refactor: millgame 重命名为 position 相关文件名修改

This commit is contained in:
CalciteM Team 2019-09-13 00:31:20 +08:00
parent 073f4ffa01
commit cd160ddd41
13 changed files with 426 additions and 19 deletions

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@ -26,7 +26,7 @@ SOURCES += \
src/ai/movegen.cpp \
src/ai/tt.cpp \
src/game/board.cpp \
src/game/millgame.cpp \
src/game/position.cpp \
src/game/rule.cpp \
src/main.cpp \
src/base/thread.cpp \
@ -57,7 +57,7 @@ HEADERS += \
src/ai/search.h \
src/ai/zobrist.h \
src/game/board.h \
src/game/millgame.h \
src/game/position.h \
src/game/rule.h \
src/game/types.h \
src/ui/qt/client.h \

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@ -453,7 +453,7 @@
<ClInclude Include="src\base\stackalloc.h" />
<QtMoc Include="src\base\thread.h" />
<ClInclude Include="src\game\board.h" />
<ClInclude Include="src\game\millgame.h" />
<ClInclude Include="src\game\position.h" />
<ClInclude Include="src\game\rule.h" />
<ClInclude Include="src\game\types.h" />
<ClInclude Include="src\ui\qt\boarditem.h" />
@ -696,7 +696,7 @@
<ClCompile Include="src\ai\tt.cpp" />
<ClCompile Include="src\base\thread.cpp" />
<ClCompile Include="src\game\board.cpp" />
<ClCompile Include="src\game\millgame.cpp" />
<ClCompile Include="src\game\position.cpp" />
<ClCompile Include="src\game\rule.cpp" />
<ClCompile Include="src\main.cpp" />
<ClCompile Include="src\ui\qt\boarditem.cpp" />

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@ -75,9 +75,6 @@
<ClInclude Include="src\ui\qt\graphicsconst.h">
<Filter>ui</Filter>
</ClInclude>
<ClInclude Include="src\game\millgame.h">
<Filter>game</Filter>
</ClInclude>
<ClInclude Include="src\base\MemoryPool.h">
<Filter>base</Filter>
</ClInclude>
@ -111,6 +108,9 @@
<ClInclude Include="src\ai\tt.h">
<Filter>ai</Filter>
</ClInclude>
<ClInclude Include="src\game\position.h">
<Filter>game</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<CustomBuild Include="debug\moc_predefs.h.cbt">
@ -299,9 +299,6 @@
<ClCompile Include="src\ui\qt\client.cpp">
<Filter>ui</Filter>
</ClCompile>
<ClCompile Include="src\game\millgame.cpp">
<Filter>game</Filter>
</ClCompile>
<ClCompile Include="src\ai\search.cpp">
<Filter>ai</Filter>
</ClCompile>
@ -320,6 +317,9 @@
<ClCompile Include="src\ai\tt.cpp">
<Filter>ai</Filter>
</ClCompile>
<ClCompile Include="src\game\position.cpp">
<Filter>game</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="millgame.rc">

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@ -24,7 +24,7 @@
#include "config.h"
#include "millgame.h"
#include "position.h"
#include "search.h"
class Evaluation

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@ -23,7 +23,7 @@
#define MOVEGEN_H
#include "config.h"
#include "millgame.h"
#include "position.h"
#include "search.h"
class MoveList

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@ -34,7 +34,7 @@
#include <string>
#include <array>
#include "millgame.h"
#include "position.h"
#include "hashmap.h"
#ifdef MEMORY_POOL

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@ -3,7 +3,7 @@
#include "config.h"
#include "types.h"
#include "millgame.h"
#include "position.h"
#include "search.h"
#include "hashmap.h"
@ -12,7 +12,7 @@ using namespace CTSL;
#ifdef TRANSPOSITION_TABLE_ENABLE
class TranspositionTable
{
{
public:
// 定义哈希值的类型
enum HashType : uint8_t

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@ -20,7 +20,7 @@
#include <cstdint>
#include "millgame.h"
#include "position.h"
static const hash_t zobrist0[Board::N_LOCATIONS][POINT_TYPE_COUNT] = {
#ifdef TRANSPOSITION_TABLE_CUTDOWN

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@ -26,7 +26,7 @@
#include <QMutex>
#include <QWaitCondition>
#include <QTimer>
#include "millgame.h"
#include "position.h"
#include "search.h"
#include "server.h"
#include "client.h"

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@ -20,7 +20,7 @@
*****************************************************************************/
#include <algorithm>
#include "millgame.h"
#include "position.h"
#include "search.h"
#include "movegen.h"

407
src/game/positon.h Normal file
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@ -0,0 +1,407 @@
/*****************************************************************************
* Copyright (C) 2018-2019 MillGame authors
*
* Authors: liuweilhy <liuweilhy@163.com>
* Calcitem <calcitem@outlook.com>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
*****************************************************************************/
#ifndef POSITION_H
#define POSITION_H
#include <string>
#include <cstring>
#include <list>
#include "config.h"
#include "types.h"
#include "rule.h"
#include "board.h"
using namespace std;
// 棋局结构体,算法相关,包含当前棋盘数据
// 单独分离出来供AI判断局面用生成置换表时使用
class PositionContext
{
public:
Board board;
// 局面的哈希值
hash_t hash{};
// Zobrist 数组
hash_t zobrist[Board::N_LOCATIONS][POINT_TYPE_COUNT]{};
// 局面阶段标识
enum PositionStage stage;
// 轮流状态标识
enum Player turn;
// 动作状态标识
enum Action action
{
};
// 玩家1剩余未放置子数
int nPiecesInHand_1{};
// 玩家2剩余未放置子数
int nPiecesInHand_2{};
// 玩家1盘面剩余子数
int nPiecesOnBoard_1{};
// 玩家1盘面剩余子数
int nPiecesOnBoard_2{};
// 尚待去除的子数
int nPiecesNeedRemove{};
};
// 棋类(在数据模型内,玩家只分先后手,不分黑白)
// 注意Position 类不是线程安全的!
// 所以不能跨线程修改 Position 类的静态成员变量,切记!
class Position
{
// AI友元类
friend class MillGameAi_ab;
public:
// 赢盘数
int score_1 {};
int score_2 {};
int score_draw {};
uint64_t rand64() {
return static_cast<uint64_t>(rand()) ^
(static_cast<uint64_t>(rand()) << 15) ^
(static_cast<uint64_t>(rand()) << 30) ^
(static_cast<uint64_t>(rand()) << 45) ^
(static_cast<uint64_t>(rand()) << 60);
}
uint64_t rand56()
{
return rand64() << 8;
}
static int playerToId(enum Player player);
static Player getOpponent(enum Player player);
private:
// 创建哈希值
void constructHash();
public:
explicit Position();
virtual ~Position();
// 拷贝构造函数
explicit Position(const Position &);
// 运算符重载
Position &operator=(const Position &);
// 设置配置
bool configure(bool giveUpIfMostLose, bool randomMove);
// 设置棋局状态和棋盘上下文,用于初始化
bool setContext(const struct Rule *rule,
step_t maxStepsLedToDraw = 0, // 限制步数
int maxTimeLedToLose = 0, // 限制时间
step_t initialStep = 0, // 默认起始步数为0
int flags = GAME_NOTSTARTED | PLAYER1 | ACTION_PLACE, // 默认状态
const char *board = nullptr, // 默认空棋盘
int nPiecesInHand_1 = 12, // 玩家1剩余未放置子数
int nPiecesInHand_2 = 12, // 玩家2剩余未放置子数
int nPiecesNeedRemove = 0 // 尚待去除的子数
);
// 获取棋局状态和棋盘上下文
void getContext(struct Rule &rule, step_t &step, int &flags, int *&board,
int &nPiecesInHand_1, int &nPiecesInHand_2, int &nPiecesNeedRemove);
// 获取当前规则
const struct Rule *getRule() const
{
return &currentRule;
}
// 获取棋盘数据
const int *getBoard() const
{
return context.board.locations;
}
// 获取当前棋子位置点
int getCurrentLocation() const
{
return currentLocation;
}
// 判断位置点是否为星位 (星位是经常会先占的位置)
static bool isStarPoint(int location)
{
return (location == 17 || location == 19 || location == 21 || location == 23);
}
// 获取当前步数
int getStep() const
{
return currentStep;
}
// 获取从上次吃子开始经历的移动步数
int getMoveStep() const
{
return moveStep;
}
// 获取是否必败时认输
bool getGiveUpIfMostLose() const
{
return giveUpIfMostLose_;
}
// 获取 AI 是否随机走子
bool getRandomMove() const
{
return randomMove_;
}
// 获取局面阶段标识
enum PositionStage getStage() const
{
return context.stage;
}
// 获取轮流状态标识
enum Player whosTurn() const
{
return context.turn;
}
// 获取动作状态标识
enum Action getAction() const
{
return context.action;
}
// 判断胜负
enum Player whoWin() const
{
return winner;
}
// 玩家1和玩家2的用时
void getElapsedTime(time_t &p1_ms, time_t &p2_ms);
// 获取棋局的字符提示
const string getTips() const
{
return tips;
}
// 获取当前着法
const char *getCmdLine() const
{
return cmdline;
}
// 获得棋谱
const list<string> *getCmdList() const
{
return &cmdlist;
}
// 获取开局时间
time_t getStartTimeb() const
{
return startTime;
}
// 重新设置开局时间
void setStartTime(int stimeb)
{
startTime = stimeb;
}
// 玩家1剩余未放置子数
int getPiecesInHandCount_1() const
{
return context.nPiecesInHand_1;
}
// 玩家2剩余未放置子数
int getPiecesInHandCount_2() const
{
return context.nPiecesInHand_2;
}
// 玩家1盘面剩余子数
int getPiecesOnBoardCount_1() const
{
return context.nPiecesOnBoard_1;
}
// 玩家1盘面剩余子数
int getPiecesOnBoardCount_2() const
{
return context.nPiecesOnBoard_2;
}
// 尚待去除的子数
int getNum_NeedRemove() const
{
return context.nPiecesNeedRemove;
}
// 计算玩家1和玩家2的棋子活动能力之差
int getMobilityDiff(enum Player turn, const Rule &rule, int nPiecesOnBoard_1, int nPiecesOnBoard_2, bool includeFobidden);
// 游戏重置
bool reset();
// 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, int time_p = -1);
// 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, int time_p = -1);
// 认输
bool giveup(Player loser);
// 命令行解析函数
bool command(const char *cmd);
// 更新时间和状态,用内联函数以提高效率
inline int update(int time_p = -1);
// 是否分出胜负
bool win();
bool win(bool forceDraw);
// 清除所有禁点
void cleanForbiddenPoints();
// 改变轮流
enum Player changeTurn();
// 设置提示
void setTips();
// 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 command(int move);
bool choose(int location);
bool place(int location, int time_p = -1, int8_t cp = 0);
bool capture(int location, int time_p = -1, int8_t cp = 0);
// hash 相关
hash_t getHash();
hash_t revertHash(int location);
hash_t updateHash(int location);
hash_t updateHashMisc();
public: /* TODO: move to private */
// 棋局上下文
PositionContext context;
// 当前使用的规则
struct Rule currentRule
{
};
// 棋局上下文中的棋盘数据,单独提出来
int *board_;
// 棋谱
list <string> cmdlist;
// 着法命令行用于棋谱的显示和解析, 当前着法的命令行指令,即一招棋谱
char cmdline[64]{};
/*
AI会用到
0x 00 00
location1 location2
0x00????
0x__??__为移动前的位置??
0xFF????
31 ----- 24 ----- 25
| \ | / |
| 23 -- 16 -- 17 |
| | \ | / | |
| | 15 08 09 | |
30-22-14 10-18-26
| | 13 12 11 | |
| | / | \ | |
| 21 -- 20 -- 19 |
| / | \ |
29 ----- 28 ----- 27
*/
int32_t move_{};
// 选中的棋子在board中的位置
int currentLocation{};
private:
// 棋局哈希值
// uint64_t hash;
// 胜负标识
enum Player winner;
// 当前步数
step_t currentStep {};
// 从走子阶段开始或上次吃子起的步数
int moveStep {};
// 是否必败时认输
bool giveUpIfMostLose_ {false};
// AI 是否随机走子
bool randomMove_ {true};
// 游戏起始时间
time_t startTime {};
// 当前游戏时间
time_t currentTime {};
// 玩家1用时
time_t elapsedSeconds_1 {};
// 玩家2用时
time_t elapsedSeconds_2 {};
// 当前棋局的字符提示
string tips;
};
#endif /* POSITION_H */

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@ -37,7 +37,7 @@
#include <QStringListModel>
#include <QModelIndex>
#include "millgame.h"
#include "position.h"
#include "gamescene.h"
#include "pieceitem.h"
#include "thread.h"