扑克牌逻辑算法

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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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