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多种模式的五子棋

本次版本包含人机对战(机器先手、机器后手)、人人模式(默认)、提示功能等。

复制代码
<!DOCTYPE html>
<html>
    <head>
        <meta charset="UTF-8">
        <title></title>
        <meta name="viewport" content="width=device-width,initial-scale=1,minimum-scale=1,maximum-scale=1,user-scalable=no" />
        <style>
            *{
                padding: 0;margin: 0;
            }
            html,body{width:100%;height: 100%;}
            div{
                text-align: center;
            }
            div button{
                line-height: 16px;
                font-size: 16px;
                padding: 5px 10px;
                border-radius: 5px;
                background: #e73480;
                color: white;
                border: none;
            }
            .canvas{
                margin: 0 auto;
            }
        </style>
    </head>
    <body>
        <div class="canvas">
            <canvas id="gobang"></canvas>
        </div>
        
        <div>
            <button id="requestSupport">提示</button>
            <button id="offense">先手人机</button>
            <button id="defense">后手人机</button>
            <button id="regret">悔棋</button>
            <button id="giveup">认输</button>
            <button id="restart">再来一局</button>
            <button id="negotiate">求和</button>
        </div>
    </body>
    <script src="man-machine4.js" type="text/javascript" charset="utf-8"></script>
    <script type="text/javascript">
        var gobang = new Gobang("gobang");
        // requestSupport
        document.getElementById("offense").addEventListener("click",()=>{
            if(0 && gobang.canContinue){
                alert("不可以中途开局,你可以先认输~~~");
            }else{
                gobang.machineFirst();
            }
        },false);
        document.getElementById("defense").addEventListener("click",()=>{
            if(0 && gobang.canContinue){
                alert("不可以中途开局,你可以先认输~~~");
            }else{
                gobang.manFirst();
            }
        },false);
        document.getElementById("requestSupport").addEventListener("click",()=>{
            gobang.requestSupport && gobang.requestSupport();
        },false);
        document.getElementById("regret").addEventListener("click",()=>{
            gobang.regret();
        },false);
        document.getElementById("giveup").addEventListener("click",()=>{
            if(confirm("你确定认输吗?")){
                gobang.giveUp();
            }
        },false);
        document.getElementById("restart").addEventListener("click",()=>{
            gobang.reStart();
        },false);
        document.getElementById("negotiate").addEventListener("click",()=>{
            if(confirm("你确定求和吗?")){
                gobang.negotiate();
            }
        },false);
    </script>
</html>
复制代码
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// 五子棋
 
class Gobang {
    constructor(canvasId, rowCount = 16) {
        this.canvasId = canvasId;
        this.rowCount = rowCount;
 
        this.resetData();
    }
 
    // 渲染页面
    renderUi() {
        //清除之前的画布
        this.ctx.clearRect(0, 0, this.width, this.height);
 
        // 重绘画布
        this.drawChessBoard();
        this.drawPieces();
    }
 
    // 重置数据,再来一局
    resetData() {
        var body = document.documentElement || document.body;
        var minWidth = Math.min(body.clientWidth,body.clientHeight-50);
 
        // 属性
        this.pieces = []; // 棋子数组 二位数组[[],[]] 0——空  1——白  2——黑
        this.colCount = this.rowCount; // 列数
        this.cellWidth = minWidth / (this.rowCount); //每个格子的宽
        this.width = this.rowCount * this.cellWidth; // 棋盘的宽
        this.height = this.width; // 棋盘的高
        this.R = this.cellWidth * 0.4; // 棋子半径
        this.hisStatus = []; // 历史记录 history status
        this.active = 2; // 默认黑棋先走
         
        this.manMachine = false; // true-人机模式   false-人人模式
        this.machine = 2; // 机器人执棋 2-黑棋 1-白棋
         
        this.canvas = document.getElementById(this.canvasId); // canvas DOM
        this.ctx = this.canvas.getContext("2d"); // canvas环境
        this.victor = 0; // 胜利方
        this.canContinue = true; // 是否可以继续下棋(产生赢家以后不可以)
        this.myPositions = []; // 我方的推荐位置数组         格式:{x:5,y:6,weight:8}
        this.enemyPositions = []; // 敌方的推荐位置数组
 
        this.init();
    }
 
    // 初始化数据
    init() {
        this.initCanvas();
        this.initPiece();
        this.renderUi();
    }
     
    // 暂时给棋盘中间加一个黑棋
    first(){
        var center = Math.floor((this.rowCount+1)/2);
        this.pieces[center][center] = this.active;
        this.hisStatus[1] = this.deepClone(this.pieces);
        this.exchange();
    }
 
    // 设置棋盘的宽高
    initCanvas() {
        this.canvas.width = this.width;
        this.canvas.height = this.height;
         
        this.canvas.addEventListener("click",(e)=>{ // 小心this转移
            var offset = this.canvas.getBoundingClientRect();
            var x = Math.round((e.clientX - offset.left) / this.cellWidth);
            var y = Math.round((e.clientY - offset.top) / this.cellWidth);
            // console.log(x,y,"点击位置");
             
            // 走棋
            this.goStep(x,y);
        },false);
    }
     
    // 高亮最近走的棋子
    highLight(x,y,oneSide){
        var anotherSide = oneSide == 1 ? 2 : 1;
        var length = this.R*0.5;
        this.ctx.beginPath();
        this.ctx.moveTo(x * this.cellWidth - length, y * this.cellWidth);
        this.ctx.lineTo(x * this.cellWidth + length, y * this.cellWidth);
        this.ctx.moveTo(x * this.cellWidth, y * this.cellWidth - length);
        this.ctx.lineTo(x * this.cellWidth, y * this.cellWidth + length);
        this.ctx.strokeStyle = this.getColor(anotherSide);
         
        this.ctx.stroke();
    }
 
    // 初始化棋子
    initPiece() {
        var initPieces = [];
        for(let i = 0; i <= this.rowCount; i++) { // 行
            initPieces.push([]);
            for(let j = 0; j <= this.colCount; j++) { // 列
                if(i==0 || j==0 || i==this.rowCount || j==this.rowCount){
                    initPieces[i].push(-1); // 不可以走的位置-1  空0 白1  黑2
                }else{
                    initPieces[i].push(0); // 空0 白1  黑2
                }
            }
        }
        this.pieces = this.deepClone(initPieces);
        this.hisStatus[0] = this.deepClone(initPieces);
        //this.first();
    }
     
    // 获取某个棋子的颜色    0——空  1——白  2——黑
    getColor (num){
        var res = "";
        console.trace();
        // console.log(num);
        switch(num){
            case 0:
                res = "";
                break;
            case 2:
                res = "black";
                break;
            case 1:
                res = "white";
                break;
            case -1:
                res = "yellow";
                break;
            default:
                res="red"; // 错误了
        }
        return res;
    }
 
    // 画棋盘
    drawChessBoard() {
        // 背景
        this.ctx.beginPath();
        this.ctx.rect(0, 0, this.width, this.height);
        this.ctx.closePath();
        this.ctx.fillStyle = "#0099CC";
        this.ctx.fill();
 
        // 画横线
        this.ctx.beginPath();
        for(let i = 0; i < this.rowCount; i++) {
            this.ctx.moveTo(0, this.cellWidth * i);
            this.ctx.lineTo(this.width, this.cellWidth * i);
        }
        this.ctx.strokeStyle = "#333";
        this.ctx.stroke();
 
        // 画纵线
        this.ctx.beginPath();
        for(let i = 0; i < this.colCount; i++) {
            this.ctx.moveTo( this.cellWidth * i, 0);
            this.ctx.lineTo( this.cellWidth * i, this.height);
        }
        this.ctx.strokeStyle = "#333";
        this.ctx.stroke();
    }
 
    // 画一个棋子
    drawDot(x, y, r, color) {
        this.ctx.beginPath();
        this.ctx.arc(x, y, r, 0, 2 * Math.PI);
        this.ctx.closePath();
 
        this.ctx.fillStyle = color;
        this.ctx.fill();
    }
 
    // 画所有的棋子
    drawPieces(x, y) {
        //console.log(this.pieces)
        for(var i = 0; i < this.pieces.length; i++) { // 边界线不让走棋
            for(let j=0; j < this.pieces[i].length;j++){
//              if(this.pieces[i][j] == 1 || this.pieces[i][j] == 2){
                if(this.pieces[i][j] !== 0){
                    var x = i * this.cellWidth;
                    var y = j * this.cellWidth;
//                  var y = j * this.cellWidth - this.cellWidth/2;
                    this.drawDot(x,y,this.R,this.getColor(this.pieces[i][j]));
                }
            }
        }
    }
     
    //
    drawOnePiece(i,j){
        var x = i * this.cellWidth;
        var y = j * this.cellWidth;
        this.drawDot(x,y,this.R,this.getColor(this.active));
    }
     
    // 判断是否可以走这一步
    canGo(x, y) {
        if(this.canContinue === false){
            alert("游戏已结束");
            return false;
        }
        if(x==0 || y==0 || x==this.rowCount || y==this.rowCount){
            alert("边界上不可以走棋哦");
            return false;
        }
        if(this.pieces[x][y]==0){
            return true;
        }else {
            return false;
        }
    }
     
    // 切换角色(换着走棋)
    exchange(){
        this.active = this.active == 1 ? 2 : 1;
    }
 
    manGoStep(x, y){
        if(this.canGo(x,y)){
            this.pieces[x][y] = this.active;//添加棋子
            this.renderUi();
            this.highLight(x,y,this.active);
            this.hisStatus.push(this.deepClone(this.pieces));//历史记录(悔棋复盘功能使用)
            this.getVictor();//这里有个坑,棋子还没有画上去,已经把输赢判断了????
            this.exchange();
            if(this.manMachine == true){
                this.requestSupport();
            }
        }else{
            // alert("这个位置已经被占领了,换个位置走吧");
        }
    }
 
    // 走一步棋
    goStep(x,y) {
        // 判断这一步是否可以走
        if(this.manMachine == true){
            // 人机模式
            if(this.machine == this.active){ // 轮到机器人走
                this.requestSupport();
            }else{ // 轮到人走
                this.manGoStep(x, y);
            }
        }else{
            // 人人模式
            this.manGoStep(x, y);
        }  
    }
     
    // 任何时候点击提示后,给出一个推荐位置
    requestSupport(){ // 请求支援
        this.helpRecommend(this.active);
        // console.log(this.myPositions,this.enemyPositions)
        var p = this.bestPosition();
        console.log(p);
        if(Object.keys(p).length != 0){
             
        }else{ // 第一次没有棋子,推荐的位置为空,默认推荐到中间
            var x = parseInt(this.rowCount / 2);
            var y = parseInt(this.rowCount / 2);
            if(this.canGo(x, y)){
                p.x = x;
                p.y = y;
            }else{
                alert("没有有效位置了,自己随便走吧");
            }
        }
        this.pieces[p.x][p.y] = this.active;
        this.renderUi();
        this.highLight(p.x,p.y,this.active);
        this.getVictor();
        this.exchange();
    }
     
    // 悔棋
    regret() {
        if(this.hisStatus.length<=1){
            console.log("当前不可以悔棋了");
            return;
        }
        this.canContinue = true;
        this.victor = 0;
         
        this.hisStatus.pop();
        this.hisStatus.pop();
        this.pieces = this.deepClone(this.hisStatus[this.hisStatus.length-1]);
        // this.exchange();
        this.renderUi();
    }
     
    // 重新开始
    reStart(){
        if(!this.victor){
            alert("还没有结束,不能重新开始");
        }else{
            this.resetData();
        }
    }
     
    // 求和
    negotiate(){
        alert("和棋");
        this.resetData();
    }
     
    // 认输
    giveUp(){
        this.victor = this.active == 1 ? 2 : 1;
        this.getWinner();
        setTimeout(()=>{
            this.resetData();
        },60);
    }
     
    // 机器人先走
    machineFirst(){
        this.resetData();
        this.manMachine = true;
        this.machine = 2;
        this.requestSupport();
    }
     
    // 机器人后走
    manFirst(){
        this.resetData();
        this.manMachine = true;
        this.machine = 1;
    }
     
    // 棋型判断 活三 死三等    都有对称情况
    defineType (x,y){
        // 类型  权重 棋型
        // 活四  8 ?AAAA?
        // 死四  7 BAAAA?——?AAAAB  AA?AA
        // 活三  6 ??AAA?——?AAA??  ?A?AA?——?AA?A?
        // 死三  5 BAAA??——??AAAB  BAA?A?——?A?AAB  BA?AA?——?AA?AB
        // 活二  4 ?AA???——???AA? 
        // 死二  3 BAA???  AA????
        // 活一  2
        // 死一  1
    }
     
     
    helpRecommend(oneSide){
        var enemySide = oneSide == 1 ? 2 : 1;
        this.myPositions = [];
        this.enemyPositions = [];
        var aimArr,standpoint;
         
        for(let i=1;i<this.rowCount;i++){
             
            for(let j=1;j<this.rowCount;j++){
                 
//               var arr = ["r","rd","d","ld","l","lt","t","rt"];
                var arr = ["r","rd","d","ld"];
                // 权重相关变量 forward  backward   center  double  null
                 
                var n2f1 = 0.2, // 两头空时 前面第一个空位置的权重
                    n2f2 = 0.2, // 两头空时 前面第二个空位置的权重
                    n2b1 = n2f1,
                    n2b2 = n2f2,
                    n1f1 = -0.8, // 一头空另一头是敌方或边界时  前面第一个空位置的权重
                    n1f2 = -0.8,
                    n1b1 = n1f1,
                    n1b2 = n1f2,
                    dn2c = 0.2, // 有两个片段时   两端都是空的时   中间位置的权重
                    dn2b1 = 0.2,// 有两个片段时   两端都是空的时   后方第一个位置的权重
                    dn2f1 = dn2b1,
                    dn1c = -0.5,
                    dn1b1 = -0.5,
                    dn1f1 = dn1b1;
                     
                 
                if(this.pieces[i][j]==oneSide){ // 我方
                    aimArr = this.myPositions;
                    standpoint = oneSide;
                }else if(this.pieces[i][j]==enemySide){ // 敌方
                    aimArr = this.enemyPositions;
                    standpoint = enemySide;
                }else{
                    continue;
                }
                 
                console.table([{i:i,j:j,qizi:this.pieces[i][j],standpoint:standpoint}])
                 
                 
                 
                for(var d =0;d<arr.length;d++){
                    var count = 0;
                    count = this.directionCount(arr[d],standpoint,i,j);
                    var nd = this.nd(arr[d]);
                    var h = nd.h;
                    var v = nd.v;
                     
                    // 赢棋的单独写
                    if(count == 4){
                        if(this.pieces[i-1*h] && this.pieces[i-1*h][j-1*v] === 0){ // 前1空
                            this.sumWeight(aimArr,i-1*h,j-1*v,10**5);
                        }else{
                            if(this.pieces[i+count*h] && this.pieces[i+count*h][j+count*v] === 0){ // 末1空
                                this.sumWeight(aimArr,i+count*h,j+count*v,10**5);
                            }
                        }
                        continue;
                    }else{
                         
                    }
                     
                    // 某个方向的末端的推荐权重  (权重暂时认为后方第一个位置和第二位位置一样) 两头空的+0.2  一端空的+0  两端都死的考虑能否凑5个子
                    if(this.pieces[i-1*h] && this.pieces[i-1*h][j-1*v] === 0){ // 前1空
                        if(this.pieces[i+count*h] && this.pieces[i+count*h][j+count*v] === 0){ // 末1空
                            if(this.pieces[i+(count+1)*h] && this.pieces[i+(count+1)*h][j+(count+1)*v] === 0){ //末2空
                                if(count>=3){
                                    this.sumWeight(aimArr,i+count*h,j+count*v,10**(count+n2b1+0.3));
                                    this.sumWeight(aimArr,i+(count+1)*h,j+(count+1)*v,10**(count+n2b2));
                                }else{
                                    this.sumWeight(aimArr,i+count*h,j+count*v,10**(count+n2b1));
                                    this.sumWeight(aimArr,i+(count+1)*h,j+(count+1)*v,10**(count+n2b2));
                                }
                            }else if(this.pieces[i+(count+1)*h] && this.pieces[i+(count+1)*h][j+(count+1)*v] === standpoint){ // 末2己
                                let count2 = this.directionCount(arr[d],standpoint,i+(count+1)*h,j+(count+1)*v);
                                if(count+count2 >= 4){ // 可以赢的特殊算
                                    this.sumWeight(aimArr,i+count*h,j+count*v,10**5);
                                }else{
                                    if(this.pieces[i+(count+1+count2)*h] && this.pieces[i+(count+1+count2)*h][j+(count+1+count2)*v] === 0){
                                        this.sumWeight(aimArr,i+count*h,j+count*v,10**(count+count2+dn2c));
                                        this.sumWeight(aimArr,i+(count+1+count2)*h,j+(count+1+count2)*v,10**(count+count2+dn2b1));
                                    }else {
                                        this.sumWeight(aimArr,i+count*h,j+count*v,10**(count+count2+dn1c));
                                    }
                                }
                                     
                            }else { //末2敌或边界 
                                this.sumWeight(aimArr,i+count*h,j+count*v,10**(count+n1b1));
                            }
                        }else { // 末1敌或边界   末1不可能是己方的
                            // 末端没有推荐的位置
                        }
                    }else if(this.pieces[i-1*h] && this.pieces[i-1*h][j-1*v] === standpoint){ // 前1己  这里已经计算过了,跳过逻辑
                        continue;
                    }else { // 前1 敌方或边界
                        if(this.pieces[i+count*h] && this.pieces[i+count*h][j+count*v] === 0){ // 末1空
                            if(this.pieces[i+(count+1)*h] && this.pieces[i+(count+1)*h][j+(count+1)*v] === 0){ //末2空
                                this.sumWeight(aimArr,i+count*h,j+count*v,10**(count+n1b1));
                                this.sumWeight(aimArr,i+(count+1)*h,j+(count+1)*v,10**(count+n1b2));
                            }else if(this.pieces[i+(count+1)*h] && this.pieces[i+(count+1)*h][j+(count+1)*v] === standpoint){ // 末2己
//                                  this.sumWeight(this.myPositions,i+count*h,j+count*v,10**(count+0.1));
                                let count2 = this.directionCount(arr[d],standpoint,i+(count+1)*h,j+(count+1)*v);
                                if(count+count2 >= 4){
                                    this.sumWeight(aimArr,i+count*h,j+count*v,10**5);
                                }else{
                                    if(this.pieces[i+(count+1+count2)*h] && this.pieces[i+(count+1+count2)*h][j+(count+1+count2)*v] === 0){
                                        this.sumWeight(aimArr,i+count*h,j+count*v,10**(count+count2+dn1c));
                                        this.sumWeight(aimArr,i+(count+1+count2)*h,j+(count+1+count2)*v,10**(count+count2+dn1b1));
                                    }else {// 两端是死的 中间要么是5要么就没意义
                                        if(count+1+count2 == 5){
                                            this.sumWeight(aimArr,i+count*h,j+count*v,10**(count+count2+1));
                                        }else{
                                            this.sumWeight(aimArr,i+count*h,j+count*v,0);
                                            //console.log("中间凑不够5个,中间权重是0");
                                        }
                                    }
                                }
                                     
                            }else { //末2敌或边界
                                if(count==4){ // 只有四颗子的时候这个位置才有意义
                                    this.sumWeight(aimArr,i+count*h,j+count*v,10**(count+1));
                                }
                            }
                        }else { // 末1敌或边界   末1不可能是己方的
                            // 走不了了
                        }
                    }
                     
                    // 某个方向的前端的推荐权重
                    if(this.pieces[i+count*h] && this.pieces[i+count*h][j+count*v] === 0){ // 后1空
                        if(this.pieces[i-1*h] && this.pieces[i-1*h][j-1*v] === 0){ // 前1空
                            if(this.pieces[i-2*h] && this.pieces[i-2*h][j-2*v] === 0){ //前2空
                                if(count>=3){
                                    this.sumWeight(aimArr,i-1*h,j-1*v,10**(count+n2f1+0.3));
                                    this.sumWeight(aimArr,i-2*h,j-2*v,10**(count+n2f2));
                                }else{
                                    this.sumWeight(aimArr,i-1*h,j-1*v,10**(count+n2f1));
                                    this.sumWeight(aimArr,i-2*h,j-2*v,10**(count+n2f2));
                                }
                            }else if(this.pieces[i-2*h] && this.pieces[i-2*h][j-2*v] === standpoint){ // 前2己
//                                  this.sumWeight(this.myPositions,i-1*h,j-1*v,10**(count+0.3));
                                let count2 = this.directionCount(this.reverseDirection(arr[d]),standpoint,i-2*h,j-2*v);
                                if(count+count2 >= 4){
                                    this.sumWeight(aimArr,i-1*h,j-1*v,10**5);
                                }else{
                                    if(this.pieces[i-(1+count2)*h] && this.pieces[i-(1+count2)*h][j-(1+count2)*v] === 0){
                                        this.sumWeight(aimArr,i-1*h,j-1*v,10**(count+count2+dn2c));
                                        this.sumWeight(aimArr,i-(1+count2)*h,j-(1+count2)*v,10**(count+count2+dn2f1));
                                    }else {
                                        this.sumWeight(aimArr,i-1*h,j-1*v,10**(count+count2+dn1c));
                                        this.sumWeight(aimArr,i-(1+count2)*h,j-(1+count2)*v,10**(count+count2+dn1f1));
                                    }
                                }
                                     
                            }else { //前2敌或边界
                                this.sumWeight(aimArr,i-1*h,j-1*v,10**(count+n1f1));
                            }
                        }else { // 前1敌或边界   前1不可能是己方的
                            // 前端没有推荐的位置
                        }
                    }else if(this.pieces[i+count*h] && this.pieces[i+count*h][j+count*v] === standpoint){ // 后1己  这里已经计算过了,跳过逻辑
                        continue;
                    }else { // 后1 敌方或边界
                        if(this.pieces[i-1*h] && this.pieces[i-1*h][j-1*v] === 0){ // 前1空
                            if(this.pieces[i-2*h] && this.pieces[i-2*h][j-2*v] === 0){ //前2空
                                this.sumWeight(aimArr,i-1*h,j-1*v,10**(count+n1f1));
                                this.sumWeight(aimArr,i-2*h,j-2*v,10**(count+n1f2));
                            }else if(this.pieces[i-2*h] && this.pieces[i-2*h][j-2*v] === standpoint){ // 前2己
                                // this.sumWeight(this.myPositions,i-1*h,j-1*v,10**(count+0.1));
                                let count2 = this.directionCount(this.reverseDirection(arr[d]),standpoint,i-2*h,j-2*v);
                                if(count+count2 >= 4){
                                    this.sumWeight(aimArr,i-1*h,j-1*v,10**5);
                                }else{
                                    if(this.pieces[i-(1+count2)*h] && this.pieces[i-(1+count2)*h][j-(1+count2)*v] === 0){
                                        this.sumWeight(aimArr,i-1*h,j-1*v,10**(count+count2+dn1c));
                                        this.sumWeight(aimArr,i-(1+count2)*h,j-(1+count2)*v,10**(count+count2+dn1f1));
                                    }else {
                                        if(count+1+count2 == 5){
                                            this.sumWeight(aimArr,i-1*h,j-1*v,10**(count+count2+1));
                                        }else{
                                            this.sumWeight(aimArr,i-1*h,j-1*v,0);
                                            //console.log("中间凑不够5个,中间权重是0");
                                        }
                                    }
                                }
                            }else { //前2敌或边界
                                if(count==4){ // 只有四颗子的时候这个位置才有意义
                                    this.sumWeight(aimArr,i-2*h,j-2*v,10**(count+1));
                                }
                            }
                        }else { // 前1敌或边界  前1不可能是己方的
                            // 前后都是敌,推荐个锤子
                        }
                    }
                }
                 
            }
        }
    }
     
     
    reverseDirection(direction){
        var rd = "";
        switch(direction){
            case "r":
                rd = "l";break;
            case "rd":
                rd = "lt";break;
            case "d":
                rd = "t";break;
            case "ld":
                rd = "rt";break;
            case "l":
                rd = "r";break;
            case "lt":
                rd = "rd";break;
            case "t":
                rd = "d";break;
            case "rt":
                rd = "ld";break;
            default: console.error("输入方向不对,无法反转"); 
        }
        return rd;
    }
     
    // 方向数字化numberDirection r(1,0) rd(1,1) ld(-1,1)
    nd(direction){
        var res = {h:0,v:0}; // h horizontal v vertical
        switch(direction){
            case "r":
                res.h = 1;
                res.v = 0;
                break;
            case "rd":
                res.h = 1;
                res.v = 1;
                break;
            case "d":
                res.h = 0;
                res.v = 1;
                break;
            case "ld":
                res.h = -1;
                res.v = 1;
                break;
            case "l":
                res.h = -1;
                res.v = 0;
                break;
            case "lt":
                res.h = -1;
                res.v = -1;
                break;
            case "t":
                res.h = 0;
                res.v = -1;
                break;
            case "rt":
                res.h = 1;
                res.v = -1;
                break;
            default: console.error("方向输入有误");
        }
        return res;
    }
     
    // 合并同一个位置的权重
    sumWeight(arr,x,y,weight){
        weight = parseInt(weight); // 这里取一下整,小数看着不爽
        var index = -1;
        for(let i=0,len=arr.length;i<len;i++){
            if(arr[i].x==x && arr[i].y==y){
                index = i;
                break;
            }
        }
        if(index!=-1){ // 如果已存在则权重相加
            arr[index].weight += weight;
        }else{ // 如果不存在则添加一条
            arr.push({x,y,weight});
        }
    }
     
    // 从推荐位置中找出最佳位置  权重最大的位置
    bestPosition (){
        var myMax=0,myP={},myArr=[];
        for(let i=0,len=this.myPositions.length;i<len;i++){
            if(this.myPositions[i].weight>myMax){
                myMax = this.myPositions[i].weight;
                myP.x = this.myPositions[i].x;
                myP.y = this.myPositions[i].y;
            }
        }
        var enemyMax = 0, enemyP = {}, enemyArr = [];
        for(let i=0,len=this.enemyPositions.length;i<len;i++){
            if(this.enemyPositions[i].weight>enemyMax){
                enemyMax = this.enemyPositions[i].weight;
                enemyP.x = this.enemyPositions[i].x;
                enemyP.y = this.enemyPositions[i].y;
            }
        }
//      console.log(this.myPositions,this.ememyPositions);
        //console.log("敌方权重最大:"+enemyMax,"我方权重最大:"+myMax);
         
        for(let i=0,len=this.myPositions.length;i<len;i++){
            if(this.myPositions[i].weight==myMax){
                myArr.push(this.deepClone(this.myPositions[i]));
            }
        }
        for(let i=0,len=this.enemyPositions.length;i<len;i++){
            if(this.enemyPositions[i].weight==enemyMax){
                enemyArr.push(this.deepClone(this.enemyPositions[i]));
            }
        }
        console.log(myArr,enemyArr,"敌方权重最大:"+enemyMax,"我方权重最大:"+myMax)
        if(enemyMax>myMax){
            // 敌方权重最大的地方(有相同位置时,谋求自己的大权重位置)
            var myMaxW = 0; // 我方在敌方最有位置处的最佳权重
            var recommedP = enemyP;
            for(let i=0, len=enemyArr.length;i<len;i++){
                for(let j=0,len1=this.myPositions.length;j<len1;j++){
                    if(this.myPositions[j].x==enemyArr[i].x && this.myPositions[j].y==enemyArr[i].y){
                        if(this.myPositions[j].weight>myMaxW){
                            myMaxW = this.myPositions[j].weight;
                            recommedP.x = this.myPositions[j].x;
                            recommedP.y = this.myPositions[j].y;
                        }
                    }
                }
            }
            return recommedP;
        }else {
            // 我方权重最大的地方(有相同位置时,占据敌方的相对大权重位置)
            var enemyMaxW = 0; // 我方在敌方最有位置处的最佳权重
            var recommedP = myP;
            for(let i=0, len=myArr.length;i<len;i++){
                for(let j=0,len1=this.enemyPositions.length;j<len1;j++){
                    if(this.enemyPositions[j].x==myArr[i].x && this.enemyPositions[j].y==myArr[i].y){
                        if(this.enemyPositions[j].weight>enemyMaxW){
                            enemyMaxW = this.enemyPositions[j].weight;
                            recommedP.x = this.enemyPositions[j].x;
                            recommedP.y = this.enemyPositions[j].y;
                        }
                    }
                }
            }
            return recommedP;
        }
    }
     
    // 获取赢家
    getWinner(){
        switch(this.victor){
            case 0:
                // console.log("还没产生赢家");
                break;
            case 1:
                setTimeout(()=>{
                    alert("白棋赢");
                    this.canContinue = false;
                },30);
                break;
            case 2:
                setTimeout(()=>{
                    alert("黑棋赢");
                    this.canContinue = false;
                },30);
                break;
            default:;
        }
    }
 
    // 判断输赢
    getVictor() { //1.找到一个当前棋子,2.判断它的右、右下、下、左下四个方向是否连成5个棋子
        var dArr = ["r","rd","d","ld"];
        for(var i=1;i<this.pieces.length;i++){
            for(var j=1;j<this.pieces[i].length;j++){
                if(this.pieces[i][j] == this.active){
                    for(let k =0;k<dArr.length;k++){
                        if(this.directionCount(dArr[k],this.active,i,j) == 5){// 右r 下d 左l 上t
                            this.victor = this.active;
                            this.getWinner();
                            return;
                        }
                    }
                }
            }
        }
    }
     
    // 各个方向连珠数量判断
    directionCount(direction,oneSide,i,j){
        var count = 0;
        var nd = this.nd(direction);
        if(this.pieces[i][j] == oneSide){
            count = 1;
            for(let k=1;k<5;k++){
                if(this.pieces[i+k*nd.h] && this.pieces[i+k*nd.h][j+k*nd.v] === oneSide){
                    count++;
                    continue;
                }else {
                    break;
                }
            }
        }
        return count;
    }
     
     
     
    // 深拷贝
    deepClone(values) {
        var copy;
 
        // Handle the 3 simple types, and null or undefined
        if(null == values || "object" != typeof values) return values;
 
        // Handle Date
        if(values instanceof Date) {
            copy = new Date();
            copy.setTime(values.getTime());
            return copy;
        }
 
        // Handle Array
        if(values instanceof Array) {
            copy = [];
            for(var i = 0, len = values.length; i < len; i++) {
                copy[i] = this.deepClone(values[i]);
            }
            return copy;
        }
 
        // Handle Object
        if(values instanceof Object) {
            copy = {};
            for(var attr in values) {
                if(values.hasOwnProperty(attr)) copy[attr] = this.deepClone(values[attr]);
            }
            return copy;
        }
 
        throw new Error("Unable to copy values! Its type isn't supported.");
    }
}

  

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