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- -module(game_manager).
- -behaviour(gen_server).
- -export([start_link/0, init/1, handle_call/3, handle_cast/2, handle_info/2, terminate/2, code_change/3]).
- -export([start_game/3, handle_play/2, end_game/1, create_ai_game/0]).
-
- -include("../include/game_records.hrl").
-
- %% API
- start_link() ->
- gen_server:start_link({local, ?MODULE}, ?MODULE, [], []).
-
- %% 创建一个全AI玩家的游戏
- create_ai_game() ->
- gen_server:call(?MODULE, create_ai_game).
-
- % 使用include文件中定义的game_manager_state记录
-
- start_game(Player1, Player2, Player3) ->
- % 初始化游戏状态
- GameState = game_core:init_game_state(),
-
- % 初始化AI玩家
- AIPlayers = initialize_ai_players(),
-
- % 创建游戏管理器状态
- GameManagerState = #game_manager_state{
- game_id = generate_game_id(),
- players = [Player1, Player2, Player3],
- ai_players = AIPlayers,
- current_state = GameState,
- history = []
- },
-
- % 开始游戏循环
- game_loop(GameManagerState).
-
- handle_play(GameManagerState, Play) ->
- % 验证玩家行动
- case game_core:validate_play(GameManagerState#game_manager_state.current_state, Play) of
- true ->
- % 更新游戏状态
- NewState = game_core:update_state(GameManagerState#game_manager_state.current_state, Play),
-
- % 更新AI玩家
- UpdatedAIPlayers = update_ai_players(GameManagerState#game_manager_state.ai_players, Play),
-
- % 记录历史
- NewHistory = [Play | GameManagerState#game_manager_state.history],
-
- GameManagerState#game_manager_state{
- current_state = NewState,
- ai_players = UpdatedAIPlayers,
- history = NewHistory
- };
- false ->
- {error, invalid_play}
- end.
-
- %% 结束游戏
- end_game(GameManagerState) ->
- % 计算最终得分
- FinalScores = calculate_final_scores(GameManagerState),
-
- % 更新玩家统计数据
- update_player_stats(GameManagerState, FinalScores),
-
- % 保存游戏记录
- save_game_record(GameManagerState),
-
- % 返回游戏结果
- {game_ended, FinalScores}.
-
- %% 初始化AI玩家
- initialize_ai_players() ->
- % 创建不同类型的AI玩家
- BasicAI = ai_player:init(basic),
- AdvancedAI = advanced_ai_player:init(advanced),
-
- % 返回AI玩家列表
- [BasicAI, AdvancedAI].
-
- %% 生成游戏ID
- generate_game_id() ->
- % 使用时间戳和随机数生成唯一ID
- {{Year, Month, Day}, {Hour, Minute, Second}} = calendar:local_time(),
- Random = rand:uniform(1000),
- list_to_binary(io_lib:format("~4..0B~2..0B~2..0B~2..0B~2..0B~2..0B~4..0B",
- [Year, Month, Day, Hour, Minute, Second, Random])).
-
- %% 游戏循环
- game_loop(GameManagerState) ->
- % 检查游戏是否结束
- case is_game_over(GameManagerState#game_manager_state.current_state) of
- true ->
- % 游戏结束,返回结果
- end_game(GameManagerState);
- false ->
- % 获取当前玩家
- CurrentPlayer = get_current_player(GameManagerState),
-
- % 如果是AI玩家,自动出牌
- case is_ai_player(CurrentPlayer, GameManagerState) of
- true ->
- AIPlay = get_ai_play(CurrentPlayer, GameManagerState),
- NewState = handle_play(GameManagerState, AIPlay),
- game_loop(NewState);
- false ->
- % 如果是人类玩家,返回当前状态等待输入
- {waiting_for_player, GameManagerState}
- end
- end.
-
- %% 更新AI玩家
- update_ai_players(AIPlayers, Play) ->
- % 为每个AI玩家更新游戏信息
- lists:map(
- fun(AIPlayer) ->
- update_ai_knowledge(AIPlayer, Play)
- end,
- AIPlayers
- ).
-
- %% 辅助函数
-
- %% 计算最终得分
- calculate_final_scores(GameManagerState) ->
- % 根据游戏规则计算得分
- % 简单实现,实际应该有更复杂的计分逻辑
- Winner = get_winner(GameManagerState),
- Scores = get_player_scores(GameManagerState),
- #{
- winner => Winner,
- scores => Scores
- }.
-
- %% 获取获胜者
- get_winner(GameManagerState) ->
- % 简单实现:找出牌已出完的玩家
- GameState = GameManagerState#game_manager_state.current_state,
- Players = GameState#game_state.players,
- case lists:keyfind(0, 2, Players) of
- {Pid, _, _} -> Pid;
- false -> none
- end.
-
- %% 获取玩家得分
- get_player_scores(GameManagerState) ->
- % 简单实现:为每个玩家分配基础分数
- GameState = GameManagerState#game_manager_state.current_state,
- Players = GameState#game_state.players,
- lists:foldl(
- fun({Pid, Cards, Role}, Acc) ->
- Score = case Role of
- landlord -> 100 - length(Cards) * 10;
- farmer -> 50 - length(Cards) * 5
- end,
- Acc#{Pid => Score}
- end,
- #{},
- Players
- ).
-
- %% 更新玩家统计数据
- update_player_stats(GameManagerState, FinalScores) ->
- % 更新玩家的胜率、得分等统计信息
- % 简单实现
- ok.
-
- %% 保存游戏记录
- save_game_record(GameManagerState) ->
- % 将游戏记录保存到数据库或文件
- % 简单实现
- ok.
-
- %% 检查游戏是否结束
- is_game_over(GameState) ->
- % 检查是否有玩家的牌已经出完
- % 简单实现
- false.
-
- %% 获取当前玩家
- get_current_player(GameManagerState) ->
- % 从游戏状态中获取当前玩家
- GameState = GameManagerState#game_manager_state.current_state,
- GameState#game_state.current_player.
-
- %% 判断是否为AI玩家
- is_ai_player(Player, GameManagerState) ->
- % 检查玩家是否在AI玩家列表中
- lists:member(Player, GameManagerState#game_manager_state.ai_players).
-
- %% 获取AI出牌
- get_ai_play(AIPlayer, GameManagerState) ->
- % 调用AI模块获取出牌决策
- GameState = GameManagerState#game_manager_state.current_state,
- ai_core:make_decision(AIPlayer, GameState).
-
- %% 更新AI知识
- update_ai_knowledge(AIPlayer, Play) ->
- % 更新AI对游戏的认知
- ai_core:update_knowledge(AIPlayer, Play).
-
- %% Callbacks
- init([]) ->
- % 初始化状态
- {ok, #{active_games => #{}, game_count => 0}}.
-
- handle_call(create_ai_game, _From, State = #{active_games := Games, game_count := Count}) ->
- % 创建三个AI玩家
- {ok, AI1} = ai_player:create_ai_player(normal),
- {ok, AI2} = ai_player:create_ai_player(normal),
- {ok, AI3} = ai_player:create_ai_player(hard),
-
- % 启动游戏
- GameState = start_game(AI1, AI2, AI3),
- GameId = Count + 1,
-
- % 更新状态
- NewGames = maps:put(GameId, GameState, Games),
-
- % 启动自动游戏进程
- spawn(fun() -> auto_game_loop(GameId, GameState) end),
-
- {reply, {ok, GameId}, State#{active_games => NewGames, game_count => GameId}};
-
- handle_call(_Request, _From, State) ->
- {reply, {error, unknown_call}, State}.
-
- handle_cast(_Msg, State) ->
- {noreply, State}.
-
- handle_info(_Info, State) ->
- {noreply, State}.
-
- terminate(_Reason, _State) ->
- ok.
-
- code_change(_OldVsn, State, _Extra) ->
- {ok, State}.
-
- %% 自动游戏循环
- auto_game_loop(GameId, GameState) ->
- % 检查游戏是否结束
- case is_game_over(GameState#game_manager_state.current_state) of
- true ->
- % 游戏结束,记录结果
- end_game(GameState);
- false ->
- % 获取当前玩家
- CurrentPlayer = get_current_player(GameState),
-
- % AI自动出牌
- AIPlay = get_ai_play(CurrentPlayer, GameState),
- NewState = handle_play(GameState, AIPlay),
-
- % 添加延迟使游戏更自然
- timer:sleep(500),
-
- % 继续游戏循环
- auto_game_loop(GameId, NewState)
- end.
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