refactor: 部分变量和类型改名

启用 ring_t 和 seat_t
capture -> removePiece
choose -> selectPiece
This commit is contained in:
Calcitem 2020-05-10 22:58:22 +08:00
parent 71fa68b67d
commit 80bbec96a7
24 changed files with 149 additions and 144 deletions

View File

@ -56,7 +56,7 @@
<file>resources/icon/ic_visibility_black_48dp.png</file>
</qresource>
<qresource prefix="/sound">
<file>resources/sound/choose.wav</file>
<file>resources/sound/Select.wav</file>
<file>resources/sound/drog.wav</file>
<file>resources/sound/forbidden.wav</file>
<file>resources/sound/loss.wav</file>
@ -66,8 +66,8 @@
<file>resources/sound/warning.wav</file>
<file>resources/sound/BlockMill_B.wav</file>
<file>resources/sound/BlockMill_W.wav</file>
<file>resources/sound/Capture_B.wav</file>
<file>resources/sound/Capture_W.wav</file>
<file>resources/sound/Remove_B.wav</file>
<file>resources/sound/Remove_W.wav</file>
<file>resources/sound/Draw.wav</file>
<file>resources/sound/GameStart.wav</file>
<file>resources/sound/Mill_B.wav</file>

View File

@ -140,7 +140,7 @@
//#define DONOT_PLAY_WIN_SOUND
// 摆棋阶段在叉下面显示被吃的子
//#define GAME_PLACING_SHOW_CAPTURED_PIECES
//#define GAME_PLACING_SHOW_REMOVED_PIECES
// 启动时窗口最大化
//#define SHOW_MAXIMIZED_ON_LOAD

View File

@ -455,7 +455,7 @@
</Image>
</ItemGroup>
<ItemGroup>
<Media Include="resources\sound\choose.wav">
<Media Include="resources\sound\Select.wav">
<Filter>Resource Files</Filter>
</Media>
<Media Include="resources\sound\drog.wav">
@ -485,10 +485,10 @@
<Media Include="resources\sound\BlockMill_W.wav">
<Filter>Resource Files</Filter>
</Media>
<Media Include="resources\sound\Capture_B.wav">
<Media Include="resources\sound\Remove_B.wav">
<Filter>Resource Files</Filter>
</Media>
<Media Include="resources\sound\Capture_W.wav">
<Media Include="resources\sound\Remove_W.wav">
<Filter>Resource Files</Filter>
</Media>
<Media Include="resources\sound\Draw.wav">

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@ -44,12 +44,12 @@ value_t Evaluation::getValue(Position *position)
switch (position->action) {
// 选子和落子使用相同的评价方法
case ACTION_CHOOSE:
case ACTION_SELECT:
case ACTION_PLACE:
break;
// 如果形成去子状态每有一个可去的子算100分
case ACTION_CAPTURE:
case ACTION_REMOVE:
nPiecesNeedRemove = (position->sideToMove == PLAYER_BLACK) ?
position->nPiecesNeedRemove : -(position->nPiecesNeedRemove);
value += nPiecesNeedRemove * VALUE_EACH_PIECE_PLACING_NEEDREMOVE;
@ -72,12 +72,12 @@ value_t Evaluation::getValue(Position *position)
switch (position->action) {
// 选子和落子使用相同的评价方法
case ACTION_CHOOSE:
case ACTION_SELECT:
case ACTION_PLACE:
break;
// 如果形成去子状态每有一个可去的子算128分
case ACTION_CAPTURE:
case ACTION_REMOVE:
nPiecesNeedRemove = (position->sideToMove == PLAYER_BLACK) ?
position->nPiecesNeedRemove : -(position->nPiecesNeedRemove);
value += nPiecesNeedRemove * VALUE_EACH_PIECE_MOVING_NEEDREMOVE;
@ -101,7 +101,7 @@ value_t Evaluation::getValue(Position *position)
}
// 走棋阶段被闷判断
else if (position->action == ACTION_CHOOSE &&
else if (position->action == ACTION_SELECT &&
position->board.isAllSurrounded(position->sideId, position->nPiecesOnBoard, position->sideToMove) &&
rule.isLoseWhenNoWay) {
// 规则要求被“闷”判负,则对手获胜

View File

@ -308,7 +308,7 @@ ExtMove *generate(/* TODO: const */ Position *position, ExtMove *moveList)
// 列出所有合法的下一招
switch (position->action) {
// 对于选子和落子动作
case ACTION_CHOOSE:
case ACTION_SELECT:
case ACTION_PLACE:
// 对于摆子阶段
if (position->phase & (PHASE_PLACING | PHASE_READY)) {
@ -348,7 +348,7 @@ ExtMove *generate(/* TODO: const */ Position *position, ExtMove *moveList)
for (int i = Board::MOVE_PRIORITY_TABLE_SIZE - 1; i >= 0; i--) {
oldSquare = static_cast<square_t>(MoveList::movePriorityTable[i]);
if (!position->choose(oldSquare)) {
if (!position->selectPiece(oldSquare)) {
continue;
}
@ -377,7 +377,7 @@ ExtMove *generate(/* TODO: const */ Position *position, ExtMove *moveList)
break;
// 对于吃子动作
case ACTION_CAPTURE:
case ACTION_REMOVE:
opponent = Player::getOpponent(position->sideToMove);
if (position->board.isAllInMills(opponent)) {

View File

@ -60,7 +60,7 @@ void MovePicker::score()
#ifdef SORT_MOVE_WITH_HUMAN_KNOWLEDGES
// TODO: rule.allowRemoveMultiPieces 以及 适配打三棋之外的其他规则
if (type_of(m) != MOVETYPE_CAPTURE) {
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) {
#ifdef ALPHABETA_AI
@ -108,7 +108,7 @@ void MovePicker::score()
cur->rating += RATING_STAR_SQUARE;
}
#endif
} else { // Capture
} else { // Remove
int nPlayerPiece = 0;
int nOpponentPiece = 0;
int nForbidden = 0;
@ -120,7 +120,7 @@ void MovePicker::score()
#ifdef ALPHABETA_AI
if (nMills > 0) {
// 吃子点处于我方的三连中
//newNode->rating += static_cast<rating_t>(RATING_CAPTURE_ONE_MILL * nMills);
//newNode->rating += static_cast<rating_t>(RATING_REMOVE_ONE_MILL * nMills);
if (nOpponentPiece == 0) {
// 吃子点旁边没有对方棋子则优先考虑
@ -203,7 +203,7 @@ void MovePicker::clearHistoryScore()
{
#ifndef HOSTORY_HEURISTIC_ACTION_MOVE_ONLY
memset(placeHistory, 0, sizeof(placeHistory));
memset(captureHistory, 0, sizeof(captureHistory));
memset(removeHistory, 0, sizeof(removeHistory));
#endif
memset(moveHistory, 0, sizeof(moveHistory));
}

View File

@ -46,7 +46,7 @@ public:
#ifdef HOSTORY_HEURISTIC
// TODO: Fix size
score_t placeHistory[64];
score_t captureHistory[64];
score_t removeHistory[64];
score_t moveHistory[10240];
score_t getHistoryScore(move_t move);

View File

@ -619,7 +619,7 @@ const char* AIAlgorithm::nextMove()
return moveToCommand(bestMove);
#if 0
char charChoose = '*';
char charSelect = '*';
Board::printBoard();
@ -629,9 +629,9 @@ const char* AIAlgorithm::nextMove()
int cs = root->childrenSize;
for (int i = 0; i < cs; i++) {
if (root->children[i]->move != bestMove) {
charChoose = ' ';
charSelect = ' ';
} else {
charChoose = '*';
charSelect = '*';
foundBest = true;
}
@ -645,7 +645,7 @@ const char* AIAlgorithm::nextMove()
#else
0,
#endif
charChoose);
charSelect);
moveIndex++;
}
@ -698,13 +698,15 @@ const char* AIAlgorithm::nextMove()
const char *AIAlgorithm::moveToCommand(move_t move)
{
int rto, sto;
ring_t rto;
seat_t sto;
Board::squareToPolar(to_sq(move), rto, sto);
if (move < 0) {
sprintf(cmdline, "-(%1u,%1u)", rto, sto);
} else if (move & 0x7f00) {
int rfrom, sfrom;
ring_t rfrom;
seat_t sfrom;
Board::squareToPolar(from_sq(move), rfrom, sfrom);
sprintf(cmdline, "(%1u,%1u)->(%1u,%1u)", rfrom, sfrom, rto, sto);
} else {

View File

@ -184,15 +184,15 @@ void Board::createMillTable()
#endif /* DEBUG_MODE */
}
void Board::squareToPolar(const square_t square, int &r, int &s)
void Board::squareToPolar(const square_t square, ring_t &r, seat_t &s)
{
//r = square / N_SEATS;
//s = square % N_SEATS + 1;
r = square >> 3;
s = (square & 0x07) + 1;
r = ring_t(square >> 3);
s = seat_t((square & 0x07) + 1);
}
square_t Board::polarToSquare(int r, int s)
square_t Board::polarToSquare(ring_t r, seat_t s)
{
assert(!(r < 1 || r > N_RINGS || s < 1 || s > N_SEATS));
@ -204,7 +204,7 @@ player_t Board::locationToPlayer(square_t square)
return player_t(locations[square] & 0x30);
}
int Board::inHowManyMills(square_t square, player_t player, square_t squareChoose)
int Board::inHowManyMills(square_t square, player_t player, square_t squareSelected)
{
int n = 0;
location_t locbak = SQ_0;
@ -213,9 +213,9 @@ int Board::inHowManyMills(square_t square, player_t player, square_t squareChoos
player = locationToPlayer(square);
}
if (squareChoose != SQ_0) {
locbak = locations[squareChoose];
locations[squareChoose] = 0;
if (squareSelected != SQ_0) {
locbak = locations[squareSelected];
locations[squareSelected] = 0;
}
for (int l = 0; l < LINE_TYPES_COUNT; l++) {
@ -226,8 +226,8 @@ int Board::inHowManyMills(square_t square, player_t player, square_t squareChoos
}
}
if (squareChoose != SQ_0) {
locations[squareChoose] = locbak;
if (squareSelected != SQ_0) {
locations[squareSelected] = locbak;
}
return n;

View File

@ -69,7 +69,7 @@ public:
void rotate(int degrees, vector<string> &cmdlist, char *cmdline, int32_t move_, square_t square, bool cmdChange = true);
// 判断棋盘 square 处的棋子处于几个“三连”中
int inHowManyMills(square_t square, player_t player, square_t squareChoose = SQ_0);
int inHowManyMills(square_t square, player_t player, square_t squareSelected = SQ_0);
// 判断玩家的所有棋子是否都处于“三连”状态
bool isAllInMills(player_t);
@ -87,10 +87,10 @@ public:
int addMills(square_t square);
// 将棋盘下标形式转化为第r圈第s位r和s下标都从1开始
static void squareToPolar(square_t square, int &r, int &s);
static void squareToPolar(square_t square, ring_t &r, seat_t &s);
// 将第c圈第p位转化为棋盘下标形式r和s下标都从1开始
static square_t polarToSquare(int r, int s);
static square_t polarToSquare(ring_t r, seat_t s);
static void printBoard();

View File

@ -225,7 +225,7 @@ bool Position::setPosition(const struct Rule *newRule,
countPiecesInHand();
// 设置去子状态时的剩余尚待去除子数
if (action == ACTION_CAPTURE) {
if (action == ACTION_REMOVE) {
if (0 <= piecesNeedRemove && piecesNeedRemove < 3) {
nPiecesNeedRemove = piecesNeedRemove;
}
@ -372,7 +372,7 @@ bool Position::start()
}
}
bool Position::place(square_t square, int8_t updateCmdlist)
bool Position::placePiece(square_t square, bool updateCmdlist)
{
// 如果局面为“结局”返回false
if (phase == PHASE_GAMEOVER)
@ -391,8 +391,8 @@ bool Position::place(square_t square, int8_t updateCmdlist)
return false;
// 格式转换
int r = 0;
int s = 0;
ring_t r;
seat_t s;
Board::squareToPolar(square, r, s);
// 时间的临时变量
@ -441,7 +441,7 @@ bool Position::place(square_t square, int8_t updateCmdlist)
phase = PHASE_MOVING;
// 进入选子状态
action = ACTION_CHOOSE;
action = ACTION_SELECT;
// 清除禁点
cleanForbiddenLocations();
@ -470,7 +470,7 @@ bool Position::place(square_t square, int8_t updateCmdlist)
nPiecesNeedRemove = rule.allowRemoveMultiPieces ? n : 1;
// 进入去子状态
action = ACTION_CAPTURE;
action = ACTION_REMOVE;
}
goto out;
@ -523,7 +523,7 @@ bool Position::place(square_t square, int8_t updateCmdlist)
// 中局阶段未成三
if (n == 0) {
// 进入选子状态
action = ACTION_CHOOSE;
action = ACTION_SELECT;
// 设置轮到谁走
changeSideToMove();
@ -539,7 +539,7 @@ bool Position::place(square_t square, int8_t updateCmdlist)
nPiecesNeedRemove = rule.allowRemoveMultiPieces ? n : 1;
// 进入去子状态
action = ACTION_CAPTURE;
action = ACTION_REMOVE;
}
out:
@ -550,30 +550,30 @@ out:
return true;
}
bool Position::_place(int r, int s)
bool Position::_placePiece(ring_t r, seat_t s)
{
// 转换为 square
square_t square = Board::polarToSquare(r, s);
return place(square, true);
return placePiece(square, true);
}
bool Position::_capture(int r, int s)
bool Position::_removePiece(ring_t r, seat_t s)
{
// 转换为 square
square_t square = Board::polarToSquare(r, s);
return capture(square, 1);
return removePiece(square, 1);
}
bool Position::capture(square_t square, int8_t updateCmdlist)
bool Position::removePiece(square_t square, bool updateCmdlist)
{
// 如果局面为"未开局"或“结局”返回false
if (phase & PHASE_NOTPLAYING)
return false;
// 如非“去子”状态返回false
if (action != ACTION_CAPTURE)
if (action != ACTION_REMOVE)
return false;
// 如果去子完成返回false
@ -581,8 +581,8 @@ bool Position::capture(square_t square, int8_t updateCmdlist)
return false;
// 格式转换
int r = 0;
int s = 0;
ring_t r;
seat_t s;
Board::squareToPolar(square, r, s);
// 时间的临时变量
@ -649,7 +649,7 @@ bool Position::capture(square_t square, int8_t updateCmdlist)
phase = PHASE_MOVING;
// 进入选子状态
action = ACTION_CHOOSE;
action = ACTION_SELECT;
// 清除禁点
cleanForbiddenLocations();
@ -683,7 +683,7 @@ bool Position::capture(square_t square, int8_t updateCmdlist)
// 中局阶段
else {
// 进入选子状态
action = ACTION_CHOOSE;
action = ACTION_SELECT;
// 设置轮到谁走
changeSideToMove();
@ -702,14 +702,14 @@ out:
return true;
}
bool Position::choose(square_t square)
bool Position::selectPiece(square_t square)
{
// 如果局面不是"中局”返回false
if (phase != PHASE_MOVING)
return false;
// 如非“选子”或“落子”状态返回false
if (action != ACTION_CHOOSE && action != ACTION_PLACE)
if (action != ACTION_SELECT && action != ACTION_PLACE)
return false;
// 判断选子是否可选
@ -726,9 +726,9 @@ bool Position::choose(square_t square)
return false;
}
bool Position::choose(int r, int s)
bool Position::selectPiece(ring_t r, seat_t s)
{
return choose(Board::polarToSquare(r, s));
return selectPiece(Board::polarToSquare(r, s));
}
bool Position::giveup(player_t loser)
@ -760,7 +760,8 @@ bool Position::command(const char *cmd)
int r;
unsigned t;
step_t s;
int r1, s1, r2, s2;
ring_t r1, r2;
seat_t s1, s2;
int args = 0;
int mm = 0, ss = 0;
@ -782,8 +783,8 @@ bool Position::command(const char *cmd)
tm = mm * 60 + ss;
}
if (choose(r1, s1)) {
return _place(r2, s2);
if (selectPiece(r1, s1)) {
return _placePiece(r2, s2);
}
return false;
@ -796,7 +797,7 @@ bool Position::command(const char *cmd)
if (mm >= 0 && ss >= 0)
tm = mm * 60 + ss;
}
return _capture(r1, s1);
return _removePiece(r1, s1);
}
// 落子
@ -806,7 +807,7 @@ bool Position::command(const char *cmd)
if (mm >= 0 && ss >= 0)
tm = mm * 60 + ss;
}
return _place(r1, s1);
return _placePiece(r1, s1);
}
// 认输
@ -840,14 +841,14 @@ bool Position::doMove(move_t m)
movetype_t mt = type_of(m);
switch (mt) {
case MOVETYPE_CAPTURE:
return capture(static_cast<square_t>(-m));
case MOVETYPE_REMOVE:
return removePiece(static_cast<square_t>(-m));
case MOVETYPE_MOVE:
if (choose(from_sq(m))) {
return place(to_sq(m));
if (selectPiece(from_sq(m))) {
return placePiece(to_sq(m));
}
case MOVETYPE_PLACE:
return place(to_sq(m));
return placePiece(to_sq(m));
default:
break;
}
@ -995,7 +996,7 @@ bool Position::checkGameOverCondition(int8_t updateCmdlist)
}
// 如果中局被“闷”
if (phase == PHASE_MOVING && action == ACTION_CHOOSE && board.isAllSurrounded(sideId, nPiecesOnBoard, sideToMove)) {
if (phase == PHASE_MOVING && action == ACTION_SELECT && board.isAllSurrounded(sideId, nPiecesOnBoard, sideToMove)) {
// 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;
@ -1116,15 +1117,15 @@ void Position::setTips()
case PHASE_PLACING:
if (action == ACTION_PLACE) {
tips = "轮到玩家" + turnStr + "落子,剩余" + std::to_string(nPiecesInHand[sideId]) + "";
} else if (action == ACTION_CAPTURE) {
} else if (action == ACTION_REMOVE) {
tips = "成三!轮到玩家" + turnStr + "去子,需去" + std::to_string(nPiecesNeedRemove) + "";
}
break;
case PHASE_MOVING:
if (action == ACTION_PLACE || action == ACTION_CHOOSE) {
if (action == ACTION_PLACE || action == ACTION_SELECT) {
tips = "轮到玩家" + turnStr + "选子移动";
} else if (action == ACTION_CAPTURE) {
} else if (action == ACTION_REMOVE) {
tips = "成三!轮到玩家" + turnStr + "去子,需去" + std::to_string(nPiecesNeedRemove) + "";
}
break;
@ -1204,7 +1205,7 @@ hash_t Position::updateHashMisc()
hi |= 1U;
}
if (action == ACTION_CAPTURE) {
if (action == ACTION_REMOVE) {
hi |= 1U << 1;
}
@ -1222,7 +1223,7 @@ hash_t Position::getNextMainHash(move_t m)
square_t sq = static_cast<square_t>(to_sq(m));;
movetype_t mt = type_of(m);
if (mt == MOVETYPE_CAPTURE) {
if (mt == MOVETYPE_REMOVE) {
int pieceType = Player::getOpponentById(Player::toId(sideToMove));
nextMainHash ^= zobrist[sq][pieceType];

View File

@ -191,15 +191,6 @@ public:
// 游戏开始
bool start();
// 选子在第r圈第s个位置为迎合日常r和s下标都从1开始
bool choose(int r, int s);
// 落子在第r圈第s个位置为迎合日常r和s下标都从1开始
bool _place(int r, int s);
// 去子在第r圈第s个位置为迎合日常r和s下标都从1开始
bool _capture(int r, int s);
// 认输
bool giveup(player_t loser);
@ -236,11 +227,20 @@ public:
// 判断胜负
player_t getWinner() const;
// 选子在第r圈第s个位置为迎合日常r和s下标都从1开始
bool selectPiece(ring_t r, seat_t s);
// 落子在第r圈第s个位置为迎合日常r和s下标都从1开始
bool _placePiece(ring_t r, seat_t s);
// 去子在第r圈第s个位置为迎合日常r和s下标都从1开始
bool _removePiece(ring_t r, seat_t s);
// 下面几个函数没有算法无关判断和无关操作,节约算法时间
bool doMove(move_t move);
bool choose(square_t square);
bool place(square_t square, int8_t cp = 0);
bool capture(square_t square, int8_t cp = 0);
bool selectPiece(square_t square);
bool placePiece(square_t square, bool updateCmdlist = false);
bool removePiece(square_t square, bool updateCmdlist = false);
// hash 相关
hash_t getPosKey();

View File

@ -45,7 +45,7 @@ enum movetype_t
{
MOVETYPE_PLACE,
MOVETYPE_MOVE,
MOVETYPE_CAPTURE
MOVETYPE_REMOVE
};
constexpr int MAX_MOVES = 40;
@ -177,13 +177,13 @@ enum rating_t : int8_t
RATING_BLOCK_THREE_MILLS = RATING_BLOCK_ONE_MILL * 3,
RATING_THREE_MILLS = RATING_ONE_MILL * 3,
RATING_CAPTURE_ONE_MILL = RATING_ONE_MILL,
RATING_CAPTURE_TWO_MILLS = RATING_TWO_MILLS,
RATING_CAPTURE_THREE_MILLS = RATING_THREE_MILLS,
RATING_REMOVE_ONE_MILL = RATING_ONE_MILL,
RATING_REMOVE_TWO_MILLS = RATING_TWO_MILLS,
RATING_REMOVE_THREE_MILLS = RATING_THREE_MILLS,
RATING_CAPTURE_OPPONENT_ONE_MILL = -RATING_CAPTURE_ONE_MILL,
RATING_CAPTURE_OPPONENT_TWO_MILLS = -RATING_CAPTURE_TWO_MILLS,
RATING_CAPTURE_OPPONENT_THREE_MILLS = -RATING_CAPTURE_THREE_MILLS,
RATING_REMOVE_OPPONENT_ONE_MILL = -RATING_REMOVE_ONE_MILL,
RATING_REMOVE_OPPONENT_TWO_MILLS = -RATING_REMOVE_TWO_MILLS,
RATING_REMOVE_OPPONENT_THREE_MILLS = -RATING_REMOVE_THREE_MILLS,
RATING_TT = 100,
RATING_MAX = std::numeric_limits<int8_t>::max(),
@ -243,9 +243,9 @@ enum piece_t
enum action_t : uint16_t
{
ACTION_NONE = 0x0000,
ACTION_CHOOSE = 0x0100, // 选子
ACTION_SELECT = 0x0100, // 选子
ACTION_PLACE = 0x0200, // 落子
ACTION_CAPTURE = 0x0400 // 提子
ACTION_REMOVE = 0x0400 // 提子
};
#define ENABLE_BASE_OPERATORS_ON(T) \
@ -339,7 +339,7 @@ inline const square_t to_sq(move_t m)
inline const movetype_t type_of(move_t m)
{
if (m < 0) {
return MOVETYPE_CAPTURE;
return MOVETYPE_REMOVE;
} else if (m & 0x1f00) {
return MOVETYPE_MOVE;
}

View File

@ -20,6 +20,7 @@
#include "boarditem.h"
#include "graphicsconst.h"
#include <QPainter>
#include "types.h"
BoardItem::BoardItem(QGraphicsItem *parent) :
size(BOARD_SIZE)
@ -169,19 +170,19 @@ QPointF BoardItem::nearestPosition(QPointF const pos)
return nearestPos;
}
QPointF BoardItem::rs2pos(int r, int s)
QPointF BoardItem::rs2pos(ring_t r, seat_t s)
{
return position[(r - 1) * N_SEATS + s - 1]; // TODO: 为什么是 r - 1 和算法部分不一样?
return position[((int)r - 1) * N_SEATS + (int)s - 1]; // TODO: 为什么是 r - 1 和算法部分不一样?
}
bool BoardItem::pos2rs(QPointF pos, int &r, int &s)
bool BoardItem::pos2rs(QPointF pos, ring_t &r, seat_t &s)
{
// 寻找最近的落子点
for (int i = 0; i < N_RINGS * N_SEATS; i++) {
// 如果pos点在落子点附近
if (QLineF(pos, position[i]).length() < PIECE_SIZE / 6) {
r = i / N_SEATS + 1;
s = i % N_SEATS + 1;
r = ring_t(i / N_SEATS + 1);
s = seat_t(i % N_SEATS + 1);
return true;
}
}

View File

@ -23,6 +23,7 @@
#include <QGraphicsItem>
#include "config.h"
#include "types.h"
class BoardItem : public QGraphicsItem
{
@ -56,10 +57,10 @@ public:
QPointF nearestPosition(QPointF pos);
// 将模型的圈、位转化为落子点坐标
QPointF rs2pos(int r, int s);
QPointF rs2pos(ring_t r, seat_t s);
// 将落子点坐标转化为模型用的圈、位
bool pos2rs(QPointF pos, int &r, int &s);
bool pos2rs(QPointF pos, ring_t &r, seat_t &s);
// 3圈禁止修改
static const uint8_t N_RINGS = 3;

View File

@ -408,11 +408,11 @@ void GameController::playSound(sound_t soundType, player_t player)
case GAME_SOUND_BLOCK_MILL:
filename = "BlockMill_" + sideStr + ".wav";
break;
case GAME_SOUND_CAPTURE:
filename = "Capture_" + oppenentStr + ".wav";
case GAME_SOUND_REMOVE:
filename = "Remove_" + oppenentStr + ".wav";
break;
case GAME_SOUND_CHOOSE:
filename = "choose.wav";
case GAME_SOUND_SELECT:
filename = "Select.wav";
break;
case GAME_SOUND_DRAW:
filename = "Draw.wav";
@ -450,9 +450,6 @@ void GameController::playSound(sound_t soundType, player_t player)
case GAME_SOUND_OBVIOUS:
filename = "Obvious.wav";
break;
case GAME_SOUND_REMOVE:
filename = "remove.wav";
break;
case GAME_SOUND_REPEAT_THREE_DRAW:
filename = "RepeatThreeDraw.wav";
break;
@ -738,7 +735,9 @@ bool GameController::actionPiece(QPointF pos)
{
#ifndef TRAINING_MODE
// 点击非落子点,不执行
int r, s;
ring_t r;
seat_t s;
if (!scene.pos2rs(pos, r, s)) {
return false;
}
@ -795,8 +794,8 @@ bool GameController::actionPiece(QPointF pos)
switch (state.position->getAction()) {
case ACTION_PLACE:
if (state.position->_place(r, s)) {
if (state.position->getAction() == ACTION_CAPTURE) {
if (state.position->_placePiece(r, s)) {
if (state.position->getAction() == ACTION_REMOVE) {
// 播放成三音效
playSound(GAME_SOUND_MILL, state.position->getSideToMove());
} else {
@ -810,13 +809,13 @@ bool GameController::actionPiece(QPointF pos)
// 如果移子不成功尝试重新选子这里不break
[[fallthrough]];
case ACTION_CHOOSE:
case ACTION_SELECT:
piece = qgraphicsitem_cast<PieceItem *>(item);
if (!piece)
break;
if (state.position->choose(r, s)) {
if (state.position->selectPiece(r, s)) {
// 播放选子音效
playSound(GAME_SOUND_CHOOSE, state.position->getSideToMove());
playSound(GAME_SOUND_SELECT, state.position->getSideToMove());
result = true;
} else {
// 播放禁止音效
@ -824,10 +823,10 @@ bool GameController::actionPiece(QPointF pos)
}
break;
case ACTION_CAPTURE:
if (state.position->_capture(r, s)) {
case ACTION_REMOVE:
if (state.position->_removePiece(r, s)) {
// 播放音效
playSound(GAME_SOUND_CAPTURE, state.position->getSideToMove());
playSound(GAME_SOUND_REMOVE, state.position->getSideToMove());
result = true;
} else {
// 播放禁止音效
@ -935,12 +934,12 @@ bool GameController::command(const QString &cmd, bool update /* = true */)
sound_t soundType = GAME_SOUND_NONE;
switch (state.position->getAction()) {
case ACTION_CHOOSE:
case ACTION_SELECT:
case ACTION_PLACE:
soundType = GAME_SOUND_DROG;
break;
case ACTION_CAPTURE:
soundType = GAME_SOUND_CAPTURE;
case ACTION_REMOVE:
soundType = GAME_SOUND_REMOVE;
break;
default:
break;
@ -956,7 +955,7 @@ bool GameController::command(const QString &cmd, bool update /* = true */)
return false;
#ifndef TRAINING_MODE
if (soundType == GAME_SOUND_DROG && state.position->getAction() == ACTION_CAPTURE) {
if (soundType == GAME_SOUND_DROG && state.position->getAction() == ACTION_REMOVE) {
soundType = GAME_SOUND_MILL;
}
@ -1167,7 +1166,7 @@ bool GameController::updateScence(StateInfo &g)
// 遍历棋盘,查找并放置棋盘上的棋子
for (j = SQ_BEGIN; j < SQ_END; j++) {
if (board[j] == key) {
pos = scene.rs2pos(j / Board::N_SEATS, j % Board::N_SEATS + 1);
pos = scene.rs2pos(ring_t(j / Board::N_SEATS), seat_t(j % Board::N_SEATS + 1));
if (piece->pos() != pos) {
// 让移动的棋子位于顶层
@ -1203,7 +1202,7 @@ bool GameController::updateScence(StateInfo &g)
// 为了对最近移除的棋子置为选择状态作准备
deletedPiece = piece;
#ifdef GAME_PLACING_SHOW_CAPTURED_PIECES
#ifdef GAME_PLACING_SHOW_REMOVED_PIECES
if (state.position->getPhase() == PHASE_MOVING) {
#endif
QPropertyAnimation *animation = new QPropertyAnimation(piece, "pos");
@ -1212,7 +1211,7 @@ bool GameController::updateScence(StateInfo &g)
animation->setEndValue(pos);
animation->setEasingCurve(QEasingCurve::InOutQuad);
animationGroup->addAnimation(animation);
#ifdef GAME_PLACING_SHOW_CAPTURED_PIECES
#ifdef GAME_PLACING_SHOW_REMOVED_PIECES
}
#endif
}
@ -1225,7 +1224,7 @@ bool GameController::updateScence(StateInfo &g)
if (rule.hasForbiddenLocations && g.position->getPhase() == PHASE_PLACING) {
for (int j = SQ_BEGIN; j < SQ_END; j++) {
if (board[j] == PIECE_FORBIDDEN) {
pos = scene.rs2pos(j / Board::N_SEATS, j % Board::N_SEATS + 1);
pos = scene.rs2pos(ring_t(j / Board::N_SEATS), seat_t(j % Board::N_SEATS + 1));
if (nTotalPieces < static_cast<int>(pieceList.size())) {
pieceList.at(static_cast<size_t>(nTotalPieces++))->setPos(pos);
} else {

View File

@ -50,8 +50,8 @@ enum sound_t
{
GAME_SOUND_NONE,
GAME_SOUND_BLOCK_MILL,
GAME_SOUND_CAPTURE,
GAME_SOUND_CHOOSE,
GAME_SOUND_REMOVE,
GAME_SOUND_SELECT,
GAME_SOUND_DRAW,
GAME_SOUND_DROG,
GAME_SOUND_FORBIDDEN,
@ -64,7 +64,6 @@ enum sound_t
GAME_SOUND_NEW_GAME,
GAME_SOUND_NEXT_MILL,
GAME_SOUND_OBVIOUS,
GAME_SOUND_REMOVE,
GAME_SOUND_REPEAT_THREE_DRAW,
GAME_SOUND_SIDE,
GAME_SOUND_STAR,

View File

@ -26,6 +26,7 @@
#include "pieceitem.h"
#include "boarditem.h"
#include "graphicsconst.h"
#include "types.h"
GameScene::GameScene(QObject *parent) :
QGraphicsScene(parent),
@ -112,12 +113,12 @@ void GameScene::mouseReleaseEvent(QGraphicsSceneMouseEvent *mouseEvent)
//QGraphicsScene::mouseReleaseEvent(mouseEvent);
}
QPointF GameScene::rs2pos(int r, int s)
QPointF GameScene::rs2pos(ring_t r, seat_t s)
{
return board->rs2pos(r, s);
}
bool GameScene::pos2rs(QPointF pos, int &r, int &s)
bool GameScene::pos2rs(QPointF pos, ring_t &r, seat_t &s)
{
return board->pos2rs(pos, r, s);
}

View File

@ -23,6 +23,7 @@
#include <QGraphicsScene>
#include "config.h"
#include "types.h"
class BoardItem;
@ -34,10 +35,10 @@ public:
~GameScene() override;
// 将模型的圈、位转化为落子点坐标
QPointF rs2pos(int r, int s);
QPointF rs2pos(ring_t r, seat_t s);
// 将落子点坐标转化为模型用的圈、位
bool pos2rs(QPointF pos, int &r, int &s);
bool pos2rs(QPointF pos, ring_t &r, seat_t &s);
// 设置棋盘斜线
void setDiagonal(bool arg = true);

View File

@ -53,16 +53,16 @@ PieceItem::PieceItem(QGraphicsItem *parent) :
size = PIECE_SIZE;
// 选中子标识线宽度
chooseLineWeight = LINE_WEIGHT;
selectLineWeight = LINE_WEIGHT;
// 删除线宽度
removeLineWeight = LINE_WEIGHT * 5;
// 选中线为黄色
#ifdef MOBILE_APP_UI
chooseLineColor = Qt::gray;
selectLineColor = Qt::gray;
#else
chooseLineColor = Qt::darkYellow;
selectLineColor = Qt::darkYellow;
#endif /* MOBILE_APP_UI */
// 删除线颜色
@ -145,9 +145,9 @@ void PieceItem::paint(QPainter *painter,
// 如果模型为选中状态,则画上四个小直角
if (isSelected()) {
QPen pen(chooseLineColor, chooseLineWeight, Qt::SolidLine, Qt::SquareCap, Qt::BevelJoin);
QPen pen(selectLineColor, selectLineWeight, Qt::SolidLine, Qt::SquareCap, Qt::BevelJoin);
painter->setPen(pen);
int xy = (size - chooseLineWeight) / 2;
int xy = (size - selectLineWeight) / 2;
painter->drawLine(-xy, -xy, -xy, -xy / 2);
painter->drawLine(-xy, -xy, -xy / 2, -xy);

View File

@ -127,13 +127,13 @@ private:
bool showNum {false};
// 选中子标识线宽度
int chooseLineWeight;
int selectLineWeight;
// 删除线宽度
int removeLineWeight;
// 选中线颜色
QColor chooseLineColor;
QColor selectLineColor;
// 删除线颜色
QColor removeLineColor;