一、基础数据结构设计
1. 扑克牌类定义
publicenumSuit{Spades,// 黑桃Hearts,// 红桃Diamonds,// 方块Clubs,// 梅花,Joker// 大小王}publicclassCard:IComparable<Card>{publicSuitSuit{get;}publicintRank{get;}// 2=15, A=14, 小王=18, 大王=17publicCard(Suitsuit,intrank){Suit=suit;Rank=rank;}publicintCompareTo(Cardother){if(Rank!=other.Rank)returnRank.CompareTo(other.Rank);returnSuit.CompareTo(other.Suit);}publicoverridestringToString()=>$"{Rank}of{Suit}";}2. 牌堆管理类
publicclassDeck{privateList<Card>_cards=new();publicvoidInitialize(){foreach(SuitsuitinEnum.GetValues(typeof(Suit))){for(intrank=2;rank<=14;rank++)// 2-14(A){_cards.Add(newCard(suit,rank));}}_cards.Add(newCard(Suit.Joker,17));// 小王_cards.Add(newCard(Suit.Joker,18));// 大王}publicvoidShuffle()=>_cards=_cards.OrderBy(c=>Guid.NewGuid()).ToList();publicList<Card>Deal(intcount)=>_cards.Take(count).ToList();}二、核心游戏逻辑实现
1. 游戏阶段管理
publicenumGamePhase{Dealing,// 发牌阶段Bidding,// 抢地主阶段Playing,// 出牌阶段Ended// 游戏结束}publicclassGameController{privateGamePhase_currentPhase;privateList<Player>_players=new();privateDeck_deck=new();privateList<Card>_landlordCards=new();publicGameController(){_players.Add(newPlayer("Player1"));_players.Add(newPlayer("Player2"));_players.Add(newPlayer("Player3"));}}2. 发牌逻辑实现
publicvoidDealCards(){_deck.Initialize();_deck.Shuffle();for(inti=0;i<17;i++){foreach(varplayerin_players){player.ReceiveCard(_deck.Deal(1));}}_landlordCards=_deck.Deal(3);}三、抢地主阶段实现
1. 玩家状态管理
publicclassPlayer{publicstringName{get;}publicList<Card>Hand{get;}=new();publicboolIsLandlord{get;privateset;}publicintBidScore{get;privateset;}publicPlayer(stringname)=>Name=name;publicvoidReceiveCard(Cardcard)=>Hand.Add(card);publicvoidBid(intscore){BidScore=score;IsLandlord=true;}}2. 抢地主流程
publicvoidStartBidding(){intcurrentPlayer=0;while(true){varplayer=_players[currentPlayer];Console.WriteLine($"{player.Name}, 选择叫分 (0-3): ");intbid=int.Parse(Console.ReadLine());if(bid>player.BidScore){player.Bid(bid);lastBidder=currentPlayer;}currentPlayer=(currentPlayer+1)%3;if(currentPlayer==lastBidder)break;}AssignLandlordRole();}privatevoidAssignLandlordRole(){varlandlord=_players[lastBidder];landlord.ReceiveCards(_landlordCards);_landlordCards.Clear();}四、出牌逻辑实现
1. 牌型判断核心算法
publicclassPokerValidator{publicstaticboolIsValidPlay(List<Card>cards,List<Card>lastPlay){if(lastPlay==null)returncards.Count>0;varcurrentType=GetPokerType(cards);varlastType=GetPokerType(lastPlay);if(currentType==PokerType.None)returnfalse;if(currentType!=lastType)returnfalse;returnCompareCards(cards,lastPlay)>0;}privatestaticintCompareCards(List<Card>a,List<Card>b){// 实现牌型大小比较逻辑// 包含单牌、对子、三带等比较规则}}2. 典型牌型判断
publicenumPokerType{None,Single,Pair,Triplet,Straight,Bomb,Rocket}publicstaticPokerTypeGetPokerType(List<Card>cards){if(cards.Count==1)returnPokerType.Single;if(cards.Count==2&&cards[0].Rank==cards[1].Rank)returnPokerType.Pair;// 实现其他牌型判断逻辑// 参考:https://github.com/Avalon712/ProkerUtils-For-FightingTheLandlord}五、完整游戏流程
publicvoidStartGame(){_currentPhase=GamePhase.Dealing;DealCards();while(_currentPhase!=GamePhase.Ended){switch(_currentPhase){caseGamePhase.Dealing:DealCards();_currentPhase=GamePhase.Bidding;break;caseGamePhase.Bidding:StartBidding();_currentPhase=GamePhase.Playing;break;caseGamePhase.Playing:HandlePlayerTurn();CheckGameOver();break;}}}privatevoidHandlePlayerTurn(){varcurrentPlayer=_players[(int)DateTime.Now.Ticks%3];varhand=currentPlayer.Hand.OrderBy(c=>c).ToList();// 实现出牌逻辑// 参考:https://blog.csdn.net/qq_35353334/article/details/123456789}参考代码 C# 火拼 斗地主 游戏源码www.youwenfan.com/contentcsn/92563.html
六、扩展功能实现
网络对战支持
使用Socket实现多人联机:
publicclassNetworkManager{privateSocket_serverSocket;privateList<Socket>_clients=new();publicvoidStartServer(){/* 实现TCP服务端 */}publicvoidSendGameState(){/* 发送游戏状态 */}}AI对战系统
实现基于蒙特卡洛树搜索的AI:
publicclassAIPlayer:Player{publicoverrideList<Card>MakeMove(){// 实现决策树搜索算法}}
七、测试用例示例
[TestClass]publicclassGameLogicTests{[TestMethod]publicvoidTestRocketValidation(){varcards=newList<Card>{newCard(Suit.Joker,17),newCard(Suit.Joker,18)};Assert.AreEqual(PokerType.Rocket,PokerValidator.GetPokerType(cards));}}