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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.