rule: refactor: 修改规则相关变量名提高可读性

This commit is contained in:
Calcitem 2020-06-26 22:16:01 +08:00
parent 900aac636a
commit 48358b0e99
10 changed files with 28 additions and 76 deletions

View File

@ -138,15 +138,12 @@
//#define DONOT_PLAY_WIN_SOUND
// 摆棋阶段在叉下面显示被吃的子
//#define GAME_PLACING_SHOW_REMOVED_PIECES
// 启动时窗口最大化
//#define SHOW_MAXIMIZED_ON_LOAD
// 不使用哈希桶
#define DISABLE_HASHBUCKET
// 哈希表不加锁
#define HASHMAP_NOLOCK
#ifdef WIN32

View File

@ -93,7 +93,7 @@ Value Eval::evaluate(Position *pos)
// 布局阶段闷棋判断
if (pos->nPiecesOnBoard[BLACK] + pos->nPiecesOnBoard[WHITE] >=
Board::N_RANKS * Board::N_FILES) {
if (rule.isStartingPlayerLoseWhenBoardFull) {
if (rule.isBlackLosebutNotDrawWhenBoardFull) {
value -= VALUE_MATE;
} else {
value = VALUE_DRAW;
@ -103,7 +103,7 @@ Value Eval::evaluate(Position *pos)
// 走棋阶段被闷判断
else if (pos->action == ACTION_SELECT &&
pos->board.isAllSurrounded(pos->sideId, pos->nPiecesOnBoard, pos->sideToMove) &&
rule.isLoseWhenNoWay) {
rule.isLoseButNotChangeTurnWhenNoWay) {
// 规则要求被“闷”判负,则对手获胜
Value delta = pos->sideToMove == PLAYER_BLACK ? -VALUE_MATE : VALUE_MATE;
value += delta;

View File

@ -395,7 +395,7 @@ ExtMove *generateMoves(/* TODO: const */ Position *position, ExtMove *moveList)
for (int i = Board::MOVE_PRIORITY_TABLE_SIZE - 1; i >= 0; i--) {
square = static_cast<Square>(MoveList::movePriorityTable[i]);
if (position->board.locations[square] & opponent) {
if (rule.allowRemoveMill || !position->board.inHowManyMills(square, PLAYER_NOBODY)) {
if (rule.allowRemovePieceInMill || !position->board.inHowManyMills(square, PLAYER_NOBODY)) {
*cur++ = ((Move)-square);
}
}

View File

@ -59,7 +59,7 @@ void MovePicker::score()
int nopponentMills = 0;
#ifdef SORT_MOVE_WITH_HUMAN_KNOWLEDGES
// TODO: rule.allowRemoveMultiPieces 以及 适配打三棋之外的其他规则
// TODO: rule.allowRemoveMultiPiecesWhenCloseMultiMill 以及 适配打三棋之外的其他规则
if (type_of(m) != MOVETYPE_REMOVE) {
// 在任何阶段, 都检测落子点是否能使得本方成三
if (nMills > 0) {

View File

@ -284,7 +284,7 @@ int Board::addMills(Square square)
+ static_cast<uint64_t>(idx[2]);
// 如果允许相同三连反复去子
if (rule.allowRemovePiecesRepeatedly) {
if (rule.allowRemovePiecesRepeatedlyWhenCloseSameMill) {
n++;
continue;
}
@ -468,7 +468,7 @@ void Board::mirror(vector<string> &cmdlist, char* cmdline, int32_t move_, Square
square = static_cast<Square>(r * N_RANKS + s);
}
if (rule.allowRemovePiecesRepeatedly) {
if (rule.allowRemovePiecesRepeatedlyWhenCloseSameMill) {
for (auto &mill : millList) {
llp[0] = (mill & 0x000000ff00000000) >> 32;
llp[1] = (mill & 0x0000000000ff0000) >> 16;
@ -591,7 +591,7 @@ void Board::turn(vector <string> &cmdlist, char *cmdline, int32_t move_, Square
square = static_cast<Square>(r * N_RANKS + s);
}
if (rule.allowRemovePiecesRepeatedly) {
if (rule.allowRemovePiecesRepeatedlyWhenCloseSameMill) {
for (auto &mill : millList) {
llp[0] = (mill & 0x000000ff00000000) >> 32;
llp[1] = (mill & 0x0000000000ff0000) >> 16;
@ -780,7 +780,7 @@ void Board::rotate(int degrees, vector<string> &cmdlist, char *cmdline, int32_t
square = static_cast<Square>(r * N_RANKS + s);
}
if (rule.allowRemovePiecesRepeatedly) {
if (rule.allowRemovePiecesRepeatedlyWhenCloseSameMill) {
for (auto &mill : millList) {
llp[0] = (mill & 0x000000ff00000000) >> 32;
llp[1] = (mill & 0x0000000000ff0000) >> 16;

View File

@ -463,7 +463,7 @@ bool Position::placePiece(Square square, bool updateCmdlist)
// 如果成三
else {
// 设置去子数目
nPiecesNeedRemove = rule.allowRemoveMultiPieces ? n : 1;
nPiecesNeedRemove = rule.allowRemoveMultiPiecesWhenCloseMultiMill ? n : 1;
// 进入去子状态
action = ACTION_REMOVE;
@ -535,7 +535,7 @@ bool Position::placePiece(Square square, bool updateCmdlist)
// 中局阶段成三
else {
// 设置去子数目
nPiecesNeedRemove = rule.allowRemoveMultiPieces ? n : 1;
nPiecesNeedRemove = rule.allowRemoveMultiPiecesWhenCloseMultiMill ? n : 1;
// 进入去子状态
action = ACTION_REMOVE;
@ -594,7 +594,7 @@ bool Position::removePiece(Square square, bool updateCmdlist)
return false;
// 如果当前子是否处于“三连”之中,且对方还未全部处于“三连”之中
if (!rule.allowRemoveMill &&
if (!rule.allowRemovePieceInMill &&
board.inHowManyMills(square, PLAYER_NOBODY) &&
!board.isAllInMills(Player::getOpponent(sideToMove))) {
return false;
@ -984,7 +984,7 @@ bool Position::checkGameOverCondition(int8_t updateCmdlist)
if (nPiecesOnBoard[BLACK] + nPiecesOnBoard[WHITE] >= Board::N_RANKS * Board::N_FILES) {
phase = PHASE_GAMEOVER;
if (rule.isStartingPlayerLoseWhenBoardFull) {
if (rule.isBlackLosebutNotDrawWhenBoardFull) {
winner = PLAYER_WHITE;
if (updateCmdlist) {
sprintf(cmdline, "Player2 win!");
@ -1008,7 +1008,7 @@ bool Position::checkGameOverCondition(int8_t updateCmdlist)
// 规则要求被“闷”判负,则对手获胜 // TODO: 应该转移到下面的分支中
phase = PHASE_GAMEOVER;
if (rule.isLoseWhenNoWay) {
if (rule.isLoseButNotChangeTurnWhenNoWay) {
if (updateCmdlist) {
tips = "玩家" + Player::chToStr(chSide) + "无子可走被闷";
winner = Player::getOpponent(sideToMove);

View File

@ -20,11 +20,8 @@
#include "rule.h"
#include "types.h"
// 当前使用的规则
struct Rule rule;
// 对静态常量数组的定义要放在类外,不要放在头文件
// 预定义的几套规则
const struct Rule RULES[N_RULES] = {
{
"成三棋", // 成三棋

View File

@ -24,59 +24,25 @@
struct Rule
{
// 规则名称
const char *name;
// 规则介绍
const char *description;
// 任一方子数各9子或各12子
int nTotalPiecesEachSide;
// 赛点子数,少于则判负
int nPiecesAtLeast;
// 是否有斜线
int nTotalPiecesEachSide; // 9 or 12
int nPiecesAtLeast; // Default is 3
bool hasObliqueLines;
// 是否有禁点(摆棋阶段被提子的点不能再摆子)
bool hasBannedLocations;
// 是否后摆棋者先行棋
bool isDefenderMoveFirst;
// 相同顺序和位置的重复“三连”是否可反复提子
bool allowRemovePiecesRepeatedly;
// 多个“三连”能否多提子
bool allowRemoveMultiPieces;
// 能否提“三连”的子
bool allowRemoveMill;
// 摆棋满子闷棋只有12子棋才出现是否算先手负false为和棋
bool isStartingPlayerLoseWhenBoardFull;
// 走棋阶段不能行动被“闷”是否算负false则轮空由对手走棋
bool isLoseWhenNoWay;
// 剩三子时是否可以飞棋
bool allowRemovePiecesRepeatedlyWhenCloseSameMill;
bool allowRemoveMultiPiecesWhenCloseMultiMill;
bool allowRemovePieceInMill;
bool isBlackLosebutNotDrawWhenBoardFull;
bool isLoseButNotChangeTurnWhenNoWay;
bool allowFlyWhenRemainThreePieces;
// 最大步数,超出判和
Step maxStepsLedToDraw;
// 包干最长时间超出判负为0则不计时
int maxTimeLedToLose;
};
// 预定义的规则数目
#define N_RULES 5
// 预定义的规则
extern const struct Rule RULES[N_RULES];
// 当前规则
extern struct Rule rule;
#endif /* RULE_H */

View File

@ -147,20 +147,14 @@ enum Rating : int8_t
enum PieceType : uint16_t
{
NO_PIECE_TYPE = 0, // 没有棋子
BLACK_STONE = 1, // 先手的子
WHITE_STONE = 2, // 后手的子
BAN = 3, // 禁点
ALL_PIECES = 0, // 禁点
NO_PIECE_TYPE = 0,
BLACK_STONE = 1,
WHITE_STONE = 2,
BAN = 3,
ALL_PIECES = 0,
PIECE_TYPE_NB = 4
};
/*
0x00
0x0F
0x110x1C 112
0x210x2C 112
*/
enum Piece
{
NO_PIECE = 0x00,
@ -240,13 +234,11 @@ enum LineDirection
LD_NB = 3
};
// 圈
enum File : int
{
FILE_A = 1, FILE_B, FILE_C, FILE_NB = 3
};
// 位
enum Rank : int
{
RANK_1, RANK_2, RANK_3, RANK_4, RANK_5, RANK_6, RANK_7, RANK_8, RANK_NB = 8

View File

@ -211,7 +211,7 @@ void GameController::gameReset()
newP->setNum(i + 1);
// 如果重复三连不可用,则显示棋子序号,九连棋专用玩法
if (!(rule.allowRemovePiecesRepeatedly))
if (!(rule.allowRemovePiecesRepeatedlyWhenCloseSameMill))
newP->setShowNum(true);
pieceList.push_back(newP);
@ -225,7 +225,7 @@ void GameController::gameReset()
newP->setNum(i + 1);
// 如果重复三连不可用,则显示棋子序号,九连棋专用玩法
if (!(rule.allowRemovePiecesRepeatedly))
if (!(rule.allowRemovePiecesRepeatedlyWhenCloseSameMill))
newP->setShowNum(true);
pieceList.push_back(newP);