429 lines
11 KiB
C
429 lines
11 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <string.h>
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/**
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* @brief 将指令复制到powershell
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* gcc "课上代码练习\五子棋\五子棋.c" -o output/五子棋.exe
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* @brief 将指令复制到powershell
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* .\output\五子棋.exe
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*/
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// !宏定义
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#define MAX_BOARD_SIZE 25 //* 最大支持棋盘尺寸
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int BOARD_SIZE = 15; //* 实际使用的棋盘尺寸(默认15)
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#define PLAYER 1 //* 玩家棋子标识符
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#define AI 2 //* AI棋子标识符
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#define EMPTY 0 //* 空位置标识符
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#define MAX_STEPS (MAX_BOARD_SIZE * MAX_BOARD_SIZE) //* 最大步数(棋盘总格数)
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// !全局变量
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int board[MAX_BOARD_SIZE][MAX_BOARD_SIZE] = {0}; //* 棋盘状态存储数组(默认棋盘全空为0)
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const int direction[4][2] = {{1, 0}, {0, 1}, {1, 1}, {1, -1}}; //* 四个方向:向下、向右、右下、左下
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// !落子步骤结构体
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typedef struct // 落子结构体
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{
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int player; // 落子方标识
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int x, y; // 坐标位置
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} Step;
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// !方向信息结构体
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typedef struct
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{
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int continuous_chess; // 连续棋子数量
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bool check_start; // 序列起点方向是否开放(空位)
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bool check_end; // 序列终点方向是否开放(空位)
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} DirInfo;
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Step steps[MAX_STEPS]; // 存储所有落子步骤
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int step_count = 0; // 当前步数计数器
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// !初始化棋盘:清空棋盘状态和步数记录
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void empty_board();
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// !打印当前棋盘状态
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void print_board();
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// !检查位置是否有效(在棋盘范围内且为空位)
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bool have_space(int x, int y);
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// !玩家落子操作
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bool player_move(int x, int y);
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// !计算特定方向上连续同色棋子数量
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DirInfo count_specific_direction(int x, int y, int dx, int dy, int player);
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// !检查特定位置落子后是否获胜
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bool check_win(int x, int y, int player);
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// !评估特定位置对当前玩家的价值
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int evaluate_pos(int x, int y, int player);
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// !AI落子算法
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void ai_move();
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// !复盘游戏过程
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void review_process();
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// !主函数:游戏流程控制
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int main()
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{
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// 初始化阶段:获取棋盘尺寸
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printf("===== 五子棋人机对战 =====\n");
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printf("通常棋盘大小分为休闲棋盘(13X13)、标准棋盘(15X15)和特殊棋盘(19X19)\n");
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printf("请输入棋盘大小(5~%d)(默认为标准棋盘):", MAX_BOARD_SIZE);
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scanf("%d", &BOARD_SIZE);
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if (BOARD_SIZE < 5 || BOARD_SIZE > MAX_BOARD_SIZE)
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{
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BOARD_SIZE = 15;
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printf("输入无效,使用默认标准棋盘15X15\n");
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}
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empty_board();
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printf("===== 五子棋人机对战(%dX%d棋盘) =====", BOARD_SIZE, BOARD_SIZE);
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print_board();
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// 游戏主循环
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while (1)
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{
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// 玩家回合
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int x, y;
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printf("\n请输入落子坐标(行 列,1~%d):", BOARD_SIZE);
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scanf("%d %d", &x, &y);
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// 转换为0-BOARD_SIZE索引(转为棋盘的坐标)
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x--;
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y--;
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// 验证并执行玩家移动
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if (!player_move(x, y))
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{
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printf("坐标无效!请重新输入。\n");
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continue;
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}
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print_board();
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// 检查玩家是否获胜
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if (check_win(x, y, PLAYER))
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{
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printf("\n玩家获胜!\n");
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review_process();
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break;
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}
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// AI回合
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printf("\nAI思考中...\n");
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ai_move();
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print_board();
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// 检查AI是否获胜
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Step last_step = steps[step_count - 1];
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if (check_win(last_step.x, last_step.y, AI))
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{
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printf("\nAI获胜!\n");
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review_process();
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break;
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}
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// 检查平局(棋盘已满)
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if (step_count == BOARD_SIZE * BOARD_SIZE)
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{
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printf("\n平局!\n");
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review_process();
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break;
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}
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}
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return 0;
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}
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// !初始化棋盘:清空棋盘状态和步数记录
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void empty_board()
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{
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// 初始化棋盘状态
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for (int i = 0; i < BOARD_SIZE; i++)
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{
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for (int j = 0; j < BOARD_SIZE; j++)
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{
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board[i][j] = EMPTY;
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}
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}
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step_count = 0;
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}
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// !打印当前棋盘状态
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void print_board()
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{
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// 打印列号(1-BOARD_SIZE显示)
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printf("\n ");
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for (int i = 0; i < BOARD_SIZE; i++)
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{
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printf("%2d", i + 1);
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if (i + 1 == 9) // 处理两位数列号的对齐
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printf(" ");
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}
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printf("\n");
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// 打印每行棋盘内容
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for (int i = 0; i < BOARD_SIZE; i++)
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{
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printf("%2d ", i + 1); // 打印行号(1-BOARD_SIZE)
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for (int j = 0; j < BOARD_SIZE; j++)
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{
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if (board[i][j] == PLAYER)
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printf("x "); // 玩家棋子
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else if (board[i][j] == AI)
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printf("○ "); // AI棋子
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else
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printf("· "); // 空位
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}
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printf("\n");
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}
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}
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// !检查位置是否有效(在棋盘范围内且为空位)
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bool have_space(int x, int y)
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{
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/* 检查位置是否有效且为空位 */
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return (x >= 0 && x < BOARD_SIZE && y >= 0 && y < BOARD_SIZE && board[x][y] == EMPTY);
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}
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// !玩家落子操作
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bool player_move(int x, int y)
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{
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if (!have_space(x, y))
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{
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return false; // 位置无效返回失败
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}
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board[x][y] = PLAYER; // 更新棋盘状态
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steps[step_count++] = (Step){PLAYER, x, y}; // 记录步骤
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return true;
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}
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// !计算特定方向上连续同色棋子数量
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DirInfo count_specific_direction(int x, int y, int dx, int dy, int player)
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{
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DirInfo info;
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info.continuous_chess = 1; // 包含当前位置
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info.check_start = false;
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info.check_end = false;
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// 检查正方向(dx, dy)
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int nx = x + dx, ny = y + dy;
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while (nx >= 0 && nx < BOARD_SIZE && ny >= 0 && ny < BOARD_SIZE && board[nx][ny] == player)
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{
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info.continuous_chess++;
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nx += dx;
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ny += dy;
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}
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// 判断正方向端点是否开放
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if (nx >= 0 && nx < BOARD_SIZE && ny >= 0 && ny < BOARD_SIZE)
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{
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if (board[nx][ny] == EMPTY)
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{
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info.check_end = true;
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}
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}
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// 检查反方向(-dx, -dy)
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nx = x - dx, ny = y - dy;
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while (nx >= 0 && nx < BOARD_SIZE && ny >= 0 && ny < BOARD_SIZE && board[nx][ny] == player)
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{
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info.continuous_chess++;
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nx -= dx;
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ny -= dy;
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}
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// 判断反方向端点是否开放
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if (nx >= 0 && nx < BOARD_SIZE && ny >= 0 && ny < BOARD_SIZE)
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{
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if (board[nx][ny] == EMPTY)
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{
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info.check_start = true;
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}
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}
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return info;
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}
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// !检查特定位置落子后是否获胜
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bool check_win(int x, int y, int player)
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{
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for (int i = 0; i < 4; i++)
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{
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DirInfo info = count_specific_direction(x, y, direction[i][0], direction[i][1], player);
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if (info.continuous_chess >= 5)
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return true;
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}
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return false;
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}
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// !评估特定位置对当前玩家的价值(AI评估下一次落子位置的价值)
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int evaluate_pos(int x, int y, int player)
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{
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// 临时模拟落子(确保评估准确)
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int original = board[x][y];
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board[x][y] = player;
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int score = 0;
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for (int i = 0; i < 4; i++)
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{
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int dx = direction[i][0], dy = direction[i][1];
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int opponent = (player == PLAYER) ? AI : PLAYER;
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// 获取当前玩家(自身)的棋型信息
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DirInfo self_info = count_specific_direction(x, y, dx, dy, player);
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// 获取对手的棋型信息
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DirInfo oppo_info = count_specific_direction(x, y, dx, dy, opponent);
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// 对手威胁评估(防守逻辑)
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if (oppo_info.continuous_chess >= 4)
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{
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board[x][y] = original; // 恢复棋盘
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return 10000; // 对手四连珠必须阻止
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}
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else if (oppo_info.continuous_chess == 3)
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{
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// 玩家三连珠
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if (oppo_info.check_start && oppo_info.check_end) // 仅当两端开放才高威胁
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{
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score += 5000; // 活三(两端开放),高威胁
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}
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else if (oppo_info.check_start || oppo_info.check_end) // 死三(两端封闭)不加分
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{
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score += 2000; // 眠三(一端开放),中等威胁
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}
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}
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// 自身机会评估(进攻逻辑)
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if (self_info.continuous_chess >= 5)
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{
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board[x][y] = original; // 恢复棋盘
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return 20000; // 五连珠直接获胜
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}
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else if (self_info.continuous_chess == 4)
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{
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score += 8000; // 四连珠必胜
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}
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else if (self_info.continuous_chess == 3)
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{
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// AI三连珠
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if (self_info.check_start && self_info.check_end) // 两端开放才高价值
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{
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score += 4000; // 活三(两端开放),高价值
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}
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else if (self_info.check_start || self_info.check_end) // 死三(两端封闭)不加分
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{
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score += 1500; // 眠三(一端开放),中等价值
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}
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}
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else if (self_info.continuous_chess == 2)
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{
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score += 1000; // 二连珠基础分
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}
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}
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board[x][y] = original; // 恢复棋盘
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return score;
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}
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// !AI落子算法
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void ai_move()
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{
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int best_score = -1, best_x = -1, best_y = -1;
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// 遍历整个棋盘
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for (int i = 0; i < BOARD_SIZE; i++)
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{
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for (int j = 0; j < BOARD_SIZE; j++)
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{
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// 跳过已落子位置
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if (board[i][j] != EMPTY)
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{
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continue;
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}
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// 综合评估位置对AI的进攻价值和防御价值
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int score = evaluate_pos(i, j, AI) + evaluate_pos(i, j, PLAYER) * 0.5;
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// 更新最佳位置
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if (score > best_score)
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{
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best_score = score;
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best_x = i;
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best_y = j;
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}
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}
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}
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// 在最佳位置落子
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if (best_x != -1 && best_y != -1)
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{
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board[best_x][best_y] = AI;
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steps[step_count++] = (Step){AI, best_x, best_y};
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printf("AI落子于(%d, %d)\n", best_x + 1, best_y + 1);
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}
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}
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// !复盘游戏过程
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void review_process()
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{
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printf("\n===== 复盘记录(总步数:%d) =====\n", step_count);
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int c;
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while ((c = getchar()) != '\n' && c != EOF)
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; // 清空缓冲区
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// 重建临时棋盘
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int temp_board[MAX_BOARD_SIZE][MAX_BOARD_SIZE];
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memset(temp_board, EMPTY, sizeof(temp_board));
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for (int i = 0; i < step_count; i++)
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{
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Step s = steps[i];
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// 获取坐标
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temp_board[s.x][s.y] = s.player;
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printf("\n===== 五子棋人机对战(%dX%d棋盘) =====", BOARD_SIZE, BOARD_SIZE);
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printf("\n 第%d步/%d步: %s 落子于(%d, %d)\n",
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i + 1, step_count,
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(s.player == PLAYER) ? "玩家" : "AI", //* 如果s.player == PLAYER, 则打印“玩家”,反之打印“AI”
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s.x + 1, s.y + 1); // 显示为(行,列)
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printf("===== 五子棋人机对战(%dX%d棋盘) =====\n", BOARD_SIZE, BOARD_SIZE);
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// 打印当前棋盘状态
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printf(" ");
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for (int col = 0; col < BOARD_SIZE; col++)
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{
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printf("%2d", col + 1);
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}
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printf("\n");
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for (int row = 0; row < BOARD_SIZE; row++)
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{
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printf("%2d ", row + 1);
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for (int col = 0; col < BOARD_SIZE; col++)
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{
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if (temp_board[row][col] == PLAYER)
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printf("x ");
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else if (temp_board[row][col] == AI)
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printf("○ ");
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else
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printf("· ");
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}
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printf("\n");
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}
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if (i < step_count - 1)
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{
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printf("\n按Enter继续下一步...");
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while (getchar() != '\n')
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;
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}
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}
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printf("\n复盘结束!按Enter返回...");
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getchar();
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} |