mirror of
https://github.com/LHY0125/Gobang-Game.git
synced 2026-05-10 02:19:46 +08:00
1011 lines
32 KiB
C
1011 lines
32 KiB
C
#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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// 全局变量定义
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int BOARD_SIZE = 15; // 实际使用的棋盘尺寸(默认15)
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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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Step steps[MAX_STEPS]; // 存储所有落子步骤的数组
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int step_count = 0; // 当前步数计数器
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bool use_forbidden_moves = false; // 默认不启用禁手规则
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int use_timer = 0; // 默认不启用计时器
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int time_limit = 30; // 默认时间限制为30秒
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/**
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* @brief 初始化棋盘为全空状态并重置步数计数器
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* 清空棋盘数组并将所有位置设为EMPTY,同时将step_count重置为0
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*/
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void empty_board()
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{
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// 初始化棋盘状态为全空
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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; // 重置步数计数器
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}
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/**
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* @brief 打印当前棋盘状态
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* 以可读格式输出棋盘,包括行列号和棋子状态
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* 玩家棋子显示为'x',AI棋子显示为'○',空位显示为'·'
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*/
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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) // 处理列号9和10+的对齐
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printf(" ");
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}
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printf("\n");
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// 逐行打印棋盘内容
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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(使用○显示)
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else
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printf("· "); // 空位
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}
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printf("\n"); // 每行结束换行
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}
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}
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/**
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* @brief 检查指定位置是否有效且为空
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* @param x 行坐标(0-base)
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* @param y 列坐标(0-base)
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* @return true 位置有效且为空
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* @return false 位置无效或已被占用
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*/
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bool have_space(int x, int y)
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{
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// 校验坐标是否在范围内且该位置为空
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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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/**
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* @brief 配置棋盘大小
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*
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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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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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char prompt[100];
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sprintf(prompt, "请输入棋盘大小(5~%d)(默认为标准棋盘):\n", MAX_BOARD_SIZE);
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BOARD_SIZE = get_integer_input(prompt, 5, MAX_BOARD_SIZE);
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}
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/**
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* @brief Set the up game options object
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* 配置游戏选项,包括禁手规则、计时器和时间限制
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*/
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void setup_game_options()
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{
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use_forbidden_moves = get_integer_input("是否启用禁手规则 (1-是, 0-否): ", 0, 1);
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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 (1~60分钟): ", 1, 60) * 60;
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}
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}
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/**
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* @brief 确定先手玩家
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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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*/
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int determine_first_player(int player1, int player2)
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{
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char prompt[100];
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sprintf(prompt, "请选择先手方 (1 for Player %d, 2 for Player %d): ", player1, player2);
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int first_player_choice = get_integer_input(prompt, 1, 2);
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if (first_player_choice == 1)
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{
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return player1;
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}
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else
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{
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return player2;
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}
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}
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/**
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* @brief 检查是否为禁手
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*
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* @param x
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* @param y
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* @param player
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* @return true
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* @return false
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*/
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bool is_forbidden_move(int x, int y, int player)
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{
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if (!use_forbidden_moves)
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{
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return false;
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}
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if (player != PLAYER && player != PLAYER3)
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{
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return false;
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}
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board[x][y] = player;
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int three_count = 0;
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int four_count = 0;
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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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{
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board[x][y] = EMPTY;
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return true; // 长连禁手
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}
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if (info.continuous_chess == 3 && info.check_start && info.check_end)
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{
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three_count++;
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}
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if (info.continuous_chess == 4 && (info.check_start || info.check_end))
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{
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four_count++;
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}
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}
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board[x][y] = EMPTY;
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if (three_count >= 2 || four_count >= 2)
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{
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return true; // 三三或四四禁手
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}
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return false;
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}
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/**
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* @brief 执行玩家落子操作
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* @param x 行坐标(0-base)
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* @param y 列坐标(0-base)
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* @return true 落子成功
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* @return false 落子失败(位置无效)
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*/
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bool player_move(int x, int y, int player)
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{
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// 位置无效则返回false
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if (!have_space(x, y))
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return false;
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if (is_forbidden_move(x, y, player))
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{
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printf("禁手!请选择其他位置。\n");
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return false;
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}
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// 更新棋盘状态
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board[x][y] = player;
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// 记录落子步骤:玩家标识和坐标
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steps[step_count++] = (Step){player, x, y};
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return true;
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}
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/**
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* @brief 计算特定方向上连续同色棋子数量
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* @param x 起始行坐标
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* @param y 起始列坐标
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* @param dx 行方向增量(-1,0,1)
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* @param dy 列方向增量(-1,0,1)
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* @param player 玩家标识(PLAYER/AI)
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* @return DirInfo 包含连续棋子数和方向开放状态的结构体
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* @note 检查正反两个方向,统计连续棋子数并判断端点是否开放
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*/
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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; // 起始位置已经有一个棋子
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info.check_start = false; // 起点方向是否开放
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info.check_end = false; // 终点方向是否开放
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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++; // 连续棋子计数增加
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nx += dx; // 沿当前方向前进
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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(遇到空位)
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if (nx >= 0 && nx < BOARD_SIZE && ny >= 0 && ny < BOARD_SIZE)
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if (board[nx][ny] == EMPTY)
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info.check_end = true;
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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++; // 连续棋子计数增加
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nx -= dx; // 沿相反方向前进
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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(遇到空位)
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if (nx >= 0 && nx < BOARD_SIZE && ny >= 0 && ny < BOARD_SIZE)
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if (board[nx][ny] == EMPTY)
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info.check_start = true;
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return info;
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}
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bool check_win(int x, int y, int player)
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{
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// 检查四个方向是否存在五连珠
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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) // 连续棋子>=5即获胜
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{
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return true;
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}
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}
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return false; // 四个方向都没有五连珠
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}
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/**
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* @brief 评估特定位置对当前玩家的战略价值
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* @param x 行坐标(0-base)
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* @param y 列坐标(0-base)
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* @param player 玩家标识(PLAYER/AI)
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* @return int 综合评估分数(越高表示位置越好)
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* @note 评分标准:
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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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* - 单子:50(开放)/10(半开放)/1(封闭)
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* - 中心位置有额外加成
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*/
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int evaluate_pos(int x, int y, int player)
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{
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// 保存原始值用于还原
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int original = board[x][y];
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// 模拟在该位置落子
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board[x][y] = player;
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int total_score = 0; // 总分
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int line_scores[4] = {0}; // 四个方向的得分
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// 遍历四个方向进行评估
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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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// 获取当前方向上的棋型信息
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DirInfo info = count_specific_direction(x, y, dx, dy, player);
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// 直接形成五连珠为必胜
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if (info.continuous_chess >= 5)
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{
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board[x][y] = original; // 还原棋盘
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return 1000000; // 返回最大分
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}
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// 根据连续棋子数评分
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switch (info.continuous_chess)
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{
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case 4: // 四连珠
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if (info.check_start && info.check_end) // 活四(两端开放)
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line_scores[i] = 100000;
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else if (info.check_start || info.check_end) // 冲四(一端开放)
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line_scores[i] = 10000;
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else // 死四(两端封闭)
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line_scores[i] = 500;
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break;
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case 3: // 三连珠
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if (info.check_start && info.check_end) // 活三
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line_scores[i] = 5000;
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else if (info.check_start || info.check_end) // 眠三
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line_scores[i] = 1000;
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else // 死三
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line_scores[i] = 50;
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break;
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case 2: // 二连珠
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if (info.check_start && info.check_end) // 活二
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line_scores[i] = 500;
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else if (info.check_start || info.check_end) // 眠二
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line_scores[i] = 100;
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else // 死二
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line_scores[i] = 10;
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break;
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case 1: // 单子
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if (info.check_start && info.check_end) // 开放位置
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line_scores[i] = 50;
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else if (info.check_start || info.check_end) // 半开放位置
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line_scores[i] = 10;
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else // 封闭位置
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line_scores[i] = 1;
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break;
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}
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}
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// 计算总分(最高方向分+其他方向分加权)
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int max_score = 0;
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int sum_score = 0;
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for (int i = 0; i < 4; i++)
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{
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if (line_scores[i] > max_score)
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max_score = line_scores[i];
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sum_score += line_scores[i];
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}
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total_score = max_score * 10 + sum_score; // 主方向权重更高
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// 位置奖励:越靠近中心分数越高
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int center_x = BOARD_SIZE / 2;
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int center_y = BOARD_SIZE / 2;
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int distance = abs(x - center_x) + abs(y - center_y); // 曼哈顿距离
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int position_bonus = 50 * (BOARD_SIZE - distance); // 距离中心越近奖励越高
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board[x][y] = original; // 还原棋盘状态
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return total_score + position_bonus; // 返回总评估分
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}
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/**
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* @brief 带α-β剪枝的深度优先搜索(极小极大算法实现)
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* @param x 当前行坐标
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* @param y 当前列坐标
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* @param player 当前玩家
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* @param depth 剩余搜索深度
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* @param alpha α值(当前最大值)
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* @param beta β值(当前最小值)
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* @param is_maximizing 是否为极大化玩家(AI)
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* @return int 最佳评估分数
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* @note 算法流程:
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* 1. 检查是否获胜或达到搜索深度
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* 2. 遍历所有可能落子位置
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* 3. 递归评估每个位置的分数
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* 4. 根据is_maximizing选择最大/最小值
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* 5. 使用α-β剪枝优化搜索过程
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*/
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int dfs(int x, int y, int player, int depth, int alpha, int beta, bool is_maximizing)
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{
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// 检查当前落子是否获胜
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if (check_win(x, y, player))
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{
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return (player == AI) ? 1000000 + depth : -1000000 - depth;
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}
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// 达到搜索深度或平局
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if (depth == 0 || step_count >= BOARD_SIZE * BOARD_SIZE)
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{
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return evaluate_pos(x, y, AI) - evaluate_pos(x, y, PLAYER);
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}
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int best_score = is_maximizing ? -1000000 : 1000000;
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// 遍历所有可能落子位置
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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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if (board[i][j] != EMPTY)
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continue;
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// 模拟当前玩家落子
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board[i][j] = player;
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step_count++;
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// 递归搜索(切换玩家和搜索深度)
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int current_score = dfs(i, j, (player == AI) ? PLAYER : AI, depth - 1, alpha, beta, !is_maximizing);
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// 撤销落子
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board[i][j] = EMPTY;
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step_count--;
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// 极大值玩家(AI)逻辑
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if (is_maximizing)
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{
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best_score = (current_score > best_score) ? current_score : best_score;
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alpha = (best_score > alpha) ? best_score : alpha;
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// α剪枝
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if (beta <= alpha)
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{
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break;
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}
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}
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// 极小值玩家(人类)逻辑
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else
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{
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best_score = (current_score < best_score) ? current_score : best_score;
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beta = (best_score < beta) ? best_score : beta;
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// β剪枝
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if (beta <= alpha)
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{
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break;
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}
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}
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}
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if ((is_maximizing && best_score >= beta) || (!is_maximizing && best_score <= alpha))
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||
{
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break; // 提前退出外层循环
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}
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}
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return best_score;
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}
|
||
|
||
/**
|
||
* @brief AI决策主函数,使用评估函数和搜索算法选择最佳落子位置
|
||
* @note 采用两阶段决策逻辑:
|
||
* 1. 防御阶段:检查并阻止玩家即将获胜的位置(活四、冲四、活三)
|
||
* 2. 进攻阶段:若无紧急防御需求,使用DFS评估选择最佳进攻位置
|
||
* @note 实现细节:
|
||
* - 优先处理玩家活四、冲四等危险局面
|
||
* - 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
|
||
*/
|
||
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
|
||
for (int i = 0; i < BOARD_SIZE; i++)
|
||
{
|
||
for (int j = 0; j < BOARD_SIZE; j++)
|
||
{
|
||
if (board[i][j] != EMPTY)
|
||
continue;
|
||
|
||
// 模拟玩家在此位置落子
|
||
board[i][j] = PLAYER;
|
||
bool need_block = false;
|
||
|
||
// 检查四个方向
|
||
for (int k = 0; k < 4; k++)
|
||
{
|
||
DirInfo info = count_specific_direction(i, j, direction[k][0], direction[k][1], PLAYER);
|
||
|
||
// 如果玩家能形成四子连棋且至少一端开放
|
||
if (info.continuous_chess >= 4 && (info.check_start || info.check_end))
|
||
{
|
||
need_block = true;
|
||
break;
|
||
}
|
||
|
||
// 如果玩家能形成三子活棋且两端开放
|
||
if (info.continuous_chess == 3 && info.check_start && info.check_end)
|
||
{
|
||
need_block = true;
|
||
break;
|
||
}
|
||
}
|
||
|
||
board[i][j] = EMPTY; // 恢复棋盘
|
||
|
||
if (need_block)
|
||
{
|
||
// 必须在此位置落子阻止
|
||
board[i][j] = AI;
|
||
steps[step_count++] = (Step){AI, i, j};
|
||
printf("AI落子(%d, %d)\n", i + 1, j + 1);
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
|
||
// 2. 如果没有需要立即阻止的情况,则正常评估
|
||
int best_score = -1000000;
|
||
int best_x = -1, best_y = -1;
|
||
|
||
// 遍历棋盘所有空位
|
||
for (int i = 0; i < BOARD_SIZE; i++)
|
||
{
|
||
for (int j = 0; j < BOARD_SIZE; j++)
|
||
{
|
||
if (board[i][j] != EMPTY)
|
||
continue;
|
||
|
||
// 只考虑已有棋子附近(2格范围内)
|
||
bool has_nearby_stone = false;
|
||
for (int di = -2; di <= 2; di++)
|
||
{
|
||
for (int dj = -2; dj <= 2; dj++)
|
||
{
|
||
int ni = i + di;
|
||
int nj = j + dj;
|
||
if (ni >= 0 && ni < BOARD_SIZE &&
|
||
nj >= 0 && nj < BOARD_SIZE)
|
||
{
|
||
if (board[ni][nj] != EMPTY)
|
||
{
|
||
has_nearby_stone = true;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
if (has_nearby_stone)
|
||
break;
|
||
}
|
||
if (!has_nearby_stone && step_count > 10)
|
||
continue;
|
||
|
||
// 模拟AI落子
|
||
board[i][j] = AI;
|
||
int current_score = dfs(i, j, PLAYER, depth, -1000000, 1000000, false);
|
||
board[i][j] = EMPTY;
|
||
|
||
// 更新最佳位置
|
||
if (current_score > best_score)
|
||
{
|
||
best_score = current_score;
|
||
best_x = i;
|
||
best_y = j;
|
||
}
|
||
}
|
||
}
|
||
|
||
// 执行最佳落子
|
||
if (best_x != -1 && best_y != -1)
|
||
{
|
||
board[best_x][best_y] = AI;
|
||
steps[step_count++] = (Step){AI, best_x, best_y};
|
||
printf("AI落子(%d, %d)\n", best_x + 1, best_y + 1);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* @brief 复盘游戏全过程并展示评分
|
||
* @note 实现流程:
|
||
* 1. 初始化临时复盘棋盘
|
||
* 2. 按步数顺序逐步重现每个落子
|
||
* 3. 每步显示:
|
||
* - 当前步数/总步数
|
||
* - 落子方(玩家/AI)
|
||
* - 落子位置(1-based坐标)
|
||
* - 当前棋盘状态
|
||
* 4. 通过用户按Enter键控制步骤前进
|
||
* 5. 复盘结束后自动进入评分环节:
|
||
* - 评估双方表现
|
||
* - 显示得分
|
||
* - 评选MVP
|
||
* @note 技术细节:
|
||
* - 使用独立临时棋盘避免影响主游戏状态
|
||
* - 坐标显示转换为1-based方便用户理解
|
||
* - 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(int game_mode)
|
||
{
|
||
printf("\n===== 复盘记录(总步数:%d) =====\n", step_count);
|
||
// 清空输入缓冲区
|
||
int c;
|
||
while ((c = getchar()) != '\n' && c != EOF)
|
||
;
|
||
|
||
// 创建临时复盘棋盘
|
||
int temp_board[MAX_BOARD_SIZE][MAX_BOARD_SIZE];
|
||
memset(temp_board, EMPTY, sizeof(temp_board)); // 初始化为空棋盘
|
||
|
||
// 逐步重现游戏过程
|
||
for (int i = 0; i < step_count; i++)
|
||
{
|
||
Step s = steps[i]; // 获取当前步骤
|
||
temp_board[s.x][s.y] = s.player; // 在临时棋盘上落子
|
||
|
||
// 打印当前步骤信息
|
||
// 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(" ");
|
||
for (int col = 0; col < BOARD_SIZE; col++)
|
||
printf("%2d", col + 1); // 列号
|
||
printf("\n");
|
||
|
||
for (int row = 0; row < BOARD_SIZE; row++)
|
||
{
|
||
printf("%2d ", row + 1); // 行号
|
||
for (int col = 0; col < BOARD_SIZE; col++)
|
||
{
|
||
if (temp_board[row][col] == PLAYER || temp_board[row][col] == PLAYER3)
|
||
printf("x ");
|
||
else if (temp_board[row][col] == AI || temp_board[row][col] == PLAYER4)
|
||
printf("○ ");
|
||
else
|
||
printf("· ");
|
||
}
|
||
printf("\n"); // 行结束换行
|
||
}
|
||
|
||
// 如果不是最后一步,等待用户按键继续
|
||
if (i < step_count - 1)
|
||
{
|
||
printf("\n按Enter继续下一步...");
|
||
while (getchar() != '\n')
|
||
; // 等待回车
|
||
}
|
||
}
|
||
printf("\n复盘结束!按Enter查看评分...");
|
||
getchar(); // 等待用户按键
|
||
|
||
// 评估双方表现
|
||
printf("\n===== 对局评分 =====\n");
|
||
int player1_score = 0, player2_score = 0;
|
||
|
||
// 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)
|
||
{
|
||
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
|
||
{
|
||
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 (player1_score > player2_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 (player2_score > player1_score)
|
||
{
|
||
printf("\nMVP: %s (领先 %d 分)\n", (game_mode == 1) ? "AI" : "玩家2(白棋)", player2_score - player1_score);
|
||
}
|
||
else
|
||
{
|
||
printf("\n双方势均力敌!\n");
|
||
}
|
||
|
||
getchar();
|
||
}
|
||
|
||
/**
|
||
* @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(int game_mode)
|
||
{
|
||
int save_choice = 0;
|
||
printf("===== 游戏结束 =====\n");
|
||
printf("是否保存游戏记录? (1-是, 0-否): ");
|
||
scanf("%d", &save_choice);
|
||
|
||
if (save_choice == 1)
|
||
{
|
||
time_t now = time(NULL);
|
||
struct tm *t = localtime(&now);
|
||
char filename[256];
|
||
strftime(filename, sizeof(filename), "%Y%m%d_%H%M%S.txt", t);
|
||
|
||
int save_status = save_game_to_file(filename, game_mode);
|
||
switch (save_status)
|
||
{
|
||
case 0: // 成功
|
||
printf("\n游戏记录已成功保存至: %s\n", filename);
|
||
printf("您可以使用以下命令进行复盘: .\\五子棋.exe -l %s\n", filename);
|
||
break;
|
||
case 1: // 目录创建失败
|
||
printf("\n游戏记录保存失败: 无法创建 'records' 目录。\n");
|
||
printf("请检查程序是否具有足够的写入权限或磁盘空间是否充足。\n");
|
||
break;
|
||
case 2: // 文件打开失败
|
||
printf("\n游戏记录保存失败: 无法在路径 '%s' 创建文件。\n", filename);
|
||
printf("请检查路径是否有效以及程序是否具有写入权限。\n");
|
||
break;
|
||
case 3: // 文件写入失败
|
||
printf("\n游戏记录保存失败: 写入文件时发生错误。\n");
|
||
printf("请检查磁盘空间是否已满。\n");
|
||
break;
|
||
default:
|
||
printf("\n游戏记录保存失败: 发生未知错误。\n");
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* @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)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
for (int i = 0; i < steps_to_undo; i++)
|
||
{
|
||
step_count--;
|
||
board[steps[step_count].x][steps[step_count].y] = EMPTY;
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
|
||
/**
|
||
* @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
|
||
* 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
|
||
* 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 evaluate_performance(int player)
|
||
{
|
||
int total_score = 0;
|
||
|
||
// 遍历棋盘所有位置
|
||
for (int i = 0; i < BOARD_SIZE; i++)
|
||
{
|
||
for (int j = 0; j < BOARD_SIZE; j++)
|
||
{
|
||
if (board[i][j] == player)
|
||
{
|
||
total_score += calculate_step_score(i, j, player);
|
||
}
|
||
}
|
||
}
|
||
return total_score / 4; // 每个方向都计算了,需要除以4
|
||
}
|
||
|
||
/**
|
||
* @brief 将当前游戏记录保存到文件
|
||
* @param filename 要保存的文件名
|
||
* @return int 错误码:
|
||
* 0: 成功
|
||
* 1: 目录创建失败
|
||
* 2: 文件打开失败
|
||
* 3: 文件写入失败
|
||
*/
|
||
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};
|
||
if (stat("records", &st) == -1)
|
||
{
|
||
if (mkdir("records") != 0)
|
||
{
|
||
// 检查是否目录已存在(多线程情况下可能被其他线程创建)
|
||
if (stat("records", &st) == -1)
|
||
{
|
||
#ifdef _WIN32
|
||
printf("错误:无法创建records目录\n");
|
||
printf("可能原因:\n");
|
||
printf("1. 没有写入权限 - 请尝试以管理员身份运行\n");
|
||
printf("2. 防病毒软件阻止 - 请检查安全软件设置\n");
|
||
printf("3. 路径无效 - 请检查工作目录\n");
|
||
#else
|
||
perror("创建目录失败");
|
||
#endif
|
||
return 1; // 目录创建失败
|
||
}
|
||
}
|
||
}
|
||
|
||
// 打开文件
|
||
char fullpath[256];
|
||
snprintf(fullpath, sizeof(fullpath), "records/%s", filename);
|
||
FILE *file = fopen(fullpath, "w");
|
||
if (!file)
|
||
{
|
||
return 2; // 文件打开失败
|
||
}
|
||
|
||
// 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
|
||
}
|
||
|
||
// 写入所有落子步骤
|
||
for (int i = 0; i < step_count; i++)
|
||
{
|
||
if (fprintf(file, "%d %d %d\n", steps[i].player, steps[i].x, steps[i].y) < 0)
|
||
{
|
||
fclose(file);
|
||
return 3; // 文件写入失败
|
||
}
|
||
}
|
||
|
||
if (fclose(file) != 0)
|
||
{
|
||
return 3; // 文件关闭/写入失败
|
||
}
|
||
|
||
return 0; // 成功
|
||
}
|
||
|
||
/**
|
||
* @brief 从文件加载游戏记录
|
||
* @param filename 要加载的文件名
|
||
* @return true 加载成功
|
||
* @return false 加载失败
|
||
*/
|
||
int load_game_from_file(const char *filename)
|
||
{
|
||
// 打开文件
|
||
char fullpath[256];
|
||
snprintf(fullpath, sizeof(fullpath), "records/%s", filename);
|
||
FILE *file = fopen(fullpath, "r");
|
||
if (!file)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
// 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);
|
||
return false;
|
||
}
|
||
|
||
// 初始化棋盘
|
||
BOARD_SIZE = size;
|
||
empty_board();
|
||
|
||
// 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)
|
||
{
|
||
step_count++;
|
||
}
|
||
|
||
fclose(file);
|
||
return game_mode;
|
||
} |