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aa152147
五子棋
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582ce16b
五
五子棋
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aa152147
/
五子棋
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inscode / VueJS
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582ce16b
编写于
6月 28, 2023
作者:
6
63db3122f0950a2aef64df95
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8e79dd18
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2
隐藏空白更改
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并排
Showing
2 changed file
with
44 addition
and
63 deletion
+44
-63
src/App.vue
src/App.vue
+5
-4
src/utils/index.js
src/utils/index.js
+39
-59
未找到文件。
src/App.vue
浏览文件 @
582ce16b
...
...
@@ -22,15 +22,16 @@ async function playChess(item, row, col) {
if
(
isWin
.
length
||
item
!==
is_empty
)
return
lattices
.
value
[
row
][
col
]
=
is_black
const
test
=
checkWin
({
row
,
col
,
board
:
lattices
.
value
,
player
:
is_black
,
win_size
:
win_size
.
value
})
console
.
log
(
test
)
if
(
test
.
length
>=
win_size
.
value
)
{
isWin
=
test
return
}
else
{
is_load
.
value
=
true
const
[
x
,
y
]
=
await
robotPlay
(
lattices
.
value
,
is_white
,
win_size
.
value
)
is_load
.
value
=
false
const
[
x
,
y
]
=
robotPlay
(
lattices
.
value
,
is_white
,
win_size
.
value
)
lattices
.
value
[
x
][
y
]
=
is_white
const
test
=
checkWin
({
row
:
x
,
col
:
y
,
board
:
lattices
.
value
,
player
:
is_white
,
win_size
:
win_size
.
value
})
if
(
test
.
length
>=
win_size
.
value
)
{
isWin
=
test
}
}
}
...
...
src/utils/index.js
浏览文件 @
582ce16b
export
const
is_empty
=
'
isEmpty
'
;
/**
* 机器人
*/
export
const
is_white
=
'
isWhite
'
;
export
const
is_black
=
'
isBlack
'
;
export
const
directions
=
[
...
...
@@ -13,22 +16,23 @@ export const directions = [
* @param {object} param
* @param {number} param.row 行
* @param {number} param.col 列
* @param {(is
E
mpty|is_white|is_black)[]} param.board 棋盘
* @param {(is
_e
mpty|is_white|is_black)[]} param.board 棋盘
* @param {is_white|is_black} [param.player] 当前棋子类型
* @param {number} param.win_size 需要几个棋子才赢
* @param {[]} [param.direction] 方向
* @param {[]
[]
} [param.direction] 方向
* @returns
*/
export
function
checkWin
({
row
,
col
,
board
,
player
,
win_size
,
direction
})
{
const
_row
=
board
.
length
;
const
_col
=
board
[
0
].
length
const
pieceType
=
player
??
board
[
row
][
col
]
let
res
=
[]
const
_directions
=
direction
?
[
direction
]
:
directions
;
for
(
let
i
=
0
;
i
<
_directions
.
length
;
i
++
)
{
const
res
=
[[
row
,
col
]];
res
=
[[
row
,
col
]];
const
[
dx
,
dy
]
=
_directions
[
i
];
let
x
=
row
+
dx
;
let
y
=
col
+
dy
;
...
...
@@ -48,54 +52,61 @@ export function checkWin({ row, col, board, player, win_size, direction }) {
y
-=
dy
;
}
if
(
res
.
length
<
win_size
)
{
return
res
;
// 出现五连珠,返回胜利
// 出现五连珠,返回胜利
if
(
res
.
length
>=
win_size
)
{
return
res
;
}
}
return
res
;
// 未出现五连珠
// 当前空位,可以结成多少颗连珠
return
res
;
}
// TODO: 机器人下棋
export
function
robotPlay
(
board
,
player
,
win_size
)
{
/**
* 机器人下棋位置
* @param {(is_empty|is_white|is_black)[][]} board 棋盘
* @param {is_white} robot 机器人
* @param {number} win_size 赢棋的棋子颗数
* @returns {number[]}
*/
export
function
robotPlay
(
board
,
robot
,
win_size
)
{
// 深度复制一份棋盘
const
_board
=
JSON
.
parse
(
JSON
.
stringify
(
board
))
const
maxScorePos
=
{};
let
maxScore
=
-
1
;
const
opponent
=
(
player
===
is_black
)
?
is_white
:
is_black
;
// 空格位置
// 空位
const
empty_points
=
_board
.
map
((
item
,
row
)
=>
{
return
item
.
flatMap
((
_item
,
col
)
=>
_item
===
is_empty
?
[[
row
,
col
]]
:
[])
}).
flat
(
1
)
// 对每个空位进行评分
empty_points
.
forEach
((
point
)
=>
{
for
(
let
e_i
=
0
;
e_i
<
empty_points
.
length
;
e_i
++
)
{
const
point
=
empty_points
[
e_i
]
let
score
=
0
;
const
[
i
,
j
]
=
point
;
// 判断下子后是否获胜
_board
[
i
][
j
]
=
player
;
const
win
=
checkWin
({
row
:
i
,
col
:
j
,
board
:
_board
,
player
,
win_size
});
if
(
win
)
{
score
=
Infinity
;
_board
[
i
][
j
]
=
is_white
;
const
win
=
checkWin
({
row
:
i
,
col
:
j
,
board
:
_board
,
player
:
robot
,
win_size
});
if
(
win
.
length
>=
win_size
)
{
return
[
i
,
j
]
}
else
{
// 判断对手是否能在下一步获胜,如果能,则这个点的分数为 0
_board
[
i
][
j
]
=
opponent
;
const
oppWin
=
checkWin
({
row
:
i
,
col
:
j
,
board
:
_board
,
player
:
opponent
,
win_size
});
if
(
oppWin
)
{
score
=
0
;
// 判断对手是否能在下一步获胜
const
oppWin
=
checkWin
({
row
:
i
,
col
:
j
,
board
:
_board
,
player
:
is_black
,
win_size
});
if
(
oppWin
.
length
>=
win_size
)
{
return
[
i
,
j
]
}
else
{
// 计算当前棋盘局面的得分
const
horizontal
=
c
ountPieces
({
row
:
i
,
col
:
j
,
_board
,
player
,
win_size
,
direction
:
"
horizontal
"
});
const
vertical
=
c
ountPieces
({
row
:
i
,
col
:
j
,
_board
,
player
,
win_size
,
direction
:
"
vertical
"
});
const
diagonalDown
=
c
ountPieces
({
row
:
i
,
col
:
j
,
_board
,
player
,
win_size
,
direction
:
"
diagonalDown
"
});
const
diagonalUp
=
c
ountPieces
({
row
:
i
,
col
:
j
,
_board
,
player
,
win_size
,
direction
:
"
diagonalUp
"
});
const
horizontal
=
c
heckWin
({
row
:
i
,
col
:
j
,
board
:
_board
,
player
:
is_black
,
win_size
,
direction
:
getDirection
(
"
horizontal
"
)
});
const
vertical
=
c
heckWin
({
row
:
i
,
col
:
j
,
board
:
_board
,
player
:
is_black
,
win_size
,
direction
:
getDirection
(
"
vertical
"
)
});
const
diagonalDown
=
c
heckWin
({
row
:
i
,
col
:
j
,
board
:
_board
,
player
:
is_black
,
win_size
,
direction
:
getDirection
(
"
diagonalDown
"
)
});
const
diagonalUp
=
c
heckWin
({
row
:
i
,
col
:
j
,
board
:
_board
,
player
:
is_black
,
win_size
,
direction
:
getDirection
(
"
diagonalUp
"
)
});
score
=
Math
.
max
(
horizontal
,
vertical
,
diagonalDown
,
diagonalUp
);
score
=
Math
.
max
(
horizontal
.
length
,
vertical
.
length
,
diagonalDown
.
length
,
diagonalUp
.
length
);
}
}
_board
[
i
][
j
]
=
is
E
mpty
;
// 恢复棋盘状态
_board
[
i
][
j
]
=
is
_e
mpty
;
// 恢复棋盘状态
// 选取分数最高的空位
if
(
score
>
maxScore
)
{
...
...
@@ -103,42 +114,11 @@ export function robotPlay(board, player, win_size) {
maxScorePos
.
y
=
j
;
maxScore
=
score
;
}
}
)
;
};
return
[
maxScorePos
.
x
,
maxScorePos
.
y
];
}
// 计算某个位置在某个方向上的连续棋子个数
function
countPieces
({
row
,
col
,
board
,
player
,
win_size
,
direction
})
{
const
_row
=
board
.
length
;
const
_col
=
board
[
0
].
length
;
const
pieceType
=
player
??
board
[
row
][
col
];
const
[
dx
,
dy
]
=
getDirection
(
direction
);
let
x
=
row
+
dx
;
let
y
=
col
+
dy
;
let
count
=
0
;
while
(
x
>=
0
&&
x
<
_row
&&
y
>=
0
&&
y
<
_col
&&
board
[
x
][
y
]
===
pieceType
)
{
count
++
;
x
+=
dx
;
y
+=
dy
;
}
x
=
row
-
dx
;
y
=
col
-
dy
;
while
(
x
>=
0
&&
x
<
_row
&&
y
>=
0
&&
y
<
_col
&&
board
[
x
][
y
]
===
pieceType
)
{
count
++
;
x
-=
dx
;
y
-=
dy
;
}
if
(
count
<
win_size
-
1
)
{
count
=
0
;
// 不足以形成连续的五个棋子,得分清零
}
return
count
;
}
// 获取某个方向的偏移量
function
getDirection
(
direction
)
{
switch
(
direction
)
{
...
...
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