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  • x01.Weiqi.10: 死活问题

    估计得不错,点目后,仅一个方法:UpdateMeshes5() 就完美解决了梅花六、刀把五、斗笠四、盘角曲四等死活问题。先来看看效果图:

                

    其代码如下:

      1 void UpdateMeshes5(bool isFirst = true)
      2         {
      3             UpdateAllMeshBlocks();
      4 
      5             m_BlackMeshBlocks.ForEach(block => {
      6                 var poses = block.Poses.ToList();
      7                 block.Poses.ForEach(p => {
      8                     if (BlackPoses.Contains(p))
      9                         poses.Remove(p);
     10                     LinkPoses(p).ForEach(l => {
     11                         if (m_WhiteMeshes.Contains(l))
     12                             poses.Remove(p);
     13                     });
     14                 });
     15 
     16                 if (poses.Count == 6) {
     17                     poses.ForEach(p => {
     18                         var links = LinkPoses(p);
     19                         if (links.Intersect(poses).Count() == 5) {    // 梅花六
     20                             var tmp = poses.Except(links).ToList();
     21                             if (IsCusp(tmp[0], p)) {
     22                                 block.IsDead = true;
     23                                 block.KeyPos = p;
     24                             }
     25                         }
     26                     });
     27                 } else if (poses.Count == 5) {
     28                     poses.ForEach(p => {
     29                         var links = LinkPoses(p);
     30                         if (links.Intersect(poses).Count() == 4) {    // 刀把五
     31                             var tmp = poses.Except(links).ToList();
     32                             if (IsCusp(tmp[0], p)) {
     33                                 block.IsDead = true;
     34                                 block.KeyPos = p;
     35                             }
     36                         }
     37                     });
     38                 } else if (poses.Count == 4) {
     39                     poses.ForEach(p => {
     40                         var links = LinkPoses(p);
     41                         if (links.Intersect(poses).Count() == 4) {    // 斗笠四
     42                             block.IsDead = true;
     43                             block.KeyPos = p;
     44                         } else if (links.Intersect(poses).Count() == 3    // 盘角曲四
     45                             && (p == new Pos(0, 0) || p == new Pos(0, 18) || p == new Pos(18, 0) || p == new Pos(18, 18))) {
     46                             block.IsDead = true;
     47                         }
     48                     });
     49                 } else if (poses.Count == 3) {
     50                     poses.ForEach(p => {
     51                         var links = LinkPoses(p);
     52                         if (links.Intersect(poses).Count() == 3) {    // 直三、曲三
     53                             block.IsDead = true;
     54                             block.KeyPos = p;
     55                         }
     56                     });
     57                 } else if (poses.Count == 2) {
     58                     poses.ForEach(p => {
     59                         var links = LinkPoses(p);
     60                         if (links.Intersect(poses).Count() == 2) {
     61                             block.IsDead = true;
     62                         }
     63                     });
     64                 } else if (poses.Count < 2) {
     65                     block.IsDead = true;
     66                 }
     67 
     68                 if (!isFirst && block.IsDead) {
     69                     m_BlackMeshes.RemoveAll(b => block.Poses.Contains(b));
     70                     m_WhiteMeshes.AddRange(block.Poses);
     71                 }
     72             });
     73 
     74             m_WhiteMeshBlocks.ForEach(block => {
     75                 var poses = block.Poses.ToList();
     76                 block.Poses.ForEach(p => {
     77                     if (WhitePoses.Contains(p))
     78                         poses.Remove(p);
     79                     LinkPoses(p).ForEach(l => {
     80                         if (m_BlackMeshes.Contains(l))
     81                             poses.Remove(p);
     82                     });
     83                 });
     84                 if (poses.Count == 6) {
     85                     poses.ForEach(p => {
     86                         var links = LinkPoses(p);
     87                         if (links.Intersect(poses).Count() == 5) {    // 梅花六
     88                             var tmp = poses.Except(links).ToList();
     89                             if (IsCusp(tmp[0], p)) {
     90                                 block.IsDead = true;
     91                                 block.KeyPos = p;
     92                             }
     93                         }
     94                     });
     95                 } else if (poses.Count == 5) {
     96                     poses.ForEach(p => {
     97                         var links = LinkPoses(p);
     98                         if (links.Intersect(poses).Count() == 4) {    // 刀把五
     99                             var tmp = poses.Except(links).ToList();
    100                             if (IsCusp(tmp[0], p)) {
    101                                 block.IsDead = true;
    102                                 block.KeyPos = p;
    103                             }
    104                         }
    105                     });
    106                 } else if (poses.Count == 4) {
    107                     poses.ForEach(p => {
    108                         var links = LinkPoses(p);
    109                         if (links.Intersect(poses).Count() == 4) {    // 斗笠四
    110                             block.IsDead = true;
    111                             block.KeyPos = p;
    112                         } else if (links.Intersect(poses).Count() == 3    // 盘角曲四
    113                             && (p == new Pos(0, 0) || p == new Pos(0, 18) || p == new Pos(18, 0) || p == new Pos(18, 18))) {
    114                             block.IsDead = true;
    115                         }
    116                     });
    117                 } else if (poses.Count == 3) {
    118                     poses.ForEach(p => {
    119                         var links = LinkPoses(p);
    120                         if (links.Intersect(poses).Count() == 3) {    // 直三、曲三
    121                             block.IsDead = true;
    122                             block.KeyPos = p;
    123                         }
    124                     });
    125                 } else if (poses.Count == 2) {
    126                     poses.ForEach(p => {
    127                         var links = LinkPoses(p);
    128                         if (links.Intersect(poses).Count() == 2) {
    129                             block.IsDead = true;
    130                         }
    131                     });
    132                 } else if (poses.Count < 2) {
    133                     block.IsDead = true;
    134                 }
    135 
    136                 if (!isFirst && block.IsDead) {
    137                     m_WhiteMeshes.RemoveAll(b => block.Poses.Contains(b));
    138                     m_BlackMeshes.AddRange(block.Poses);
    139                 }
    140             });
    141 
    142             if (isFirst) {
    143                 m_BlackMeshBlocks.ForEach(block => {
    144                     if (block.IsDead) {
    145                         foreach (var pos in block.Poses) {
    146                             var links = LinkPoses(pos);
    147                             m_WhiteMeshBlocks.ForEach(w_block => {
    148                                 if (links.Intersect(w_block.Poses).Count() > 0) {
    149                                     if (w_block.IsDead) {
    150                                         BlackPosBlocks.ForEach(bp_block => {
    151                                             if (bp_block.Poses.Contains(pos)) {
    152                                                 block.EmptyCount = bp_block.EmptyCount;
    153                                             }
    154                                             WhitePosBlocks.ForEach(wp_block => {
    155                                                 if (wp_block.Poses.Intersect(w_block.Poses).Count() > 0) {
    156                                                     w_block.EmptyCount = wp_block.EmptyCount;
    157                                                 }
    158                                             });
    159                                         });
    160                                         if (block.EmptyCount > w_block.EmptyCount) {
    161                                             m_WhiteMeshes.RemoveAll(w => w_block.Poses.Contains(w));
    162                                             m_BlackMeshes.AddRange(w_block.Poses);
    163                                         } else if (block.EmptyCount < w_block.EmptyCount) {
    164                                             m_BlackMeshes.RemoveAll(b => block.Poses.Contains(b));
    165                                             m_WhiteMeshes.AddRange(block.Poses);
    166                                         }
    167                                     }
    168                                 }
    169                             });
    170                         }
    171                     }
    172                 });
    173             }
    174 
    175             UpdateMeshColors();
    176         }
    UpdateMeshes5()

    因为涉及到比气问题,所以要调用两次。这又是多遍扫描的应有之意,相信已经见怪不怪了。

    加点智能:

    Pos Defend2()
            {
                var empties = RoundThreePoses(m_CurrentPos).Intersect(EmptyPoses).ToList();
                int count = empties.Count;
                Dictionary<Pos,int> store = new Dictionary<Pos, int>();
                int backCount = 0;
            
                for (int j = 0; j < 100; j++) {
                    bool isFirst = false;
                    Pos firstPos = m_InvalidPos;
                    for (int i = 0; i < 10; i++) {
                        int index = m_Rand.Next(0, count);
                        Pos e = empties[index];
                        if (!NextOne(e.Row, e.Col)) continue;
                        if (!isFirst) {
                            isFirst = true;
                            firstPos = e;
                        }
                        backCount++;
                    }
                    UpdateMeshes1();
                    store[firstPos] = m_BlackMeshes.Count - m_WhiteMeshes.Count;
                    for (int b=0; b <backCount; b++) {
                        BackOne();
                    }
                    backCount = 0;
                }
        
                int value = -1;
                Pos pos = m_InvalidPos;
                foreach (var pair in store) {
                    if (value < pair.Value) {
                        value = pair.Value;
                        pos = pair.Key;
                    }
                }
                return pos;
            }
    Defend2

    最新代码下载链接https://github.com/chinax01/x01.Weiqi

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  • 原文地址:https://www.cnblogs.com/china_x01/p/4525981.html
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