refactor: Rename PHASE_NOTSTARTED to PHASE_READY
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@ -37,7 +37,7 @@ value_t Evaluation::getValue(Game &tempGame, Position *position, AIAlgorithm::No
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#endif
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switch (position->phase) {
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case PHASE_NOTSTARTED:
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case PHASE_READY:
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break;
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case PHASE_PLACING:
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@ -50,7 +50,7 @@ void MoveList::generate(AIAlgorithm &ai, Game &tempGame,
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newCapacity = 6;
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}
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break;
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case PHASE_NOTSTARTED:
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case PHASE_READY:
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newCapacity = 24;
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break;
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default:
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@ -74,7 +74,7 @@ void MoveList::generate(AIAlgorithm &ai, Game &tempGame,
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case ACTION_CHOOSE:
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case ACTION_PLACE:
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// 对于摆子阶段
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if (tempGame.position.phase & (PHASE_PLACING | PHASE_NOTSTARTED)) {
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if (tempGame.position.phase & (PHASE_PLACING | PHASE_READY)) {
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for (move_t i : movePriorityTable) {
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location = i;
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@ -82,7 +82,7 @@ void MoveList::generate(AIAlgorithm &ai, Game &tempGame,
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continue;
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}
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if (tempGame.position.phase != PHASE_NOTSTARTED || node != root) {
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if (tempGame.position.phase != PHASE_READY || node != root) {
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ai.addNode(node, VALUE_ZERO, (move_t)location, bestMove, tempGame.position.sideToMove);
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} else {
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// 若为先手,则抢占星位
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@ -173,7 +173,7 @@ bool Game::setPosition(const struct Rule *newRule)
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bool Game::reset()
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{
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if (position.phase == PHASE_NOTSTARTED &&
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if (position.phase == PHASE_READY &&
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elapsedSeconds[1] == elapsedSeconds[2] == 0) {
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return true;
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}
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@ -183,7 +183,7 @@ bool Game::reset()
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moveStep = 0;
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// 局面阶段标识
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position.phase = PHASE_NOTSTARTED;
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position.phase = PHASE_READY;
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// 设置轮流状态
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setSideToMove(PLAYER_1);
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@ -262,7 +262,7 @@ bool Game::start()
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reset();
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[[fallthrough]];
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// 如果游戏处于未开始状态
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case PHASE_NOTSTARTED:
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case PHASE_READY:
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// 启动计时器
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startTime = time(NULL);
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// 进入开局状态
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@ -280,7 +280,7 @@ bool Game::place(int location, int8_t updateCmdlist)
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return false;
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// 如果局面为“未开局”,则开局
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if (position.phase == PHASE_NOTSTARTED)
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if (position.phase == PHASE_READY)
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start();
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// 如非“落子”状态,返回false
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@ -961,7 +961,7 @@ void Game::setTips()
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string turnStr = Player::chToStr(position.chSide);
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switch (position.phase) {
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case PHASE_NOTSTARTED:
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case PHASE_READY:
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tips = "轮到玩家1落子,剩余" + std::to_string(position.nPiecesInHand[1]) + "子" +
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" 比分 " + to_string(score[1]) + ":" + to_string(score[2]) + ", 和棋 " + to_string(score_draw);
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break;
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@ -95,12 +95,12 @@ enum player_t : uint8_t
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enum phase_t : uint16_t
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{
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PHASE_NONE = 0,
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PHASE_NOTSTARTED = 1, // 未开局
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PHASE_READY = 1, // 未开局
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PHASE_PLACING = 1 << 1, // 开局(摆棋)
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PHASE_MOVING = 1 << 2, // 中局(走棋)
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PHASE_GAMEOVER = 1 << 3, // 结局
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PHASE_PLAYING = PHASE_PLACING | PHASE_MOVING, // 进行中
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PHASE_NOTPLAYING = PHASE_NOTSTARTED | PHASE_GAMEOVER, // 不在进行中
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PHASE_NOTPLAYING = PHASE_READY | PHASE_GAMEOVER, // 不在进行中
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};
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enum value_t : int16_t
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@ -669,7 +669,7 @@ 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 (game.getPhase() == PHASE_NOTSTARTED)
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if (game.getPhase() == PHASE_READY)
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gameStart();
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// 判断执行选子、落子或去子
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@ -838,7 +838,7 @@ bool GameController::command(const QString &cmd, bool update /* = true */)
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}
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// 如果未开局则开局
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if (game.getPhase() == PHASE_NOTSTARTED) {
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if (game.getPhase() == PHASE_READY) {
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gameStart();
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}
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