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https://github.com/LHY0125/Gobang-Game.git
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@@ -1,4 +1,5 @@
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#include "gobang.h"
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#include "game_mode.h"
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#include <stdio.h>
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#include <sys/stat.h>
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#include <time.h>
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@@ -78,11 +79,10 @@ bool have_space(int x, int y)
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}
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/**
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* @brief 玩家落子操作
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* @brief 配置棋盘大小
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*
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* @param player1
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* @param player2
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* @return int player1 or player2
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* @param player1 玩家1
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* @param player2 玩家2
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*/
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void setup_board_size()
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{
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@@ -103,7 +103,7 @@ void setup_game_options()
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use_timer = get_integer_input("是否启用计时器 (1-是, 0-否): ", 0, 1);
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if (use_timer)
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{
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time_limit = get_integer_input("请输入每回合的时间限制 (分钟): ", 1, 60) * 60;
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time_limit = get_integer_input("请输入每回合的时间限制 (1~60分钟): ", 1, 60) * 60;
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}
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}
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@@ -462,32 +462,6 @@ int dfs(int x, int y, int player, int depth, int alpha, int beta, bool is_maximi
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* - 步数>10时缩小搜索范围到已有棋子附近2格
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* - 使用中心位置优先策略
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*/
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int get_integer_input(const char *prompt, int min, int max)
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{
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int value;
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int result;
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char ch;
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while (1)
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{
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printf("%s", prompt);
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result = scanf("%d", &value);
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if (result == 1 && value >= min && value <= max)
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{
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// 清除输入缓冲区中剩余的字符
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while ((ch = getchar()) != '\n' && ch != EOF);
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return value;
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}
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else
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{
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// 清除无效输入
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while ((ch = getchar()) != '\n' && ch != EOF);
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printf("输入无效,请输入一个介于 %d 和 %d 之间的整数。\n", min, max);
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}
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}
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}
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void ai_move(int depth)
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{
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// 1. 首先检查是否需要阻止玩家的四子连棋或三子活棋
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@@ -616,7 +590,7 @@ void ai_move(int depth)
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* - 包含输入缓冲区清理防止意外输入
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* - 评分环节调用evaluate_performance()函数
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*/
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void review_process()
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void review_process(int game_mode)
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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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// 清空输入缓冲区
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@@ -635,11 +609,25 @@ void review_process()
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temp_board[s.x][s.y] = s.player; // 在临时棋盘上落子
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// 打印当前步骤信息
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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", // 三目运算符选择显示文本
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s.x + 1, s.y + 1); // 显示1-base坐标
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// 根据游戏模式显示不同的标题和玩家信息
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if (game_mode == 1)
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{
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// 人机对战
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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",
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s.x + 1, s.y + 1);
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}
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else
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{
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// 双人对战
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printf("\n===== 五子棋双人对战(%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 == PLAYER3) ? "玩家1(黑棋)" : "玩家2(白棋)",
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s.x + 1, s.y + 1);
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}
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// 打印当前复盘棋盘
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printf(" ");
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@@ -652,9 +640,9 @@ void review_process()
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printf("%2d ", row + 1); // 行号
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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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if (temp_board[row][col] == PLAYER || temp_board[row][col] == PLAYER3)
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printf("x ");
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else if (temp_board[row][col] == AI)
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else if (temp_board[row][col] == AI || temp_board[row][col] == PLAYER4)
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printf("○ ");
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else
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printf("· ");
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@@ -675,33 +663,63 @@ void review_process()
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// 评估双方表现
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printf("\n===== 对局评分 =====\n");
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int player_score = evaluate_performance(PLAYER);
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int ai_score = evaluate_performance(AI);
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int player1_score = 0, player2_score = 0;
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double sum_score = (long double)player_score + (long double)ai_score;
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// 遍历所有步数,累积每一步的得分
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for (int i = 0; i < step_count; i++)
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{
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if (steps[i].player == PLAYER || steps[i].player == PLAYER3)
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{
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player1_score += calculate_step_score(steps[i].x, steps[i].y, steps[i].player);
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}
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else
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{
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player2_score += calculate_step_score(steps[i].x, steps[i].y, steps[i].player);
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}
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}
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double sum_score = (long double)player1_score + (long double)player2_score;
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if (sum_score > 0)
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{
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printf("玩家得分: %d, 占比: %.2f%%\n",
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player_score, (double)player_score * 100.0 / sum_score);
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printf("AI得分: %d, 占比: %.2f%%\n",
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ai_score, (double)ai_score * 100.0 / sum_score);
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if (game_mode == 1)
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{
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printf("玩家得分: %d, 占比: %.2f%%\n",
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player1_score, (double)player1_score * 100.0 / sum_score);
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printf("AI得分: %d, 占比: %.2f%%\n",
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player2_score, (double)player2_score * 100.0 / sum_score);
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}
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else
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{
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printf("玩家1(黑棋)得分: %d, 占比: %.2f%%\n",
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player1_score, (double)player1_score * 100.0 / sum_score);
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printf("玩家2(白棋)得分: %d, 占比: %.2f%%\n",
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player2_score, (double)player2_score * 100.0 / sum_score);
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}
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}
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else
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{
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printf("玩家得分: %d\n", player_score);
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printf("AI得分: %d\n", ai_score);
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if (game_mode == 1)
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{
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printf("玩家得分: %d\n", player1_score);
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printf("AI得分: %d\n", player2_score);
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}
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else
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{
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printf("玩家1(黑棋)得分: %d\n", player1_score);
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printf("玩家2(白棋)得分: %d\n", player2_score);
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}
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printf("注: 双方得分均为0,无法计算占比\n");
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}
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// 评选MVP
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if (player_score > ai_score)
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if (player1_score > player2_score)
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{
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printf("\nMVP: 玩家 (领先 %d 分)\n", player_score - ai_score);
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printf("\nMVP: %s (领先 %d 分)\n", (game_mode == 1) ? "玩家" : "玩家1(黑棋)", player1_score - player2_score);
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}
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else if (ai_score > player_score)
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else if (player2_score > player1_score)
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{
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printf("\nMVP: AI (领先 %d 分)\n", ai_score - player_score);
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printf("\nMVP: %s (领先 %d 分)\n", (game_mode == 1) ? "AI" : "玩家2(白棋)", player2_score - player1_score);
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}
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else
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{
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@@ -711,16 +729,11 @@ void review_process()
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getchar();
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}
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/**
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* @brief 悔棋功能实现
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* @param steps_to_undo 要撤销的步数
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* @return true 悔棋成功
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* @return false 悔棋失败(步数不足)
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*/
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/**
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* @brief 处理游戏结束后的记录保存
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* @return int 保存状态码(0-成功, 1-目录创建失败, 2-文件打开失败, 3-文件写入失败)
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*/
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void handle_save_record()
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void handle_save_record(int game_mode)
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{
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int save_choice = 0;
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printf("===== 游戏结束 =====\n");
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@@ -734,7 +747,7 @@ void handle_save_record()
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char filename[256];
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strftime(filename, sizeof(filename), "%Y%m%d_%H%M%S.txt", t);
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int save_status = save_game_to_file(filename);
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int save_status = save_game_to_file(filename, game_mode);
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switch (save_status)
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{
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case 0: // 成功
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@@ -760,6 +773,13 @@ void handle_save_record()
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}
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}
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/**
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* @brief 悔棋功能实现
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*
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* @param steps_to_undo 要悔棋的步数
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* @return true 悔棋成功
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* @return false 悔棋失败(步数不足)
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*/
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bool return_move(int steps_to_undo)
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{
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if (step_count < steps_to_undo)
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@@ -776,25 +796,83 @@ bool return_move(int steps_to_undo)
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return true;
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}
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/**
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* @brief 复盘游戏过程,逐步重现所有落子步骤
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* @note 实现逻辑:
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* 1. 创建临时棋盘用于复盘展示
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* 2. 按步数顺序逐步重现每个落子
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* 3. 每步显示当前棋盘状态和落子信息
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* 4. 通过用户按Enter键控制步骤前进
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* 5. 显示1-based坐标方便用户查看
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*/
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/**
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* @brief 评估玩家在整盘棋局中的表现
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* @param player 要评估的玩家(PLAYER/AI)
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* @return int 总分(已考虑方向重复计算)
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* @note 评分标准:
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* - 五连:1000000
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* - 活四:100000 冲四:10000 死四:500
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* - 活三:5000 眠三:1000 死三:50
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* - 活二:500 眠二:100 死二:10
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* - 开放单子:50 半开放单子:10 封闭单子:1
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* - 五连:2500
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* - 活四:1000 冲四:500 死四:250
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* - 活三:250 眠三:100 死三:50
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* - 活二:50 眠二:20 死二:10
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* - 开放单子:10 半开放单子:5 封闭单子:1
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* @note 实现细节:
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* 1. 遍历棋盘所有位置
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* 2. 对每个棋子检查四个方向
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* 3. 统计所有连子情况并评分
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* 4. 最终分数除以4(消除方向重复计算影响)
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*/
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int calculate_step_score(int x, int y, int player)
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{
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int step_score = 0;
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// 检查四个方向
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for (int k = 0; k < 4; k++)
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{
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DirInfo info = count_specific_direction(x, y, direction[k][0], direction[k][1], player);
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// 根据连子数评分
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switch (info.continuous_chess)
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{
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case 5:
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step_score += 2500;
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break; // 五连
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case 4:
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if (info.check_start && info.check_end)
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step_score += 1000; // 活四
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else if (info.check_start || info.check_end)
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step_score += 500; // 冲四
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else
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step_score += 250; // 死四
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break;
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case 3:
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if (info.check_start && info.check_end)
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step_score += 250; // 活三
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else if (info.check_start || info.check_end)
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step_score += 100; // 眠三
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else
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step_score += 50; // 死三
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break;
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case 2:
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if (info.check_start && info.check_end)
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step_score += 50; // 活二
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else if (info.check_start || info.check_end)
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step_score += 20; // 眠二
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else
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step_score += 10; // 死二
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break;
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case 1:
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if (info.check_start && info.check_end)
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step_score += 10; // 开放单子
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else if (info.check_start || info.check_end)
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step_score += 5; // 半开放单子
|
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else
|
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step_score += 1; // 封闭单子
|
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break;
|
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}
|
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}
|
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return step_score;
|
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}
|
||||
|
||||
/**
|
||||
* @brief 评估玩家在整盘棋局中的表现
|
||||
* @param player 要评估的玩家(PLAYER/AI)
|
||||
* @return int 总分(已考虑方向重复计算)
|
||||
* @note 评分标准:
|
||||
* - 五连:2500
|
||||
* - 活四:1000 冲四:500 死四:250
|
||||
* - 活三:250 眠三:100 死三:50
|
||||
* - 活二:50 眠二:20 死二:10
|
||||
* - 开放单子:10 半开放单子:5 封闭单子:1
|
||||
* @note 实现细节:
|
||||
* 1. 遍历棋盘所有位置
|
||||
* 2. 对每个棋子检查四个方向
|
||||
@@ -810,53 +888,9 @@ int evaluate_performance(int player)
|
||||
{
|
||||
for (int j = 0; j < BOARD_SIZE; j++)
|
||||
{
|
||||
if (board[i][j] != player)
|
||||
continue;
|
||||
|
||||
// 检查四个方向
|
||||
for (int k = 0; k < 4; k++)
|
||||
if (board[i][j] == player)
|
||||
{
|
||||
DirInfo info = count_specific_direction(i, j, direction[k][0], direction[k][1], player);
|
||||
|
||||
// 根据连子数评分
|
||||
switch (info.continuous_chess)
|
||||
{
|
||||
case 5:
|
||||
total_score += 1000;
|
||||
break; // 五连
|
||||
case 4:
|
||||
if (info.check_start && info.check_end)
|
||||
total_score += 1000; // 活四
|
||||
else if (info.check_start || info.check_end)
|
||||
total_score += 500; // 冲四
|
||||
else
|
||||
total_score += 200; // 死四
|
||||
break;
|
||||
case 3:
|
||||
if (info.check_start && info.check_end)
|
||||
total_score += 200; // 活三
|
||||
else if (info.check_start || info.check_end)
|
||||
total_score += 100; // 眠三
|
||||
else
|
||||
total_score += 20; // 死三
|
||||
break;
|
||||
case 2:
|
||||
if (info.check_start && info.check_end)
|
||||
total_score += 100; // 活二
|
||||
else if (info.check_start || info.check_end)
|
||||
total_score += 50; // 眠二
|
||||
else
|
||||
total_score += 10; // 死二
|
||||
break;
|
||||
case 1:
|
||||
if (info.check_start && info.check_end)
|
||||
total_score += 20; // 开放单子
|
||||
else if (info.check_start || info.check_end)
|
||||
total_score += 10; // 半开放单子
|
||||
else
|
||||
total_score += 1; // 封闭单子
|
||||
break;
|
||||
}
|
||||
total_score += calculate_step_score(i, j, player);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -872,7 +906,7 @@ int evaluate_performance(int player)
|
||||
* 2: 文件打开失败
|
||||
* 3: 文件写入失败
|
||||
*/
|
||||
int save_game_to_file(const char *filename)
|
||||
int save_game_to_file(const char *filename, int game_mode)
|
||||
{
|
||||
// 创建records目录(如果不存在)
|
||||
struct stat st = {0};
|
||||
@@ -906,8 +940,8 @@ int save_game_to_file(const char *filename)
|
||||
return 2; // 文件打开失败
|
||||
}
|
||||
|
||||
// 写入棋盘大小
|
||||
if (fprintf(file, "%d\n", BOARD_SIZE) < 0)
|
||||
// 写入游戏模式和棋盘大小
|
||||
if (fprintf(file, "%d\n%d\n", game_mode, BOARD_SIZE) < 0)
|
||||
{
|
||||
fclose(file);
|
||||
return 3; // 文件写入失败
|
||||
@@ -937,7 +971,7 @@ int save_game_to_file(const char *filename)
|
||||
* @return true 加载成功
|
||||
* @return false 加载失败
|
||||
*/
|
||||
bool load_game_from_file(const char *filename)
|
||||
int load_game_from_file(const char *filename)
|
||||
{
|
||||
// 打开文件
|
||||
char fullpath[256];
|
||||
@@ -948,8 +982,13 @@ bool load_game_from_file(const char *filename)
|
||||
return false;
|
||||
}
|
||||
|
||||
// 读取棋盘大小
|
||||
int size;
|
||||
// 读取游戏模式和棋盘大小
|
||||
int game_mode, size;
|
||||
if (fscanf(file, "%d", &game_mode) != 1 || (game_mode != 1 && game_mode != 2))
|
||||
{
|
||||
fclose(file);
|
||||
return 0; // 无效的游戏模式
|
||||
}
|
||||
if (fscanf(file, "%d", &size) != 1 || size < 5 || size > MAX_BOARD_SIZE)
|
||||
{
|
||||
fclose(file);
|
||||
@@ -960,24 +999,13 @@ bool load_game_from_file(const char *filename)
|
||||
BOARD_SIZE = size;
|
||||
empty_board();
|
||||
|
||||
// 读取并重放所有落子步骤
|
||||
int player, x, y;
|
||||
while (fscanf(file, "%d %d %d", &player, &x, &y) == 3)
|
||||
// 读取所有落子步骤
|
||||
step_count = 0;
|
||||
while (fscanf(file, "%d %d %d", &steps[step_count].player, &steps[step_count].x, &steps[step_count].y) == 3)
|
||||
{
|
||||
if (player != PLAYER && player != AI)
|
||||
{
|
||||
fclose(file);
|
||||
return false;
|
||||
}
|
||||
if (x < 0 || x >= BOARD_SIZE || y < 0 || y >= BOARD_SIZE)
|
||||
{
|
||||
fclose(file);
|
||||
return false;
|
||||
}
|
||||
board[x][y] = player;
|
||||
steps[step_count++] = (Step){player, x, y};
|
||||
step_count++;
|
||||
}
|
||||
|
||||
fclose(file);
|
||||
return true;
|
||||
return game_mode;
|
||||
}
|
||||
Reference in New Issue
Block a user