示例#1
0
    void PrintQizi(int idx)
    {
        if (idx == -1)
        {
            ShowTip("无效落子"); return;
        }
        GameObject oo = null;
        string     f  = "黑棋";

        if (wzq.curTurn == Wuziqi.qiType.white)
        {
            f  = "白棋";
            oo = GameObject.Instantiate(whiteQ) as GameObject;
        }
        else
        {
            oo = GameObject.Instantiate(blackQ) as GameObject;
        }
        if (wzq.XiaQi(idx))
        {
            ShowTip(f + "落子成功");
            Vector2 p = getDropPointByIndex(idx);
            oo.transform.SetParent(qiTrans);
            oo.transform.localScale    = Vector3.one;
            oo.transform.localPosition = p;
        }
        else
        {
            if (wzq.curState != WZQGame.gState.over)
            {
                ShowTip("无效落子");
            }
        }
    }
示例#2
0
    /// <summary>
    /// 1,获取落子点的可赢矩阵
    /// 2,获取可赢矩阵中有效落子点
    /// 3,计算有效落子点的可赢权值
    /// 4,排序
    /// 5,取最大权值落子
    /// </summary>

    //分析有效落子点的可赢权值

    /*
     * 1, 试探性落子
     * 2,计算这个落子的可赢矩阵
     * 3,计算矩阵每个序列上的连续值情况
     * 4,统计=5个数;统计=4个数;统计=3个数;统计=2个数
     * 5,如果存在统计=5或者=4
     */
    public int t(Pos p)
    {
        #region  //计算有效落子点
        int[][]    matraix = wzq.GetWinMatraix(p);
        List <int> plist   = new List <int>();
        for (int i = 0; i < matraix.GetLength(0); i++)
        {
            for (int j = 0; j < matraix[i].Length; j++)
            {
                byte r = 3;
                wzq.indexOf(matraix[i][j], ref r);
                if (r == 0)
                {
                    plist.Add(matraix[i][j]);
                }
            }
        }
        #endregion

        #region 计算有效落子点的所有矩阵
        Dictionary <int, int[][]> totalMatriaxDic = new Dictionary <int, int[][]>();
        plist.ForEach(_ => {
            wzq.XiaQi(_, false);                                  //试探性落子矩阵
            int[][] tempM = wzq.GetWinMatraix(Wuziqi.indexOf(_)); //获取该点的可赢
            totalMatriaxDic.Add(_, tempM);
        });
        #endregion
        #region
        byte b = 3;
        wzq.indexOf(Wuziqi.indexOf(p.x, p.y), ref b);
        List <KeyValuePair <int, int> > totalPointValueList = new List <KeyValuePair <int, int> >();
        foreach (KeyValuePair <int, int[][]> kp in totalMatriaxDic)
        {
            if (kp.Key == -1)
            {
                continue;
            }
            totalPointValueList.Add(new KeyValuePair <int, int>(kp.Key, caculateQ(matraixValue(kp.Value, 1, 5, b))));
            wzq.BackQi(kp.Key);  //恢复棋子
        }
        #endregion
        #region  排序权值
        totalPointValueList.Sort((x, y) => {
            if (x.Value < y.Value)
            {
                return(1);
            }
            else if (x.Value > y.Value)
            {
                return(-1);
            }
            return(0);
        });
        return(totalPointValueList[0].Key);

        #endregion
    }