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https://github.com/LHY0125/Gobang-Game.git
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@@ -2,6 +2,7 @@
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#include "game_mode.h"
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#include "gobang.h"
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#include "init_board.h"
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#include "config.h"
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#include <stdio.h>
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#include <string.h>
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#include <time.h>
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@@ -26,11 +27,67 @@
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* - 使用独立临时棋盘避免影响主游戏状态
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* - 坐标显示转换为1-based方便用户理解
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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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* - 评分环节调用calculate_final_score()函数
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*/
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// 全局变量,用于存储对局评分,确保对战结束和复盘模式使用相同的评分
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int player1_final_score = 0;
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int player2_final_score = 0;
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int scores_calculated = 0;
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void review_process(int game_mode)
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{
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int review_choice = get_integer_input("是否要复盘本局比赛? (1-是, 0-否): ", 0, 1);
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// 如果评分尚未计算,则计算评分
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if (!scores_calculated)
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{
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// 评估双方表现
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player1_final_score = 0;
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player2_final_score = 0;
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// 遍历所有步数,累积每一步的得分,后期步骤权重更高
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for (int i = 0; i < step_count; i++)
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{
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// 计算时间权重因子:步数越靠后,权重越大
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double time_weight = 1.0 + (double)i / step_count * TIME_WEIGHT_FACTOR; // 最后的步骤权重是开始步骤的(1+TIME_WEIGHT_FACTOR)倍
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if (steps[i].player == PLAYER || steps[i].player == PLAYER1)
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{
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player1_final_score += (int)(calculate_step_score(steps[i].x, steps[i].y, steps[i].player) * time_weight);
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}
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else
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{
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player2_final_score += (int)(calculate_step_score(steps[i].x, steps[i].y, steps[i].player) * time_weight);
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}
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}
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// 胜负加权:获胜方获得额外的评分奖励
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if (step_count > 0)
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{
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Step last_step = steps[step_count - 1];
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if (check_win(last_step.x, last_step.y, last_step.player))
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{
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// 获胜方获得额外奖励分数
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if (last_step.player == PLAYER || last_step.player == PLAYER1)
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{
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player1_final_score += WIN_BONUS; // 获胜奖励
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}
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else
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{
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player2_final_score += WIN_BONUS; // 获胜奖励
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}
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}
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}
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scores_calculated = 1; // 标记评分已计算
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}
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else
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{
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// 评分已从文件中加载,直接使用
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printf("从记录文件中加载评分数据\n");
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}
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if (review_choice == 1)
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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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@@ -73,7 +130,9 @@ void review_process(int game_mode)
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// 打印当前复盘棋盘
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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); // 列号
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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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@@ -109,65 +168,50 @@ void review_process(int game_mode)
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getchar(); // 等待用户按键
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}
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// 评估双方表现
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// 显示评分结果
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printf("\n===== 对局评分 =====\n");
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int player1_score = 0, player2_score = 0;
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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 == PLAYER1)
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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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double sum_score = (long double)player1_final_score + (long double)player2_final_score;
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if (sum_score > 0)
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{
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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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player1_final_score, (double)player1_final_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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player2_final_score, (double)player2_final_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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player1_final_score, (double)player1_final_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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player2_final_score, (double)player2_final_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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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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printf("玩家得分: %d\n", player1_final_score);
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printf("AI得分: %d\n", player2_final_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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printf("玩家1(黑棋)得分: %d\n", player1_final_score);
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printf("玩家2(白棋)得分: %d\n", player2_final_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 (player1_score > player2_score)
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if (player1_final_score > player2_final_score)
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{
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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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printf("\nMVP: %s (领先 %d 分)\n", (game_mode == 1) ? "玩家" : "玩家1(黑棋)", player1_final_score - player2_final_score);
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}
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else if (player2_score > player1_score)
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else if (player2_final_score > player1_final_score)
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{
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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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printf("\nMVP: %s (领先 %d 分)\n", (game_mode == 1) ? "AI" : "玩家2(白棋)", player2_final_score - player1_final_score);
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}
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else
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{
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@@ -193,14 +237,15 @@ void handle_save_record(int game_mode)
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time_t now = time(NULL);
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struct tm *t = localtime(&now);
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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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strftime(filename, sizeof(filename), "%Y%m%d_%H%M%S.csv", t);
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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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printf("\n游戏记录已成功保存至: %s\n", filename);
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printf("\n游戏记录已成功保存至: %s (CSV格式)\n", filename);
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printf("您可以使用以下命令进行复盘: .\\gobang.exe -l %s\n", filename);
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printf("CSV格式文件可以直接用Excel打开查看和分析\n");
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break;
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case 1: // 目录创建失败
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printf("\n游戏记录保存失败: 无法创建 'records' 目录。\n");
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@@ -264,17 +309,24 @@ int save_game_to_file(const char *filename, int game_mode)
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return 2; // 文件打开失败
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}
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// 写入游戏模式和棋盘大小
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if (fprintf(file, "%d\n%d\n", game_mode, BOARD_SIZE) < 0)
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// 写入CSV文件头部
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if (fprintf(file, "游戏模式,棋盘大小,玩家1得分,玩家2得分\n%d,%d,%d,%d\n\n", game_mode, BOARD_SIZE, player1_final_score, player2_final_score) < 0)
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{
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fclose(file);
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return 3; // 文件写入失败
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}
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// 写入CSV表头
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if (fprintf(file, "步数,玩家,行坐标,列坐标\n") < 0)
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{
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fclose(file);
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return 3; // 文件写入失败
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}
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// 写入所有落子步骤
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// 写入所有落子步骤(CSV格式)
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for (int i = 0; i < step_count; i++)
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{
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if (fprintf(file, "%d %d %d\n", steps[i].player, steps[i].x, steps[i].y) < 0)
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if (fprintf(file, "%d,%d,%d,%d\n", i+1, steps[i].player, steps[i].x+1, steps[i].y+1) < 0)
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{
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fclose(file);
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return 3; // 文件写入失败
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@@ -306,18 +358,34 @@ int load_game_from_file(const char *filename)
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return false;
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}
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// 读取游戏模式和棋盘大小
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int game_mode, size;
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if (fscanf(file, "%d", &game_mode) != 1 || (game_mode != 1 && game_mode != 2))
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// 跳过CSV文件头部行
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char buffer[256];
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if (fgets(buffer, sizeof(buffer), file) == NULL) // 跳过"游戏模式,棋盘大小"
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{
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fclose(file);
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return 0; // 无效的游戏模式
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return 0;
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}
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if (fscanf(file, "%d", &size) != 1 || size < 5 || size > MAX_BOARD_SIZE)
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// 读取游戏模式、棋盘大小和评分结果
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int game_mode, size;
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if (fscanf(file, "%d,%d,%d,%d", &game_mode, &size, &player1_final_score, &player2_final_score) != 4 || (game_mode != 1 && game_mode != 2))
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{
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fclose(file);
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return 0; // 无效的游戏模式或文件格式
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}
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if (size < 5 || size > MAX_BOARD_SIZE)
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{
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fclose(file);
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return false;
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}
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// 设置评分已计算标志
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scores_calculated = 1;
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// 跳过空行和表头行
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fgets(buffer, sizeof(buffer), file); // 跳过换行
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fgets(buffer, sizeof(buffer), file); // 跳过空行
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fgets(buffer, sizeof(buffer), file); // 跳过"步数,玩家,行坐标,列坐标"
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// 初始化棋盘
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BOARD_SIZE = size;
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@@ -325,8 +393,12 @@ int load_game_from_file(const char *filename)
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// 读取所有落子步骤
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step_count = 0;
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while (fscanf(file, "%d %d %d", &steps[step_count].player, &steps[step_count].x, &steps[step_count].y) == 3)
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int step_num; // 用于存储步数,但不使用
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while (fscanf(file, "%d,%d,%d,%d", &step_num, &steps[step_count].player, &steps[step_count].x, &steps[step_count].y) == 4)
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{
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// 将1-based坐标转换为0-based坐标
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steps[step_count].x--;
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steps[step_count].y--;
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step_count++;
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}
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