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2025-06-30 18:19:53 +08:00
committed by GitHub
parent b05d03c614
commit 0970c3fd82
5 changed files with 300 additions and 171 deletions
+170 -142
View File
@@ -1,4 +1,5 @@
#include "gobang.h"
#include "game_mode.h"
#include <stdio.h>
#include <sys/stat.h>
#include <time.h>
@@ -78,11 +79,10 @@ bool have_space(int x, int y)
}
/**
* @brief 玩家落子操作
* @brief 配置棋盘大小
*
* @param player1
* @param player2
* @return int player1 or player2
* @param player1 玩家1
* @param player2 玩家2
*/
void setup_board_size()
{
@@ -103,7 +103,7 @@ void setup_game_options()
use_timer = get_integer_input("是否启用计时器 (1-是, 0-否): ", 0, 1);
if (use_timer)
{
time_limit = get_integer_input("请输入每回合的时间限制 (分钟): ", 1, 60) * 60;
time_limit = get_integer_input("请输入每回合的时间限制 (1~60分钟): ", 1, 60) * 60;
}
}
@@ -462,32 +462,6 @@ int dfs(int x, int y, int player, int depth, int alpha, int beta, bool is_maximi
* - 步数>10时缩小搜索范围到已有棋子附近2格
* - 使用中心位置优先策略
*/
int get_integer_input(const char *prompt, int min, int max)
{
int value;
int result;
char ch;
while (1)
{
printf("%s", prompt);
result = scanf("%d", &value);
if (result == 1 && value >= min && value <= max)
{
// 清除输入缓冲区中剩余的字符
while ((ch = getchar()) != '\n' && ch != EOF);
return value;
}
else
{
// 清除无效输入
while ((ch = getchar()) != '\n' && ch != EOF);
printf("输入无效,请输入一个介于 %d 和 %d 之间的整数。\n", min, max);
}
}
}
void ai_move(int depth)
{
// 1. 首先检查是否需要阻止玩家的四子连棋或三子活棋
@@ -616,7 +590,7 @@ void ai_move(int depth)
* - 包含输入缓冲区清理防止意外输入
* - 评分环节调用evaluate_performance()函数
*/
void review_process()
void review_process(int game_mode)
{
printf("\n===== 复盘记录(总步数:%d) =====\n", step_count);
// 清空输入缓冲区
@@ -635,11 +609,25 @@ void review_process()
temp_board[s.x][s.y] = s.player; // 在临时棋盘上落子
// 打印当前步骤信息
printf("\n===== 五子棋人机对战(%dX%d棋盘) =====", BOARD_SIZE, BOARD_SIZE);
printf("\n 第%d步/%d步: %s 落子于(%d, %d)\n",
i + 1, step_count,
(s.player == PLAYER) ? "玩家" : "AI", // 三目运算符选择显示文本
s.x + 1, s.y + 1); // 显示1-base坐标
// 根据游戏模式显示不同的标题和玩家信息
if (game_mode == 1)
{
// 人机对战
printf("\n===== 五子棋人机对战(%dX%d棋盘) =====", BOARD_SIZE, BOARD_SIZE);
printf("\n 第%d步/%d步: %s 落子于(%d, %d)\n",
i + 1, step_count,
(s.player == PLAYER) ? "玩家" : "AI",
s.x + 1, s.y + 1);
}
else
{
// 双人对战
printf("\n===== 五子棋双人对战(%dX%d棋盘) =====", BOARD_SIZE, BOARD_SIZE);
printf("\n 第%d步/%d步: %s 落子于(%d, %d)\n",
i + 1, step_count,
(s.player == PLAYER3) ? "玩家1(黑棋)" : "玩家2(白棋)",
s.x + 1, s.y + 1);
}
// 打印当前复盘棋盘
printf(" ");
@@ -652,9 +640,9 @@ void review_process()
printf("%2d ", row + 1); // 行号
for (int col = 0; col < BOARD_SIZE; col++)
{
if (temp_board[row][col] == PLAYER)
if (temp_board[row][col] == PLAYER || temp_board[row][col] == PLAYER3)
printf("x ");
else if (temp_board[row][col] == AI)
else if (temp_board[row][col] == AI || temp_board[row][col] == PLAYER4)
printf("");
else
printf("· ");
@@ -675,33 +663,63 @@ void review_process()
// 评估双方表现
printf("\n===== 对局评分 =====\n");
int player_score = evaluate_performance(PLAYER);
int ai_score = evaluate_performance(AI);
int player1_score = 0, player2_score = 0;
double sum_score = (long double)player_score + (long double)ai_score;
// 遍历所有步数,累积每一步的得分
for (int i = 0; i < step_count; i++)
{
if (steps[i].player == PLAYER || steps[i].player == PLAYER3)
{
player1_score += calculate_step_score(steps[i].x, steps[i].y, steps[i].player);
}
else
{
player2_score += calculate_step_score(steps[i].x, steps[i].y, steps[i].player);
}
}
double sum_score = (long double)player1_score + (long double)player2_score;
if (sum_score > 0)
{
printf("玩家得分: %d, 占比: %.2f%%\n",
player_score, (double)player_score * 100.0 / sum_score);
printf("AI得分: %d, 占比: %.2f%%\n",
ai_score, (double)ai_score * 100.0 / sum_score);
if (game_mode == 1)
{
printf("玩家得分: %d, 占比: %.2f%%\n",
player1_score, (double)player1_score * 100.0 / sum_score);
printf("AI得分: %d, 占比: %.2f%%\n",
player2_score, (double)player2_score * 100.0 / sum_score);
}
else
{
printf("玩家1(黑棋)得分: %d, 占比: %.2f%%\n",
player1_score, (double)player1_score * 100.0 / sum_score);
printf("玩家2(白棋)得分: %d, 占比: %.2f%%\n",
player2_score, (double)player2_score * 100.0 / sum_score);
}
}
else
{
printf("玩家得分: %d\n", player_score);
printf("AI得分: %d\n", ai_score);
if (game_mode == 1)
{
printf("玩家得分: %d\n", player1_score);
printf("AI得分: %d\n", player2_score);
}
else
{
printf("玩家1(黑棋)得分: %d\n", player1_score);
printf("玩家2(白棋)得分: %d\n", player2_score);
}
printf("注: 双方得分均为0,无法计算占比\n");
}
// 评选MVP
if (player_score > ai_score)
if (player1_score > player2_score)
{
printf("\nMVP: 玩家 (领先 %d 分)\n", player_score - ai_score);
printf("\nMVP: %s (领先 %d 分)\n", (game_mode == 1) ? "玩家" : "玩家1(黑棋)", player1_score - player2_score);
}
else if (ai_score > player_score)
else if (player2_score > player1_score)
{
printf("\nMVP: AI (领先 %d 分)\n", ai_score - player_score);
printf("\nMVP: %s (领先 %d 分)\n", (game_mode == 1) ? "AI" : "玩家2(白棋)", player2_score - player1_score);
}
else
{
@@ -711,16 +729,11 @@ void review_process()
getchar();
}
/**
* @brief 悔棋功能实现
* @param steps_to_undo 要撤销的步数
* @return true 悔棋成功
* @return false 悔棋失败(步数不足)
*/
/**
* @brief 处理游戏结束后的记录保存
* @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)
*/
void handle_save_record()
void handle_save_record(int game_mode)
{
int save_choice = 0;
printf("===== 游戏结束 =====\n");
@@ -734,7 +747,7 @@ void handle_save_record()
char filename[256];
strftime(filename, sizeof(filename), "%Y%m%d_%H%M%S.txt", t);
int save_status = save_game_to_file(filename);
int save_status = save_game_to_file(filename, game_mode);
switch (save_status)
{
case 0: // 成功
@@ -760,6 +773,13 @@ void handle_save_record()
}
}
/**
* @brief 悔棋功能实现
*
* @param steps_to_undo 要悔棋的步数
* @return true 悔棋成功
* @return false 悔棋失败(步数不足)
*/
bool return_move(int steps_to_undo)
{
if (step_count < steps_to_undo)
@@ -776,25 +796,83 @@ bool return_move(int steps_to_undo)
return true;
}
/**
* @brief 复盘游戏过程,逐步重现所有落子步骤
* @note 实现逻辑:
* 1. 创建临时棋盘用于复盘展示
* 2. 按步数顺序逐步重现每个落子
* 3. 每步显示当前棋盘状态和落子信息
* 4. 通过用户按Enter键控制步骤前进
* 5. 显示1-based坐标方便用户查看
*/
/**
* @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:1000000
* - 活四:100000 冲四:10000 死四:500
* - 活三:5000 眠三:1000 死三:50
* - 活二:500 眠二:100 死二:10
* - 开放单子:50 半开放单子:10 封闭单子:1
* - 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
* 3. 统计所有连子情况并评分
* 4. 最终分数除以4(消除方向重复计算影响)
*/
int calculate_step_score(int x, int y, int player)
{
int step_score = 0;
// 检查四个方向
for (int k = 0; k < 4; k++)
{
DirInfo info = count_specific_direction(x, y, direction[k][0], direction[k][1], player);
// 根据连子数评分
switch (info.continuous_chess)
{
case 5:
step_score += 2500;
break; // 五连
case 4:
if (info.check_start && info.check_end)
step_score += 1000; // 活四
else if (info.check_start || info.check_end)
step_score += 500; // 冲四
else
step_score += 250; // 死四
break;
case 3:
if (info.check_start && info.check_end)
step_score += 250; // 活三
else if (info.check_start || info.check_end)
step_score += 100; // 眠三
else
step_score += 50; // 死三
break;
case 2:
if (info.check_start && info.check_end)
step_score += 50; // 活二
else if (info.check_start || info.check_end)
step_score += 20; // 眠二
else
step_score += 10; // 死二
break;
case 1:
if (info.check_start && info.check_end)
step_score += 10; // 开放单子
else if (info.check_start || info.check_end)
step_score += 5; // 半开放单子
else
step_score += 1; // 封闭单子
break;
}
}
return step_score;
}
/**
* @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;
}