コード例 #1
0
 /// <summary>
 /// 棋子是否可以移动
 /// </summary>
 /// <param name="blankPosition">空白格子的位置</param>
 /// <param name="gridRows">网格行数</param>
 /// <param name="gridColumns">网格列数</param>
 /// <returns>棋子是否可以移动</returns>
 public virtual bool CanMove(BlankPosition blankPosition, int gridRows, int gridColumns)
 {
     return(this.CanMoveUp(blankPosition, gridRows, gridColumns) ||
            this.CanMoveDown(blankPosition, gridRows, gridColumns) ||
            this.CanMoveLeft(blankPosition, gridRows, gridColumns) ||
            this.CanMoveRight(blankPosition, gridRows, gridColumns));
 }
コード例 #2
0
        /// <summary>
        /// 设置棋子可移动至的新位置
        /// </summary>
        /// <param name="moveDirection">移动方向</param>
        /// <param name="gridColumns">网格列数</param>
        /// <param name="blankPosition">空白网格</param>
        /// <param name="callBack">设置完成后的回调</param>
        public virtual void SetNewPosition(Direction moveDirection, int gridColumns, BlankPosition blankPosition, SetNewPositionDelegate callBack = null)
        {
            this.NextPosition = this.Position;

            if (moveDirection == Direction.Up)
            {
                this.NextPosition -= gridColumns;
            }

            if (moveDirection == Direction.Down)
            {
                this.NextPosition += gridColumns;
            }

            if (moveDirection == Direction.Left)
            {
                this.NextPosition -= 1;
            }

            if (moveDirection == Direction.Right)
            {
                this.NextPosition += 1;
            }

            if (callBack != null)
            {
                callBack(this, moveDirection, blankPosition);
            }
        }
コード例 #3
0
ファイル: ChessSquare.cs プロジェクト: chenwfy/WPF.HRD
        /// <summary>
        /// 棋子是否可以向左移动一格
        /// </summary>
        /// <param name="blankPosition">空白格子的位置</param>
        /// <param name="gridRows">网格行数</param>
        /// <param name="gridColumns">网格列数</param>
        /// <returns>棋子是否可以向左移动一格</returns>
        public override bool CanMoveLeft(BlankPosition blankPosition, int gridRows, int gridColumns)
        {
            if (this.Position % gridColumns == 0)
            {
                return(false);
            }
            int temp = this.Position - 1;

            return(temp == blankPosition.Position1 || temp == blankPosition.Position2);
        }
コード例 #4
0
ファイル: ChessHRect.cs プロジェクト: chenwfy/WPF.HRD
        /// <summary>
        /// 棋子是否可以向右移动一格
        /// </summary>
        /// <param name="blankPosition">空白格子的位置</param>
        /// <param name="gridRows">网格行数</param>
        /// <param name="gridColumns">网格列数</param>
        /// <returns>棋子是否可以向右移动一格</returns>
        public override bool CanMoveRight(BlankPosition blankPosition, int gridRows, int gridColumns)
        {
            if (this.Position % gridColumns >= 2)
            {
                return(false);
            }
            int temp = this.Position + 2;

            return(temp == blankPosition.Position1 || temp == blankPosition.Position2);
        }
コード例 #5
0
        /// <summary>
        /// 棋子是否可以向上移动一格
        /// </summary>
        /// <param name="blankPosition">空白格子的位置</param>
        /// <param name="gridRows">网格行数</param>
        /// <param name="gridColumns">网格列数</param>
        /// <returns>棋子是否可以向上移动一格</returns>
        public override bool CanMoveUp(BlankPosition blankPosition, int gridRows, int gridColumns)
        {
            if (this.Position < gridColumns)
            {
                return(false);
            }
            int temp = this.Position - gridColumns;

            return(temp == blankPosition.Position1 || temp == blankPosition.Position2);
        }
コード例 #6
0
        /// <summary>
        /// 棋子是否可以向下移动一格
        /// </summary>
        /// <param name="blankPosition">空白格子的位置</param>
        /// <param name="gridRows">网格行数</param>
        /// <param name="gridColumns">网格列数</param>
        /// <returns>棋子是否可以向下移动一格</returns>
        public override bool CanMoveDown(BlankPosition blankPosition, int gridRows, int gridColumns)
        {
            if (this.Position >= (gridRows - 2) * gridColumns)
            {
                return(false);
            }
            int temp = this.Position + 2 * gridColumns;

            return(temp == blankPosition.Position1 || temp == blankPosition.Position2);
        }
コード例 #7
0
        /// <summary>
        /// 棋子是否可以向左移动一格
        /// </summary>
        /// <param name="blankPosition">空白格子的位置</param>
        /// <param name="gridRows">网格行数</param>
        /// <param name="gridColumns">网格列数</param>
        /// <returns>棋子是否可以向左移动一格</returns>
        public override bool CanMoveLeft(BlankPosition blankPosition, int gridRows, int gridColumns)
        {
            if (this.Position % gridColumns == 0)
            {
                return(false);
            }
            int temp  = this.Position - 1;
            int temp2 = temp + gridColumns;

            return((temp == blankPosition.Position1 && temp2 == blankPosition.Position2) || (temp == blankPosition.Position2 && temp2 == blankPosition.Position1));
        }
コード例 #8
0
        /// <summary>
        /// 棋子是否可以向下移动一格
        /// </summary>
        /// <param name="blankPosition">空白格子的位置</param>
        /// <param name="gridRows">网格行数</param>
        /// <param name="gridColumns">网格列数</param>
        /// <returns>棋子是否可以向下移动一格</returns>
        public override bool CanMoveDown(BlankPosition blankPosition, int gridRows, int gridColumns)
        {
            if (this.Position >= (gridRows - 2) * gridColumns)
            {
                return(false);
            }
            int temp  = this.Position + 2 * gridColumns;
            int temp2 = temp + 1;

            return((temp == blankPosition.Position1 && temp2 == blankPosition.Position2) || (temp == blankPosition.Position2 && temp2 == blankPosition.Position1));
        }
コード例 #9
0
    public void EvaBlankPosition(bool is_ai, BlankPosition bp)
    {
        Piece piece = is_ai ? Piece.WHITE : Piece.BLACK;

        board[bp.pos.x, bp.pos.y] = (int)piece;

        float score1 = CalBlankScore(bp.pos.x, bp.pos.y, piece, 0, 1);
        float score2 = CalBlankScore(bp.pos.x, bp.pos.y, piece, 1, 0);
        float score3 = CalBlankScore(bp.pos.x, bp.pos.y, piece, 1, 1);
        float score4 = CalBlankScore(bp.pos.x, bp.pos.y, piece, -1, 1);

        bp.score += Mathf.Max(score1, score2, score3, score4);
        board[bp.pos.x, bp.pos.y] = 0;
    }
コード例 #10
0
ファイル: ChessSquare.cs プロジェクト: chenwfy/WPF.HRD
        /// <summary>
        /// 移动棋子(该方法用于玩家模式)并返回新的空白棋子位置
        /// </summary>
        /// <param name="blankPosition">当前空白棋子位置</param>
        /// <param name="moveDirection">当前棋子移动方向</param>
        /// <param name="gridColumns">网格列数</param>
        /// <returns>新的空白棋子位置</returns>
        public override BlankPosition ChessMove(BlankPosition blankPosition, Direction moveDirection, int gridColumns)
        {
            if (blankPosition.Position1 == this.NextPosition)
            {
                blankPosition.Position1 = this.Position;
            }
            else
            {
                blankPosition.Position2 = this.Position;
            }

            return(new BlankPosition {
                Position1 = blankPosition.Position1, Position2 = blankPosition.Position2
            });
        }
コード例 #11
0
        /// <summary>
        /// 尝试移动棋子(该方法用于自动求解)
        /// </summary>
        /// <param name="blankPosition">当前空白棋子位置</param>
        /// <param name="gridRows">网格行数</param>
        /// <param name="gridColumns">网格列数</param>
        /// <param name="callBack">设置完成后的回调</param>
        public override void TryChessMove(BlankPosition blankPosition, int gridRows, int gridColumns, SetNewPositionDelegate callBack)
        {
            BlankPosition tmpBlankPosition;

            //下
            if (this.CanMoveDown(blankPosition, gridRows, gridColumns))
            {
                base.SetNewPosition(Direction.Down, gridColumns, blankPosition, callBack);
                tmpBlankPosition = ChessMove(blankPosition, Direction.Down, gridColumns);
                this.Position    = this.NextPosition;

                //连续下2
                if (this.CanMoveDown(tmpBlankPosition, gridRows, gridColumns))
                {
                    base.SetNewPosition(Direction.Down, gridColumns, tmpBlankPosition, callBack);
                    return;
                }
            }

            //左
            if (this.CanMoveLeft(blankPosition, gridRows, gridColumns))
            {
                base.SetNewPosition(Direction.Left, gridColumns, blankPosition, callBack);
            }

            //右
            if (this.CanMoveRight(blankPosition, gridRows, gridColumns))
            {
                base.SetNewPosition(Direction.Right, gridColumns, blankPosition, callBack);
            }

            //上
            if (this.CanMoveUp(blankPosition, gridRows, gridColumns))
            {
                base.SetNewPosition(Direction.Up, gridColumns, blankPosition, callBack);
                tmpBlankPosition = ChessMove(blankPosition, Direction.Up, gridColumns);
                this.Position    = this.NextPosition;

                //连续上2
                if (this.CanMoveUp(tmpBlankPosition, gridRows, gridColumns))
                {
                    base.SetNewPosition(Direction.Up, gridColumns, tmpBlankPosition, callBack);
                    return;
                }
            }
        }
コード例 #12
0
        /// <summary>
        /// 移动棋子(该方法用于玩家模式)并返回新的空白棋子位置
        /// </summary>
        /// <param name="blankPosition">当前空白棋子位置</param>
        /// <param name="moveDirection">当前棋子移动方向</param>
        /// <param name="gridColumns">网格列数</param>
        /// <returns>新的空白棋子位置</returns>
        public override BlankPosition ChessMove(BlankPosition blankPosition, Direction moveDirection, int gridColumns)
        {
            if (moveDirection == Direction.Up)
            {
                if (blankPosition.Position1 == this.NextPosition)
                {
                    blankPosition.Position1 = this.Position + gridColumns;
                }
                else
                {
                    blankPosition.Position2 = this.Position + gridColumns;
                }
            }

            if (moveDirection == Direction.Down)
            {
                if (blankPosition.Position1 == this.NextPosition + gridColumns)
                {
                    blankPosition.Position1 = this.Position;
                }
                else
                {
                    blankPosition.Position2 = this.Position;
                }
            }

            if (moveDirection == Direction.Left || moveDirection == Direction.Right)
            {
                if (blankPosition.Position1 == this.NextPosition)
                {
                    blankPosition.Position1 = this.Position;
                    blankPosition.Position2 = this.Position + gridColumns;
                }
                else
                {
                    blankPosition.Position1 = this.Position + gridColumns;
                    blankPosition.Position2 = this.Position;
                }
            }

            return(new BlankPosition {
                Position1 = blankPosition.Position1, Position2 = blankPosition.Position2
            });
        }
コード例 #13
0
    public List <BlankPosition> GetSortBlankList(bool is_ai)
    {
        profiler.Enter(ProfilerFunction.GET_BLANK_LIST);
        List <BlankPosition> blank_list = new List <BlankPosition>();

        for (int m = 0; m < COLUMN; m++)
        {
            for (int n = 0; n < ROW; n++)
            {
                if (!HasPiece(new Position(m, n)))
                {
                    BlankPosition bp = new BlankPosition();
                    bp.score = 0;
                    if (last_puton_black.x >= 0 && Mathf.Abs(m - last_puton_black.x) <= 1 && Mathf.Abs(n - last_puton_black.y) <= 1)
                    {
                        bp.score += 10;
                    }
                    if (last_puton_white.x >= 0 && Mathf.Abs(m - last_puton_white.x) <= 1 && Mathf.Abs(n - last_puton_white.y) <= 1)
                    {
                        bp.score += 10;
                    }
                    if (HasNeibour(new Position(m, n)))
                    {
                        bp.score += 1;
                    }

                    bp.pos = new Position(m, n);
                    EvaBlankPosition(is_ai, bp);
                    if (bp.score > 0)
                    {
                        blank_list.Add(bp);
                    }
                }
            }
        }

        blank_list.Sort((a, b) => - a.score.CompareTo(b.score));
        profiler.Leave(ProfilerFunction.GET_BLANK_LIST);
        return(blank_list);
    }
コード例 #14
0
        /// <summary>
        /// 尝试移动棋子(该方法用于自动求解)
        /// </summary>
        /// <param name="blankPosition">当前空白棋子位置</param>
        /// <param name="gridRows">网格行数</param>
        /// <param name="gridColumns">网格列数</param>
        /// <param name="callBack">设置完成后的回调</param>
        public virtual void TryChessMove(BlankPosition blankPosition, int gridRows, int gridColumns, SetNewPositionDelegate callBack)
        {
            if (this.CanMoveDown(blankPosition, gridRows, gridColumns))
            {
                this.SetNewPosition(Direction.Down, gridColumns, blankPosition, callBack);
            }

            if (this.CanMoveLeft(blankPosition, gridRows, gridColumns))
            {
                this.SetNewPosition(Direction.Left, gridColumns, blankPosition, callBack);
            }

            if (this.CanMoveRight(blankPosition, gridRows, gridColumns))
            {
                this.SetNewPosition(Direction.Right, gridColumns, blankPosition, callBack);
            }

            if (this.CanMoveUp(blankPosition, gridRows, gridColumns))
            {
                this.SetNewPosition(Direction.Up, gridColumns, blankPosition, callBack);
            }
        }
コード例 #15
0
 /// <summary>
 /// 移动棋子(该方法用于玩家模式)并返回新的空白棋子位置
 /// </summary>
 /// <param name="blankPosition">当前空白棋子位置</param>
 /// <param name="moveDirection">当前棋子移动方向</param>
 /// <param name="gridColumns">网格列数</param>
 /// <returns>新的空白棋子位置</returns>
 public virtual BlankPosition ChessMove(BlankPosition blankPosition, Direction moveDirection, int gridColumns)
 {
     return(new BlankPosition {
         Position1 = blankPosition.Position1, Position2 = blankPosition.Position2
     });
 }
コード例 #16
0
ファイル: ChessSquare.cs プロジェクト: chenwfy/WPF.HRD
        /// <summary>
        /// 尝试移动棋子(该方法用于自动求解)
        /// </summary>
        /// <param name="blankPosition">当前空白棋子位置</param>
        /// <param name="gridRows">网格行数</param>
        /// <param name="gridColumns">网格列数</param>
        /// <param name="callBack">设置完成后的回调</param>
        public override void TryChessMove(BlankPosition blankPosition, int gridRows, int gridColumns, SetNewPositionDelegate callBack)
        {
            BlankPosition tmpBlankPosition;

            //下
            if (this.CanMoveDown(blankPosition, gridRows, gridColumns))
            {
                base.SetNewPosition(Direction.Down, gridColumns, blankPosition, callBack);
                tmpBlankPosition = ChessMove(blankPosition, Direction.Down, gridColumns);
                this.Position    = this.NextPosition;

                //下     相当于可以向下连续移动2格
                if (this.CanMoveDown(tmpBlankPosition, gridRows, gridColumns))
                {
                    base.SetNewPosition(Direction.Down, gridColumns, tmpBlankPosition, callBack);
                    return;
                }

                //左     相当于先向下,再向左移动2格
                if (this.CanMoveLeft(tmpBlankPosition, gridRows, gridColumns))
                {
                    base.SetNewPosition(Direction.Left, gridColumns, tmpBlankPosition, callBack);
                    return;
                }

                //右     相当于先向下,再向右移动2格
                if (this.CanMoveRight(tmpBlankPosition, gridRows, gridColumns))
                {
                    base.SetNewPosition(Direction.Right, gridColumns, tmpBlankPosition, callBack);
                    return;
                }
            }

            //左
            if (this.CanMoveLeft(blankPosition, gridRows, gridColumns))
            {
                base.SetNewPosition(Direction.Left, gridColumns, blankPosition, callBack);
                tmpBlankPosition = ChessMove(blankPosition, Direction.Left, gridColumns);
                this.Position    = this.NextPosition;

                //上     相当于先向左,再向上移动2格
                if (this.CanMoveUp(tmpBlankPosition, gridRows, gridColumns))
                {
                    base.SetNewPosition(Direction.Up, gridColumns, tmpBlankPosition, callBack);
                    return;
                }

                //下     相当于先向左,再向下移动2格
                if (this.CanMoveDown(tmpBlankPosition, gridRows, gridColumns))
                {
                    base.SetNewPosition(Direction.Down, gridColumns, tmpBlankPosition, callBack);
                    return;
                }

                //左     相当于可以向左连续移动2格
                if (this.CanMoveLeft(tmpBlankPosition, gridRows, gridColumns))
                {
                    base.SetNewPosition(Direction.Left, gridColumns, tmpBlankPosition, callBack);
                    return;
                }
            }

            //右
            if (this.CanMoveRight(blankPosition, gridRows, gridColumns))
            {
                base.SetNewPosition(Direction.Right, gridColumns, blankPosition, callBack);
                tmpBlankPosition = ChessMove(blankPosition, Direction.Right, gridColumns);
                this.Position    = this.NextPosition;

                //上     相当于先向右,再向上移动2格
                if (this.CanMoveUp(tmpBlankPosition, gridRows, gridColumns))
                {
                    base.SetNewPosition(Direction.Up, gridColumns, tmpBlankPosition, callBack);
                    return;
                }

                //下     相当于先向右,再向下移动2格
                if (this.CanMoveDown(tmpBlankPosition, gridRows, gridColumns))
                {
                    base.SetNewPosition(Direction.Down, gridColumns, tmpBlankPosition, callBack);
                    return;
                }

                //右     相当于可以向右连续移动2格
                if (this.CanMoveRight(tmpBlankPosition, gridRows, gridColumns))
                {
                    base.SetNewPosition(Direction.Right, gridColumns, tmpBlankPosition, callBack);
                    return;
                }
            }

            //上
            if (this.CanMoveUp(blankPosition, gridRows, gridColumns))
            {
                base.SetNewPosition(Direction.Up, gridColumns, blankPosition, callBack);
                tmpBlankPosition = ChessMove(blankPosition, Direction.Up, gridColumns);
                this.Position    = this.NextPosition;

                //上     相当于可以向上连续移动2格
                if (this.CanMoveUp(tmpBlankPosition, gridRows, gridColumns))
                {
                    base.SetNewPosition(Direction.Up, gridColumns, tmpBlankPosition, callBack);
                    return;
                }

                //左     相当于先向上,再向左移动2格
                if (this.CanMoveLeft(tmpBlankPosition, gridRows, gridColumns))
                {
                    base.SetNewPosition(Direction.Left, gridColumns, tmpBlankPosition, callBack);
                    return;
                }

                //右     相当于先向上,再向右移动2格
                if (this.CanMoveRight(tmpBlankPosition, gridRows, gridColumns))
                {
                    base.SetNewPosition(Direction.Right, gridColumns, tmpBlankPosition, callBack);
                    return;
                }
            }
        }
コード例 #17
0
 /// <summary>
 /// 棋子是否可以向下移动一格
 /// </summary>
 /// <param name="blankPosition">空白格子的位置</param>
 /// <param name="gridRows">网格行数</param>
 /// <param name="gridColumns">网格列数</param>
 /// <returns>棋子是否可以向下移动一格</returns>
 public virtual bool CanMoveDown(BlankPosition blankPosition, int gridRows, int gridColumns)
 {
     return(false);
 }