C++畅玩五子棋项目
作者:互联网
畅玩五子棋项目说明
项目创建环境:Windows 10 + Visual Studio 2019
棋子类型:实心●和空心◎。其中,棋子彩色棋子为当前落子
实现功能:对战模式(人人对战)、人机模式(人机模式)、加载历史、帮助反馈
功能介绍:
1.对战模式
选择该模式,直接进入人人对战,默认实心棋子先手。
2.人机模式
选择该模式,需要再选择一次先手和后手,再进入人机对战。
进入游戏后,在你落子之后,机器落子需要1s的“停顿”时间,以方便你查看当前局势。
3.加载历史
当下完一局棋后(已分出胜负),系统为你自动保存对局状态。若查看,选择此项。
4.帮助反馈
按R可悔棋:在对战模式下,按一下R则退回一步;在人机模式下,按一下R则棋手和机器人各退回一步。对战中可N次按R且悔N步棋。
源代码文件列表
main.cpp
WelcomeMenu.h
WelcomeMenu.cpp
SetBoardValue.h
AbstractPlayer.h
AbstractPlayer.cpp
HumanPlayer.h
HumanPlayer.cpp
HumanAnalysic.h
HumanAnalysic.cpp
RebotPlayer.h
RebotPlayer.cpp
RebotAnalysis.h
RebotAnalysis.cpp
HistoryFun.h
HistoryFun.cpp
源代码文件
main.cpp
#include<iostream>
#include"SetBoardValue.h"
#include"WelcomeMenu.h"
#include"HumanPlayer.h"
#include"RebotPlayer.h"
#include"HumanAnalysic.h"
#include"HistoryFun.h"
using namespace std;
//这是一个打印字符集,并使用关键字extern作了全局声明。在原版中通过形状来标识当前落子,改版后通过颜色标识
string symbol[14] = { "?" , "┏" , "┓" , "┗" , "┛" , "┠" , "┨" , "┯" , "┷" , "┼" , "●" , "◎" , "●" , "◎" };
int mode; //对战模式
int step = 0; //下棋步数
int main()
{
enum chessSign { black = 12, white = 13 };
mode = WelcomeMenu();
AbstractPlayer::ClearBoardArray();
AbstractPlayer::DisplayBoard();
switch (mode)
{
case 1:
{
HumanPlayer Student1(black);
HumanPlayer Student2(white);
while (true)
{
if (HumanAnalysic(Student1))
{
break;
}
if (HumanAnalysic(Student2))
{
break;
}
}
break;
//RebotPlayer Student1(black);
//RebotPlayer Student2(white);
//while (true)
//{
// if (Student1.ComputerPlacePieces())
// {
// break;
// }
// if (Student2.ComputerPlacePieces())
// {
// break;
// }
//}
//break;
}
case 2:
{
HumanPlayer Student1(black);
RebotPlayer Student2(white);
while (true)
{
if (HumanAnalysic(Student1))
{
break;
}
if (Student2.ComputerPlacePieces())
{
break;
}
}
break;
}
case 3:
{
HumanPlayer Student1(white);
RebotPlayer Student2(black);
while (true)
{
if (Student2.ComputerPlacePieces())
{
break;
}
if (HumanAnalysic(Student1))
{
break;
}
}
break;
}
}
if (SaveHistory())
{
cout << endl;
cout << " ";
cout << "当前对战已保存!" << endl;
}
cout << endl;
system("pause");
return 0;
}
WelcomeMenu.h
#pragma once
int WelcomeMenu();
bool WelcomeView();
WelcomeMenu.cpp
/*进入模式选择界面
* 模式选择:
* 1.人人对战
* 2.人机对战[先手/后手]
* 3.加载历史
* 4.帮助反馈
*/
#include<iostream>
#include<string>
#include"WelcomeMenu.h"
#include"HistoryFun.h"
using namespace std;
int WelcomeMenu()
{
int mode1, mode2;
string command;
do
{
WelcomeView();
cout << " ";
cout << "您好!请选择游戏模式: _" << '\b';
getline(cin, command);
//cin >> command;
cout << endl;
if (command.length() != 1 || command.at(0) < '1' || command.at(0) > '4')
{
cout << " ";
cout << "输入错误, 请重试!" << endl << endl;
system("pause");
continue;
}
mode1 = command.at(0) - '0';
if (mode1 == 1)
{
return 1;
}
else if (mode1 == 2)
{
do
{
cout << " ";
cout << "请选择模式[先手1/后手2]: _" << '\b';
getline(cin, command);
//cin >> command;
if (command.length() != 1 || command.at(0) < '1' || command.at(0) > '2')
{
cout << " ";
cout << "输入错误, 请重试!" << endl << endl;
system("pause");
continue;
}
mode2 = command.at(0) - '0';
if (mode2 == 1)
{
return 2;
}
else if (mode2 == 2)
{
return 3;
}
} while (true);
}
else if (mode1 == 3)
{
if (!loadHistory())
{
cout << " ";
cout << "找不到历史对战!" << endl << endl;
system("pause");
continue;
}
else
{
cout << " ";
cout << "已加载完毕!" << endl << endl;
system("pause");
continue;
}
}
else if (mode1 == 4)
{
cout << " ";
cout << " 按R: 悔一手棋!" << endl << endl;
system("pause");
continue;
}
} while (true);
}
bool WelcomeView()
{
system("cls");
const int WIDTH_N = 32;
int i;
cout << " ";
for (i = 0; i < WIDTH_N; i++)
{
cout << "=";
}
cout << endl;
cout << " ";
cout << "* |> 欢迎进入五子棋游戏 <| *" << endl;
cout << " ";
cout << "*** ***" << endl;
cout << " ";
cout << "* [ AUTHOR:CAO ZHEN ] *" << endl;
cout << " ";
for (i = 0; i < WIDTH_N; i++)
{
cout << "=";
}
cout << endl;
cout << endl;
cout << " ";
cout << " ┌-------------------┐ " << endl;
cout << " ";
cout << " │ → 1-对战模式 ← │ " << endl;
cout << " ";
cout << " └-------------------┘ " << endl;
cout << " ";
cout << " ┌-------------------┐ " << endl;
cout << " ";
cout << " │ → 2-人机模式 ← │ " << endl;
cout << " ";
cout << " └-------------------┘ " << endl;
cout << " ";
cout << " ┌-------------------┐ " << endl;
cout << " ";
cout << " │ → 3-加载历史 ← │ " << endl;
cout << " ";
cout << " └-------------------┘ " << endl;
cout << " ";
cout << " ┌-------------------┐ " << endl;
cout << " ";
cout << " │ → 4-帮助反馈 ← │ " << endl;
cout << " ";
cout << " └-------------------┘ " << endl;
cout << endl;
cout << " ";
for (i = 0; i < WIDTH_N; i++)
{
cout << "-";
}
cout << endl << endl;
return true;
}
SetBoardValue.h
#pragma once
#include<iostream>
#define M 15
#define N 15
//预定义棋子颜色
#define RESET "\033[0m"
#define RED "\033[31m" /* Red */
#define GREEN "\033[32m" /* Green */
#define BLUE "\033[34m" /* Blue */
extern std::string symbol[14];
extern int mode;
extern int step;
AbstractPlayer.h
#pragma once
#include"SetBoardValue.h"
class AbstractPlayer
{
public:
int GetChessSign();
static bool ClearBoardArray();
static bool DisplayBoard();
static int JudgeOutcome();
static int BoardArray[M * N]; //棋局矩阵
static int StorageBoardArray[M * N * 225]; //保存历史
int m_ChessSign; //棋子类型
};
AbstractPlayer.cpp
#include "AbstractPlayer.h"
#include<iostream>
#include<string>
#include<iomanip>
#include"HistoryFun.h"
using namespace std;
int AbstractPlayer::BoardArray[M * N] = { 0 };
int AbstractPlayer::StorageBoardArray[M * N * 225] = { 0 };
/**************************** 获取当前类的符号 *******************************/
int AbstractPlayer::GetChessSign()
{
return m_ChessSign - 2;
}
/********************* 静态成员函数:清空棋局,开局 ***************************/
bool AbstractPlayer::ClearBoardArray()
{
int i, j;
BoardArray[0] = 1;
BoardArray[N - 1] = 2;
BoardArray[(M - 1) * N] = 3;
BoardArray[(M - 1) * N + N - 1] = 4;
for (i = 1; i < M - 1; i++)
{
BoardArray[i * N + 0] = 5;
BoardArray[i * N + N - 1] = 6;
}
for (j = 1; j < N - 1; j++)
{
BoardArray[0 * N + j] = 7;
BoardArray[(M - 1) * N + j] = 8;
}
for (i = 1; i < M - 1; i++)
{
for (j = 1; j < N - 1; j++)
{
BoardArray[i * N + j] = 9;
}
}
StorageHistoryArray(BoardArray);
return true;
}
/************************静态成员函数: 显示棋局状态 *************************/
bool AbstractPlayer::DisplayBoard()
{
system("cls");
cout << endl;;
cout << setw(N - 5) << " ";
if (mode == 1)
{
cout << " 畅玩五子棋(对战版)" << endl;
}
else if (mode == 2 || mode == 3)
{
cout << " 畅玩五子棋(人机版)" << endl;
}
else
{
cout << "畅玩五子棋(历史对战)" << endl;
}
int i, j;
char ch_y = 'A';
for (i = 0; i < M; i++)
{
cout << setw(4) << M - i;
for (j = 0; j < N; j++)
{
if (BoardArray[i * N + j] < 10)
{
if (j != 0 && BoardArray[i * N + j - 1] >= 10)
{
cout << setw(2) << symbol[BoardArray[i * N + j]];
}
else
{
cout << setw(3) << symbol[BoardArray[i * N + j]];
}
}
else if (BoardArray[i * N + j] == 10 || BoardArray[i * N + j] == 11)
{
if (j != 0 && BoardArray[i * N + j - 1] >= 10)
{
cout << setw(2) << symbol[BoardArray[i * N + j]];
}
else
{
cout << setw(3) << symbol[BoardArray[i * N + j]];
}
}
else if (BoardArray[i * N + j] == 12)
{
if (j != 0 && BoardArray[i * N + j - 1] >= 10)
{
cout << setw(5) << RED << symbol[BoardArray[i * N + j]] << RESET;
}
else
{
cout << setw(6) << RED << symbol[BoardArray[i * N + j]] << RESET;
}
}
else if (BoardArray[i * N + j] == 13)
{
if (j != 0 && BoardArray[i * N + j - 1] >= 10)
{
cout << setw(5) << RED << symbol[BoardArray[i * N + j]] << RESET;
}
else
{
cout << setw(6) << GREEN << symbol[BoardArray[i * N + j]] << RESET;
}
}
}
cout << endl;
}
cout << setw(4) << " ";
for (j = 0; j < N; j++)
{
cout << setw(2) << ch_y++;
}
cout << endl << endl;
return true;
}
/*************************** 构造判断矩阵,判断是否有人赢棋*************************/
int AbstractPlayer::JudgeOutcome()
{
int i, j, JudgeBoardArray[M][N];
//构造一个判断矩阵,这里设未落子位置值为0,棋手1落子位置值为-1,棋手2落子位置值为1
for (i = 0; i < M; i++)
{
for (j = 0; j < N; j++)
{
if (BoardArray[i * N + j] == 10)
{
JudgeBoardArray[i][j] = -1;
}
else if (BoardArray[i * N + j] == 11)
{
JudgeBoardArray[i][j] = 1;
}
else
{
JudgeBoardArray[i][j] = 0;
}
}
}
//判断 ' - ' ,是否有棋手赢棋
for (i = 0; i < M; i++)
{
for (j = 0; j <= N - 5; j++)
{
if (JudgeBoardArray[i][j] == -1 && JudgeBoardArray[i][j + 1] == -1 && JudgeBoardArray[i][j + 2] == -1 && JudgeBoardArray[i][j + 3] == -1 && JudgeBoardArray[i][j + 4] == -1)
{
return -1;
}
if (JudgeBoardArray[i][j] == 1 && JudgeBoardArray[i][j + 1] == 1 && JudgeBoardArray[i][j + 2] == 1 && JudgeBoardArray[i][j + 3] == 1 && JudgeBoardArray[i][j + 4] == 1)
{
return 1;
}
}
}
//判断 ' | ' ,是否有棋手赢棋
for (i = 0; i <= M - 5; i++)
{
for (j = 0; j < N; j++)
{
if (JudgeBoardArray[i][j] == -1 && JudgeBoardArray[i + 1][j] == -1 && JudgeBoardArray[i + 2][j] == -1 && JudgeBoardArray[i + 3][j] == -1 && JudgeBoardArray[i + 4][j] == -1)
{
return -1;
}
if (JudgeBoardArray[i][j] == 1 && JudgeBoardArray[i + 1][j] == 1 && JudgeBoardArray[i + 2][j] == 1 && JudgeBoardArray[i + 3][j] == 1 && JudgeBoardArray[i + 4][j] == 1)
{
return 1;
}
}
}
//判断 ' \ ' ,是否有棋手赢棋
for (i = 0; i <= M - 5; i++)
{
for (j = 0; j <= N - 5; j++)
{
if (JudgeBoardArray[i][j] == -1 && JudgeBoardArray[i + 1][j + 1] == -1 && JudgeBoardArray[i + 2][j + 2] == -1 && JudgeBoardArray[i + 3][j + 3] == -1 && JudgeBoardArray[i + 4][j + 4] == -1)
{
return -1;
}
if (JudgeBoardArray[i][j] == 1 && JudgeBoardArray[i + 1][j + 1] == 1 && JudgeBoardArray[i + 2][j + 2] == 1 && JudgeBoardArray[i + 3][j + 3] == 1 && JudgeBoardArray[i + 4][j + 4] == 1)
{
return 1;
}
}
}
//判断 ' / ' ,是否有棋手赢棋
for (i = 0; i <= M - 5; i++)
{
for (j = 4; j <= N; j++)
{
if (JudgeBoardArray[i][j] == -1 && JudgeBoardArray[i + 1][j - 1] == -1 && JudgeBoardArray[i + 2][j - 2] == -1 && JudgeBoardArray[i + 3][j - 3] == -1 && JudgeBoardArray[i + 4][j - 4] == -1)
{
return -1;
}
if (JudgeBoardArray[i][j] == 1 && JudgeBoardArray[i + 1][j - 1] == 1 && JudgeBoardArray[i + 2][j - 2] == 1 && JudgeBoardArray[i + 3][j - 3] == 1 && JudgeBoardArray[i + 4][j - 4] == 1)
{
return 1;
}
}
}
return 0;
}
HumanPlayer.h
#pragma once
#include"AbstractPlayer.h"
class HumanPlayer :public AbstractPlayer
{
public:
HumanPlayer(int ChessSign);
bool PlacePieces();
private:
int m_X; //当前落子的x坐标
int m_Y; //当前落子的y坐标
};
HumanPlayer.cpp
/*人工棋手类[继承抽象棋手类]的实现(cao zhen 2020/11/15)
* 继承方法:
* GetChessSign 获取当前类的棋子符号(黑或白)
* ClearBoardArray [静态]清空棋局,开局
* DisplayBoard [静态]显示棋局状态
* JudgeOutcome 判断是否有人赢棋
* 创建方法:
* HumanPlayer 有参构造函数
* PlacePieces 棋手落子
*/
#include<iostream>
#include<string>
#include<iomanip>
#include "HumanPlayer.h"
#include"HistoryFun.h"
using namespace std;
HumanPlayer::HumanPlayer(int ChessSign)
{
m_ChessSign = ChessSign;
}
/******************************** 棋手落子 ********************************/
bool HumanPlayer::PlacePieces()
{
string command;
do
{
getline(cin, command);
//cin >> command;
if (command.length() == 1)
{
if (command.at(0) == 'R')
{
if (mode == 1)
{
RegretMove();
}
else
{
RegretMove();
RegretMove();
}
cout << symbol[GetChessSign()] << "方请落子:" << flush;
}
else
{
break;
}
}
else
{
break;
}
} while (true);
if (!(command.length() == 2 || command.length() == 3))
{
return false;
}
if (!(command.at(0) >= 'A' && command.at(0) <= 'O'))
{
return false;
}
if (command.length() == 2)
{
if (!(command.at(1) >= '1' && command.at(1) <= '9'))
{
return false;
}
m_X = 14 - (command.at(1) - '1');
m_Y = command.at(0) - 'A';
}
if (command.length() == 3)
{
if (!(command.at(1) == '1' && command.at(2) >= '0' && command.at(2) <= '5'))
{
return false;
}
m_X = 14 - (9 + command.at(2) - '0');
m_Y = command.at(0) - 'A';
}
if (BoardArray[m_X * N + m_Y] >= 10)
{
return false;
}
BoardArray[m_X * N + m_Y] = m_ChessSign;
DisplayBoard();
StorageHistoryArray(BoardArray);
BoardArray[m_X * N + m_Y] = m_ChessSign - 2;
return true;
}
HumanAnalysic.h
#pragma once
#include"HumanPlayer.h"
int HumanAnalysic(HumanPlayer& Student);
HumanAnalysic.cpp
#include<iostream>
#include<string>
#include"SetBoardValue.h"
#include"HumanPlayer.h"
#include"HumanAnalysic.h"
using namespace std;
int HumanAnalysic(HumanPlayer& Student)
{
int outcome;
cout << symbol[Student.GetChessSign()] << "方请落子:" << flush;
while (Student.PlacePieces() == false)
{
cout << " 输入格式错误,请重新输入!" << endl;
cout << symbol[Student.GetChessSign()] << "方请落子:" << flush;
};
if (outcome = AbstractPlayer::JudgeOutcome())
{
cout << " ";
cout << symbol[Student.GetChessSign()] << "胜出!" << endl;
}
return outcome;
}
RebotPlayer.h
#pragma once
#include"AbstractPlayer.h"
class RebotPlayer :public AbstractPlayer
{
public:
RebotPlayer(int ChessSign);
int ComputerPlacePieces();
};
RebotPlayer.cpp
/*电脑棋手类[继承抽象棋手类]的实现(cao zhen 2020/11/15)
* 继承方法:
* GetChessSign 获取当前类的棋子符号(黑或白)
* ClearBoardArray [静态]清空棋局,开局
* DisplayBoard [静态]显示棋局状态
* JudgeOutcome [静态]判断是否有人赢棋
* 创建方法:
* RebotPlayer 有参构造函数
* ComputerPlacePieces 电脑落子
*/
#include<iostream>
#include<string>
#include<windows.h>
#include "RebotPlayer.h"
#include"RebotAnalysis.h"
#include"HistoryFun.h"
using namespace std;
RebotPlayer::RebotPlayer(int ChessSign)
{
m_ChessSign = ChessSign;
}
/******************************* 电脑落子 **************************************/
int RebotPlayer::ComputerPlacePieces()
{
int i, j, JudgeBoardArray[M][N] = { 0 };
int labX, labY;
int chessSign = 0, outcome = 0;
//构造一个判断矩阵,这里设未落子位置值为0,棋手1落子位置值为-1,棋手2落子位置值为1
for (i = 0; i < M; i++)
{
for (j = 0; j < N; j++)
{
if (BoardArray[i * N + j] == 10)
{
JudgeBoardArray[i][j] = -1;
}
else if (BoardArray[i * N + j] == 11)
{
JudgeBoardArray[i][j] = 1;
}
else
{
JudgeBoardArray[i][j] = 0;
}
}
}
if (this->m_ChessSign == 12)
{
chessSign = -1;
}
else if (this->m_ChessSign == 13)
{
chessSign = 1;
}
//以经典开局方式开局。其中若机器先手,则落子天元
if (JudgeClassicStart(*JudgeBoardArray, &labX, &labY, chessSign))
{
BoardArray[labX * N + labY] = this->m_ChessSign;
DisplayBoard();
StorageHistoryArray(BoardArray);
BoardArray[labX * N + labY] = this->m_ChessSign - 2;
return 0;
}
//经典开局后,布局评分
if (BoardAnalysis(*JudgeBoardArray, &labX, &labY, chessSign))
{
BoardArray[labX * N + labY] = this->m_ChessSign;
Sleep(1000);
DisplayBoard();
StorageHistoryArray(BoardArray);
BoardArray[labX * N + labY] = this->m_ChessSign - 2;
}
if (outcome = JudgeOutcome())
{
cout << " ";
cout << symbol[GetChessSign()] << "胜出!" << endl;
}
return outcome;
}
RebotAnalysis.h
#pragma once
bool JudgeClassicStart(int* judgeArray, int* labX, int* labY, int chessSign);
bool BoardAnalysis(int* judgeArray, int* x, int* y, int chessSign);
int scoreFunction(const int* judgeArray, int i, int j, int chessSign);
int GetLocalChessSign(const int* judgeArray, int labX, int labY, int direction, int distance);
RebotAnalysis.cpp
#include<time.h>
#include"SetBoardValue.h"
#include"RebotAnalysis.h"
/**************** 对矩阵进行判断,若为经典开局,则返回1;否,则返回0 ***************/
bool JudgeClassicStart(int* judgeArray, int* labX, int* labY, int chessSign)
{
int i, j, delta1, delta2;
int x1 = 0, y1 = 0, x2 = 0, y2 = 0;
int num1 = 0, num2 = 0;
for (i = 0; i < M; i++)
{
for (j = 0; j < N; j++)
{
if (judgeArray[i * N + j] == -1)
{
x1 = i;
y1 = j;
if (++num1 > 1)
{
return false;
}
}
if (judgeArray[i * N + j] == 1)
{
x2 = i;
y2 = j;
if (++num2 > 1)
{
return false;
}
}
}
}
if (num1 == 0 && num2 == 0)
{
*labX = 7;
*labY = 7;
return true;
}
if ((num1 == 0 && num2 == 1) || (num1 == 1 && num2 == 0))
{
if (judgeArray[7 * N + 7] == 0)
{
*labX = 7;
*labY = 7;
}
else
{
int dx = 0, dy = 0;
do
{
srand(time(NULL));
dx = rand() % 3 - 1;
srand(time(NULL));
dy = rand() % 3 - 1;
} while (dx == 0 && dy == 0);
*labX = 7 + dx;
*labY = 7 + dy;
}
return true;
}
if (num1 == 1 && num2 == 1)
{
delta1 = abs(x2 - x1);
delta2 = abs(y2 - y1);
if (delta1 <= 1 && delta2 <= 1)
{
if (chessSign == -1)
{
int dx = 0, dy = 0;
do
{
srand(time(NULL));
dx = rand() % 3 - 1;
srand(time(NULL));
dy = rand() % 3 - 1;
} while (dx == 0 && dy == 0 || ((x1 + dx)==x2 &&(y1+dy)==y2));
*labX = x1 + dx;
*labY = y1 + dy;
}
else if (chessSign == 1)
{
int dx = 0, dy = 0;
do
{
srand(time(NULL));
dx = rand() % 3 - 1;
srand(time(NULL));
dy = rand() % 3 - 1;
} while (dx == 0 && dy == 0 || ((x2 + dx) == x1 && (y2 + dy) == y1));
*labX = x2 + dx;
*labY = y2 + dy;
}
}
else
{
int dx = 0, dy = 0;
do
{
srand(time(NULL));
dx = rand() % 3 - 1;
srand(time(NULL));
dy = rand() % 3 - 1;
} while (dx == 0 && dy == 0);
*labX = 7 + dx;
*labY = 7 + dy;
}
return true;
}
}
/*************** 权值法给当前布局打分,并返回最优反馈坐标 ********************/
bool BoardAnalysis(int* judgeArray, int* x, int* y, int chessSign)
{
int i, j, scoreArray[M * N] = { 0 };
int maxScore=-250000;
for (i = 0; i < M; i++)
{
for (j = 0; j < N; j++)
{
if (judgeArray[i * N + j] == 0)
{
scoreArray[i * N + j] = scoreFunction(judgeArray, i, j, chessSign);
if (scoreArray[i * N + j] > maxScore)
{
maxScore = scoreArray[i * N + j];
*x = i;
*y = j;
}
}
}
}
return true;
}
/**************************** 统计某个点的得分 *********************************/
int scoreFunction(const int* judgeArray, int i, int j, int chessSign)
{
int score = 0;
for (int maySign = -1; maySign <= 1; maySign += 2)
{
int twoNum = 0;
for (int direction = 1; direction <= 8; direction++)
{
//活四: 0 1 1 1 1 *
if (GetLocalChessSign(judgeArray, i, j, direction, -1) == maySign &&
GetLocalChessSign(judgeArray, i, j, direction, -2) == maySign &&
GetLocalChessSign(judgeArray, i, j, direction, -3) == maySign &&
GetLocalChessSign(judgeArray, i, j, direction, -4) == maySign &&
GetLocalChessSign(judgeArray, i, j, direction, -5) == 0)
{
score += 300000;
if (maySign != chessSign)
{
score -= 500;
}
continue;
}
//死四(一): -1 1 1 1 1 *
if (GetLocalChessSign(judgeArray, i, j, direction, -1) == maySign &&
GetLocalChessSign(judgeArray, i, j, direction, -2) == maySign &&
GetLocalChessSign(judgeArray, i, j, direction, -3) == maySign &&
GetLocalChessSign(judgeArray, i, j, direction, -4) == maySign &&
(GetLocalChessSign(judgeArray, i, j, direction, -5) == -maySign ||
GetLocalChessSign(judgeArray, i, j, direction, -5) == -2))
{
score += 250000;
if (maySign != chessSign)
{
score -= 500;
}
continue;
}
//死四(二): 1 1 1 * 1
if (GetLocalChessSign(judgeArray, i, j, direction, -1) == maySign &&
GetLocalChessSign(judgeArray, i, j, direction, -2) == maySign &&
GetLocalChessSign(judgeArray, i, j, direction, -3) == maySign &&
GetLocalChessSign(judgeArray, i, j, direction, 1) == maySign)
{
score += 240000;
if (maySign != chessSign)
{
score -= 500;
}
continue;
}
//死四(三): 1 1 * 1 1
if (GetLocalChessSign(judgeArray, i, j, direction, -1) == maySign &&
GetLocalChessSign(judgeArray, i, j, direction, -2) == maySign &&
GetLocalChessSign(judgeArray, i, j, direction, 1) == maySign &&
GetLocalChessSign(judgeArray, i, j, direction, 2) == maySign)
{
score += 230000;
if (maySign != chessSign)
{
score -= 500;
}
continue;
}
//活三(一): 1 1 1 * 0
if (GetLocalChessSign(judgeArray, i, j, direction, -1) == maySign &&
GetLocalChessSign(judgeArray, i, j, direction, -2) == maySign &&
GetLocalChessSign(judgeArray, i, j, direction, -3) == maySign)
{
if (GetLocalChessSign(judgeArray, i, j, direction, 1) == 0)
{
score += 750;
if (GetLocalChessSign(judgeArray, i, j, direction, -4) == 0)
{
score += 3150;
if (maySign != chessSign)
{
score -= 300;
}
}
}
if ((GetLocalChessSign(judgeArray, i, j, direction, 1) == -maySign ||
GetLocalChessSign(judgeArray, i, j, direction, 1) == -2)
&& GetLocalChessSign(judgeArray, i, j, direction, -4) == 0)
{
score += 500;
}
continue;
}
//活三(二): 1 1 1 0 *
if (GetLocalChessSign(judgeArray, i, j, direction, -1) == 0 &&
GetLocalChessSign(judgeArray, i, j, direction, -2) == maySign &&
GetLocalChessSign(judgeArray, i, j, direction, -3) == maySign &&
GetLocalChessSign(judgeArray, i, j, direction, -4) == maySign)
{
score += 350;
continue;
}
// 死三: 1 1 * 1
if (GetLocalChessSign(judgeArray, i, j, direction, -1) == maySign &&
GetLocalChessSign(judgeArray, i, j, direction, -2) == maySign &&
GetLocalChessSign(judgeArray, i, j, direction, 1) == maySign)
{
score += 600;
if (GetLocalChessSign(judgeArray, i, j, direction, -3) == 0 &&
GetLocalChessSign(judgeArray, i, j, direction, 2) == 0)
{
score += 3150;
continue;
}
else if ((GetLocalChessSign(judgeArray, i, j, direction, -3) == -maySign ||
GetLocalChessSign(judgeArray, i, j, direction, -3) == -2) &&
(GetLocalChessSign(judgeArray, i, j, direction, 2) == -maySign ||
GetLocalChessSign(judgeArray, i, j, direction, 2) == -2))
{
continue;
}
else
{
score += 700;
continue;
}
}
//活二数量(twoNum)
if (GetLocalChessSign(judgeArray, i, j, direction, -1) == maySign &&
GetLocalChessSign(judgeArray, i, j, direction, -2) == maySign &&
GetLocalChessSign(judgeArray, i, j, direction, -3) != -maySign &&
GetLocalChessSign(judgeArray, i, j, direction, 1) != -maySign)
{
++twoNum;
}
//散棋数量(plyerNum)
int plyerNum = 0;
for (int si = -4; si <= 0; si++)
{
int tempPlayerNum = 0;
for (int sj = 0; sj <= 4; sj++)
{
if (GetLocalChessSign(judgeArray, i, j, direction, si + sj) == maySign)
{
tempPlayerNum++;
}
else if (GetLocalChessSign(judgeArray, i, j, direction, si + sj) == -maySign ||
GetLocalChessSign(judgeArray, i, j, direction, si + sj) == -2)
{
tempPlayerNum = 0;
break;
}
}
plyerNum += tempPlayerNum;
}
score += plyerNum * 15;
}
if (twoNum >= 2)
{
score += 3000;
if (chessSign != maySign)
{
score -= 100;
}
}
}
return score;
}
/*************************** 搜索将要落子位置的附近值 *******************************/
int GetLocalChessSign(const int* judgeArray, int labX, int labY, int direction, int distance)
{
int x = labX, y = labY;
switch (direction) {
case 1:
x = labX + distance;
break;
case 2:
x = labX + distance;
y = labY + distance;
break;
case 3:
y = labY + distance;
break;
case 4:
x = labX - distance;
y = labY + distance;
break;
case 5:
x = labX - distance;
break;
case 6:
x = labX - distance;
y = labY - distance;
break;
case 7:
y = labY - distance;
break;
case 8:
x = labX + distance;
y = labY - distance;
}
if (x < 0 || y < 0 || x > 14 || y > 14)
{
return -2;
}
return judgeArray[x * N + y];
}
HistoryFun.h
#pragma once
bool RegretMove();
bool StorageHistoryArray(const int* currentArray);
bool SaveHistory();
bool loadHistory();
HistoryFun.cpp
#include<fstream>
#include"HistoryFun.h"
#include"HumanPlayer.h"
#include"RebotPlayer.h"
using namespace std;
const bool TurnOn = true;
const bool TurnOff = false;
bool turn;
/***************************** 悔一步棋 *********************************/
bool RegretMove()
{
int i, j;
if (turn == TurnOn)
{
if ((step = step - 2) < 0)
{
return false;
}
}
else
{
if ((step = step - 1) < 0)
{
return false;
}
}
for (i = 0; i < M; i++)
{
for (j = 0; j < N; j++)
{
AbstractPlayer::BoardArray[i * N + j] = AbstractPlayer::StorageBoardArray[(step * M + i) * N + j];
AbstractPlayer::StorageBoardArray[(step * M + i) * N + j] = 0;
}
}
AbstractPlayer::DisplayBoard();
for (i = 0; i < M; i++)
{
for (j = 0; j < N; j++)
{
if (AbstractPlayer::BoardArray[i * N + j] == 12 || AbstractPlayer::BoardArray[i * N + j] == 13)
{
AbstractPlayer::BoardArray[i * N + j] -= 2;
}
}
}
turn = TurnOff;
return 1;
}
/***************************** 内存存储当前布局 *********************************/
bool StorageHistoryArray(const int* currentArray)
{
int i, j;
for (i = 0; i < M; i++)
{
for (j = 0; j < N; j++)
{
AbstractPlayer::StorageBoardArray[(step * M + i) * N + j] = currentArray[i * N + j];
}
}
++step;
turn = TurnOn;
return true;
}
/***************************** 保存历史对战 *********************************/
bool SaveHistory()
{
int i, j, k;
ofstream outBuff;
outBuff.open("history.txt", ios::out);
outBuff << step << '\t';
for (k = 0; k < step; k++)
{
for (i = 0; i < M; i++)
{
for (j = 0; j < N; j++)
{
outBuff << AbstractPlayer::StorageBoardArray[(k * M + i) * N + j] << '\t';
}
}
}
outBuff.close();
return true;
}
/***************************** 加载历史对战 *********************************/
bool loadHistory()
{
int i, j, k;
ifstream inBuff;
inBuff.open("history.txt", ios::in);
if (!inBuff.is_open())
{
return false;
}
inBuff >> step;
for (k = 0; k < step; k++)
{
for (i = 0; i < M; i++)
{
for (j = 0; j < N; j++)
{
inBuff >> AbstractPlayer::StorageBoardArray[(k * M + i) * N + j];
}
}
}
inBuff.close();
for (k = 0; k < step; k++)
{
for (i = 0; i < M; i++)
{
for (j = 0; j < N; j++)
{
AbstractPlayer::BoardArray[i * N + j] = AbstractPlayer::StorageBoardArray[(k * M + i) * N + j];
}
}
AbstractPlayer::DisplayBoard();
cout << " ";
cout << "查看历史对战[按任意键继续]" << endl;
cout << endl;
system("pause");
}
return true;
}
标签:direction,畅玩,judgeArray,int,五子棋,JudgeBoardArray,C++,GetLocalChessSign,&& 来源: https://blog.csdn.net/weixin_43837968/article/details/120711912