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学习一门新的语言或框架,最好的方法就是作一些小项目。Elixir和Phoenix很适合用来作扑克应用。github
咱们要作的是德州扑克,首先,须要牌组:框架
defmodule Poker.Deck do defmodule Card do defstruct [:rank, :suit] end def new do for rank <- ranks, suit <- suits do %Card{rank: rank, suit: suit} end |> Enum.shuffle end defp ranks, do: Enum.to_list(2..14) defp suits, do: [:spades, :clubs, :hearts, :diamonds] end
咱们定义了一个可以给出一套洗好了的52张牌的new函数。for结构很是适合作这种数值与花色的组合。dom
defmodule Poker.Ranking do def evaluate(cards) do cards |> Enum.map(&to_tuple/1) |> Enum.sort |> eval end defp to_tuple( %Poker.Deck.Card{rank: rank, suit: suit} ), do: {rank, suit} defp eval( [{10, s}, {11, s}, {12, s}, {13, s}, {14, s}] ), do: :royal_flush end
首先将5张手牌按牌面从小到大排序,再用模式匹配来肯定组合的类型。函数
defp eval( [{a, s}, {_b, s}, {_c, s}, {_d, s}, {e, s}] ) when e - a == 4, do: :straight_flush defp eval( [{2, s}, {3, s}, {4, s}, {5, s}, {14, s}] ), do: :straight_flush
同花色的牌面值不会重复,因此只须要让首尾的差值为4就能够肯定是同花顺。Ace能够和2,3,4,5组合。学习
defp eval( [{a, _}, {a, _}, {a, _}, {a, _}, {b, _}] ), do: :four_of_a_kind defp eval( [{b, _}, {a, _}, {a, _}, {a, _}, {a, _}] ), do: :four_of_a_kind defp eval( [{a, _}, {a, _}, {a, _}, {b, _}, {b, _}] ), do: :full_house defp eval( [{b, _}, {b, _}, {a, _}, {a, _}, {a, _}] ), do: :full_house
这里就不一一列出了,全部的组合能够在github查看。fetch
根据德州扑克的规则,除了五张公开牌(board),每人还有两张手牌(hand),要从这七张牌中选出最大的组合。ui
def best_possible_hand(board, hand) do board ++ hand |> combinations(5) |> Stream.map(&{evaluate(&1), &1}) |> Enum.max end
比较组合的大小,不只要看组合的类型,有时还要看牌面,好比6结尾的同花顺比5结尾的大,三个5带两个7比三个5带两个6大。因此咱们将eval函数的返回值修改成一个2元素元组,第一个元素表明类型,第二个元素用于同类内的比较。lua
defp eval( [{10, s}, {11, s}, {12, s}, {13, s}, {14, s}] ), do: {10, nil} defp eval( [{a, s}, {b, s}, {c, s}, {d, s}, {e, s}] ) when e - a == 4, do: {9, e} defp eval( [{2, s}, {3, s}, {4, s}, {5, s}, {14, s}] ), do: {9, 5} defp eval( [{a, _}, {a, _}, {a, _}, {a, _}, {b, _}] ), do: {8, {a,b}} defp eval( [{b, _}, {a, _}, {a, _}, {a, _}, {a, _}] ), do: {8, {a,b}} defp eval( [{a, _}, {a, _}, {a, _}, {b, _}, {b, _}] ), do: {7, {a,b}} defp eval( [{b, _}, {b, _}, {a, _}, {a, _}, {a, _}] ), do: {7, {a,b}}
注意,咱们给皇家同花顺的返回值是{10,nil} 而不是{10},由于{10}是小于{9,1}的(元组比较大小首先看元素数量)。spa
游戏流程能够用这张图来表示:
player经过向table发送消息,来进入下一步。
在hand阶段,玩家能够下注(bet)或弃牌(fold)。咱们能够用GenServer的特性来实现它:
defmodule Poker.Hand do use GenServer def start_link(players, config \\ []) def start_link(players, config) when length(players) > 1 do GenServer.start_link(__MODULE__, [players, config]) end def start_link(_players, _opts), do: {:error, :not_enough_players} def bet(hand, amount) do GenServer.call(hand, {:bet, amount}) end def check(hand) do GenServer.call(hand, {:bet, 0}) end def fold(hand) do GenServer.call(hand, :fold) end end
注意,config能够用于附带一些额外限制,好比最大下注金额,在这里默认是 []。咱们调用GenServer.call函数,来向hand发送下注或弃牌消息。
首先咱们须要一个初始状态:
def init([players, config]) do <<a::size(32), b::size(32), c::size(32)>> = :crypto.rand_bytes(12) :random.seed({a, b, c}) {small_blind_amount, big_blind_amount} = get_blinds(config) [small_blind_player, big_blind_player|remaining_players] = players to_act = Enum.map(remaining_players, &{&1, big_blind_amount}) ++ [ {small_blind_player, big_blind_amount - small_blind_amount}, {big_blind_player, 0} ] {hands, deck} = deal(Poker.Deck.new, players) state = %{ phase: :pre_flop, players: players, pot: small_blind_amount + big_blind_amount, board: [], hands: hands, deck: deck, to_act: to_act } update_players(state) {:ok, state} end defp get_blinds(config) do big_blind = Keyword.get(config, :big_blind, 10) small_blind = Keyword.get(config, :small_blind, div(big_blind, 2)) {small_blind, big_blind} end
由于Erlang在每一个进程中使用的随机种子都是相同的,因此咱们要先使用:crypto.rand_bytes 来生成新的随机种子。以后从config中获取大盲注,小盲注。咱们用 {player, to_call} 的形式,来表示每一个玩家须要继续下注的最小值。在第一轮中,有两位玩家必先盲注,其余全部玩家须要跟大盲注。
而后,咱们要开始发牌了:
defp deal(deck, players) do {hands, deck} = Enum.map_reduce players, deck, fn (player, [card_one,card_two|deck]) -> {{player, [card_one, card_two]}, deck} end {Enum.into(hands, %{}), deck} end
Enum.map_reduce 函数一边讲每人抽的两张牌映射到player中,一边对deck进行reduce。以后将每一个player变为映射,方便查找。
一切就绪以后,咱们要让玩家们知道如今的情况:
defp update_players(state) do Enum.each state.players, fn (player) -> hand = Map.fetch! state.hands, player hand_state = %{ hand: hand, active: player_active?(player, state), board: state.board, pot: state.pot } send player, {:hand_state, hand_state} end state end defp player_active?(p, %{to_act: [{p, _}|_]}), do: true defp player_active?(_player, _state), do: false
咱们给每一个玩家发送了明牌,暗牌,是否轮到本身,以及桌上的筹码总数。
接下来咱们要实现的是handle_call/3 函数,使用GenServer的时候,每一个call函数都会传递给handle_call/3来解决。这里有两种错误提示:
def handle_call( {:bet, _}, {p_one, _}, state = %{to_act: [{p_two, _}|_]} ) when p_one != p_two do {:reply, {:error, :not_active}, state} end def handle_call( {:bet, amount}, _from, state = %{to_act: [{_, to_call}|_]} ) when amount < to_call do {:reply, {:error, :not_enough}, state} end
第一种是尚未轮到的玩家发出了下注请求,第二种是下注的金额少于最低要求。
还有三种正确状况:1, 一位玩家下注而后下注阶段结束;2, 一位玩家下注而后其余玩家行动;3,一位玩家加注而后其余玩家必须回应。
这里是前两种:
def handle_call( {:bet, amount}, _from, state = %{to_act: [{_, to_call}]} ) when amount == to_call do updated_state = update_in(state.pot, &(&1 + amount)) |> advance_phase |> update_players {:reply, :ok, updated_state} end def handle_call( {:bet, amount}, _from, state = %{to_act: [{_, to_call}|to_act]} ) when amount == to_call do updated_state = update_in(state.pot, &(&1 + amount)) |> put_in([:to_act], to_act) |> update_players {:reply, :ok, updated_state} end
加注是这里最复杂的代码了,咱们须要为全部玩家提升下注要求,并将以前下注过的玩家添加到行动列表的末尾:
def handle_call( {:bet, amount}, _from, state = %{to_act: [{player, to_call}|remaining_actions]} ) when amount > to_call do raised_amount = amount - to_call previous_callers = state.players |> Stream.concat(state.players) |> Stream.drop_while(&(&1 != player)) |> Stream.drop(1 + length(remaining_actions)) |> Stream.take_while(&(&1 != player)) to_act = Enum.map(remaining_actions, fn {player, to_call} -> {player, to_call + raised_amount} end) ++ Enum.map(previous_callers, fn player -> {player, raised_amount} end) updated_state = %{state | to_act: to_act, pot: state.pot + amount} |> update_players {:reply, :ok, updated_state} end
弃牌阶段就很简单了,只须要将该玩家从玩家列表里删除便可。
def handle_call( :fold, {player, _}, state = %{to_act: [{player, _}]} ) do updated_state = state |> update_in([:players], &(List.delete(&1, player))) |> advance_phase |> update_players {:reply, :ok, updated_state} end def handle_call( :fold, {player, _}, state = %{to_act: [{player, _}|to_act]} ) do updated_state = state |> update_in([:players], &(List.delete(&1, player))) |> put_in([:to_act], to_act) |> update_players {:reply, :ok, updated_state} end def handle_call(:fold, _from, state) do {:reply, {:error, :not_active}, state} end
推动阶段 advance_phase 是指下注结束以后,规则很简单。若是只剩下一位玩家,那么该玩家胜出;若是进入到翻牌 flop,转牌 turn,河牌 river 阶段,咱们就要往台面 board 上发出合适数量的牌,并进行新一轮下注。
defp advance_phase(state = %{players: [winner]}) do declare_winner(winner, state) end defp advance_phase(state = %{phase: :pre_flop}) do advance_board(state, :flop, 3) end defp advance_phase(state = %{phase: :flop}) do advance_board(state, :turn, 1) end defp advance_phase(state = %{phase: :turn}) do advance_board(state, :river, 1) end defp advance_board(state, phase, num_cards) do to_act = Enum.map(state.players, &{&1, 0}) {additional_cards, deck} = Enum.split(state.deck, num_cards) %{state | phase: phase, board: state.board ++ additional_cards, deck: deck, to_act: to_act } end
在随后的下注阶段,每位玩家均可如下注,但不是强制的。结束以后咱们会更新状态,并进入下一轮下注。河牌以后若是还剩下多于一位玩家,那么就须要计算手牌来决出胜负。
defp advance_phase(state = %{phase: :river}) do ranked_players = [{winning_ranking,_}|_] = state.players |> Stream.map(fn player -> {ranking, _} = Poker.Ranking.best_possible_hand(state.board, state.hands[player]) {ranking, player} end) |> Enum.sort ranked_players |> Stream.take_while(fn {ranking, _} -> ranking == winning_ranking end) |> Enum.map(&elem(&1, 1)) |> declare_winner(state) state end
咱们须要对每位剩下的玩家的最佳牌组进行排序,若是出现并列,就要进行下一步比较。