Game server

This commit is contained in:
Correl Roush 2013-06-14 23:43:46 -04:00
parent 3e4f3aa6a9
commit e1c626deef
14 changed files with 388 additions and 66 deletions

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@ -1,6 +1,8 @@
.PHONY: all deps compile test clean
REBAR=rebar
DEPS_PLT=$(CURDIR)/.deps_plt
DEPS=kernel stdlib erts mnesia eunit
all: deps compile
@ -8,9 +10,17 @@ docs:
@$(REBAR) doc
deps:
@$(REBAR) get-deps
@$(REBAR) update-deps
compile: deps
@$(REBAR) compile
$(DEPS_PLT):
dialyzer --output_plt $(DEPS_PLT) --build_plt \
--apps $(DEPS) -r deps
dialyzer: $(DEPS_PLT)
dialyzer --fullpath --plt $(DEPS_PLT) -Wrace_conditions -r ./ebin
test:
@$(REBAR) skip_deps=true eunit
clean:
@$(REBAR) clean
@$(REBAR) delete-deps

7
include/lazy.hrl Normal file
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@ -0,0 +1,7 @@
-define(LAZY(Expr), fun() ->
Expr
end).
-define(FORCE(Expr), apply(Expr, [])).

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@ -1,9 +1,12 @@
-define(SIMPLES, [#tile{suit=S, value=V} || S <- [pin, man, sou], V <- lists:seq(2,8)]).
-define(TERMINALS, [#tile{suit=S, value=V} || S <- [pin, man, sou], V <- [1,9]]).
-define(DRAGONS, [#tile{suit=dragon, value=V} || V <- [green, red, white]]).
-define(WINDS, [#tile{suit=wind, value=V} || V <- [east, south, west, north]]).
-define(HONOURS, ?DRAGONS ++ ?WINDS).
-define(TILES, ?SIMPLES ++ ?TERMINALS ++ ?HONOURS).
-define(DRAGONS, [green, red, white]).
-define(WINDS, [east, south, west, north]).
-define(T_SIMPLES, [#tile{suit=S, value=V} || S <- [pin, man, sou], V <- lists:seq(2,8)]).
-define(T_TERMINALS, [#tile{suit=S, value=V} || S <- [pin, man, sou], V <- [1,9]]).
-define(T_DRAGONS, [#tile{suit=dragon, value=V} || V <- ?DRAGONS]).
-define(T_WINDS, [#tile{suit=wind, value=V} || V <- ?WINDS]).
-define(T_HONOURS, ?T_DRAGONS ++ ?T_WINDS).
-define(TILES, ?T_SIMPLES ++ ?T_TERMINALS ++ ?T_HONOURS).
%% @type wind() = east | south | west | north
-type wind() :: east | south | west | north.
@ -11,12 +14,15 @@
%% @type dragon() = green | red | white
-type dragon() :: green | red | white.
%% @type suit() = wind | dragon | pin | man | sou
-type suit() :: wind | dragon | pin | man | sou.
%% @type tile() = {tile, Suit, Value, From}
%% Suit = pin | man | sou | wind | dragon
%% Suit = suit()
%% Value = integer() | wind() | dragon()
%% From = draw | wind()
-record(tile, {
suit :: pin | man | sou | wind | dragon,
suit :: suit(),
value :: integer() | wind() | dragon(),
from=draw :: draw | wind()
}).
@ -48,6 +54,7 @@
%% Drawn = none | {tsumo | ron, tile()}
-record(player, {
name :: string(),
pid :: none | pid(),
seat :: wind(),
hand=#hand{} :: hand(),
discards=[] :: [tile()],
@ -57,7 +64,7 @@
%% @type phase() = Phase
%% Phase = draw | discard
-type phase() :: draw | discard.
-type phase() :: start | draw | discard.
%% @type game() = {game, Rounds, Timeout, Round, Turn, Phase, Wall, Rinshan, Dora, Uradora, Players}
%% Rounds = integer()
@ -75,11 +82,11 @@
timeout=infinity :: integer() | infinity,
round=east :: wind(),
turn=east :: wind(),
phase=draw :: phase(),
wall :: [tile()],
rinshan :: [tile()],
dora :: [tile()],
uradora :: [tile()],
players :: [player()]
phase=start :: phase(),
wall=[] :: [tile()],
rinshan=[] :: [tile()],
dora=[] :: [tile()],
uradora=[] :: [tile()],
players=[] :: [player()]
}).
-type game() :: #game{}.

83
src/game.erl Normal file
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@ -0,0 +1,83 @@
%% @author Correl Roush <correl@gmail.com>
%%
%% @doc Riichi Mahjong library.
%%
%% @headerfile "../include/riichi.hrl"
-module(game).
-include("riichi.hrl").
-export([new/0,
new/1,
add_player/2,
current_player/1,
position/1,
discards/1,
draw/1,
get_player/2,
update_player/3
]).
%% @doc Creates a new mahjong game, with all 136 tiles shuffled and organized.
-spec new() -> game().
new() ->
Tiles = riichi:shuffle(riichi:tiles()),
#game{rinshan=lists:sublist(Tiles, 1, 4),
dora=lists:sublist(Tiles, 5, 5),
uradora=lists:sublist(Tiles, 10,5),
wall=lists:sublist(Tiles, 15, 124)}.
new(Players) ->
lists:foldl(fun add_player/2, new(), Players).
add_player(_Player, Game = #game{players=Players})
when length(Players) >= 4 ->
throw("Game full");
add_player(Name, Game = #game{players = Players})
when is_list(Name) ->
add_player(#player{name=Name}, Game);
add_player(Player = #player{}, Game = #game{players=Players}) ->
Seats = ?WINDS,
Seat = lists:nth(length(Players) + 1, Seats),
{Tiles, Wall} = lists:split(12, Game#game.wall),
Hand = #hand{tiles=Tiles},
Game#game{wall = Wall,
players=Players ++ [Player#player{seat = Seat, hand = Hand}]}.
current_player(#game{players = Players, turn = Turn}) ->
lists:nth(position(Turn) + 1, Players).
position(Wind) ->
case lists:member(Wind, ?WINDS) of
true ->
length(lists:takewhile(fun(W) ->
W =/= Wind
end,
?WINDS));
_ ->
error(invalid_wind)
end.
discards(#game{turn = Turn} = Game) ->
Player = current_player(Game),
[{discard, Tile, update_player(Game, Turn, Updated)}
|| {discard, Tile, Updated} <- player:discards(Player)].
draw(#game{turn = Turn} = Game) ->
[Tile|Wall] = Game#game.wall,
Player = player:draw(current_player(Game), Tile),
Updated = update_player(Game, Turn, Player),
Updated#game{wall=Wall}.
get_player(#game{players = Players} = Game, Seat) ->
Pos = position(Seat) + 1,
lists:nth(Pos, Players).
update_player(#game{players = Players} = Game, Seat, Player) ->
Pos = position(Seat),
Updated = lists:sublist(Players, Pos)
++ [Player]
++ lists:nthtail(Pos + 1, Players),
Game#game{players = Updated}.

69
src/game_tree.erl Normal file
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@ -0,0 +1,69 @@
-module(game_tree).
-include("riichi.hrl").
-include("lazy.hrl").
-export([build/1,
do/2]).
-compile([export_all]).
-record(game_tree, {game, actions}).
-record(game_action, {player, action, arguments}).
-type game_tree() :: #game_tree{}.
-type game_action() :: #game_action{}
| exhaustive_draw.
-define(cond_actions(Expr, Actions), case Expr of
true ->
Actions;
_ ->
[]
end).
-spec(build(game()) -> game_tree()).
build(Game) ->
{game_tree, Game, actions(Game)}.
-spec(actions(game()) -> game_action()).
actions(#game{phase = start, wall = []}) ->
%% No tile remain in the live wall at the start of a player's turn
%% Terminate the game
%% TODO: Score exhaustive draw
exhaustive_draw;
actions(#game{phase = start, turn = Turn} = Game) ->
%% Begin a player's turn by having them draw a tile from the live wall
Updated = game:draw(Game),
[{#game_action{player=Turn, action=draw}, ?LAZY(build(Updated#game{phase=draw}))}];
actions(#game{phase = draw, turn = Turn} = Game) ->
%% This is the player's main turn phase
Player = game:current_player(Game),
lists:flatten([
?cond_actions(riichi_hand:is_complete(Player#player.hand),
[{#game_action{player=Turn, action=tsumo}, Game}]),
[{#game_action{player=Turn, action=discard, arguments=Tile}, ?LAZY(build(Updated#game{phase=discard}))}
|| {discard, Tile, Updated} <- game:discards(Game)]
]);
actions(#game{phase = discard, turn = Turn} = Game) ->
%% TODO: Can any of the players steal the discarded tile?
Updated = Game#game{phase = start, turn = riichi:next(wind, Turn)},
[{#game_action{player=Seat, action=pass}, ?LAZY(build(Updated))}
|| Seat <- [east, south, west, north]];
actions(#game{} = Game) ->
error_logger:error_report([{?MODULE, invalid_game_state},
{game, Game}]),
{error, invalid_game_state}.
-spec(do(game_tree(), game_action()) -> game_tree()).
do(Tree, Action) ->
case proplists:get_value(Action, Tree#game_tree.actions) of
undefined ->
error(invalid_game_action);
Thunk ->
?FORCE(Thunk)
end.

12
src/hand.erl Normal file
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@ -0,0 +1,12 @@
-module(hand).
-include("riichi.hrl").
-export([discards/1,
draw/2]).
discards(#hand{tiles=Tiles} = Hand) ->
[{discard, Tile, Hand#hand{tiles = Tiles -- [Tile]}} || Tile <- Tiles].
draw(#hand{tiles = Tiles} = Hand, Tile) ->
Hand#hand{tiles = Tiles ++ [Tile]}.

17
src/lazy.erl Normal file
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@ -0,0 +1,17 @@
-module(lazy).
-export([find/2]).
-include("lazy.hrl").
find(Predicate, [H|T]) when is_function(H) ->
Value = ?FORCE(H),
case Predicate(Value) of
true ->
{ok, Value};
_ ->
find(Predicate, T)
end;
find(_Predicate, []) ->
undefined.

26
src/player.erl Normal file
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@ -0,0 +1,26 @@
-module(player).
-include("riichi.hrl").
-export([new/0,
new/1,
new/2,
discards/1,
draw/2]).
new() ->
new("Computer").
new(Name) ->
new(Name, player_dummy).
new(Name, Type) ->
{ok, PID} = Type:start_link(Name),
#player{name = Name, pid = PID}.
discards(#player{discards = Discards} = Player) ->
[{discard, Tile, Player#player{hand = Hand, discards = [Tile|Discards]}}
|| {discard, Tile, Hand} <- hand:discards(Player#player.hand)].
draw(#player{hand = Hand} = Player, Tile) ->
Player#player{hand = hand:draw(Hand, Tile)}.

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@ -5,7 +5,7 @@
-export([init/1, handle_call/3, handle_cast/2, handle_info/2, terminate/2,
code_change/3]).
-record(state, {name}).
-record(state, {name, game, seat}).
start_link(Name) ->
gen_server:start_link(?MODULE, [Name], []).
@ -13,6 +13,13 @@ start_link(Name) ->
init([Name]) ->
{ok, #state{name=Name}}.
handle_call({choose, Actions}, _From, State) ->
[Action|_] = sort_actions(Actions),
{reply, Action, State};
handle_call(get_name, _From, State) ->
{reply, State#state.name, State};
handle_call(_Msg, _From, State) ->
{noreply, State}.
@ -23,6 +30,15 @@ handle_cast({message, _From, Body}, State) ->
{body, Body}}),
{noreply, State};
handle_cast({action, Seat, Action}, State) ->
error_logger:info_report([game_event,
{seat, Seat},
{action, Action}]),
{noreply, State};
handle_cast({new_state, Game}, State) ->
{noreply, State#state{game=Game}};
handle_cast(_Msg, State) ->
{noreply, State}.
@ -33,4 +49,19 @@ terminate(_Reason, _State) ->
ok.
code_change(_OldVsn, State, _Extra) ->
{ok, State}.
{ok, State}.
sort_actions(Actions) ->
Order = fun({game_action, A, _, _}, {game_action, B, _, _}) ->
Weighted = [ron, tsumo, kan, pon, chi],
Weights = lists:zip(Weighted, lists:reverse(lists:seq(1, length(Weighted)))),
VA = proplists:get_value(A, Weights, 0),
VB = proplists:get_value(B, Weights, 0),
case VA == VB of
true ->
A >= B;
_ ->
VA >= VB
end
end,
lists:sort(Order, Actions).

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@ -9,9 +9,11 @@
-include("../include/riichi.hrl").
-export([
start/0,
is_valid_tile/1,
is_open/1,
dora/1,
next/2,
nearest/2,
score/3,
score_hand/1,
@ -21,6 +23,9 @@
tiles/0
]).
start() ->
application:start(riichi).
-spec is_valid_tile(tile()) -> boolean().
is_valid_tile(#tile{suit=dragon, value=Value}) ->
lists:member(Value, [white, green, red]);
@ -45,28 +50,33 @@ is_open(#hand{tiles=Tiles, melds=Melds}) ->
orelse lists:any(fun is_open/1, Melds).
-spec dora(tile()) -> tile().
dora(#tile{suit=dragon, value=Value}=Indicator) ->
case Value of
white -> Indicator#tile{value=green};
green -> Indicator#tile{value=red};
red -> Indicator#tile{value=white}
end;
dora(#tile{suit=wind, value=Value}=Indicator) ->
case Value of
east -> Indicator#tile{value=south};
south -> Indicator#tile{value=west};
west -> Indicator#tile{value=north};
north -> Indicator#tile{value=east}
end;
dora(#tile{value=Value}=Indicator) ->
dora(#tile{suit = Suit, value = Value} = Indicator) ->
case is_valid_tile(Indicator) of
false ->
throw({error, invalid_tile});
_ ->
if
Value == 9 -> Indicator#tile{value=1};
true -> Indicator#tile{value=Value + 1}
end
true ->
Next = next(Suit, Value),
Indicator#tile{value = Next};
_ ->
throw({error, invalid_tile})
end.
-spec next(suit(), term()) -> term().
next(dragon, Value) ->
case Value of
white -> green;
green -> red;
red -> white
end;
next(wind, Value) ->
case Value of
east -> south;
south -> west;
west -> north;
north -> east
end;
next(_Suit, Value) when is_integer(Value) ->
case Value < 9 of
true -> Value + 1;
_ -> 1
end.
-spec nearest(integer(), integer()) -> integer().

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@ -1,20 +0,0 @@
%% @author Correl Roush <correl@gmail.com>
%%
%% @doc Riichi Mahjong library.
%%
%% @headerfile "../include/riichi.hrl"
-module(riichi_game).
-include("../include/riichi.hrl").
-export([new/0]).
%% @doc Creates a new mahjong game, with all 136 tiles shuffled and organized.
-spec new() -> game().
new() ->
Tiles = riichi:shuffle(riichi:tiles()),
#game{rinshan=lists:sublist(Tiles, 1, 4),
dora=lists:sublist(Tiles, 5, 5),
uradora=lists:sublist(Tiles, 10,5),
wall=lists:sublist(Tiles, 15, 124)}.

70
src/server_game.erl Normal file
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@ -0,0 +1,70 @@
-module(server_game).
-behaviour(gen_fsm).
-export([start_link/0]).
-export([waiting/3,
playing/2,
turn/2]).
-export([init/1, handle_event/3, handle_sync_event/4, handle_info/3, terminate/3]).
-include("../include/riichi.hrl").
-record(state, {players=[]}).
start_link() ->
gen_fsm:start_link(?MODULE, [], []).
init([]) ->
{ok, waiting, #state{}}.
waiting({add_player, Player}, _From, State) ->
error_logger:info_report({adding_player, [{player, Player}]}),
Players = [Player|State#state.players],
case length(Players) of
4 ->
Game = game:new(Players),
error_logger:info_report({starting_game, []}),
gen_fsm:send_event(self(), game_tree:build(Game)),
{reply, ok, playing, Game};
_ -> {reply, ok, waiting, State#state{players=Players}}
end.
playing({game_tree, Game, Branches} = Tree, State) ->
Actions = proplists:get_keys(Branches),
[gen_server:cast(Player#player.pid, {new_state, Game}) || Player <- Game#game.players],
[Choice|_] = lists:flatten(lists:map(fun(Seat) ->
Player = game:get_player(Game, Seat),
PlayerActions = [A || A = {game_action, W, _, _} <- Actions,
W =:= Seat],
case PlayerActions of
[] ->
[];
_ ->
[gen_server:call(Player#player.pid, {choose, PlayerActions})]
end
end,
[east, south, west, north])),
error_logger:info_report([resolving_choice, {chosen, Choice}, {valid, Actions}]),
gen_fsm:send_event(self(), game_tree:do(Tree, Choice)),
{next_state, playing, State}.
turn(start, Game) ->
error_logger:info_report({starting_turn, Game#game.turn}),
{next_state, start, Game}.
handle_event(Event, StateName, State) ->
io:format("Unexpected ~p during ~p", [Event, StateName]),
{next_state, StateName, State}.
handle_sync_event(Event, _From, StateName, State) ->
io:format("Unexpected ~p during ~p", [Event, StateName]),
{next_state, StateName, State}.
handle_info(_Info, StateName, State) ->
{next_state, StateName, State}.
terminate(Reason, StateName, _State) ->
error_logger:error_report([terminating,
{from_state, StateName},
{reason, Reason}]),
ok.

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@ -106,7 +106,7 @@ iipeikou(#game{}, #player{hand=#hand{melds=Melds}}) ->
chanta(#game{}, #player{hand=#hand{tiles=[], melds=Melds}}) ->
Sets = [[{T#tile.suit, T#tile.value} || T <- Tiles]
|| #meld{tiles=Tiles} <- Melds],
ChantaTiles = [{T#tile.suit, T#tile.value} || T <- (?TERMINALS ++ ?HONOURS)],
ChantaTiles = [{T#tile.suit, T#tile.value} || T <- (?T_TERMINALS ++ ?T_HONOURS)],
lists:all(fun(Tiles) ->
(Tiles -- ChantaTiles =/= Tiles)
end,
@ -183,7 +183,7 @@ shou_san_gen(#game{}, #player{hand=#hand{melds=Melds}}) ->
%% @doc Returns true for a Honrouto hand
honrouto(#game{}, #player{hand=Hand}) ->
IsHonour = fun(T) ->
lists:member(T, ?HONOURS ++ ?TERMINALS)
lists:member(T, ?T_HONOURS ++ ?T_TERMINALS)
end,
lists:all(IsHonour, riichi_hand:tiles(Hand)).
@ -200,14 +200,14 @@ honitsu(#game{}, #player{hand=Hand}) ->
Suits = sets:to_list(sets:from_list([Suit || #tile{suit=Suit} <- Tiles,
lists:member(Suit, [pin, sou, man])])),
IsHonour = fun(T) ->
lists:member(T, ?HONOURS)
lists:member(T, ?T_HONOURS)
end,
length(Suits) == 1 andalso lists:any(IsHonour, Tiles).
%% @doc Returns true for a Jun chan hand.
jun_chan(#game{}, #player{hand=#hand{melds=Melds}}) ->
IsTerminal = fun(T) ->
lists:member(T, ?TERMINALS)
lists:member(T, ?T_TERMINALS)
end,
HasTerminal = fun(#meld{tiles=Tiles}) ->
lists:any(IsTerminal, Tiles)
@ -226,7 +226,7 @@ chinitsu(#game{}, #player{hand=Hand}) ->
Suits = sets:to_list(sets:from_list([Suit || #tile{suit=Suit} <- Tiles,
lists:member(Suit, [pin, sou, man])])),
IsHonour = fun(T) ->
lists:member(T, ?HONOURS)
lists:member(T, ?T_HONOURS)
end,
length(Suits) == 1 andalso not lists:any(IsHonour, Tiles).
@ -265,13 +265,13 @@ suu_an_kou(#game{}, #player{hand=#hand{melds=Melds}}) ->
tsu_iisou(#game{}, #player{hand=Hand}) ->
IsHonour = fun(T) ->
lists:member(T, ?HONOURS)
lists:member(T, ?T_HONOURS)
end,
lists:all(IsHonour, riichi_hand:tiles(Hand)).
chinrouto(#game{}, #player{hand=Hand}) ->
IsTerminal = fun(T) ->
lists:member(T, ?TERMINALS)
lists:member(T, ?T_TERMINALS)
end,
lists:all(IsTerminal, riichi_hand:tiles(Hand)).

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@ -161,7 +161,7 @@ chinitsu_test() ->
?assertEqual(true, yaku:chinitsu(#game{}, #player{hand=Hand, drawn={tsumo, #tile{suit=sou, value=1}}})).
kokushi_musou_test() ->
Hand = #hand{tiles=?TERMINALS ++ ?HONOURS -- [#tile{suit=pin, value=1}],
Hand = #hand{tiles=?T_TERMINALS ++ ?T_HONOURS -- [#tile{suit=pin, value=1}],
melds=[#meld{type=pair, tiles=lists:duplicate(2, #tile{suit=pin, value=1})}]},
?assertEqual(true, yaku:kokushi_musou(#game{}, #player{hand=Hand})).