Beispiel #1
0
        //双方向查找
        private int CheckCount(ChessPiece piece, Chessboard gameBoard, Direction direction)
        {
            int       count      = 0;
            int       changeX1   = 0;
            int       changeY1   = 0;
            int       changeX2   = 0;
            int       changeY2   = 0;
            Direction direction1 = Direction.Left;  //direction1代表左,上,左上,右上四个方向  后边赋的Left只是一个初始化值无实际意义
            Direction direction2 = Direction.Right; //direction2代表右,下,右下,左下四个方向 后边赋的Right只是一个初始化值无实际意义

            //判断传进来的方向(四个大方向中的一个)
            switch (direction)
            {
            case Direction.LeftAndRight: direction1 = Direction.Left; direction2 = Direction.Right; break;

            case Direction.UpAndDown: direction1 = Direction.Up; direction2 = Direction.Bottom; break;

            case Direction.ZuoShangAndYouXia: direction1 = Direction.ZuoShang; direction2 = Direction.YouXia; break;

            case Direction.YoushangAndZuoXia: direction1 = Direction.YouShang; direction2 = Direction.ZuoXia; break;
            }

            //if (piece.BoardX + changeX1 < 0 || piece.BoardX + changeX1 >= Chessboard.Width - 1
            //    || piece.BoardY + changeY1 < 0 || piece.BoardY + changeY1 >= Chessboard.Hight - 1)
            //{
            //    count = CheckSingleCount(piece, gameBoard, direction2);
            //}
            //else if (piece.BoardX + changeX2 < 0 || piece.BoardX + changeX2 >= Chessboard.Width - 1
            //    || piece.BoardY + changeY2 < 0 || piece.BoardY + changeY2 >= Chessboard.Hight - 1)
            //{
            //    count = CheckSingleCount(piece, gameBoard, direction1);
            //}
            ////判断是否是左右都有
            //else if (piece.BoardX + changeX2 >= 0 && piece.BoardX + changeX2 <= Chessboard.Width - 1
            //    && piece.BoardY + changeY2 >= 0 && piece.BoardY + changeY2 <= Chessboard.Hight - 1 && piece.BoardX + changeX1 >= 0 && piece.BoardX + changeX1 <= Chessboard.Width - 1
            //    && piece.BoardY + changeY1 >= 0 && piece.BoardY + changeY1 <= Chessboard.Hight - 1)
            //{
            //
            if (gameBoard.Entity[piece.BoardX + changeX1, piece.BoardY + changeY1].Color == piece.Color &&
                gameBoard.Entity[piece.BoardX + changeX2, piece.BoardY + changeY2].Color == piece.Color)
            {
                //如果为真则向左右两个方向遍历判断和是否等于5
                int direction1Count = CheckSingleCount(piece, gameBoard, direction1);
                int direction2Count = CheckSingleCount(piece, gameBoard, direction2);
                count = direction1Count + direction2Count - 1;
            }
            else
            {
                //如果为否判断方向1有没有子
                if (gameBoard.Entity[piece.BoardX + changeX1, piece.BoardY + changeY1].Color == piece.Color)
                {
                    //如果左边有子向方向1遍历
                    count = CheckSingleCount(piece, gameBoard, direction1);
                }
                //如果左边没有子判断方向2有没有子
                else if (gameBoard.Entity[piece.BoardX + changeX2, piece.BoardY + changeY2].Color == piece.Color)
                {
                    //如果右边有子向方向2遍历
                    count = CheckSingleCount(piece, gameBoard, direction2);
                }
            }
            //}
            return(count);
        }
Beispiel #2
0
        //双方向查找
        private int CheckCount(ChessPiece piece, Chessboard gameBoard, Direction direction, out bool isDu)
        {
            isDu = false;
            int       count      = 0;
            int       changeX1   = 0;
            int       changeY1   = 0;
            int       changeX2   = 0;
            int       changeY2   = 0;
            Direction direction1 = Direction.Left;  //左,上,左上,右上
            Direction direction2 = Direction.Right; //右,下,右下,左下

            switch (direction)
            {
            case Direction.LeftAndRight: direction1 = Direction.Left; direction2 = Direction.Right; break;

            case Direction.UpAndDown: direction1 = Direction.Up; direction2 = Direction.Bottom; break;

            case Direction.ZuoShangAndYouXia: direction1 = Direction.ZuoShang; direction2 = Direction.YouXia; break;

            case Direction.YoushangAndZuoXia: direction1 = Direction.YouShang; direction2 = Direction.ZuoXia; break;
            }

            ////判断是否为边缘棋子;如果为真不进行任何操作;如果为假进行判断
            //if(piece.BoardX + changeX1 < 0 || piece.BoardX + changeX1 >= Chessboard.Width -1
            //    || piece.BoardX + changeX2 < 0 || piece.BoardX + changeX2 >= Chessboard.Width - 1
            //    ||piece.BoardY + changeY1 < 0 || piece.BoardY + changeY1 >= Chessboard.Hight - 1
            //    || piece.BoardY + changeY2 < 0 || piece.BoardY + changeY2 >= Chessboard.Hight - 1)
            //{

            //}
            if (piece.BoardX + changeX1 < 0 || piece.BoardX + changeX1 >= Chessboard.Width - 1 ||
                piece.BoardY + changeY1 < 0 || piece.BoardY + changeY1 >= Chessboard.Hight - 1)
            {
                count = CheckSingleCount(piece, gameBoard, direction2, out isDu);
            }
            else if (piece.BoardX + changeX2 < 0 || piece.BoardX + changeX2 >= Chessboard.Width - 1 ||
                     piece.BoardY + changeY2 < 0 || piece.BoardY + changeY2 >= Chessboard.Hight - 1)
            {
                count = CheckSingleCount(piece, gameBoard, direction1, out isDu);
            }
            //判断是否是左右都有
            else if (piece.BoardX + changeX2 >= 0 && piece.BoardX + changeX2 <= Chessboard.Width - 1 &&
                     piece.BoardY + changeY2 >= 0 && piece.BoardY + changeY2 <= Chessboard.Hight - 1 && piece.BoardX + changeX1 >= 0 && piece.BoardX + changeX1 <= Chessboard.Width - 1 &&
                     piece.BoardY + changeY1 >= 0 && piece.BoardY + changeY1 <= Chessboard.Hight - 1)
            {
                if (gameBoard.Entity[piece.BoardX + changeX1, piece.BoardY + changeY1].Color == piece.Color &&
                    gameBoard.Entity[piece.BoardX + changeX2, piece.BoardY + changeY2].Color == piece.Color)
                {
                    //如果为真则向左右两个方向遍历判断和是否等于5
                    bool leftisDu   = false;
                    int  leftCount  = CheckSingleCount(piece, gameBoard, direction1, out leftisDu);
                    bool rightisDu  = false;
                    int  rightCount = CheckSingleCount(piece, gameBoard, direction2, out rightisDu);
                    count = leftCount + rightCount - 1;
                    if (leftisDu || rightisDu)
                    {
                        isDu = true;
                    }
                }
                else
                {
                    //如果为否判断左边有没有子
                    if (gameBoard.Entity[piece.BoardX + changeX1, piece.BoardY + changeY1].Color == piece.Color)
                    {
                        //如果左边有子向左遍历判断是否等于5
                        count = CheckSingleCount(piece, gameBoard, direction1, out isDu);
                    }
                    //如果左边没有子判断右边有没有子
                    else if (gameBoard.Entity[piece.BoardX + changeX2, piece.BoardY + changeY2].Color == piece.Color)
                    {
                        //如果右边有子向右遍历判断是否等于5
                        count = CheckSingleCount(piece, gameBoard, direction2, out isDu);
                    }
                }
            }
            return(count);
        }
Beispiel #3
0
        //检测是否胜利
        public bool CheckWin(ChessPiece piece, Chessboard gameBoard)
        {
            bool isWin = false;
            int  count = 0;

            ////左右查找
            //if (CheckCount(piece, gameBoard, Direction.LeftAndRight) >= 5)
            //{
            //    isWin = true;
            //}
            ////上下查找
            //else if (CheckCount(piece, gameBoard, Direction.UpAndDown) >= 5)
            //{
            //    isWin = true;
            //}
            ////左上到右下
            //else if (CheckCount(piece, gameBoard, Direction.ZuoShangAndYouXia) >= 5)
            //{
            //    isWin = true;
            //}
            ////右上到左下
            //else if (CheckCount(piece, gameBoard, Direction.YoushangAndZuoXia) >= 5)
            //{
            //    isWin = true;
            //}


            //左右查找
            count = CheckCount(piece, gameBoard, Direction.LeftAndRight);
            if (count >= 5)
            {
                isWin = true;
            }
            //上下查找
            else
            {
                count = CheckCount(piece, gameBoard, Direction.UpAndDown);
                if (count >= 5)
                {
                    isWin = true;
                }
                //左上到右下
                else
                {
                    count = CheckCount(piece, gameBoard, Direction.ZuoShangAndYouXia);
                    if (count >= 5)
                    {
                        isWin = true;
                    }
                    //右上到左下
                    else
                    {
                        count = CheckCount(piece, gameBoard, Direction.YoushangAndZuoXia);
                        if (count >= 5)
                        {
                            isWin = true;
                        }
                    }
                }
            }
            return(isWin);
        }
Beispiel #4
0
        //单方向遍历并可以引出是否被堵
        private int CheckSingleCount(ChessPiece piece, Chessboard gameBoard, Direction direction, out bool isDu)
        {
            int changeX = 0, changeY = 0;

            isDu = false;
            switch (direction)
            {
            case Direction.Up: changeX = 0; changeY = -1; break;

            case Direction.Bottom: changeX = 0; changeY = 1; break;

            case Direction.Left: changeX = -1; changeY = 0; break;

            case Direction.Right: changeX = 1; changeY = 0; break;

            case Direction.YouShang: changeX = 1; changeY = -1; break;

            case Direction.YouXia: changeX = 1; changeY = 1; break;

            case Direction.ZuoShang: changeX = -1; changeY = -1; break;

            case Direction.ZuoXia: changeX = -1; changeY = 1; break;
            }
            int count = 0;
            int tmpX  = piece.BoardX;
            int tmpY  = piece.BoardY;

            while (gameBoard.Entity[tmpX, tmpY].Color == piece.Color)
            {
                count++;
                tmpX = piece.BoardX + changeX * count;
                tmpY = piece.BoardY + changeY * count;
                //如果传入的棋子本身就是棋盘边缘piece.BoardY = 14且方向为左右 则不判断
                if ((piece.BoardY == Chessboard.Hight - 1 && (direction != Direction.Bottom && direction != Direction.YouXia && direction != Direction.ZuoXia)))
                {
                    if (tmpX < 0 || tmpX > Chessboard.Width - 1)
                    {
                        break;
                    }
                }
                else if ((piece.BoardX == Chessboard.Width - 1 && (direction != Direction.Right && direction != Direction.YouXia && direction != Direction.YouShang)))
                {
                    if (tmpY < 0 || tmpY > Chessboard.Hight - 1)
                    {
                        break;
                    }
                }
                //判断到棋盘边缘棋子后停止
                else if (tmpX < 0 || tmpX >= Chessboard.Width - 1 || tmpY < 0 || tmpY >= Chessboard.Hight - 1)
                {
                    //如果走到棋盘边缘则也算被堵
                    isDu = true;
                    break;
                }
                //如果颜色不为空同时颜色也不为本玩家的颜色则说明该方向被堵了
                else if (gameBoard.Entity[tmpX, tmpY].Color != ChessPieceType.None && gameBoard.Entity[tmpX, tmpY].Color != this.Color)
                {
                    isDu = true;
                }
            }
            return(count);
        }
Beispiel #5
0
        //检测该点权值
        public string CheckPointEffectLevel(ChessPiece piece, Chessboard gameBoard)
        {
            string bestResult = "0@0";

            int directioncount = 0;

            //左右查找
            //左右是否被堵
            bool ZuoYouisDu = false;
            //检测左右大方向同色相连的棋子数
            int    ZuoYoucount       = CheckCount(piece, gameBoard, Direction.LeftAndRight, out ZuoYouisDu);
            string ZuoYouEffectLevel = "";

            //判断是否被堵
            if (ZuoYouisDu)
            {
                ZuoYouEffectLevel = ZuoYoucount.ToString() + "@" + "0";
            }
            else
            {
                ZuoYouEffectLevel = ZuoYoucount.ToString() + "@" + "1";
            }
            //将最佳值与该大方向的影响值进行比较
            int tmpzuoyouresult = CompareDirectionEffectLevel(ZuoYouEffectLevel, bestResult);

            //如果为1代表第一个参数大于第二个参数
            if (tmpzuoyouresult == 1)
            {
                bestResult     = ZuoYouEffectLevel;
                directioncount = 1;
            }
            //如果为零代表两个参数影响值相等
            else if (tmpzuoyouresult == 0)
            {
                directioncount += 1;
            }



            //上下查找
            bool   ShangXiaIsDu        = false;
            int    ShangXiacount       = CheckCount(piece, gameBoard, Direction.UpAndDown, out ShangXiaIsDu);
            string ShangXiaEffectLevel = "";

            if (ShangXiaIsDu)
            {
                ShangXiaEffectLevel = ShangXiacount.ToString() + "@" + "0";
            }
            else
            {
                ShangXiaEffectLevel = ShangXiacount.ToString() + "@" + "1";
            }
            int tmpshangxiaresult = CompareDirectionEffectLevel(ShangXiaEffectLevel, bestResult);

            if (tmpshangxiaresult == 1)
            {
                bestResult     = ShangXiaEffectLevel;
                directioncount = 1;
            }
            else if (tmpshangxiaresult == 0)
            {
                directioncount += 1;
            }


            //左上到右下
            bool   ZuoShangYouXiaIsDu        = false;
            int    ZuoShangYouXiacount       = CheckCount(piece, gameBoard, Direction.ZuoShangAndYouXia, out ZuoShangYouXiaIsDu);
            string ZuoShangYouXiaEffectLevel = "";

            if (ZuoShangYouXiaIsDu)
            {
                ZuoShangYouXiaEffectLevel = ZuoShangYouXiacount.ToString() + "@" + "0";
            }
            else
            {
                ZuoShangYouXiaEffectLevel = ZuoShangYouXiacount.ToString() + "@" + "1";
            }
            int tmpZuoShangYouXiaresult = CompareDirectionEffectLevel(ZuoShangYouXiaEffectLevel, bestResult);

            if (tmpZuoShangYouXiaresult == 1)
            {
                bestResult     = ZuoShangYouXiaEffectLevel;
                directioncount = 1;
            }
            else if (tmpZuoShangYouXiaresult == 0)
            {
                directioncount += 1;
            }


            //右上到左下
            bool   YouShangZuoXiaIsDu        = false;
            int    YouShangZuoXiacount       = CheckCount(piece, gameBoard, Direction.YoushangAndZuoXia, out YouShangZuoXiaIsDu);
            string YouShangZuoXiaEffectLevel = "";

            if (YouShangZuoXiaIsDu)
            {
                YouShangZuoXiaEffectLevel = YouShangZuoXiacount.ToString() + "@" + "0";
            }
            else
            {
                YouShangZuoXiaEffectLevel = YouShangZuoXiacount.ToString() + "@" + "1";
            }
            int tmpYouShangZuoXiaresult = CompareDirectionEffectLevel(YouShangZuoXiaEffectLevel, bestResult);

            if (tmpYouShangZuoXiaresult == 1)
            {
                bestResult     = YouShangZuoXiaEffectLevel;
                directioncount = 1;
            }
            else if (tmpYouShangZuoXiaresult == 0)
            {
                directioncount += 1;
            }
            string result = bestResult + "@" + directioncount.ToString();

            return(result);
        }