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📄 use.txt

📁 支持网络和单机的麻将游戏
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  --seed  N    This option specifies the seed for the random number functions.    Used for repeatable tests.  --wallfile  FILE    This names a file containing space separated tile codes giving the    wall; used for repeatable tests. (This is a testing option; it is    not robust.)  --nohist     Another option only used in automatic comparison: this saves some    CPU time by disabling the book-keeping required to allow players    to disconnect and reconnect.    mj-player---------has numerous options affecting its strategy, but these arenot yet documented as they are not at all stable.USING THE XMJ PROGRAM---------------------The main window contains a menu-bar and a table area; the table isin a tasteful shade of dark green. The table displays a stylizedversion of the game: stylized in that there is no jazzy graphics orperspective, and the tiles are not intended to be pictures of realobjects, and so on. Otherwise, the layout is as one would expect of areal game. However, the wall may or may not be displayed, depending onoption settings and screen size. (See above.)Specifically, the four players are arranged around the four edges ofthe table, with "us" at the bottom. For each player, the concealedtiles are displayed nearest the edge of the table; our own tiles arevisible, the other players' tiles are face-down.In front of the concealed tiles are (to the player's left) anydeclared sets, and (to the player's right) flowers and seasons, andthe tong box if the player is East. The tong box displays the wind ofthe round in a white circle. If necessary, the flowers and seasonswill overflow into the concealed row.The discards are displayed face-up in the middle of the board: theyare laid down in order by each player, in the naturalorientation. TODO: add options to display discards randomly, orface-down.If animation (see  --animate  option) is not being used, then themost recent discard will be highlighted in red.The name of a face-up tile can be displayed by right-clicking in thetile. Alternatively, the Tiletips display option can be set, in whichcase the name of a tile is displayed whenever the mouse enters it.Our tiles are displayed in sorted order, which happens to beBamboos (1-9), Characters (1-9), Circles (1-9), Winds (ESWN),Dragons (RWG), Flowers, Seasons.Actions are generally carried out by clicking a button in a dialog box that appears in the middle of the board. For many actions, a tile must be selected. A tile is selected or unselected by single-clicking it;when selected, it appears as a depressed button.The program will generally pre-select a sensible tile:specifically:during the initial declaration of special tiles, the rightmostspecial is selected;after we draw a tile from the wall, the drawn tile is selected;when declaring concealed sets after going Mah Jong, the firstundeclared tile is selected.To describe the possible actions, let us run through the course of agame.First select "New local game..." from the "Game" menu. A panel willappear. The default options are to play a game against the computer,so click "Start Game". After a second or two, a game will start. (NOTE: this assumes correctinstallation. If this fails, start a server and players manually, anduse the "Join server..." menu item.)The first thing that happens is a dialog box "Ready to start nexthand".  The server will not start playing a hand until all playershave indicated their willingness to continue play.Next, the tiles are dealt. Then each player in turn is expected todeclare flowers and seasons. When it is our turn, a dialog will appear with the following buttons:  Declare    declare the selected flower or season. (Note: the    program auto-selects the rightmost special tile.)    If no tile is selected, this finishes declarations.    This button will not appear if the game is being played without    flowers and seasons.  Kong    If we have a concealed kong, we can declare it now with    this button.  Finish    Finish declaring specials and kongs.When all players have finished declaring specials and kongs, a dialogbox appears, asking (on East's behalf) permission to continue.During play, when we draw a tile from the wall, it will beauto-selected. We may also of course select a different tile.A dialog will appear giving us the following possibilities:  Discard    discard the selected tile. This button also serves    to declare a flower or season.  &Calling    discard the selected tile and declare a calling hand.    This button is only shown when calling is allowed    (by default, only Original Call is allowed).  Kong    declare a concealed kong of the selected tile  Add to Pung    add the selected tile to an exposed pung  Mah Jong!    declare Mah Jong! (no selection needed)If the wall is not being shown, the dialog will note the numberof tiles left in the live wall.A tile can also be discarded simply by double-clicking it.When another player discards, a dialog appears to allow us to claimit. If the dialogs are in the middle of the table, the dialog displaysthe tile in a position and orientation to indicate the player who discarded;if the dialogs are at the bottom, this is not done, to save space.In any case the dialog displays the name of the tile, and buttonsfor the possible claims. (Note: in the default case, it is possiblyconfusing that the discarded tile can be seen both on the table and inthe dialog box. Opinions are sought on this point.) If the wall is not being shown, the dialog will note the numberof tiles left in the live wall.Note: there appear to be subtle bugs in GTK, which mean that sometimes the name of the tile does not appear properly. I havecompletely failed to track this down; if it happens, just iconify(that's minimize in Windoze-speak) the window and open it again.There is also a `progress bar' which shows how time is running out.The buttons use one variant of traditional English terminology, viz:  No claim    we don't claim this tile. If there is no timeout in    operation, it is necessary to click this to indicate    a "pass", and in any case it is desirable to speed up    play.  Chow    claim for a sequence.    If our claim is successful and there is more than one    possible sequence to be made, a dialog will appear asking    us to specify which one.  Pung    claim for a triplet.  Kong    claim for quadruplet.  Mah Jong!    claim for Mah Jong.    If the claim succeeds, a dialog box will appear asking    whether we want the tile for "Eyes", "Chow", "Pung", or a    "Special Hand" (such as Thirteen Unique Wonders).    (The term "Eyes" is used instead of "Pair" so that when    keyboard accelerators are implemented, E is different    from P! Is it better to stick to "Pair"?)When a player (including us) claims, the word "Chow!" etc. will appear(in big letters on a yellow background, if things are correctly setup; please tell me if this doesn't happen) for a couple of secondsabove the player's tiles.When all players have claimed, or timed out, the successful claim isimplemented; no additional announcement is made of this. (Should itbe?)If a player adds a tile to an exposed pung, and that tile would giveus Mah Jong, then a dialog box pops up to ask whether we wish to rob the kong.After somebody goes Mah Jong, we are asked to declare our concealedsets. A dialog appears with buttons for "Eyes", "Chow", "Pung". To declare aset, select a tile, which must be the  first  tile in the set for achow, and click the appropriate button. (If we are going Mah Jong, thefirst undeclared tile is auto-selected.) When finished, click "Finished" toreveal the remaining tiles to the other players. If we are the winner, there will be a button for "Special Hand": this is used to declare hands of non-standard shape, such as Thirteen UniqueWonders. (Note: the Seven Pairs hand, if in use, should be declaredby means of the "Eyes" button, not the "Special Hand" button.)At this point, a new top-level window appears to display the scoringinformation. The scoring is done entirely by the server, not by theplayers; the server sends a text description of the score calculation, and this is displayed for each player in the Scoring window. The information in the Scoring window remains there until the nexthand is scored; the window can be brought up at any time via the"Show" menu.Finally, the "continue with next hand" dialog appears. The hand justcompleted will remain visible on the table until the next hand starts.Keyboard Accelerators There are keyboard accelerators for all the actions in the course ofplay. For selecting tiles, the Left and Right arrow keys can be usedto move the selection left or right along the row of tiles. In alldialogs, Space or Return will activate the shadowed button, which isusually the commonest choice. Each button can also be activated bytyping the underlined letter. (Note: at present, the Left and Rightarrow accelerators do not work under Windows.)The menus are also accessible via accelerators. To open a menu, press Meta-X (Alt-X on Windows), where X is the underlined letter inthe menu name. (Meta-X is often (confusingly) Alt-X on Linux systems.)Then each entry has an underlined letter which if pressed will activate it.An additional top-level window showing the state of the game can beobtained by selecting "Game info" from the "Show" menu.There is also a facility for sending text messages to the otherplayers. Select "Messages" from the "Show" menu, and a window willappear: in the top is a display of all messages sent, and belowis a single line in which you can enter your message. It will besent when you hit Return. The message window pops up automatically whenever a message is received, unless prevented by a displaypreference. If the "Display status and messages in main window"display option is set, then this window will instead appear in themain window, above the table. In that case, there is a checkbox "Keep cursor here" next to the message entry line. Checking this boxwill ensure that the keyboard focus stays in the message entry field,even when you click on buttons in the game. (Consequently, you will beunable to use keyboard accelerators while this option is checked.)Starting games and re-connecting--------------------------------The "Game" menu has the "New local game..." item to start a new gameon your local computer, and the "Join server..." item to connect to anexisting game. The dialogs for both these have the following entries:  Checkboxes for Internet/Unix server    These specify whether the server is listening on an Internet socket    or a Unix socket. If an Internet (TCP) socket, the host name ("Join    Game..." only) and port number should be entered in the appropriate    boxes; if a Unix socket, the file name of the socket should be entered.    These fields are remembered from game to game.  "Player ID" and "Name" fields    The "Player ID" should be left at 0, unless reconnecting to an    existing game, in which case it should be the ID assigned by the    server on first connecting to that game. The "Name" field can be

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