position_ -> game_ (2)
This commit is contained in:
parent
596e672f2f
commit
143dc12e15
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@ -27,7 +27,7 @@
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AiThread::AiThread(int id, QObject *parent) :
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QThread(parent),
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waiting_(false),
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position_(nullptr),
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game_(nullptr),
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aiDepth(2),
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aiTime(3600)
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{
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@ -65,8 +65,8 @@ void AiThread::setAi(const Game &game)
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{
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mutex.lock();
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this->position_ = &game;
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ai_ab.setGame(*(this->position_));
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this->game_ = &game;
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ai_ab.setGame(*(this->game_));
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#ifdef TRANSPOSITION_TABLE_ENABLE
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// 新下一盘前清除哈希表 (注意可能同时存在每步之前清除)
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@ -81,7 +81,7 @@ void AiThread::setAi(const Game &game)
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void AiThread::setAi(const Game &game, depth_t depth, int time)
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{
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mutex.lock();
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this->position_ = &game;
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this->game_ = &game;
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ai_ab.setGame(game);
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aiDepth = depth;
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aiTime = time;
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@ -108,7 +108,7 @@ void AiThread::run()
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while (!isInterruptionRequested()) {
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mutex.lock();
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i = Player::toId(position_->context.turn);
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i = Player::toId(game_->context.turn);
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if (i != id || waiting_) {
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pauseCondition.wait(&mutex);
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@ -116,7 +116,7 @@ void AiThread::run()
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continue;
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}
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ai_ab.setGame(*position_);
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ai_ab.setGame(*game_);
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emit calcStarted();
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mutex.unlock();
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@ -110,7 +110,7 @@ private:
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QWaitCondition pauseCondition;
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// 主线程棋对象的引用
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const Game *position_;
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const Game *game_;
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// Alpha-Beta剪枝算法类
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MillGameAi_ab ai_ab;
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@ -122,9 +122,9 @@ const QMap<int, QStringList> GameController::getActions()
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void GameController::gameStart()
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{
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position_.configure(giveUpIfMostLose_, randomMove_);
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position_.start();
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dummyGame = position_;
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game_.configure(giveUpIfMostLose_, randomMove_);
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game_.start();
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dummyGame = game_;
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// 每隔100毫秒调用一次定时器处理函数
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if (timeID == 0) {
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@ -142,15 +142,15 @@ void GameController::gameReset()
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timeID = 0;
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// 棋未下完,则算对手得分
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if (position_.getPhase() == PHASE_MOVING &&
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position_.whoWin() == PLAYER_NOBODY) {
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if (game_.getPhase() == PHASE_MOVING &&
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game_.whoWin() == PLAYER_NOBODY) {
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giveUp();
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}
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// 重置游戏
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position_.configure(giveUpIfMostLose_, randomMove_);
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position_.reset();
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dummyGame = position_;
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game_.configure(giveUpIfMostLose_, randomMove_);
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game_.reset();
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dummyGame = game_;
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// 停掉线程
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if (!isAutoRestart) {
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@ -166,7 +166,7 @@ void GameController::gameReset()
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currentPiece = nullptr;
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// 重新绘制棋盘
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scene.setDiagonal(position_.getRule()->hasObliqueLines);
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scene.setDiagonal(game_.getRule()->hasObliqueLines);
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// 绘制所有棋子,放在起始位置
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// 0: 先手第1子; 1:后手第1子
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@ -175,7 +175,7 @@ void GameController::gameReset()
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PieceItem::Models md;
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PieceItem *newP;
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for (int i = 0; i < position_.getRule()->nTotalPiecesEachSide; i++) {
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for (int i = 0; i < game_.getRule()->nTotalPiecesEachSide; i++) {
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// 先手的棋子
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md = isInverted ? PieceItem::whitePiece : PieceItem::blackPiece;
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newP = new PieceItem;
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@ -184,7 +184,7 @@ void GameController::gameReset()
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newP->setNum(i + 1);
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// 如果重复三连不可用,则显示棋子序号,九连棋专用玩法
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if (!(position_.getRule()->allowRemovePiecesRepeatedly))
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if (!(game_.getRule()->allowRemovePiecesRepeatedly))
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newP->setShowNum(true);
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pieceList.append(newP);
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@ -198,7 +198,7 @@ void GameController::gameReset()
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newP->setNum(i + 1);
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// 如果重复三连不可用,则显示棋子序号,九连棋专用玩法
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if (!(position_.getRule()->allowRemovePiecesRepeatedly))
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if (!(game_.getRule()->allowRemovePiecesRepeatedly))
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newP->setShowNum(true);
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pieceList.append(newP);
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@ -206,7 +206,7 @@ void GameController::gameReset()
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}
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// 读取规则限时要求
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timeLimit = position_.getRule()->maxTimeLedToLose;
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timeLimit = game_.getRule()->maxTimeLedToLose;
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// 如果规则不要求计时,则time1和time2表示已用时间
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if (timeLimit <= 0) {
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@ -220,7 +220,7 @@ void GameController::gameReset()
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// 更新棋谱
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manualListModel.removeRows(0, manualListModel.rowCount());
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manualListModel.insertRow(0);
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manualListModel.setData(manualListModel.index(0), position_.getCmdLine());
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manualListModel.setData(manualListModel.index(0), game_.getCmdLine());
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currentRow = 0;
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// 发出信号通知主窗口更新LCD显示
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@ -229,13 +229,13 @@ void GameController::gameReset()
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emit time2Changed(qtime.toString("hh:mm:ss"));
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// 发信号更新状态栏
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message = QString::fromStdString(position_.getTips());
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message = QString::fromStdString(game_.getTips());
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emit statusBarChanged(message);
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// 更新比分 LCD 显示
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emit score1Changed(QString::number(position_.score[1], 10));
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emit score2Changed(QString::number(position_.score[2], 10));
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emit scoreDrawChanged(QString::number(position_.score_draw, 10));
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emit score1Changed(QString::number(game_.score[1], 10));
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emit score2Changed(QString::number(game_.score[2], 10));
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emit scoreDrawChanged(QString::number(game_.score_draw, 10));
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// 播放音效
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//playSound(":/sound/resources/sound/newgame.wav");
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@ -280,8 +280,8 @@ void GameController::setRule(int ruleNo, step_t stepLimited /*= -1*/, int timeLi
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}
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// 设置模型规则,重置游戏
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position_.setContext(&RULES[ruleNo], stepsLimit, timeLimit);
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dummyGame = position_;
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game_.setContext(&RULES[ruleNo], stepsLimit, timeLimit);
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dummyGame = game_;
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// 重置游戏
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gameReset();
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@ -289,12 +289,12 @@ void GameController::setRule(int ruleNo, step_t stepLimited /*= -1*/, int timeLi
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void GameController::setEngine(int id, bool arg)
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{
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position_.configure(giveUpIfMostLose_, randomMove_);
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game_.configure(giveUpIfMostLose_, randomMove_);
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isAiPlayer[id] = arg;
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if (arg) {
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ai[id]->setAi(position_);
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ai[id]->setAi(game_);
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if (ai[id]->isRunning())
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ai[id]->resume();
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else
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@ -325,8 +325,8 @@ void GameController::setAiDepthTime(depth_t depth1, int time1, depth_t depth2, i
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ai[2]->wait();
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}
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ai[1]->setAi(position_, depth1, time1);
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ai[2]->setAi(position_, depth2, time2);
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ai[1]->setAi(game_, depth1, time1);
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ai[2]->setAi(game_, depth2, time2);
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if (isAiPlayer[1]) {
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ai[1]->start();
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@ -398,13 +398,13 @@ void GameController::flip()
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ai[2]->wait();
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}
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position_.context.board.mirror(position_.cmdlist, position_.cmdline, position_.move_, position_.currentRule, position_.currentLocation);
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position_.context.board.rotate(180, position_.cmdlist, position_.cmdline, position_.move_, position_.currentRule, position_.currentLocation);
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dummyGame = position_;
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game_.context.board.mirror(game_.cmdlist, game_.cmdline, game_.move_, game_.currentRule, game_.currentLocation);
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game_.context.board.rotate(180, game_.cmdlist, game_.cmdline, game_.move_, game_.currentRule, game_.currentLocation);
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dummyGame = game_;
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// 更新棋谱
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int row = 0;
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for (const auto &str : *(position_.getCmdList())) {
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for (const auto &str : *(game_.getCmdList())) {
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manualListModel.setData(manualListModel.index(row++), str.c_str());
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}
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@ -414,8 +414,8 @@ void GameController::flip()
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else
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phaseChange(currentRow, true);
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ai[1]->setAi(position_);
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ai[2]->setAi(position_);
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ai[1]->setAi(game_);
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ai[2]->setAi(game_);
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if (isAiPlayer[1]) {
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ai[1]->start();
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@ -438,13 +438,13 @@ void GameController::mirror()
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ai[2]->wait();
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}
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position_.context.board.mirror(position_.cmdlist, position_.cmdline, position_.move_, position_.currentRule, position_.currentLocation);
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dummyGame = position_;
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game_.context.board.mirror(game_.cmdlist, game_.cmdline, game_.move_, game_.currentRule, game_.currentLocation);
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dummyGame = game_;
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// 更新棋谱
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int row = 0;
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for (const auto &str : *(position_.getCmdList())) {
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for (const auto &str : *(game_.getCmdList())) {
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manualListModel.setData(manualListModel.index(row++), str.c_str());
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}
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else
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phaseChange(currentRow, true);
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ai[1]->setAi(position_);
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ai[2]->setAi(position_);
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ai[1]->setAi(game_);
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ai[2]->setAi(game_);
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if (isAiPlayer[1]) {
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ai[1]->start();
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@ -480,13 +480,13 @@ void GameController::turnRight()
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ai[2]->wait();
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}
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position_.context.board.rotate(-90, position_.cmdlist, position_.cmdline, position_.move_, position_.currentRule, position_.currentLocation);
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dummyGame = position_;
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game_.context.board.rotate(-90, game_.cmdlist, game_.cmdline, game_.move_, game_.currentRule, game_.currentLocation);
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dummyGame = game_;
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// 更新棋谱
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int row = 0;
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for (const auto &str : *(position_.getCmdList())) {
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for (const auto &str : *(game_.getCmdList())) {
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manualListModel.setData(manualListModel.index(row++), str.c_str());
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}
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@ -496,8 +496,8 @@ void GameController::turnRight()
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else
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phaseChange(currentRow, true);
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ai[1]->setAi(position_);
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ai[2]->setAi(position_);
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ai[1]->setAi(game_);
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ai[2]->setAi(game_);
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if (isAiPlayer[1]) {
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ai[1]->start();
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@ -520,20 +520,20 @@ void GameController::turnLeft()
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ai[2]->wait();
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}
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position_.context.board.rotate(90, position_.cmdlist, position_.cmdline, position_.move_, position_.currentRule, position_.currentLocation);
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dummyGame = position_;
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game_.context.board.rotate(90, game_.cmdlist, game_.cmdline, game_.move_, game_.currentRule, game_.currentLocation);
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dummyGame = game_;
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// 更新棋谱
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int row = 0;
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for (const auto &str : *(position_.getCmdList())) {
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for (const auto &str : *(game_.getCmdList())) {
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manualListModel.setData(manualListModel.index(row++), str.c_str());
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}
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// 刷新显示
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updateScence();
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ai[1]->setAi(position_);
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ai[2]->setAi(position_);
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ai[1]->setAi(game_);
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ai[2]->setAi(game_);
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if (isAiPlayer[1]) {
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ai[1]->start();
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}
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@ -548,7 +548,7 @@ void GameController::timerEvent(QTimerEvent *event)
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static QTime qt1, qt2;
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// 玩家的已用时间
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position_.getElapsedTime(remainingTime[1], remainingTime[2]);
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game_.getElapsedTime(remainingTime[1], remainingTime[2]);
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// 如果规则要求计时,则time1和time2表示倒计时
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if (timeLimit > 0) {
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@ -564,7 +564,7 @@ void GameController::timerEvent(QTimerEvent *event)
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emit time2Changed(qt2.toString("hh:mm:ss"));
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// 如果胜负已分
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if (position_.whoWin() != PLAYER_NOBODY) {
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if (game_.whoWin() != PLAYER_NOBODY) {
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// 停止计时
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killTimer(timeID);
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@ -572,7 +572,7 @@ void GameController::timerEvent(QTimerEvent *event)
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timeID = 0;
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// 发信号更新状态栏
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message = QString::fromStdString(position_.getTips());
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message = QString::fromStdString(game_.getTips());
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emit statusBarChanged(message);
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// 弹框
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@ -609,7 +609,7 @@ void GameController::timerEvent(QTimerEvent *event)
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bool GameController::isAIsTurn()
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{
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return isAiPlayer[position_.context.turnId];
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return isAiPlayer[game_.context.turnId];
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}
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// 关键槽函数,根据QGraphicsScene的信号和状态来执行选子、落子或去子
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@ -642,17 +642,17 @@ bool GameController::actionPiece(QPointF pos)
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if (QMessageBox::Ok == msgBox.exec()) {
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#endif /* !MOBILE_APP_UI */
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position_ = dummyGame;
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game_ = dummyGame;
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manualListModel.removeRows(currentRow + 1, manualListModel.rowCount() - currentRow - 1);
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// 如果再决出胜负后悔棋,则重新启动计时
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if (position_.whoWin() == PLAYER_NOBODY) {
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if (game_.whoWin() == PLAYER_NOBODY) {
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// 重新启动计时
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timeID = startTimer(100);
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// 发信号更新状态栏
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message = QString::fromStdString(position_.getTips());
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message = QString::fromStdString(game_.getTips());
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emit statusBarChanged(message);
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#ifndef MOBILE_APP_UI
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}
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@ -663,7 +663,7 @@ bool GameController::actionPiece(QPointF pos)
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}
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// 如果未开局则开局
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if (position_.getPhase() == PHASE_NOTSTARTED)
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if (game_.getPhase() == PHASE_NOTSTARTED)
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gameStart();
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// 判断执行选子、落子或去子
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@ -671,10 +671,10 @@ bool GameController::actionPiece(QPointF pos)
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PieceItem *piece = nullptr;
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QGraphicsItem *item = scene.itemAt(pos, QTransform());
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switch (position_.getAction()) {
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switch (game_.getAction()) {
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case ACTION_PLACE:
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if (position_._place(r, s)) {
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if (position_.getAction() == ACTION_CAPTURE) {
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if (game_._place(r, s)) {
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if (game_.getAction() == ACTION_CAPTURE) {
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// 播放成三音效
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playSound(":/sound/resources/sound/capture.wav");
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} else {
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@ -692,7 +692,7 @@ bool GameController::actionPiece(QPointF pos)
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piece = qgraphicsitem_cast<PieceItem *>(item);
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if (!piece)
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break;
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if (position_.choose(r, s)) {
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if (game_.choose(r, s)) {
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// 播放选子音效
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playSound(":/sound/resources/sound/choose.wav");
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result = true;
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@ -703,7 +703,7 @@ bool GameController::actionPiece(QPointF pos)
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break;
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case ACTION_CAPTURE:
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if (position_._capture(r, s)) {
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if (game_._capture(r, s)) {
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// 播放音效
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playSound(":/sound/resources/sound/remove.wav");
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result = true;
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@ -720,7 +720,7 @@ bool GameController::actionPiece(QPointF pos)
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if (result) {
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// 发信号更新状态栏
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message = QString::fromStdString(position_.getTips());
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message = QString::fromStdString(game_.getTips());
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emit statusBarChanged(message);
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// 将新增的棋谱行插入到ListModel
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@ -728,7 +728,7 @@ bool GameController::actionPiece(QPointF pos)
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int k = 0;
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// 输出命令行
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for (const auto & i : *(position_.getCmdList())) {
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for (const auto & i : *(game_.getCmdList())) {
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// 跳过已添加的,因标准list容器没有下标
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if (k++ <= currentRow)
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continue;
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@ -738,16 +738,16 @@ bool GameController::actionPiece(QPointF pos)
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// 播放胜利或失败音效
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#ifndef DONOT_PLAY_WIN_SOUND
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if (position_.whoWin() != PLAYER_NOBODY &&
|
||||
if (game_.whoWin() != PLAYER_NOBODY &&
|
||||
(manualListModel.data(manualListModel.index(currentRow - 1))).toString().contains("Time over."))
|
||||
playSound(":/sound/resources/sound/win.wav");
|
||||
#endif
|
||||
|
||||
// AI设置
|
||||
if (&position_ == &(this->position_)) {
|
||||
if (&game_ == &(this->game_)) {
|
||||
// 如果还未决出胜负
|
||||
if (position_.whoWin() == PLAYER_NOBODY) {
|
||||
if (position_.context.turn == PLAYER_1) {
|
||||
if (game_.whoWin() == PLAYER_NOBODY) {
|
||||
if (game_.context.turn == PLAYER_1) {
|
||||
if (isAiPlayer[1]) {
|
||||
ai[1]->resume();
|
||||
}
|
||||
|
@ -767,7 +767,7 @@ bool GameController::actionPiece(QPointF pos)
|
|||
ai[2]->stop();
|
||||
|
||||
// 弹框
|
||||
//message = QString::fromStdString(position_.getTips());
|
||||
//message = QString::fromStdString(game_.getTips());
|
||||
//QMessageBox::about(NULL, "游戏结果", message);
|
||||
}
|
||||
}
|
||||
|
@ -779,7 +779,7 @@ bool GameController::actionPiece(QPointF pos)
|
|||
|
||||
bool GameController::giveUp()
|
||||
{
|
||||
bool result = position_.giveup(position_.context.turn);
|
||||
bool result = game_.giveup(game_.context.turn);
|
||||
|
||||
if (!result) {
|
||||
return false;
|
||||
|
@ -790,7 +790,7 @@ bool GameController::giveUp()
|
|||
int k = 0;
|
||||
|
||||
// 输出命令行
|
||||
for (const auto & i : *(position_.getCmdList())) {
|
||||
for (const auto & i : *(game_.getCmdList())) {
|
||||
// 跳过已添加的,因标准list容器没有下标
|
||||
if (k++ <= currentRow)
|
||||
continue;
|
||||
|
@ -798,7 +798,7 @@ bool GameController::giveUp()
|
|||
manualListModel.setData(manualListModel.index(currentRow), i.c_str());
|
||||
}
|
||||
|
||||
if (position_.whoWin() != PLAYER_NOBODY)
|
||||
if (game_.whoWin() != PLAYER_NOBODY)
|
||||
playSound(":/sound/resources/sound/loss.wav");
|
||||
|
||||
return result;
|
||||
|
@ -819,7 +819,7 @@ bool GameController::command(const QString &cmd, bool update /* = true */)
|
|||
// 声音
|
||||
QString sound;
|
||||
|
||||
switch (position_.getAction()) {
|
||||
switch (game_.getAction()) {
|
||||
case ACTION_CHOOSE:
|
||||
case ACTION_PLACE:
|
||||
sound = ":/sound/resources/sound/drog.wav";
|
||||
|
@ -832,44 +832,44 @@ bool GameController::command(const QString &cmd, bool update /* = true */)
|
|||
}
|
||||
|
||||
// 如果未开局则开局
|
||||
if (position_.getPhase() == PHASE_NOTSTARTED) {
|
||||
if (game_.getPhase() == PHASE_NOTSTARTED) {
|
||||
gameStart();
|
||||
}
|
||||
|
||||
if (!position_.command(cmd.toStdString().c_str()))
|
||||
if (!game_.command(cmd.toStdString().c_str()))
|
||||
return false;
|
||||
|
||||
if (sound == ":/sound/resources/sound/drog.wav" && position_.getAction() == ACTION_CAPTURE) {
|
||||
if (sound == ":/sound/resources/sound/drog.wav" && game_.getAction() == ACTION_CAPTURE) {
|
||||
sound = ":/sound/resources/sound/capture.wav";
|
||||
}
|
||||
|
||||
if (update) {
|
||||
playSound(sound);
|
||||
updateScence(position_);
|
||||
updateScence(game_);
|
||||
}
|
||||
|
||||
// 发信号更新状态栏
|
||||
message = QString::fromStdString(position_.getTips());
|
||||
message = QString::fromStdString(game_.getTips());
|
||||
emit statusBarChanged(message);
|
||||
|
||||
// 对于新开局
|
||||
if (position_.getCmdList()->size() <= 1) {
|
||||
if (game_.getCmdList()->size() <= 1) {
|
||||
manualListModel.removeRows(0, manualListModel.rowCount());
|
||||
manualListModel.insertRow(0);
|
||||
manualListModel.setData(manualListModel.index(0), position_.getCmdLine());
|
||||
manualListModel.setData(manualListModel.index(0), game_.getCmdLine());
|
||||
currentRow = 0;
|
||||
}
|
||||
// 对于当前局
|
||||
else {
|
||||
currentRow = manualListModel.rowCount() - 1;
|
||||
// 跳过已添加行,迭代器不支持+运算符,只能一个个++
|
||||
auto i = (position_.getCmdList()->begin());
|
||||
for (int r = 0; i != (position_.getCmdList())->end(); i++) {
|
||||
auto i = (game_.getCmdList()->begin());
|
||||
for (int r = 0; i != (game_.getCmdList())->end(); i++) {
|
||||
if (r++ > currentRow)
|
||||
break;
|
||||
}
|
||||
// 将新增的棋谱行插入到ListModel
|
||||
while (i != position_.getCmdList()->end()) {
|
||||
while (i != game_.getCmdList()->end()) {
|
||||
manualListModel.insertRow(++currentRow);
|
||||
manualListModel.setData(manualListModel.index(currentRow), (*i++).c_str());
|
||||
}
|
||||
|
@ -877,17 +877,17 @@ bool GameController::command(const QString &cmd, bool update /* = true */)
|
|||
|
||||
// 播放胜利或失败音效
|
||||
#ifndef DONOT_PLAY_WIN_SOUND
|
||||
if (position_.whoWin() != PLAYER_NOBODY &&
|
||||
if (game_.whoWin() != PLAYER_NOBODY &&
|
||||
(manualListModel.data(manualListModel.index(currentRow - 1))).toString().contains("Time over.")) {
|
||||
playSound(":/sound/resources/sound/win.wav");
|
||||
}
|
||||
#endif
|
||||
|
||||
// AI设置
|
||||
if (&position_ == &(this->position_)) {
|
||||
if (&game_ == &(this->game_)) {
|
||||
// 如果还未决出胜负
|
||||
if (position_.whoWin() == PLAYER_NOBODY) {
|
||||
if (position_.context.turn == PLAYER_1) {
|
||||
if (game_.whoWin() == PLAYER_NOBODY) {
|
||||
if (game_.context.turn == PLAYER_1) {
|
||||
if (isAiPlayer[1]) {
|
||||
ai[1]->resume();
|
||||
}
|
||||
|
@ -920,7 +920,7 @@ bool GameController::command(const QString &cmd, bool update /* = true */)
|
|||
|
||||
#ifdef MESSAGEBOX_ENABLE
|
||||
// 弹框
|
||||
message = QString::fromStdString(position_.getTips());
|
||||
message = QString::fromStdString(game_.getTips());
|
||||
QMessageBox::about(NULL, "游戏结果", message);
|
||||
#endif
|
||||
}
|
||||
|
@ -957,7 +957,7 @@ bool GameController::phaseChange(int row, bool forceUpdate)
|
|||
}
|
||||
|
||||
// 下面这步关键,会让悔棋者承担时间损失
|
||||
dummyGame.setStartTime(position_.getStartTimeb());
|
||||
dummyGame.setStartTime(game_.getStartTimeb());
|
||||
|
||||
// 刷新棋局场景
|
||||
updateScence(dummyGame);
|
||||
|
@ -967,7 +967,7 @@ bool GameController::phaseChange(int row, bool forceUpdate)
|
|||
|
||||
bool GameController::updateScence()
|
||||
{
|
||||
return updateScence(position_);
|
||||
return updateScence(game_);
|
||||
}
|
||||
|
||||
bool GameController::updateScence(Game &game)
|
||||
|
|
|
@ -203,7 +203,7 @@ protected:
|
|||
|
||||
private:
|
||||
// 棋对象的数据模型
|
||||
Game position_;
|
||||
Game game_;
|
||||
|
||||
// 棋对象的数据模型(临时)
|
||||
Game dummyGame;
|
||||
|
|
Loading…
Reference in New Issue