实例介绍
【实例截图】
【核心代码】
using System; using System.Collections.Generic; using System.Drawing; using System.Linq; using System.Text; namespace GameComponent { partial class GameBoard { /////////////////宝饭设计,精简代码,追求智慧////////////////// ////棋型估值 //成五 private const int BE_FIVE = 1000000000; //活四 private const int ACTIVIE_FOUR = 50000; //冲四 private const int RUSH_FOUR = 3000; //活三 private const int ACTIVIE_THREE = 3000; //眠三 private const int SLEEP_THREE = 200; //活二 private const int ACTIVE_TWO = 200; //眠二 private const int SLEEP_TWO = 10; //其他 private const int OTHER = 1; //棋型 public enum SituationType { BeFive, ActiveFour, RushFour, ActiveThree, SleepThree, ActiveTwo, SleepTwo, Other } /// <summary> /// 电脑下下一着棋,返回内部坐标 /// </summary> /// <param name="color"></param> /// <returns></returns> public Point ComputerNextStep(int color) { //建立估分表 int[,] gradeMyMap = new int[gameSize, gameSize]; int[,] gradeOppoMap = new int[gameSize, gameSize]; for (int i = 0; i < gameSize; i ) { for (int j = 0; j < gameSize; j ) { if(map[i, j] == 0) { int sumMy = evaluate(j, i, color); int sumOppo = evaluate(j, i, 3 - color); gradeMyMap[i, j] = sumMy; gradeOppoMap[i, j] = sumOppo; } } } Point pMy = GetBestPoint(gradeMyMap); Point pOppo = GetBestPoint(gradeOppoMap); if (pMy != pOppo) { if (gradeOppoMap[pOppo.Y, pOppo.X] > gradeMyMap[pMy.Y, pMy.X] * 10) return pOppo; else return pMy; } else return pMy; } /// <summary> /// 查找最优点 /// </summary> /// <param name="map">估分表数组</param> /// <returns></returns> private Point GetBestPoint(int[,] map) { int iMax = 0, jMax = 0; for (int i = 0; i < gameSize; i ) { for (int j = 0; j < gameSize; j ) { if (map[i, j] > map[iMax, jMax]) { iMax = i; jMax = j; } } } return new Point(jMax, iMax); } /// <summary> /// 四个方向上对某个点某种颜色棋子进行估分 /// </summary> /// <param name="x">横坐标</param> /// <param name="y">纵坐标</param> /// <param name="color"></param> /// <returns></returns> public int evaluate(int x, int y, int color) { int sum = 0; //四个方向估值 for (int i = 0; i < 4; i ) { SituationType type = GetSituationType(x, y, i, color); switch(type) { case SituationType.BeFive: sum = BE_FIVE; break; case SituationType.ActiveFour: sum = ACTIVIE_FOUR; break; case SituationType.RushFour: sum = RUSH_FOUR; break; case SituationType.ActiveThree: sum = ACTIVIE_THREE; break; case SituationType.SleepThree: sum = SLEEP_THREE; break; case SituationType.ActiveTwo: sum = ACTIVE_TWO; break; case SituationType.SleepTwo: sum = SLEEP_TWO; break; default: sum = OTHER; break; } } return sum; } /// <summary> /// 某种颜色棋子在某个方向上的棋型 /// </summary> /// <param name="x">横坐标</param> /// <param name="y">纵坐标</param> /// <param name="dir">方向</param> /// <param name="color">棋子颜色</param> /// <returns></returns> public SituationType GetSituationType(int x, int y, int dir, int color) { SituationType type = JudgeBeFive(x, y, dir, color); if (type == SituationType.Other) { type = JudgeActiveFour(x, y, dir, color); if (type == SituationType.Other) { type = JudgeRushFour(x, y, dir, color); if (type == SituationType.Other) { type = JudgeActiveThreeSleepThree(x, y, dir, color); if (type == SituationType.Other) { return type = JudgeActvieTwoSleepTwo(x, y, dir, color); } else return type; } else return type; } else return type; } else return type; } /// <summary> /// 判断一个坐标是否没越界 /// </summary> /// /// <param name="x">横坐标</param> /// <param name="y">纵坐标</param> /// <returns></returns> private bool NoCrossBorder(int x, int y) { return x >= 0 && x < gameSize && y >= 0 && y < gameSize; } /// <summary> /// 在没有越界的基础上,是否存在同颜色的棋子 /// </summary> /// <param name="x">横坐标</param> /// <param name="y">纵坐标</param> /// <param name="color">棋子颜色</param> /// <returns></returns> private bool ExistSameColor(int x, int y, int color) { return NoCrossBorder(x, y) && map[y, x] == color; } /// <summary> /// 在没有越界的基础上,判断某个点是否没有棋子 /// </summary> /// <param name="x">横坐标</param> /// <param name="y">纵坐标</param> /// <returns></returns> private bool Empty(int x, int y) { return NoCrossBorder(x, y) && map[y, x] == 0; } /// <summary> /// 处理值0,如果为0,返回-1,其余不变 /// </summary> /// <param name="n"></param> /// <returns></returns> private int SolveZero(int n) { return n == 0 ? 1 : n; } /// <summary> /// 某种颜色棋子在某个方向上是否成五 /// </summary> /// <param name="x">横坐标</param> /// <param name="y">纵坐标</param> /// <param name="dir">方向</param> /// <param name="color">棋子颜色</param> /// <returns></returns> private SituationType JudgeBeFive(int x, int y, int dir, int color) { for (int i = 1; i >= -4; i--) { if (i == 0) continue; else { int delta1 = i; int delta2 = SolveZero(i 1); int delta3 = SolveZero(delta2 1); int delta4 = SolveZero(delta3 1); if (dir == 0) //上下方向 { Point p1 = new Point(x, y delta1); Point p2 = new Point(x, y delta2); Point p3 = new Point(x, y delta3); Point p4 = new Point(x, y delta4); if (BeFiveHelper(p1, p2, p3, p4, color)) return SituationType.BeFive; } else if (dir == 1) //左右方向 { Point p1 = new Point(x delta1, y); Point p2 = new Point(x delta2, y); Point p3 = new Point(x delta3, y); Point p4 = new Point(x delta4, y); if (BeFiveHelper(p1, p2, p3, p4, color)) return SituationType.BeFive; } else if (dir == 2) //左斜线 { Point p1 = new Point(x delta1, y delta1); Point p2 = new Point(x delta2, y delta2); Point p3 = new Point(x delta3, y delta3); Point p4 = new Point(x delta4, y delta4); if (BeFiveHelper(p1, p2, p3, p4, color)) return SituationType.BeFive; } else //右斜线 { Point p1 = new Point(x delta1, y - delta1); Point p2 = new Point(x delta2, y - delta2); Point p3 = new Point(x delta3, y - delta3); Point p4 = new Point(x delta4, y - delta4); if (BeFiveHelper(p1, p2, p3, p4, color)) return SituationType.BeFive; } } } return SituationType.Other; } /// <summary> /// 成五条件判断 /// </summary> /// <param name="p1"></param> /// <param name="p2"></param> /// <param name="p3"></param> /// <param name="p4"></param> /// <param name="color"></param> /// <returns></returns> private bool BeFiveHelper(Point p1, Point p2, Point p3, Point p4, int color) { if (ExistSameColor(p1.X, p1.Y, color) && ExistSameColor(p2.X, p2.Y, color) && ExistSameColor(p3.X, p3.Y, color) && ExistSameColor(p4.X, p4.Y, color)) return true; else return false; } /// <summary> /// 某种颜色棋子在某个方向上是否活四 /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <param name="dir"></param> /// <param name="color"></param> /// <returns></returns> private SituationType JudgeActiveFour(int x, int y, int dir, int color) { for (int i = -1; i >= -4; i--) { if (i == 0) continue; else { int delta1 = i; int delta2 = SolveZero(i 1); int delta3 = SolveZero(delta2 1); int delta4 = SolveZero(delta3 1); int delta5 = SolveZero(delta4 1); if (dir == 0) //上下方向 { Point p1 = new Point(x, y delta1); Point p2 = new Point(x, y delta2); Point p3 = new Point(x, y delta3); Point p4 = new Point(x, y delta4); Point p5 = new Point(x, y delta5); if (ActiveFourHelper(p1, p2, p3, p4, p5, color)) return SituationType.ActiveFour; } else if (dir == 1) //左右方向 { Point p1 = new Point(x delta1, y); Point p2 = new Point(x delta2, y); Point p3 = new Point(x delta3, y); Point p4 = new Point(x delta4, y); Point p5 = new Point(x delta5, y); if (ActiveFourHelper(p1, p2, p3, p4, p5, color)) return SituationType.ActiveFour; } else if (dir == 2) //左斜线 { Point p1 = new Point(x delta1, y delta1); Point p2 = new Point(x delta2, y delta2); Point p3 = new Point(x delta3, y delta3); Point p4 = new Point(x delta4, y delta4); Point p5 = new Point(x delta5, y delta5); if (ActiveFourHelper(p1, p2, p3, p4, p5, color)) return SituationType.ActiveFour; } else //右斜线 { Point p1 = new Point(x delta1, y - delta1); Point p2 = new Point(x delta2, y - delta2); Point p3 = new Point(x delta3, y - delta3); Point p4 = new Point(x delta4, y - delta4); Point p5 = new Point(x delta5, y - delta5); if (ActiveFourHelper(p1, p2, p3, p4, p5, color)) return SituationType.ActiveFour; } } } return SituationType.Other; } /// <summary> /// 活四条件判断 /// </summary> /// <param name="p1"></param> /// <param name="p2"></param> /// <param name="p3"></param> /// <param name="p4"></param> /// <param name="color"></param> /// <returns></returns> private bool ActiveFourHelper(Point p1, Point p2, Point p3, Point p4, Point p5, int color) { if (Empty(p1.X, p1.Y) && ExistSameColor(p2.X, p2.Y, color) && ExistSameColor(p3.X, p3.Y, color) && ExistSameColor(p4.X, p4.Y, color) && Empty(p5.X, p5.Y)) return true; else return false; } /// <summary> /// 某种颜色棋子在某个方向上是否冲四 /// </summary> /// <param name="x">横坐标</param> /// <param name="y">纵坐标</param> /// <param name="dir">方向</param> /// <param name="color">棋子颜色</param> /// <returns></returns> private SituationType JudgeRushFour(int x, int y, int dir, int color) { for (int i = 1; i >= -4; i--) { if (i == 0) continue; else { int delta1 = i; int delta2 = SolveZero(i 1); int delta3 = SolveZero(delta2 1); int delta4 = SolveZero(delta3 1); if (dir == 0) //上下方向 { Point p1 = new Point(x, y delta1); Point p2 = new Point(x, y delta2); Point p3 = new Point(x, y delta3); Point p4 = new Point(x, y delta4); if (RushFourHelper(p1, p2, p3, p4, color)) return SituationType.RushFour; } else if (dir == 1) //左右方向 { Point p1 = new Point(x delta1, y); Point p2 = new Point(x delta2, y); Point p3 = new Point(x delta3, y); Point p4 = new Point(x delta4, y); if (RushFourHelper(p1, p2, p3, p4, color)) return SituationType.RushFour; } else if (dir == 2) //左斜线 { Point p1 = new Point(x delta1, y delta1); Point p2 = new Point(x delta2, y delta2); Point p3 = new Point(x delta3, y delta3); Point p4 = new Point(x delta4, y delta4); if (RushFourHelper(p1, p2, p3, p4, color)) return SituationType.RushFour; } else //右斜线 { Point p1 = new Point(x delta1, y - delta1); Point p2 = new Point(x delta2, y - delta2); Point p3 = new Point(x delta3, y - delta3); Point p4 = new Point(x delta4, y - delta4); if (RushFourHelper(p1, p2, p3, p4, color)) return SituationType.RushFour; } } } return SituationType.Other; } /// <summary> /// 冲四条件判断 /// </summary> /// <param name="p1"></param> /// <param name="p2"></param> /// <param name="p3"></param> /// <param name="p4"></param> /// <param name="color"></param> /// <returns></returns> private bool RushFourHelper(Point p1, Point p2, Point p3, Point p4, int color) { if (Empty(p1.X, p1.Y) && ExistSameColor(p2.X, p2.Y, color) && ExistSameColor(p3.X, p3.Y, color) && ExistSameColor(p4.X, p4.Y, color)) return true; else if (ExistSameColor(p1.X, p1.Y, color) && Empty(p2.X, p2.Y) && ExistSameColor(p3.X, p3.Y, color) && ExistSameColor(p4.X, p4.Y, color)) return true; else if (ExistSameColor(p1.X, p1.Y, color) && ExistSameColor(p2.X, p2.Y, color) && Empty(p3.X, p3.Y) && ExistSameColor(p4.X, p4.Y, color)) return true; else if (ExistSameColor(p1.X, p1.Y, color) && ExistSameColor(p2.X, p2.Y, color) && ExistSameColor(p3.X, p3.Y, color) && Empty(p4.X, p4.Y)) return true; else return false; } /// <summary> /// 某种颜色棋子在某个方向上是否活三,眠三 /// </summary> /// <param name="x">横坐标</param> /// <param name="y">纵坐标</param> /// <param name="dir">方向</param> /// <param name="color">棋子颜色</param> /// <returns></returns> private SituationType JudgeActiveThreeSleepThree(int x, int y, int dir, int color) { for (int i = -1; i >= -4; i--) { int delta1 = i; int delta2 = SolveZero(i 1); int delta3 = SolveZero(delta2 1); int delta4 = SolveZero(delta3 1); int delta5 = SolveZero(delta4 1); if (dir == 0) //上下方向 { Point p1 = new Point(x, y delta1); Point p2 = new Point(x, y delta2); Point p3 = new Point(x, y delta3); Point p4 = new Point(x, y delta4); Point p5 = new Point(x, y delta5); int res = ActiveThreeSleepThreeHelper(p1, p2, p3, p4, p5, color); if (res == 2) return SituationType.ActiveThree; else if (res == 1) return SituationType.SleepThree; } else if (dir == 1) //左右方向 { Point p1 = new Point(x delta1, y); Point p2 = new Point(x delta2, y); Point p3 = new Point(x delta3, y); Point p4 = new Point(x delta4, y); Point p5 = new Point(x delta5, y); int res = ActiveThreeSleepThreeHelper(p1, p2, p3, p4, p5, color); if (res == 2) return SituationType.ActiveThree; else if (res == 1) return SituationType.SleepThree; } else if (dir == 2) //左斜线 { Point p1 = new Point(x delta1, y delta1); Point p2 = new Point(x delta2, y delta2); Point p3 = new Point(x delta3, y delta3); Point p4 = new Point(x delta4, y delta4); Point p5 = new Point(x delta5, y delta5); int res = ActiveThreeSleepThreeHelper(p1, p2, p3, p4, p5, color); if (res == 2) return SituationType.ActiveThree; else if (res == 1) return SituationType.SleepThree; } else //右斜线 { Point p1 = new Point(x delta1, y - delta1); Point p2 = new Point(x delta2, y - delta2); Point p3 = new Point(x delta3, y - delta3); Point p4 = new Point(x delta4, y - delta4); Point p5 = new Point(x delta5, y - delta5); int res = ActiveThreeSleepThreeHelper(p1, p2, p3, p4, p5, color); if (res == 2) return SituationType.ActiveThree; else if (res == 1) return SituationType.SleepThree; } } return SituationType.Other; } /// <summary> /// 活三,眠三判断条件 /// </summary> /// <param name="p1"></param> /// <param name="p2"></param> /// <param name="p3"></param> /// <param name="p4"></param> /// <param name="p5"></param> /// <param name="color"></param> /// <returns>2为活三,1为眠三</returns> private int ActiveThreeSleepThreeHelper(Point p1, Point p2, Point p3, Point p4, Point p5, int color) { bool oneSide = (!Empty(p5.X, p5.Y) && Empty(p1.X, p1.Y)) || (Empty(p5.X, p5.Y) && !Empty(p1.X, p1.Y)); if (Empty(p1.X, p1.Y) && Empty(p2.X, p2.Y) && ExistSameColor(p3.X, p3.Y, color) && ExistSameColor(p4.X, p4.Y, color) && Empty(p5.X, p5.Y)) return 2; else if (Empty(p1.X, p1.Y) && ExistSameColor(p2.X, p2.Y, color) && Empty(p3.X, p3.Y) && ExistSameColor(p4.X, p4.Y, color) && Empty(p5.X, p5.Y)) return 2; else if (Empty(p1.X, p1.Y) && ExistSameColor(p2.X, p2.Y, color) && ExistSameColor(p3.X, p3.Y, color) && Empty(p4.X, p4.Y) && Empty(p5.X, p5.Y)) return 2; else if (Empty(p2.X, p2.Y) && ExistSameColor(p3.X, p3.Y, color) && ExistSameColor(p4.X, p4.Y, color) && oneSide) return 1; else if (ExistSameColor(p2.X, p2.Y, color) && Empty(p3.X, p3.Y) && ExistSameColor(p4.X, p4.Y, color) && oneSide) return 1; else if (ExistSameColor(p2.X, p2.Y, color) && ExistSameColor(p3.X, p3.Y, color) && Empty(p4.X, p4.Y) && oneSide) return 1; else return 0; } /// <summary> /// /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <param name="dir"></param> /// <param name="color"></param> /// <returns></returns> private SituationType JudgeActvieTwoSleepTwo(int x, int y, int dir, int color) { for (int i = -1; i >= -4; i--) { int delta1 = i; int delta2 = SolveZero(i 1); int delta3 = SolveZero(delta2 1); int delta4 = SolveZero(delta3 1); int delta5 = SolveZero(delta4 1); if (dir == 0) //上下方向 { Point p1 = new Point(x, y delta1); Point p2 = new Point(x, y delta2); Point p3 = new Point(x, y delta3); Point p4 = new Point(x, y delta4); Point p5 = new Point(x, y delta5); int res = ActiveTwoSleepTwoHelper(p1, p2, p3, p4, p5, color); if (res == 2) return SituationType.ActiveTwo; else if (res == 1) return SituationType.SleepTwo; } else if (dir == 1) //左右方向 { Point p1 = new Point(x delta1, y); Point p2 = new Point(x delta2, y); Point p3 = new Point(x delta3, y); Point p4 = new Point(x delta4, y); Point p5 = new Point(x delta5, y); int res = ActiveTwoSleepTwoHelper(p1, p2, p3, p4, p5, color); if (res == 2) return SituationType.ActiveTwo; else if (res == 1) return SituationType.SleepTwo; } else if (dir == 2) //左斜线 { Point p1 = new Point(x delta1, y delta1); Point p2 = new Point(x delta2, y delta2); Point p3 = new Point(x delta3, y delta3); Point p4 = new Point(x delta4, y delta4); Point p5 = new Point(x delta5, y delta5); int res = ActiveTwoSleepTwoHelper(p1, p2, p3, p4, p5, color); if (res == 2) return SituationType.ActiveTwo; else if (res == 1) return SituationType.SleepTwo; } else //右斜线 { Point p1 = new Point(x delta1, y - delta1); Point p2 = new Point(x delta2, y - delta2); Point p3 = new Point(x delta3, y - delta3); Point p4 = new Point(x delta4, y - delta4); Point p5 = new Point(x delta5, y - delta5); int res = ActiveTwoSleepTwoHelper(p1, p2, p3, p4, p5, color); if (res == 2) return SituationType.ActiveTwo; else if (res == 1) return SituationType.SleepTwo; } } return SituationType.Other; } /// <summary> /// 活二,眠二判断条件 /// </summary> /// <param name="p1"></param> /// <param name="p2"></param> /// <param name="p3"></param> /// <param name="p4"></param> /// <param name="p5"></param> /// <param name="color"></param> /// <returns>2为活三,1为眠三</returns> private int ActiveTwoSleepTwoHelper(Point p1, Point p2, Point p3, Point p4, Point p5, int color) { bool oneSide = (!Empty(p5.X, p5.Y) && Empty(p1.X, p1.Y)) || (Empty(p5.X, p5.Y) && !Empty(p1.X, p1.Y)); if (Empty(p1.X, p1.Y) && ExistSameColor(p2.X, p2.Y, color) && Empty(p3.X, p3.Y) && Empty(p4.X, p4.Y) && Empty(p5.X, p5.Y)) return 2; else if (Empty(p1.X, p1.Y) && Empty(p2.X, p2.Y) && ExistSameColor(p3.X, p3.Y, color) && Empty(p4.X, p4.Y) && Empty(p5.X, p5.Y)) return 2; else if (Empty(p1.X, p1.Y) && Empty(p2.X, p2.Y) && Empty(p3.X, p3.Y) && ExistSameColor(p4.X, p4.Y, color) && Empty(p5.X, p5.Y)) return 2; else if (ExistSameColor(p2.X, p2.Y, color) && Empty(p3.X, p3.Y) && Empty(p4.X, p4.Y) && oneSide) return 1; else if (Empty(p2.X, p2.Y) && ExistSameColor(p3.X, p3.Y, color) && Empty(p4.X, p4.Y) && oneSide) return 1; else if (Empty(p2.X, p2.Y) && Empty(p3.X, p3.Y) && ExistSameColor(p4.X, p4.Y, color) && oneSide) return 1; else return 0; } } }
标签: 五子棋
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