Пример #1
0
        public bool simulate()
        {
            GameResult gameResult = judgeLastMove();

            if (gameResult == GameResult.ComputerWon)
            {
                return(true);
            }

            // 建立模拟所需数据结构
            GobangGameState localGameState = (GobangGameState)this.Clone();

            /*GobangPoint[,] localBoardState = gameState.boardState; // 棋盘
             * HashSet<GobangPoint> localUnplacedPoints = findUnplacedPoints(localBoardState);*/
            PieceType curPieceType = PieceType.Computer;

            // 模拟
            do
            {
                curPieceType = (curPieceType == PieceType.Computer ? PieceType.Player : PieceType.Computer);
                GobangPoint point = randomlySelectPoint(localGameState.unplacedPoints);
                if (point == null)
                {
                    return(false);
                }
                point.pieceType = curPieceType;
                GobangMove move = new GobangMove(point);
                localGameState.placePiece(move);
                gameResult = localGameState.judgeLastMove(); // TODO: check unplacedPoints
            } while (gameResult == GameResult.NoOutcome);

            return(gameResult == GameResult.ComputerWon);
        }
Пример #2
0
 /// <summary>
 /// 从已有的游戏状态构建对象
 /// </summary>
 /// <param name="boardState">已有游戏状态</param>
 /// <param name="lastMove">最后一步何者落子</param>
 public GobangGameState(GobangPoint[,] boardState, GobangMove lastMove)
 {
     this.boardState = boardState;
     boardSideLength = boardState.GetLength(0);
     this.lastMove   = lastMove;
     unplacedPoints  = findUnplacedPoints(this.boardState);
 }
Пример #3
0
 /// <summary>
 /// 落子时调用的函数
 /// 改变落子位置的PieceType,将落子点从未落子点集中移除,并更新lastMove
 /// </summary>
 /// <param name="move">代表本次落子的对象</param>
 internal void placePiece(GobangMove move)
 {
     int[] coord = move.point.coord;
     boardState[coord[0], coord[1]].pieceType = move.point.pieceType;
     unplacedPoints.Remove(move.point);
     lastMove = move;
 }
Пример #4
0
        public object Clone()
        {
            GobangPoint[,] stateClone = new GobangPoint[boardSideLength, boardSideLength];
            for (int x = 0; x < boardSideLength; x++)
            {
                for (int y = 0; y < boardSideLength; y++)
                {
                    stateClone[x, y] = (GobangPoint)boardState[x, y].Clone();
                }
            }

            GobangMove lastMoveClone = (GobangMove)lastMove.Clone();

            return(new GobangGameState(stateClone, lastMoveClone));
        }
Пример #5
0
        /// <summary>
        /// 创建全新的棋盘
        /// </summary>
        /// <param name="boardSideLength">棋盘边长</param>
        public GobangGameState(int boardSideLength)
        {
            this.boardSideLength = boardSideLength;
            boardState           = new GobangPoint[boardSideLength, boardSideLength];
            for (int x = 0; x < boardSideLength; x++)
            {
                for (int y = 0; y < boardSideLength; y++)
                {
                    int[] coord = { x, y };
                    boardState[x, y] = new GobangPoint(coord);
                }
            }

            lastMove       = null;
            unplacedPoints = findUnplacedPoints(boardState);
        }
Пример #6
0
        /// <summary>
        /// 判断此次落子是否导致一方胜利,以及是哪一方胜利
        /// 函数不会检查在此次落子之前是否已经有一方胜利
        /// </summary>
        /// <param name="boardState">落子后的棋盘状态</param>
        /// <param name="move">此次落子</param>
        /// <returns>游戏结果:电脑胜利,玩家胜利,胜负未分或平局</returns>
        static GameResult judgeMove(GobangPoint[,] boardState, GobangMove move)
        {
            int[]     lastPieceCoord = move.point.coord;
            int       lastPieceX     = lastPieceCoord[0];
            int       lastPieceY     = lastPieceCoord[1];
            PieceType lastPieceType  = move.point.pieceType;
            bool      wins           = false;
            // 检查所需的一些边界量
            int startXMin = Mathf.Max(0, lastPieceX - 4);
            int startXMax = Mathf.Min(boardState.GetLength(0) - 1 - 4, lastPieceX);
            int startYMin = Mathf.Max(0, lastPieceY - 4);
            int startYMax = Mathf.Min(boardState.GetLength(0) - 1 - 4, lastPieceY);

            // 横向检查(忽略横纵坐标的转换)
            // ReSharper disable once ConditionIsAlwaysTrueOrFalse
            if (!wins)
            {
                for (int startX = startXMin; startX <= startXMax; startX++)
                {
                    if (boardState[startX, lastPieceY].pieceType == lastPieceType &&
                        boardState[startX + 1, lastPieceY].pieceType == lastPieceType &&
                        boardState[startX + 2, lastPieceY].pieceType == lastPieceType &&
                        boardState[startX + 3, lastPieceY].pieceType == lastPieceType &&
                        boardState[startX + 4, lastPieceY].pieceType == lastPieceType
                        )
                    {
                        wins = true;
                        break;
                    }
                }
            }

            // 纵向检查(忽略横纵坐标的转换)
            if (!wins)
            {
                for (int startY = startYMin; startY <= startYMax; startY++)
                {
                    if (boardState[lastPieceX, startY].pieceType == lastPieceType &&
                        boardState[lastPieceX, startY + 1].pieceType == lastPieceType &&
                        boardState[lastPieceX, startY + 2].pieceType == lastPieceType &&
                        boardState[lastPieceX, startY + 3].pieceType == lastPieceType &&
                        boardState[lastPieceX, startY + 4].pieceType == lastPieceType
                        )
                    {
                        wins = true;
                        break;
                    }
                }
            }

            // 左上向右下检查(假设原点位于左上角,忽略横纵坐标的对换)
            if (!wins)
            {
                int startPointMaxOffset = Mathf.Min(lastPieceX - startXMin, lastPieceY - startYMin); // 起点距离当前位置的最大偏移量
                int startPointMinOffset = Mathf.Max(lastPieceX - startXMax, lastPieceY - startYMax); // 起点距离当前位置的最小偏移量

                for (int delta = startPointMinOffset; delta <= startPointMaxOffset; delta++)
                {
                    int startX = lastPieceX - delta;
                    int startY = lastPieceY - delta;
                    if (boardState[startX, startY].pieceType == lastPieceType &&
                        boardState[startX + 1, startY + 1].pieceType == lastPieceType &&
                        boardState[startX + 2, startY + 2].pieceType == lastPieceType &&
                        boardState[startX + 3, startY + 3].pieceType == lastPieceType &&
                        boardState[startX + 4, startY + 4].pieceType == lastPieceType
                        )
                    {
                        wins = true;
                        break;
                    }
                }
            }

            // 左下向右上检查(假设原点位于左上角,忽略横纵坐标的对换)
            if (!wins)
            {
                // 特殊的检查方式,需要更新边界量
                startYMin = Mathf.Max(4, lastPieceY);
                startYMax = Mathf.Min(boardState.GetLength(0) - 1, lastPieceY + 4);
                int startPointMaxOffset = Mathf.Min(lastPieceX - startXMin, startYMax - lastPieceY); // 起点距离当前位置的最大偏移量
                int startPointMinOffset = Mathf.Max(lastPieceX - startXMax, startYMin - lastPieceY); // 起点距离当前位置的最小偏移量

                for (int delta = startPointMinOffset; delta <= startPointMaxOffset; delta++)
                {
                    int startX = lastPieceX - delta;
                    int startY = lastPieceY + delta;

                    if (boardState[startX, startY].pieceType == lastPieceType &&
                        boardState[startX + 1, startY - 1].pieceType == lastPieceType &&
                        boardState[startX + 2, startY - 2].pieceType == lastPieceType &&
                        boardState[startX + 3, startY - 3].pieceType == lastPieceType &&
                        boardState[startX + 4, startY - 4].pieceType == lastPieceType
                        )
                    {
                        wins = true;
                        break;
                    }
                }
            }

            if (wins)
            {
                return(lastPieceType == PieceType.Computer ? GameResult.ComputerWon : GameResult.PlayerWon);
            }
            else
            {
                HashSet <GobangPoint> unplacedPoints = findUnplacedPoints(boardState); // TODO: check unplacedPoints
                if (unplacedPoints.Count == 0)
                {
                    return(GameResult.Draw);
                }
                else
                {
                    return(GameResult.NoOutcome);
                }
            }
        }