refactor: millgame 重命名为 position 相关文件名修改
This commit is contained in:
parent
073f4ffa01
commit
cd160ddd41
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@ -26,7 +26,7 @@ SOURCES += \
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src/ai/movegen.cpp \
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src/ai/tt.cpp \
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src/game/board.cpp \
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src/game/millgame.cpp \
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src/game/position.cpp \
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src/game/rule.cpp \
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src/main.cpp \
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src/base/thread.cpp \
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@ -57,7 +57,7 @@ HEADERS += \
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src/ai/search.h \
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src/ai/zobrist.h \
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src/game/board.h \
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src/game/millgame.h \
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src/game/position.h \
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src/game/rule.h \
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src/game/types.h \
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src/ui/qt/client.h \
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@ -453,7 +453,7 @@
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<ClInclude Include="src\base\stackalloc.h" />
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<QtMoc Include="src\base\thread.h" />
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<ClInclude Include="src\game\board.h" />
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<ClInclude Include="src\game\millgame.h" />
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<ClInclude Include="src\game\position.h" />
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<ClInclude Include="src\game\rule.h" />
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<ClInclude Include="src\game\types.h" />
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<ClInclude Include="src\ui\qt\boarditem.h" />
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@ -696,7 +696,7 @@
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<ClCompile Include="src\ai\tt.cpp" />
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<ClCompile Include="src\base\thread.cpp" />
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<ClCompile Include="src\game\board.cpp" />
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<ClCompile Include="src\game\millgame.cpp" />
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<ClCompile Include="src\game\position.cpp" />
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<ClCompile Include="src\game\rule.cpp" />
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<ClCompile Include="src\main.cpp" />
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<ClCompile Include="src\ui\qt\boarditem.cpp" />
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@ -75,9 +75,6 @@
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<ClInclude Include="src\ui\qt\graphicsconst.h">
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<Filter>ui</Filter>
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</ClInclude>
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<ClInclude Include="src\game\millgame.h">
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<Filter>game</Filter>
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</ClInclude>
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<ClInclude Include="src\base\MemoryPool.h">
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<Filter>base</Filter>
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</ClInclude>
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@ -111,6 +108,9 @@
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<ClInclude Include="src\ai\tt.h">
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<Filter>ai</Filter>
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</ClInclude>
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<ClInclude Include="src\game\position.h">
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<Filter>game</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<CustomBuild Include="debug\moc_predefs.h.cbt">
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@ -299,9 +299,6 @@
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<ClCompile Include="src\ui\qt\client.cpp">
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<Filter>ui</Filter>
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</ClCompile>
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<ClCompile Include="src\game\millgame.cpp">
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<Filter>game</Filter>
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</ClCompile>
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<ClCompile Include="src\ai\search.cpp">
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<Filter>ai</Filter>
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</ClCompile>
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@ -320,6 +317,9 @@
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<ClCompile Include="src\ai\tt.cpp">
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<Filter>ai</Filter>
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</ClCompile>
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<ClCompile Include="src\game\position.cpp">
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<Filter>game</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ResourceCompile Include="millgame.rc">
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@ -24,7 +24,7 @@
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#include "config.h"
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#include "millgame.h"
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#include "position.h"
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#include "search.h"
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class Evaluation
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@ -23,7 +23,7 @@
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#define MOVEGEN_H
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#include "config.h"
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#include "millgame.h"
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#include "position.h"
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#include "search.h"
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class MoveList
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@ -34,7 +34,7 @@
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#include <string>
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#include <array>
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#include "millgame.h"
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#include "position.h"
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#include "hashmap.h"
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#ifdef MEMORY_POOL
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@ -3,7 +3,7 @@
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#include "config.h"
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#include "types.h"
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#include "millgame.h"
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#include "position.h"
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#include "search.h"
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#include "hashmap.h"
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@ -20,7 +20,7 @@
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#include <cstdint>
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#include "millgame.h"
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#include "position.h"
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static const hash_t zobrist0[Board::N_LOCATIONS][POINT_TYPE_COUNT] = {
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#ifdef TRANSPOSITION_TABLE_CUTDOWN
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@ -26,7 +26,7 @@
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#include <QMutex>
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#include <QWaitCondition>
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#include <QTimer>
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#include "millgame.h"
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#include "position.h"
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#include "search.h"
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#include "server.h"
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#include "client.h"
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@ -20,7 +20,7 @@
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*****************************************************************************/
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#include <algorithm>
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#include "millgame.h"
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#include "position.h"
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#include "search.h"
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#include "movegen.h"
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@ -0,0 +1,407 @@
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/*****************************************************************************
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* Copyright (C) 2018-2019 MillGame authors
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*
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* Authors: liuweilhy <liuweilhy@163.com>
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* Calcitem <calcitem@outlook.com>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation; either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
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*****************************************************************************/
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#ifndef POSITION_H
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#define POSITION_H
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#include <string>
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#include <cstring>
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#include <list>
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#include "config.h"
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#include "types.h"
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#include "rule.h"
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#include "board.h"
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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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{
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public:
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Board board;
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// 局面的哈希值
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hash_t hash{};
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// Zobrist 数组
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hash_t zobrist[Board::N_LOCATIONS][POINT_TYPE_COUNT]{};
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// 局面阶段标识
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enum PositionStage stage;
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// 轮流状态标识
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enum Player turn;
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// 动作状态标识
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enum Action action
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{
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};
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// 玩家1剩余未放置子数
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int nPiecesInHand_1{};
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// 玩家2剩余未放置子数
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int nPiecesInHand_2{};
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// 玩家1盘面剩余子数
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int nPiecesOnBoard_1{};
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// 玩家1盘面剩余子数
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int nPiecesOnBoard_2{};
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// 尚待去除的子数
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int nPiecesNeedRemove{};
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};
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// 棋类(在数据模型内,玩家只分先后手,不分黑白)
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// 注意:Position 类不是线程安全的!
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// 所以不能跨线程修改 Position 类的静态成员变量,切记!
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class Position
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{
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// AI友元类
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friend class MillGameAi_ab;
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public:
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// 赢盘数
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int score_1 {};
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int score_2 {};
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int score_draw {};
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uint64_t rand64() {
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return static_cast<uint64_t>(rand()) ^
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(static_cast<uint64_t>(rand()) << 15) ^
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(static_cast<uint64_t>(rand()) << 30) ^
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(static_cast<uint64_t>(rand()) << 45) ^
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(static_cast<uint64_t>(rand()) << 60);
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}
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uint64_t rand56()
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{
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return rand64() << 8;
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}
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static int playerToId(enum Player player);
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static Player getOpponent(enum Player player);
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private:
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// 创建哈希值
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void constructHash();
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public:
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explicit Position();
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virtual ~Position();
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// 拷贝构造函数
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explicit Position(const Position &);
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// 运算符重载
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Position &operator=(const Position &);
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// 设置配置
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bool configure(bool giveUpIfMostLose, bool randomMove);
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// 设置棋局状态和棋盘上下文,用于初始化
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bool setContext(const struct Rule *rule,
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step_t maxStepsLedToDraw = 0, // 限制步数
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int maxTimeLedToLose = 0, // 限制时间
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step_t initialStep = 0, // 默认起始步数为0
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int flags = GAME_NOTSTARTED | PLAYER1 | ACTION_PLACE, // 默认状态
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const char *board = nullptr, // 默认空棋盘
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int nPiecesInHand_1 = 12, // 玩家1剩余未放置子数
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int nPiecesInHand_2 = 12, // 玩家2剩余未放置子数
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int nPiecesNeedRemove = 0 // 尚待去除的子数
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);
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// 获取棋局状态和棋盘上下文
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void getContext(struct Rule &rule, step_t &step, int &flags, int *&board,
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int &nPiecesInHand_1, int &nPiecesInHand_2, int &nPiecesNeedRemove);
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// 获取当前规则
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const struct Rule *getRule() const
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{
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return ¤tRule;
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}
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// 获取棋盘数据
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const int *getBoard() const
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{
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return context.board.locations;
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}
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// 获取当前棋子位置点
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int getCurrentLocation() const
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{
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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 isStarPoint(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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return currentStep;
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}
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// 获取从上次吃子开始经历的移动步数
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int getMoveStep() const
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{
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return moveStep;
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}
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// 获取是否必败时认输
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bool getGiveUpIfMostLose() const
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{
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return giveUpIfMostLose_;
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}
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// 获取 AI 是否随机走子
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bool getRandomMove() const
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{
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return randomMove_;
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}
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// 获取局面阶段标识
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enum PositionStage getStage() const
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{
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return context.stage;
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}
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// 获取轮流状态标识
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enum Player whosTurn() const
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{
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return context.turn;
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}
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// 获取动作状态标识
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enum Action getAction() const
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{
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return context.action;
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}
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// 判断胜负
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enum Player whoWin() const
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{
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return winner;
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}
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// 玩家1和玩家2的用时
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void getElapsedTime(time_t &p1_ms, time_t &p2_ms);
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// 获取棋局的字符提示
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const string getTips() const
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{
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return tips;
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}
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// 获取当前着法
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const char *getCmdLine() const
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{
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return cmdline;
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}
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// 获得棋谱
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const list<string> *getCmdList() const
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{
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return &cmdlist;
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}
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// 获取开局时间
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time_t getStartTimeb() const
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{
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return startTime;
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}
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// 重新设置开局时间
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void setStartTime(int stimeb)
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{
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startTime = stimeb;
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}
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// 玩家1剩余未放置子数
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int getPiecesInHandCount_1() const
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{
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return context.nPiecesInHand_1;
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}
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// 玩家2剩余未放置子数
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int getPiecesInHandCount_2() const
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{
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return context.nPiecesInHand_2;
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}
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// 玩家1盘面剩余子数
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int getPiecesOnBoardCount_1() const
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{
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return context.nPiecesOnBoard_1;
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}
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// 玩家1盘面剩余子数
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int getPiecesOnBoardCount_2() const
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{
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return context.nPiecesOnBoard_2;
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}
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// 尚待去除的子数
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int getNum_NeedRemove() const
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{
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return context.nPiecesNeedRemove;
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}
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// 计算玩家1和玩家2的棋子活动能力之差
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int getMobilityDiff(enum Player turn, const Rule &rule, int nPiecesOnBoard_1, int nPiecesOnBoard_2, bool includeFobidden);
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// 游戏重置
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bool reset();
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// 游戏开始
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bool start();
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// 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
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bool choose(int r, int s);
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// 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
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bool _place(int r, int s, int time_p = -1);
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// 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
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bool _capture(int r, int s, int time_p = -1);
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// 认输
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bool giveup(Player loser);
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// 命令行解析函数
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bool command(const char *cmd);
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// 更新时间和状态,用内联函数以提高效率
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inline int update(int time_p = -1);
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// 是否分出胜负
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bool win();
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bool win(bool forceDraw);
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// 清除所有禁点
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void cleanForbiddenPoints();
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// 改变轮流
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enum Player changeTurn();
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// 设置提示
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void setTips();
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// 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
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bool command(int move);
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bool choose(int location);
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bool place(int location, int time_p = -1, int8_t cp = 0);
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bool capture(int location, int time_p = -1, int8_t cp = 0);
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// hash 相关
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hash_t getHash();
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hash_t revertHash(int location);
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hash_t updateHash(int location);
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hash_t updateHashMisc();
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public: /* TODO: move to private */
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// 棋局上下文
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PositionContext context;
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// 当前使用的规则
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struct Rule currentRule
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{
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};
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// 棋局上下文中的棋盘数据,单独提出来
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int *board_;
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// 棋谱
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list <string> cmdlist;
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// 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
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char cmdline[64]{};
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/*
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当前着法,AI会用到,如下表示
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0x 00 00
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location1 location2
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开局落子:0x00??,??为棋盘上的位置
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移子:0x__??,__为移动前的位置,??为移动后的位置
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去子:0xFF??,??取位置补码,即为负数
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31 ----- 24 ----- 25
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| \ | / |
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| 23 -- 16 -- 17 |
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| | \ | / | |
|
||||
| | 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(秒)
|
||||
time_t elapsedSeconds_1 {};
|
||||
|
||||
// 玩家2用时(秒)
|
||||
time_t elapsedSeconds_2 {};
|
||||
|
||||
// 当前棋局的字符提示
|
||||
string tips;
|
||||
};
|
||||
|
||||
#endif /* POSITION_H */
|
|
@ -37,7 +37,7 @@
|
|||
#include <QStringListModel>
|
||||
#include <QModelIndex>
|
||||
|
||||
#include "millgame.h"
|
||||
#include "position.h"
|
||||
#include "gamescene.h"
|
||||
#include "pieceitem.h"
|
||||
#include "thread.h"
|
||||
|
|
Loading…
Reference in New Issue