30] != 0) + (c[31] != 0) + (c[32] != 0) + (c[33] != 0); var n7 = n13 + // 対子候補の数 (c[1] >= 2) + (c[2] >= 2) + (c[3] >= 2) + (c[4] >= 2) + (c[5] >= 2) + (c[6] >= 2) + (c[7] >= 2) + (c[10] >= 2) + (c[11] >= 2) + (c[12] >= 2) + (c[13] >= 2) + (c[14] >= 2) + (c[15] >= 2) + (c[16] >= 2) + (c[19] >= 2) + (c[20] >= 2) + (c[21] >= 2) + (c[22] >= 2) + (c[23] >= 2) + (c[24] >= 2) + (c[25] >= 2); var m7 = m13 + // 牌の種類数 (c[1] != 0) + (c[2] != 0) + (c[3] != 0) + (c[4] != 0) + (c[5] != 0) + (c[6] != 0) + (c[7] != 0) + (c[10] != 0) + (c[11] != 0) + (c[12] != 0) + (c[13] != 0) + (c[14] != 0) + (c[15] != 0) + (c[16] != 0) + (c[19] != 0) + (c[20] != 0) + (c[21] != 0) + (c[22] != 0) + (c[23] != 0) + (c[24] != 0) + (c[25] != 0); { // 七対子 var ret_syanten = 6 - n7 + (m7 < 7 ? 7 - m7 : 0); if (ret_syanten < syanten) syanten = ret_syanten; } { // 国士無双 var ret_syanten = 13 - m13 - (n13 ? 1 : 0); if (ret_syanten < syanten) syanten = ret_syanten; } return syanten; }, removeJihai: function (nc) { // 字牌 var e = this; var c = e.c; var j_n4 = 0; // 7bitを字牌で使用 var j_koritsu = 0; // 孤立牌 var i; for (i = 27; i < 34; ++i) switch (c[i]) { case 4: ++e.n_mentsu, j_n4 |= (1 << (i - 27)), j_koritsu |= (1 << (i - 27)), ++e.n_jidahai; break; case 3: ++e.n_mentsu; break; case 2: ++e.n_toitsu; break; case 1: j_koritsu |= (1 << (i - 27)); break; } if (e.n_jidahai && (nc % 3) == 2) --e.n_jidahai; if (j_koritsu) { // 孤立牌が存在する e.f_koritsu |= (1 << 27); if ((j_n4 | j_koritsu) == j_n4) e.f_n4 |= (1 << 27); // 対子を作成できる孤立牌が無い } }, removeJihaiSanma19: function (nc) { // 字牌 var e = this; var c = e.c; var j_n4 = 0; // 7+9bitを字牌で使用 var j_koritsu = 0; // 孤立牌 var i; for (i = 27; i < 34; ++i) switch (c[i]) { case 4: ++e.n_mentsu, j_n4 |= (1 << (i - 18)), j_koritsu |= (1 << (i - 18)), ++e.n_jidahai; break; case 3: ++e.n_mentsu; break; case 2: ++e.n_toitsu; break; case 1: j_koritsu |= (1 << (i - 18)); break; } for (i = 0; i < 9; i += 8) switch (c[i]) { case 4: ++e.n_mentsu, j_n4 |= (1 << i), j_koritsu |= (1 << i), ++e.n_jidahai; break; case 3: ++e.n_mentsu; break; case 2: ++e.n_toitsu; break; case 1: j_koritsu |= (1 << i); break; } if (e.n_jidahai && (nc % 3) == 2) --e.n_jidahai; if (j_koritsu) { // 孤立牌が存在する e.f_koritsu |= (1 << 27); if ((j_n4 | j_koritsu) == j_n4) e.f_n4 |= (1 << 27); // 対子を作成できる孤立牌が無い } }, scanNormal: function (init_mentsu) { var e = this; var c = e.c; e.f_n4 |= // 孤立しても対子(雀頭)になれない数牌 ((c[0] == 4) << 0) | ((c[1] == 4) << 1) | ((c[2] == 4) << 2) | ((c[3] == 4) << 3) | ((c[4] == 4) << 4) | ((c[5] == 4) << 5) | ((c[6] == 4) << 6) | ((c[7] == 4) << 7) | ((c[8] == 4) << 8) | ((c[9] == 4) << 9) | ((c[10] == 4) << 10) | ((c[11] == 4) << 11) | ((c[12] == 4) << 12) | ((c[13] == 4) << 13) | ((c[14] == 4) << 14) | ((c[15] == 4) << 15) | ((c[16] == 4) << 16) | ((c[17] == 4) << 17) | ((c[18] == 4) << 18) | ((c[19] == 4) << 19) | ((c[20] == 4) << 20) | ((c[21] == 4) << 21) | ((c[22] == 4) << 22) | ((c[23] == 4) << 23) | ((c[24] == 4) << 24) | ((c[25] == 4) << 25) | ((c[26] == 4) << 26); this.n_mentsu += init_mentsu; e.Run(0); }, Run: function (depth) { // ネストは高々14回 var e = this; ++e.n_eval; if (e.min_syanten == -1) return; // 和了は1つ見つければよい var c = e.c; for (; depth < 27 && !c[depth]; ++depth); // skip if (depth == 27) return e.updateResult(); var i = depth; if (i > 8) i -= 9; if (i > 8) i -= 9; // mod_9_in_27 switch (c[depth]) { case 4: // 暗刻+順子|搭子|孤立 e.i_anko(depth); if (i < 7 && c[depth + 2]) { if (c[depth + 1]) e.i_syuntsu(depth), e.Run(depth + 1), e.d_syuntsu(depth); // 順子 e.i_tatsu_k(depth), e.Run(depth + 1), e.d_tatsu_k(depth); // 嵌張搭子 } if (i < 8 && c[depth + 1]) e.i_tatsu_r(depth), e.Run(depth + 1), e.d_tatsu_r(depth); // 両面搭子 e.i_koritsu(depth), e.Run(depth + 1), e.d_koritsu(depth); // 孤立 e.d_anko(depth); // 対子+順子系 // 孤立が出てるか? // 対子+対子は不可 e.i_toitsu(depth); if (i < 7 && c[depth + 2]) { if (c[depth + 1]) e.i_syuntsu(depth), e.Run(depth), e.d_syuntsu(depth); // 順子+他 e.i_tatsu_k(depth), e.Run(depth + 1), e.d_tatsu_k(depth); // 搭子は2つ以上取る必要は無い -> 対子2つでも同じ } if (i < 8 && c[depth + 1]) e.i_tatsu_r(depth), e.Run(depth + 1), e.d_tatsu_r(depth); e.d_toitsu(depth); break; case 3: // 暗刻のみ e.i_anko(depth), e.Run(depth + 1), e.d_anko(depth); // 対子+順子|搭子 e.i_toitsu(depth); if (i < 7 && c[depth + 1] && c[depth + 2]) { e.i_syuntsu(depth), e.Run(depth + 1), e.d_syuntsu(depth); // 順子 } else { // 順子が取れれば搭子はその上でよい if (i < 7 && c[depth + 2]) e.i_tatsu_k(depth), e.Run(depth + 1), e.d_tatsu_k(depth); // 嵌張搭子は2つ以上取る必要は無い -> 対子2つでも同じ if (i < 8 && c[depth + 1]) e.i_tatsu_r(depth), e.Run(depth + 1), e.d_tatsu_r(depth); // 両面搭子 } e.d_toitsu(depth); // 順子系 if (i < 7 && c[depth + 2] >= 2 && c[depth + 1] >= 2) e.i_syuntsu(depth), e.i_syuntsu(depth), e.Run(depth), e.d_syuntsu(depth), e.d_syuntsu(depth); // 順子+他 break; case 2: // 対子のみ e.i_toitsu(depth), e.Run(depth + 1), e.d_toitsu(depth); // 順子系 if (i < 7 && c[depth + 2] && c[depth + 1]) e.i_syuntsu(depth), e.Run(depth), e.d_syuntsu(depth); // 順子+他 break; case 1: // 孤立牌は2つ以上取る必要は無い -> 対子のほうが向聴数は下がる -> 3枚 -> 対子+孤立は対子から取る // 孤立牌は合計8枚以上取る必要は無い if (i < 6 && c[depth + 1] == 1 && c[depth + 2] && c[depth + 3] != 4) { // 延べ単 e.i_syuntsu(depth), e.Run(depth + 2), e.d_syuntsu(depth); // 順子+他 } else { // if (n_koritsu<8) e.i_koritsu(depth), e.Run(depth+1), e.d_koritsu(depth); e.i_koritsu(depth), e.Run(depth + 1), e.d_koritsu(depth); // 順子系 if (i < 7 && c[depth + 2]) { if (c[depth + 1]) e.i_syuntsu(depth), e.Run(depth + 1), e.d_syuntsu(depth); // 順子+他 e.i_tatsu_k(depth), e.Run(depth + 1), e.d_tatsu_k(depth); // 搭子は2つ以上取る必要は無い -> 対子2つでも同じ } if (i < 8 && c[depth + 1]) e.i_tatsu_r(depth), e.Run(depth + 1), e.d_tatsu_r(depth); } break; } }, calcSyanten(a, n, bSkipChiitoiKokushi) { // var e=new SYANTEN(a,n); var e = SYANTEN; e.init(a, n); var nc = e.count34(); if (nc > 14) return -2; // ネスト検査が爆発する if (!bSkipChiitoiKokushi && nc >= 13) e.min_syanten = e.scanChiitoiKokushi(nc); // 13枚より下の手牌は評価できない e.removeJihai(nc); // e.removeJihaiSanma19(nc); var init_mentsu = Math.floor((14 - nc) / 3); // 副露面子を逆算 e.scanNormal(init_mentsu); return e.min_syanten; }, calcSyanten2(a, n) { // var e=new SYANTEN(a,n); var e = SYANTEN; e.init(a, n); var nc = e.count34(); if (nc > 14) return undefined; // ネスト検査が爆発する var syanten = [e.min_syanten, e.min_syanten]; if (nc >= 13) syanten[0] = e.scanChiitoiKokushi(nc); // 13枚より下の手牌は評価できない e.removeJihai(nc); // e.removeJihaiSanma19(nc); var init_mentsu = Math.floor((14 - nc) / 3); // 副露面子を逆算 e.scanNormal(init_mentsu); syanten[1] = e.min_syanten; if (syanten[1] < syanten[0]) syanten[0] = syanten[1]; return syanten; } }; let tenhou = { MPSZ, SYANTEN, AGARI }; window.Helper = Helper; window.helper = new Helper(); window.AddRoom = class AddRoom { constructor(idIn) { this.id = idIn; this.timer; } joinRoom(id) { app.NetAgent.sendReq2Lobby("Lobby", "joinRoom", { room_id: id }, (t, i) => { if (t || i.error) { console.log("Failed"); return false; } else { this.stop(); console.log("Success"); uiscript.UI_Lobby.Inst.enable = !1; uiscript.UI_WaitingRoom.Inst.updateData(i.room); uiscript.UIMgr.Inst.ShowWaitingRoom(); return true; } }) } start() { this.stop(); this.timer = setTimeout(() => this.joinRoom(this.id), 250); return this; } stop() { if (this.timer) clearTimeout(this.timer); return this; } } window.getCharacter = () => { for (let i = 0; i <= 7; i++) { uiscript.UI_Sushe.characters[i] = { charid: 200001 + i, exp: 20000, extra_emoji: [10, 11, 12, 13], is_upgraded: true, level: 5, skin: 400102 + i * 100 }; uiscript.UI_Sushe.skin_map[400102 + i * 100] = 1; uiscript.UI_Sushe.skin_map[400101 + i * 100] = 1; } } // Events overRiding // Operations : 0 = "none", 1 = "dapai", 2 = "eat", 3 = "peng", 4 = "an_gang", 5 = "ming_gang", 6 = "add_gang", 7 = "liqi", 8 = "zimo", 9 = "rong", 10 = "jiuzhongjiupai", 11 = "babei" //# sourceMappingURL=haili.js.map })();