Files
CardServer/MatchMaker.js

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"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.Matchmaker = void 0;
exports.createMatchmaker = createMatchmaker;
exports.displayPairings = displayPairings;
class Matchmaker {
constructor(players) {
this.currentRound = 0;
this.restingHistory = new Map(); // 记录每个玩家的轮空次数
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this.mPlayers = players;
}
/**
* 为当前轮次生成配对
* @returns 配对结果数组
*/
generatePairings() {
const playerIds = Array.from(this.mPlayers.keys()); // 只使用当前存活的玩家
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const playerCount = playerIds.length;
if (playerCount === 0) {
return [];
}
if (playerCount === 1) {
// 只有一个玩家时,与自己配对(轮空)
return [{
playerId: playerIds[0],
opponentId: playerIds[0],
isResting: true
}];
}
const pairings = this.createRandomPairings(playerIds);
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this.currentRound++;
return pairings;
}
/**
* 创建随机配对 - 使用 Fisher-Yates 洗牌算法
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* @param playerIds 玩家ID数组
* @returns 配对结果
*/
createRandomPairings(playerIds) {
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const playerCount = playerIds.length;
const isOddCount = playerCount % 2 === 1;
// 如果是奇数,需要找一个玩家轮空
let restingPlayer = null;
let activePlayers = [...playerIds];
if (isOddCount) {
restingPlayer = this.selectRestingPlayer(playerIds);
activePlayers = playerIds.filter(id => id !== restingPlayer);
}
// Fisher-Yates 洗牌算法 - O(n) 时间复杂度
const shuffled = this.shuffleArray(activePlayers);
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const pairings = [];
// 按顺序两两配对 - O(n) 时间复杂度
for (let i = 0; i < shuffled.length; i += 2) {
if (i + 1 < shuffled.length) {
const player1 = shuffled[i];
const player2 = shuffled[i + 1];
pairings.push({
playerId: player1,
opponentId: player2,
isResting: false
});
pairings.push({
playerId: player2,
opponentId: player1,
isResting: false
});
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}
}
// 处理轮空玩家
if (restingPlayer) {
const ghostOpponent = this.selectGhostOpponent(restingPlayer, playerIds);
pairings.push({
playerId: restingPlayer,
opponentId: ghostOpponent,
isResting: true
});
}
return pairings;
}
/**
* Fisher-Yates 洗牌算法 - 完全随机且高效
* @param array 要洗牌的数组
* @returns 洗牌后的新数组
*/
shuffleArray(array) {
const result = [...array];
for (let i = result.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[result[i], result[j]] = [result[j], result[i]];
}
return result;
}
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/**
* 选择轮空玩家轮换制确保每个玩家都有机会轮空
* @param playerIds 玩家ID数组当前存活的玩家
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* @returns 轮空玩家ID
*/
selectRestingPlayer(playerIds) {
// 初始化轮空次数记录
playerIds.forEach(id => {
if (!this.restingHistory.has(id)) {
this.restingHistory.set(id, 0);
}
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});
// 找到轮空次数最少的玩家
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let minRestingCount = Infinity;
playerIds.forEach(id => {
const count = this.restingHistory.get(id) || 0;
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if (count < minRestingCount) {
minRestingCount = count;
}
});
const candidatePlayers = playerIds.filter(id => {
const count = this.restingHistory.get(id) || 0;
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return count === minRestingCount;
});
// 在轮空次数最少的玩家中随机选择
const selectedIndex = Math.floor(Math.random() * candidatePlayers.length);
const selectedPlayer = candidatePlayers[selectedIndex];
// 增加该玩家的轮空次数
this.restingHistory.set(selectedPlayer, (this.restingHistory.get(selectedPlayer) || 0) + 1);
return selectedPlayer;
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}
/**
* 为轮空玩家选择一个"幽灵对手"用于显示
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* @param restingPlayer 轮空玩家ID
* @param allPlayers 所有当前存活的玩家ID
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* @returns 幽灵对手ID
*/
selectGhostOpponent(restingPlayer, allPlayers) {
// 只在当前存活的玩家中选择幽灵对手
const alivePlayers = allPlayers.filter(id => id !== restingPlayer);
if (alivePlayers.length === 0) {
return restingPlayer; // 如果没有其他存活玩家,返回自己
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}
// 随机选择一个幽灵对手
const randomIndex = Math.floor(Math.random() * alivePlayers.length);
return alivePlayers[randomIndex];
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}
/**
* 重置配对历史新游戏开始时调用
*/
resetHistory() {
this.restingHistory.clear();
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this.currentRound = 0;
}
/**
* 更新玩家列表当有玩家加入或退出时调用
* @param newPlayers 新的玩家Map
*/
updatePlayers(newPlayers) {
this.mPlayers = newPlayers;
// 清理已死亡玩家的轮空历史记录
const alivePlayerIds = new Set(newPlayers.keys());
for (const playerId of this.restingHistory.keys()) {
if (!alivePlayerIds.has(playerId)) {
this.restingHistory.delete(playerId);
}
}
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}
deletePlayer(playerId) {
if (this.mPlayers.has(playerId)) {
this.mPlayers.delete(playerId);
}
// 清理该玩家的轮空历史
this.restingHistory.delete(playerId);
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}
}
exports.Matchmaker = Matchmaker;
// 使用示例和辅助函数
function createMatchmaker(mPlayers) {
return new Matchmaker(mPlayers);
}
// 显示配对结果的辅助函数
function displayPairings(pairings) {
console.log(`=== 第${pairings.length > 0 ? '当前' : '0'}轮配对结果 ===`);
const processedPairs = new Set();
pairings.forEach(pairing => {
const pairKey = [pairing.playerId, pairing.opponentId].sort().join('-');
if (!processedPairs.has(pairKey)) {
console.log(`${pairing.playerId} VS ${pairing.opponentId}`);
processedPairs.add(pairKey);
}
});
}