refactor: isStarLocation() 转移到 board 模块
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@ -90,7 +90,7 @@ void MoveList::generateLegalMoves(MillGameAi_ab &ai_ab, Position &dummyPosition,
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ai_ab.addNode(node, VALUE_ZERO, (move_t)location, bestMove, dummyPosition.context.turn);
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} else {
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// 若为先手,则抢占星位
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if (Position::isStarLocation(location)) {
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if (Board::isStarLocation(location)) {
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ai_ab.addNode(node, VALUE_INFINITE, (move_t)location, bestMove, dummyPosition.context.turn);
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}
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}
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@ -481,6 +481,14 @@ bool Board::getCurrentPiece(player_t &player, int &number, int location)
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return true;
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}
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bool Board::isStarLocation(int location)
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{
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return (location == 17 ||
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location == 19 ||
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location == 21 ||
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location == 23);
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}
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void Board::mirror(list <string> &cmdlist, char* cmdline, int32_t move_, struct Rule ¤tRule, int location, bool cmdChange /*= true*/)
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{
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int ch;
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@ -55,6 +55,9 @@ public:
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// 空棋盘点位,用于判断一个棋子位置是否在棋盘上
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static const int onBoard[N_LOCATIONS];
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// 判断位置点是否为星位 (星位是经常会先占的位置)
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static bool isStarLocation(int location);
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// 成三表,表示棋盘上各个位置有成三关系的对应位置表
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// 这个表跟规则有关,一旦规则改变需要重新修改
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static int millTable[N_LOCATIONS][LINE_TYPES_COUNT][N_RINGS - 1];
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@ -87,7 +87,7 @@ int Position::playerToId(enum player_t player)
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return 0;
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}
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player_t Position::getOpponent(player_t player)
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player_t Position::getOpponent(enum player_t player)
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{
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switch (player)
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{
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@ -33,7 +33,6 @@
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using namespace std;
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// 棋局结构体,算法相关,包含当前棋盘数据
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// 单独分离出来供AI判断局面用,生成置换表时使用
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class PositionContext
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@ -144,12 +143,6 @@ public:
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return currentLocation;
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}
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// 判断位置点是否为星位 (星位是经常会先占的位置)
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static bool isStarLocation(int location)
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{
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return (location == 17 || location == 19 || location == 21 || location == 23);
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}
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// 获取当前步数
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int getStep() const
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{
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