Exemplo n.º 1
0
        public void UpdateMeshWorths(Pos next, bool isBlack = true, List <Pos> blackPoses = null, List <Pos> whitePoses = null)
        {
            if (blackPoses == null)
            {
                blackPoses = BlackPoses.ToList();
            }
            if (whitePoses == null)
            {
                whitePoses = WhitePoses.ToList();
            }
            for (int i = 0; i < 19; i++)
            {
                for (int j = 0; j < 19; j++)
                {
                    m_MeshWorths[i, j] = 0;
                }
            }

            foreach (var p in blackPoses)
            {
                SetMeshWorth(p, true);
            }
            foreach (var p in whitePoses)
            {
                SetMeshWorth(p, false);
            }

            if (EmptyPoses.Contains(next) && isBlack)
            {
                SetMeshWorth(next, true);
            }
            else if (EmptyPoses.Contains(next) && !isBlack)
            {
                SetMeshWorth(next, false);
            }

            m_BlackMeshes.Clear();
            m_WhiteMeshes.Clear();
            for (int i = 0; i < 19; i++)
            {
                for (int j = 0; j < 19; j++)
                {
                    if (m_MeshWorths[i, j] > 0)
                    {
                        m_BlackMeshes.Add(new Pos(i, j));
                    }
                    else if (m_MeshWorths[i, j] < 0)
                    {
                        m_WhiteMeshes.Add(new Pos(i, j));
                    }
                }
            }

            FillMeshEmpty(1);
        }
Exemplo n.º 2
0
        // Usage:
        //   Up..(true); 涉及到比气
        //   Up..(false); 剔除死子
        void UpdateMeshes_DeadLife(bool isFirst = true)         // 死活
        {
            m_DeadLifeKeyPoses.Clear();
            UpdateAllMeshBlocks();

            m_BlackMeshBlocks.ForEach(block => {
                var poses = block.Poses.ToList();
                block.Poses.ForEach(p => {
                    if (BlackPoses.Contains(p))
                    {
                        poses.Remove(p);
                    }
                    LinkPoses(p).ForEach(l => {
                        if (m_WhiteMeshes.Contains(l))
                        {
                            poses.Remove(p);
                        }
                    });
                });

                if (poses.Count == 6)
                {
                    poses.ForEach(p => {
                        var links = LinkPoses(p);
                        if (links.Intersect(poses).Count() == 5)                            // 梅花六
                        {
                            var tmp = poses.Except(links).ToList();
                            if (IsCusp(tmp[0], p))
                            {
                                block.IsDead = true;
                                block.KeyPos = p;
                                m_DeadLifeKeyPoses.Add(p);
                            }
                        }
                    });
                }
                else if (poses.Count == 5)
                {
                    poses.ForEach(p => {
                        var links = LinkPoses(p);
                        if (links.Intersect(poses).Count() == 4)                            // 刀把五
                        {
                            var tmp = poses.Except(links).ToList();
                            if (IsCusp(tmp[0], p))
                            {
                                block.IsDead = true;
                                block.KeyPos = p;
                                m_DeadLifeKeyPoses.Add(p);
                            }
                        }
                    });
                }
                else if (poses.Count == 4)
                {
                    poses.ForEach(p => {
                        var links = LinkPoses(p);
                        if (links.Intersect(poses).Count() == 4)                            // 斗笠四
                        {
                            block.IsDead = true;
                            block.KeyPos = p;
                            m_DeadLifeKeyPoses.Add(p);
                        }
                        else if (links.Intersect(poses).Count() == 3 &&                         // 盘角曲四
                                 (p == new Pos(0, 0) || p == new Pos(0, 18) || p == new Pos(18, 0) || p == new Pos(18, 18)))
                        {
                            block.IsDead = true;
                            if (StepCount > 150)                                // 劫尽棋亡
                            {
                                foreach (var key in links)
                                {
                                    if (key != p && LinkPoses(key).Intersect(poses).Count() == 3)
                                    {
                                        block.KeyPos = key;
                                        m_DeadLifeKeyPoses.Add(key);
                                    }
                                }
                            }
                        }
                    });
                }
                else if (poses.Count == 3)
                {
                    poses.ForEach(p => {
                        var links = LinkPoses(p);
                        if (links.Intersect(poses).Count() == 3)                            // 直三、曲三
                        {
                            block.IsDead = true;
                            block.KeyPos = p;
                            m_DeadLifeKeyPoses.Add(p);
                        }
                    });
                }
                else if (poses.Count == 2)
                {
                    poses.ForEach(p => {
                        var links = LinkPoses(p);
                        if (links.Intersect(poses).Count() == 2)
                        {
                            block.IsDead = true;
                        }
                    });
                }
                else if (poses.Count < 2)
                {
                    block.IsDead = true;
                }

                if (!isFirst && block.IsDead)
                {
                    m_BlackMeshes.RemoveAll(b => block.Poses.Contains(b));
                    m_WhiteMeshes.AddRange(block.Poses);
                }
            });

            m_WhiteMeshBlocks.ForEach(block => {
                var poses = block.Poses.ToList();
                block.Poses.ForEach(p => {
                    if (WhitePoses.Contains(p))
                    {
                        poses.Remove(p);
                    }
                    LinkPoses(p).ForEach(l => {
                        if (m_BlackMeshes.Contains(l))
                        {
                            poses.Remove(p);
                        }
                    });
                });
                if (poses.Count == 6)
                {
                    poses.ForEach(p => {
                        var links = LinkPoses(p);
                        if (links.Intersect(poses).Count() == 5)                            // 梅花六
                        {
                            var tmp = poses.Except(links).ToList();
                            if (IsCusp(tmp[0], p))
                            {
                                block.IsDead = true;
                                block.KeyPos = p;
                                m_DeadLifeKeyPoses.Add(p);
                            }
                        }
                    });
                }
                else if (poses.Count == 5)
                {
                    poses.ForEach(p => {
                        var links = LinkPoses(p);
                        if (links.Intersect(poses).Count() == 4)                            // 刀把五
                        {
                            var tmp = poses.Except(links).ToList();
                            if (IsCusp(tmp[0], p))
                            {
                                block.IsDead = true;
                                block.KeyPos = p;
                                m_DeadLifeKeyPoses.Add(p);
                            }
                        }
                    });
                }
                else if (poses.Count == 4)
                {
                    poses.ForEach(p => {
                        var links = LinkPoses(p);
                        if (links.Intersect(poses).Count() == 4)                            // 斗笠四
                        {
                            block.IsDead = true;
                            block.KeyPos = p;
                            m_DeadLifeKeyPoses.Add(p);
                        }
                        else if (links.Intersect(poses).Count() == 3 &&                         // 盘角曲四
                                 (p == new Pos(0, 0) || p == new Pos(0, 18) || p == new Pos(18, 0) || p == new Pos(18, 18)))
                        {
                            block.IsDead = true;
                            if (StepCount > 150)
                            {
                                foreach (var key in links)
                                {
                                    if (key != p && LinkPoses(key).Intersect(poses).Count() == 3)
                                    {
                                        block.KeyPos = key;
                                        m_DeadLifeKeyPoses.Add(key);
                                    }
                                }
                            }
                        }
                    });
                }
                else if (poses.Count == 3)
                {
                    poses.ForEach(p => {
                        var links = LinkPoses(p);
                        if (links.Intersect(poses).Count() == 3)                            // 直三、曲三
                        {
                            block.IsDead = true;
                            block.KeyPos = p;
                            m_DeadLifeKeyPoses.Add(p);
                        }
                    });
                }
                else if (poses.Count == 2)
                {
                    poses.ForEach(p => {
                        var links = LinkPoses(p);
                        if (links.Intersect(poses).Count() == 2)
                        {
                            block.IsDead = true;
                        }
                    });
                }
                else if (poses.Count < 2)
                {
                    block.IsDead = true;
                }

                if (!isFirst && block.IsDead)
                {
                    m_WhiteMeshes.RemoveAll(b => block.Poses.Contains(b));
                    m_BlackMeshes.AddRange(block.Poses);
                }
            });

            if (isFirst)
            {
                m_BlackMeshBlocks.ForEach(block => {
                    if (block.IsDead)
                    {
                        foreach (var pos in block.Poses)
                        {
                            var links = LinkPoses(pos);
                            m_WhiteMeshBlocks.ForEach(w_block => {
                                if (links.Intersect(w_block.Poses).Count() > 0)
                                {
                                    if (w_block.IsDead)
                                    {
                                        BlackPosBlocks.ForEach(bp_block => {
                                            if (bp_block.Poses.Contains(pos))
                                            {
                                                block.EmptyCount = bp_block.EmptyCount;
                                            }
                                            WhitePosBlocks.ForEach(wp_block => {
                                                if (wp_block.Poses.Intersect(w_block.Poses).Count() > 0)
                                                {
                                                    w_block.EmptyCount = wp_block.EmptyCount;
                                                }
                                            });
                                        });
                                        if (block.EmptyCount > w_block.EmptyCount)
                                        {
                                            m_WhiteMeshes.RemoveAll(w => w_block.Poses.Contains(w));
                                            m_BlackMeshes.AddRange(w_block.Poses);
                                        }
                                        else if (block.EmptyCount < w_block.EmptyCount)
                                        {
                                            m_BlackMeshes.RemoveAll(b => block.Poses.Contains(b));
                                            m_WhiteMeshes.AddRange(block.Poses);
                                        }
                                    }
                                }
                            });
                        }
                    }
                });
            }
        }