mirror of
https://github.com/LHY0125/Gobang-Game.git
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276 lines
7.7 KiB
C
276 lines
7.7 KiB
C
/**
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* @file gobang.c
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* @brief 五子棋游戏源文件
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* @note 本文件定义了五子棋游戏的主要数据结构、函数和全局变量。
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* 它包含了游戏棋盘的表示、玩家操作、规则检查以及AI决策等功能。
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*/
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#include "game_mode.h"
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#include "init_board.h"
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#include "gobang.h"
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#include "ai.h"
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#include "record.h"
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#include "config.h"
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#include "globals.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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/**
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* @brief 检查棋盘(x, y)位置是否为空
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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-空, false-非空
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*/
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bool have_space(int x, int y)
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{
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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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// 函数定义
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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 != PLAYER1)
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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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{
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if (board[nx][ny] == EMPTY)
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{
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info.check_end = true;
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}
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}
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// 检查反方向(-dx, -dy)
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nx = x - dx, ny = y - dy;
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while (nx >= 0 && nx < BOARD_SIZE && ny >= 0 && ny < BOARD_SIZE && board[nx][ny] == player)
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{
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info.continuous_chess++; // 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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{
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if (board[nx][ny] == EMPTY)
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{
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info.check_start = true;
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}
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}
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return info;
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}
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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 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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{
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return false;
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}
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for (int i = 0; i < steps_to_undo; i++)
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{
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if (step_count > 0)
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{
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step_count--;
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board[steps[step_count].x][steps[step_count].y] = EMPTY;
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}
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}
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return true;
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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 改进后的评分标准:
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* - 五连:5000 (提高权重,更强调获胜)
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* - 活四:2000 冲四:1000 死四:300 (提高权重,强调进攻性)
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* - 活三:500 眠三:200 死三:80 (提高权重,强调战略价值)
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* - 活二:100 眠二:40 死二:15 (适当提高权重)
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* - 开放单子:15 半开放单子:8 封闭单子:2 (适当提高权重)
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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 += SCORE_FIVE;
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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 += SCORE_LIVE_FOUR; // 活四
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else if (info.check_start || info.check_end)
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step_score += SCORE_RUSH_FOUR; // 冲四
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else
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step_score += SCORE_DEAD_FOUR; // 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 += SCORE_LIVE_THREE; // 活三
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else if (info.check_start || info.check_end)
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step_score += SCORE_SLEEP_THREE; // 眠三
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else
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step_score += SCORE_DEAD_THREE; // 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 += SCORE_LIVE_TWO; // 活二
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else if (info.check_start || info.check_end)
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step_score += SCORE_SLEEP_TWO; // 眠二
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else
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step_score += SCORE_DEAD_TWO; // 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 += SCORE_LIVE_ONE; // 开放单子
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else if (info.check_start || info.check_end)
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step_score += SCORE_HALF_ONE; // 半开放单子
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else
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step_score += SCORE_DEAD_ONE; // 封闭单子
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break;
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}
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}
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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 = POSITION_BONUS_FACTOR * (BOARD_SIZE - distance); // 距离中心越近奖励越高
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return step_score + position_bonus;
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} |