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SingleGame.cpp
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SingleGame.cpp
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#include "SingleGame.h"
#include <QTimer>
void SingleGame::click(int id, int row, int col)
{
int t = 0;
if (!this->_bRedTurn)
{
return;
}
if (_selectid != -1)
{
if (canMove(_selectid, id, row, col))
{
if (row == _s[20]._row and col == _s[20]._col)
{
t = 1;
}
}
}
Board::click(id, row, col);
if (t == 1)
{
emit Win();
}
if (!this->_bRedTurn)
{
QTimer::singleShot(100, this, SLOT(computerMove()));//先在棋盘上移动,再让计算机去思考
}
}
void SingleGame::computerMove()
{
Step* step = getBestMove();
moveStone(step->_moveid, step->_killid, step->_rowTo, step->_colTo);
if (step->_killid == 4)
{
emit Fail();
}
delete step;
update();
}
void SingleGame::getAllPossibleMove(QVector<Step*>& steps)
{
int min = 16, max = 32;
if (this->_bRedTurn)
{
min = 0;
max = 16;
}
for (int i = min; i < max; i++)
{
if (_s[i]._dead)
{
continue;
}
for (int row = 0; row <= 9; row++)
{
for (int col = 0; col <= 8; col++)
{
int killid = this->getStoneId(row, col);
if (sameColor(killid, i))
{
continue;
}
if (canMove(i, killid, row, col))
{
saveStep(i, killid, row, col, steps);
}
}
}
}
}
void SingleGame::fakeMove(Step* step)
{
killStone(step->_killid);
moveStone(step->_moveid, step->_rowTo, step->_colTo);
}
void SingleGame::unfakeMove(Step* step)
{
reliveStone(step->_killid);
moveStone(step->_moveid, step->_rowFrom, step->_colFrom);
}
int SingleGame::calcScore()
{
int redTotalScore = 0;
int blackTotalScore = 0;
static int chessScore[] = {100, 50, 50, 20, 1500, 10, 10};//按照棋子初始化的顺序给棋子赋分数
for (int i = 0; i < 16; i++)
{
if (_s[i]._dead)
{
continue;
}
redTotalScore += chessScore[_s[i]._type];
}
for (int i = 16; i < 32; i++)
{
if (_s[i]._dead)
{
continue;
}
blackTotalScore += chessScore[_s[i]._type];
}
return blackTotalScore - redTotalScore;
}
int SingleGame::getMaxScore(int level, int curMinScore)
{
if (level == 0)
{
return calcScore();
}
QVector<Step*> steps;
getAllPossibleMove(steps);
int maxScore = -100000;
while (steps.count())
{
Step* step = steps.back();
steps.removeLast();
fakeMove(step);
int score = getMinScore(level - 1, maxScore);
unfakeMove(step);
delete step;
if (score >= curMinScore)
{
while (steps.count())
{
Step* step = steps.back();
steps.removeLast();
delete step;
}
return score;
}
if (score > maxScore)
{
maxScore = score;
}
}
return maxScore;
}
int SingleGame::getMinScore(int level, int curMaxScore)
{
if (level == 0)
{
return calcScore();
}
QVector<Step*> steps;
getAllPossibleMove(steps);
int minScore = 100000;
while (steps.count())
{
Step* step = steps.back();
steps.removeLast();
fakeMove(step);
int score = getMaxScore(level - 1, minScore);
unfakeMove(step);
delete step;
if (score <= curMaxScore)
{
while (steps.count())
{
Step* step = steps.back();
steps.removeLast();
delete step;
}
return score;
}
if (score < minScore)
{
minScore = score;
}
}
return minScore;
}
Step* SingleGame::getBestMove()
{
QVector<Step*> steps;
getAllPossibleMove(steps);
int maxScore = -1000000;
Step* ret = NULL;
while (steps.count())
{
Step* step = steps.back();
steps.removeLast();
fakeMove(step);
int score = getMinScore(_level - 1, maxScore);
unfakeMove(step);
if (score > maxScore)
{
if (ret)
{
delete ret;
}
ret = step;
maxScore = score;
}
else
{
delete step;
}
}
return ret;
}