This is a resource I found online. I can’t remember the source, so I’ll record it. The overall structure of the program is very simple:
The code is as follows:
import java.util.Comparator; /** * 排序 Comparator */ class ArrComparator implements Comparator<Object> { int column = 2; int sortOrder = -1; // 递减 public ArrComparator() { } public int compare(Object a, Object b) { if (a instanceof int[]) { return sortOrder * (((int[]) a)[column] - ((int[]) b)[column]); } throw new IllegalArgumentException("param a,b must int[]."); } }
import javax.swing.*; import java.awt.*; import java.awt.event.*; import java.net.URL; @SuppressWarnings("serial") public class ChessMap extends JFrame { private ImageIcon map; //棋盘背景位图 private ImageIcon blackchess; //黑子位图 private ImageIcon whitechess; //白子位图 private ChessPanel cp; //棋盘 private JPanel east; private JPanel west; private static final int FINAL_WIDTH = 450; private static final int FINAL_HEIGHT = 500; //以下为下拉菜单 private JMenuBar menubar; private JMenu[] menu={new JMenu("开始"),new JMenu("设置"),new JMenu("帮助")}; private JMenuItem[] menuitem1={new JMenuItem("重新开始"),new JMenuItem("悔棋"),new JMenuItem("退出")}; private JMenuItem[] menuitem2={new JMenuItem("禁手选择"),new JMenuItem("人机博弈"),new JMenuItem("人人对弈")}; private JMenuItem[] menuitem3={new JMenuItem("规则"),new JMenuItem("关于")}; private boolean haveai=true; //人与人下还是人与电脑下,true与电脑下 Mouseclicked mouseclicked=new Mouseclicked(); MouseMoved mousemoved=new MouseMoved(); Menuitemclicked menuclicked=new Menuitemclicked(); //构造函数 public ChessMap(){ //改变系统默认字体 Font font = new Font("Dialog", Font.PLAIN, 12); java.util.Enumeration keys = UIManager.getDefaults().keys(); while (keys.hasMoreElements()) { Object key = keys.nextElement(); Object value = UIManager.get(key); if (value instanceof javax.swing.plaf.FontUIResource) { UIManager.put(key, font); } } setTitle("五子棋 "); setSize(FINAL_WIDTH,FINAL_HEIGHT); setResizable(false); init(); setLocation(Toolkit.getDefaultToolkit().getScreenSize().width / 2 - FINAL_WIDTH / 2, Toolkit.getDefaultToolkit() .getScreenSize().height / 2 - FINAL_HEIGHT / 2); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); cp.reset(); setVisible(true); } //初始化与默认值 public void init() { map=new ImageIcon(getClass().getResource("bg.jpg")); blackchess=new ImageIcon(getClass().getResource("blackchess.gif")); whitechess=new ImageIcon(getClass().getResource("whitechess.gif")); cp=new ChessPanel(map,blackchess,whitechess); menubar=new JMenuBar(); menuitem1[0].setActionCommand("Restart"); menuitem1[1].setActionCommand("Rollback"); menuitem1[2].setActionCommand("Exit"); menuitem2[0].setActionCommand("Forbid"); menuitem2[1].setActionCommand("Robot"); menuitem2[2].setActionCommand("Human"); menuitem3[0].setActionCommand("Rule"); menuitem3[1].setActionCommand("About"); for(int i=0;i<3;i++) menu[0].add(menuitem1[i]); for(int i=0;i<3;i++) menu[1].add(menuitem2[i]); for(int i=0;i<2;i++) menu[2].add(menuitem3[i]); for(int i=0;i<3;i++) menubar.add(menu[i]); Container p = getContentPane(); setJMenuBar(menubar); east = new JPanel(); west = new JPanel(); p.add(east, "East"); p.add(west, "West"); p.add(cp, "Center"); cp.addMouseListener(mouseclicked); cp.addMouseMotionListener(mousemoved); menuitem1[0].addActionListener(menuclicked); menuitem1[1].addActionListener(menuclicked); menuitem1[2].addActionListener(menuclicked); menuitem2[0].addActionListener(menuclicked); menuitem2[1].addActionListener(menuclicked); menuitem2[2].addActionListener(menuclicked); menuitem3[0].addActionListener(menuclicked); menuitem3[1].addActionListener(menuclicked); } class Mouseclicked extends MouseAdapter //判断鼠标左击并通知棋盘和电脑 { public void mouseClicked(MouseEvent e) { if(cp.win==false){ if(haveai){ //和电脑博弈 Point p1=new Point(); p1=cp.getPoint(e.getX(),e.getY()); int x=p1.x; int y=p1.y; // 如果该位置已经放置棋子 System.out.println("x="+x+",y="+y); if (cp.isChessOn[x][y] != 2) return; // 玩家为黑棋,考虑禁手 if( cp.able_flag && cp.bw == 0) { int type = cp.getType(x,y,cp.bw); String str = null; switch(type){ case 20: str = "黑长连禁手!请选择其它位置下棋!"; break; case 21: str = "黑四四禁手!请选择其它位置下棋!"; break; case 22: str = "黑三三禁手!请选择其它位置下棋!"; break; default : break; } if(str != null) { JOptionPane.showMessageDialog(null,str); return; } } boolean flag=cp.haveWin(x, y, cp.bw); cp.update( x, y ); cp.putVoice(); //落子声音 // 第一步棋,需初始化设置边界值 if( cp.chess_num == 1){ if(x-1>=0) cp.x_min = x-1; if(x-1<=15) cp.x_max = x+1; if(y-1>=0) cp.y_min = y-1; if(y-1<=15) cp.y_max = y+1; } else cp.resetMaxMin(x,y); if (flag) { cp.wined(1 - cp.bw); return; } cp.putOne(cp.bw); }else{ //和人博弈 Point p1=new Point(); p1=cp.getPoint(e.getX(),e.getY()); int x=p1.x; int y=p1.y; // 如果该位置已经放置棋子 System.out.println("x="+x+",y="+y); if (cp.isChessOn[x][y] != 2) return; // 玩家为黑棋,考虑禁手 if( cp.able_flag && cp.bw == 0) { int type = cp.getType(x,y,cp.bw); String str = null; switch(type){ case 20: str = "黑长连禁手!请选择其它位置下棋!"; break; case 21: str = "黑四四禁手!请选择其它位置下棋!"; break; case 22: str = "黑三三禁手!请选择其它位置下棋!"; break; default : break; } if(str != null) { JOptionPane.showMessageDialog(null,str); return; } } boolean flag=cp.haveWin(x, y, cp.bw); cp.update( x, y ); cp.putVoice(); //落子声音 cp.repaint(); // 第一步棋,需初始化设置边界值 if( cp.chess_num == 1){ if(x-1>=0) cp.x_min = x-1; if(x-1<=15) cp.x_max = x+1; if(y-1>=0) cp.y_min = y-1; if(y-1<=15) cp.y_max = y+1; } else cp.resetMaxMin(x,y); if (flag) { cp.wined(1 - cp.bw); return; } } } } } class MouseMoved implements MouseMotionListener //调试用,获得鼠标位置 { public void mouseMoved(MouseEvent e) { cp.showMousePos(e.getPoint()); } public void mouseDragged(MouseEvent e) {} } class Menuitemclicked implements ActionListener //菜单消息处理 { public void actionPerformed(ActionEvent e) { JMenuItem target = (JMenuItem)e.getSource(); String actionCommand = target.getActionCommand(); if(actionCommand.equals("Restart")){ //重开一局 cp.reset(); if(cp.sbw==cp.WHITE_ONE) cp.update(7, 7); //player=cp.BLACK_ONE; } if(actionCommand.equals("Rollback")){ //悔棋 if(cp.win) { JOptionPane.showMessageDialog(null,"棋局已经结束,不能悔棋!请重新开始新的棋局!"); return; } // 当前轮到玩家下棋,取消两步 否则,取消一步 if(cp.chess_num >= 2 && cp.bw == cp.sbw){ cp.isChessOn[cp.pre[cp.chess_num-1][0]][cp.pre[cp.chess_num-1][1]] = 2; cp.isChessOn[cp.pre[cp.chess_num-2][0]][cp.pre[cp.chess_num-2][1]] = 2; cp.chess_num -= 2; cp.repaint(); } else if(cp.chess_num >= 1 && cp.bw == 1-cp.sbw){ cp.isChessOn[cp.pre[cp.chess_num-1][0]][cp.pre[cp.chess_num-1][1]] = 2; cp.chess_num --; cp.repaint(); } } else if(actionCommand.equals("Exit")){ //退出 System.exit(1); } else if(actionCommand.equals("Forbid")){ //禁手选择 Object[] options = { "无禁手", "有禁手" }; int sel = JOptionPane.showOptionDialog( null, "你的选择:", "禁手选择", JOptionPane.DEFAULT_OPTION, JOptionPane.QUESTION_MESSAGE, null, options, options[0]); if(sel==1){ cp.able_flag=true; System.out.println("有禁手"); }else{ cp.able_flag=false; System.out.println("无禁手"); } } else if(actionCommand.equals("Robot")){ //人机博弈 haveai=true; Object[] options = { "人类先手", "机器先手" }; int sel = JOptionPane.showOptionDialog( null, "你的选择:", "先手选择", JOptionPane.DEFAULT_OPTION, JOptionPane.QUESTION_MESSAGE, null, options, options[0]); if(sel==1){ //机器先手 cp.sbw=cp.WHITE_ONE; cp.update(7, 7); System.out.println("机器先手"); }else{ //人先手 //player=cp.BLACK_ONE; cp.sbw=cp.BLACK_ONE; System.out.println("人先手"); } } else if(actionCommand.equals("Human")){ //人人博弈 haveai=false; cp.setHumanhuman(true); }else if(actionCommand.equals("Rule")){ //规则 JOptionPane.showConfirmDialog(null, "1、无禁手:" +"\n"+ " 黑白双方依次落子,任一方先在棋盘上形成连续的五个(含五个以上)棋子的一方为胜。" +"\n"+ "2、有禁手:(走禁手就输,禁手不能落子)" +"\n"+ " 鉴于无禁手规则黑棋必胜,人们不断采用一些方法限制黑棋先行的优势,以平衡黑白双方的形式。" +"\n"+ " 于是针对黑棋的各种禁手逐渐形成。" +"\n"+ " 禁手主要分为以下几类:" +"\n"+ " (1)黑长连禁手:连成六个以上连续相同的棋子。" +"\n"+ " (2)黑三三禁手:两个以上的活三。" + "\n"+ " (3)黑四四禁手:两个以上的四。" + "\n"+ " 禁手是针对黑棋而言的,白棋没有任何禁手。" ,"规则",JOptionPane.CLOSED_OPTION,JOptionPane.INFORMATION_MESSAGE); } else if(actionCommand.equals("About")){ //版权与帮助 JOptionPane.showConfirmDialog(null,"团队成员:\n" +"自行添加","关于",JOptionPane.CLOSED_OPTION,JOptionPane.INFORMATION_MESSAGE); } } } public static void main(String[] args) { new ChessMap(); } }
import javax.sound.sampled.AudioInputStream; import javax.swing.*; import java.applet.AudioClip; import java.awt.*; import java.net.URL; import java.util.Arrays; import java.util.LinkedList; import java.util.Random; @SuppressWarnings("serial") public class ChessPanel extends JPanel{ private ImageIcon map; //棋盘背景位图 private ImageIcon blackchess; //黑子位图 private ImageIcon whitechess; //白子位图 public int isChessOn [][]; //棋局 protected boolean win = false; // 是否已经分出胜负 protected int win_bw; // 胜利棋色 protected int deep = 3, weight = 7; // 搜索的深度以及广度 public int drawn_num = 110; // 和棋步数 int chess_num = 0; // 总落子数目 public int[][] pre = new int[drawn_num + 1][2]; // 记录下棋点的x,y坐标 最多 (drawn_num + 1) 个 public int sbw = 0; //玩家棋色黑色0,白色1 public int bw = 0; // 当前应该下的棋色 0:黑色(默认), 1:白色 // 边界值,用于速度优化 protected int x_max = 15, x_min = 0; protected int y_max = 15, y_min = 0; protected boolean able_flag = true; // 是否选择禁手标志 0:无禁手 1:有禁手(默认 private int h; //棋子长 private int w; //棋子宽 private int insx; //插入棋子的位置 private int insy; private Point mousePoint; //鼠标当前位置 private int winer; //获胜方 private boolean humanhuman=false; //是否是人人对弈 private int plast=0; //走了几步了, public int BLACK_ONE; //0表黑子 public int WHITE_ONE; //1表白子 public int NONE_ONE; //2表无子 public int N; //棋盘边长 //-------声音 String[] choics = { "put.wav", "win.wav","lost.wav" }; //声音文件名数组 URL file1 = getClass().getResource(choics[0]); //落子声音文件 URL file2 = getClass().getResource(choics[1]); //获胜声音文件 URL file3 = getClass().getResource(choics[2]); //失败声音文件 AudioClip soundPut = java.applet.Applet.newAudioClip(file1); //落子声音剪辑对象 AudioClip soundWin = java.applet.Applet.newAudioClip(file2); //获胜声音剪辑对象 AudioClip soundLost = java.applet.Applet.newAudioClip(file3); //失败声音剪辑对象 public ChessPanel(){} public ChessPanel(ImageIcon r_map,ImageIcon r_blackchess,ImageIcon r_whitechess) { N=15; map=new ImageIcon(); blackchess=new ImageIcon(); whitechess=new ImageIcon(); map=r_map; blackchess=r_blackchess; whitechess=r_whitechess; NONE_ONE=2; BLACK_ONE=0; WHITE_ONE=1; winer=NONE_ONE; isChessOn=new int[N][N]; h=blackchess.getIconHeight()*(N-1); w=blackchess.getIconWidth()*(N-1); insx=0; insy=0; mousePoint=new Point(); } public void reset(){ //重开一局 winer=NONE_ONE; for(int i=0;i<N;i++) for(int j=0;j<N;j++){ isChessOn[i][j]=NONE_ONE; } chess_num = 0; win = false; win_bw=2; bw = 0; x_max = 15; x_min = 0; y_max = 15;y_min = 0; repaint(); } public void showMousePos(Point p){ //调试用,显示鼠标位置 int cw; cw=h/N; mousePoint.x=p.x/cw; mousePoint.y=p.y/cw; repaint(); } public Point getPoint(int x,int y){ int cw; insx=x; insy=y; cw=h/N; Point r=new Point(x/cw,y/cw); return r; } public void gameOver(int r_winer){ //游戏胜负已分 winer=r_winer; } public void paint(Graphics g){ //整体布局 super.paint(g); paintChessMap(g); paintChess(g); if(winer==BLACK_ONE){ g.drawString(new String("游戏结束!黑棋获胜!"),500,200); } else if(winer==WHITE_ONE){ g.drawString(new String("游戏结束!白棋获胜!"),500,200); } } private void paintChessMap(Graphics g){ //画棋盘 map.paintIcon(this,g,10,10); int j; g.setColor(Color.BLACK); for(j=0;j<N;j++){ //画线 g.drawLine(h/N/2,h/N*j+h/N/2,w-w/N+(N%2)*(h/N/2),h/N*j+h/N/2); g.drawLine(w/N*j+h/N/2,h/N/2,w/N*j+h/N/2,h-h/N+(N%2)*(h/N/2)); } g.fillRect(w/N*7+h/N/2-3,h/N*7+h/N/2-3,6,6);//画5个黑方块 g.fillRect(w/N*3+h/N/2-3,h/N*3+h/N/2-3,6,6); g.fillRect(w/N*11+h/N/2-3,h/N*3+h/N/2-3,6,6); g.fillRect(w/N*3+h/N/2-3,h/N*11+h/N/2-3,6,6); g.fillRect(w/N*11+h/N/2-3,h/N*11+h/N/2-3,6,6); } private void paintChess(Graphics g){ //画棋子 int i,j; for(i=0;i<N;i++) for(j=0;j<N;j++){ if(isChessOn[i][j]==BLACK_ONE){ blackchess.paintIcon(this,g,w/N*i,h/N*j); } else if(isChessOn[i][j]==WHITE_ONE){ whitechess.paintIcon(this,g,w/N*i,h/N*j); } } } //-------------------------------下棋声音设置------------------------------------------------- //落子声音 public void putVoice(){ soundPut.play(); } //获胜声音 public void winVoice(){ soundWin.play(); } //失败声音 public void lostVoice(){ soundLost.play(); } //----------------------电脑下棋-------------------------------// public void putOne(int bwf ) { //bwf 棋色 0:黑色 1:白色 int x, y, mx = -100000000; x = y = -1; // 搜索最优下棋点 int[][] bests = getBests( bwf ); for (int k = 0; k < bests.length; k++) { int i = bests[k][0]; int j = bests[k][1]; // 有成5,则直接下子,并退出循环..没有,则思考对方情况 if (getType(i, j, bwf) == 1) { x = i; y = j; break; } if (getType(i, j,1 - bwf) == 1) { x = i; y = j; break; } // 预存当前边界值 int temp1=x_min,temp2=x_max,temp3=y_min,temp4=y_max; // 预设己方下棋,并更新边界值 isChessOn[i][j] = bwf; resetMaxMin(i,j); // 预测未来 int t = findMin(-100000000, 100000000, deep); // 还原预设下棋位置以及边界值 isChessOn[i][j] = 2; x_min=temp1; x_max=temp2; y_min=temp3; y_max=temp4; // 差距小于1000,50%概率随机选取 //System.out.println("外 :" + i + "," + j + " mx:" + mx + " t:" + t); if (t - mx > 1000 || Math.abs(t - mx)<1000 && randomTest(3)) { x = i; y = j; mx = t; //System.out.println(i + "," + j + " mx:" + mx + " t:" + t); } } System.out.println("x="+x+",y="+y); // addChess(x,y,(bwf+1)%2,true); // repaint(); int step=0; step++; System.out.println("step "+step+":-----------------------------------------------"); for(int i=0;i<15;i++,System.out.print("\n")) for(int j=0;j<15;j++) { if(isChessOn[j][i]!=2)System.out.print(isChessOn[j][i]); else System.out.print(isChessOn[j][i]); } // 判断是否已分胜负 boolean flag = haveWin(x, y, bwf); //记录 update( x, y ); repaint(); // 重设边界值 resetMaxMin(x,y); // 胜负已分 if (flag) wined(bwf); if (!flag && chess_num >= drawn_num) { win = true; String str = drawn_num + "步没分胜负,判和棋!"; JOptionPane.showMessageDialog(null,str); return; } } //---------搜索当前搜索状态极大值--------------------------------// //alpha 祖先节点得到的当前最小最大值,用于alpha 剪枝 //beta 祖先节点得到的当前最大最小值,用于beta 剪枝。 //step 还要搜索的步数 //return 当前搜索子树极大值 protected int findMax(int alpha, int beta, int step) { int max = alpha; if (step == 0) { return evaluate(); } int[][] rt = getBests(1 - sbw); for (int i = 0; i < rt.length; i++) { int x = rt[i][0]; int y = rt[i][1]; if (getType(x, y, 1 - sbw) == 1) //电脑可取胜 return 100 * ( getMark(1) + step*1000 ); isChessOn[x][y] = 1 - sbw; // 预存当前边界值 int temp1=x_min,temp2=x_max,temp3=y_min,temp4=y_max; resetMaxMin(x,y); int t = findMin(max, beta, step - 1); isChessOn[x][y] = 2; // 还原预设边界值 x_min=temp1; x_max=temp2; y_min=temp3; y_max=temp4; if (t > max) max = t; //beta 剪枝 if (max >= beta) return max; } return max; } //-----------------------搜索当前搜索状态极小值---------------------------------// //alpha 祖先节点得到的当前最小最大值,用于alpha 剪枝 //beta 祖先节点得到的当前最大最小值,用于beta 剪枝 //step 还要搜索的步数 //return 当前搜索子树极小值。 protected int findMin(int alpha, int beta, int step) { int min = beta; if (step == 0) { return evaluate(); } int[][] rt = getBests(sbw); for (int i = 0; i < rt.length; i++) { int x = rt[i][0]; int y = rt[i][1]; int type = getType(x, y, sbw); if (type == 1) //玩家成5 return -100 * ( getMark(1) + step*1000 ); // 预存当前边界值 int temp1=x_min,temp2=x_max,temp3=y_min,temp4=y_max; isChessOn[x][y] = sbw; resetMaxMin(x,y); int t = findMax( alpha, min, step - 1 ); isChessOn[x][y] = 2; // 还原预设边界值 x_min=temp1; x_max=temp2; y_min=temp3; y_max=temp4; if (t < min) min = t; //alpha 剪枝 if (min <= alpha) { return min; } } return min; } //-----------------选取局部最优的几个落子点作为下一次扩展的节点---------// //bwf 棋色 0:黑棋 1:白棋 //return 选出来的节点坐标 private int[][] getBests(int bwf) { int i_min=(x_min==0 ? x_min:x_min-1); int j_min=(y_min==0 ? y_min:y_min-1); int i_max=(x_max==15 ? x_max:x_max+1); int j_max=(y_max==15 ? y_max:y_max+1); int n = 0; int type_1,type_2; int[][] rt = new int[(i_max-i_min) * (j_max-j_min)][3]; for ( int i = i_min; i < i_max; i++) for (int j = j_min; j < j_max; j++) if (isChessOn[i][j] == 2) { type_1 = getType(i, j, bwf); type_2 = getType(i, j, 1 - bwf); if(able_flag && bwf==0 && (type_1 == 20 || type_1 == 21 || type_1 == 22)) // 禁手棋位置,不记录 continue; rt[n][0] = i; rt[n][1] = j; rt[n][2] = getMark(type_1) + getMark(type_2); n++; } // 对二维数组排序 Arrays.sort(rt, new ArrComparator()); int size = weight > n? n:weight; int[][] bests = new int[size][3]; System.arraycopy(rt, 0, bests, 0, size); return bests; } //----------------------------计算指定方位上的棋型-------------------// // x,y 方向线基准一点。 //ex,ey 指定方向步进向量。 // k 棋子颜色,0:黑色,1:白色 // 该方向上的棋子数目 以及 活度 private int[] count(int x, int y, int ex, int ey, int bwf) { // 该方向没意义,返回0 if( !makesense(x, y, ex, ey, bwf)) return new int[] {0, 1}; // 正方向 以及 反方向棋子个数 int rt_1 = 1,rt_2 = 1; // 总棋子个数 int rt = 1; // 正方向 以及 反方向连子的活度 int ok_1 = 0,ok_2 =0; // 总活度 int ok = 0; // 连子中间有无空格 boolean flag_mid1 =false,flag_mid2 = false; // 连子中间空格的位置 int flag_i1 = 1,flag_i2 = 1; if (isChessOn[x][y] != 2) { throw new IllegalArgumentException("position x,y must be empty!.."); } int i; // 往正方向搜索 for (i = 1; x + i * ex < 15 && x + i * ex >= 0 && y + i * ey < 15 && y + i * ey >= 0; i++) { if (isChessOn[x + i * ex][y + i * ey] == bwf) rt_1++; // 位置为空,若中空标志为false,则记为中空并继续搜索 否则,break else if(isChessOn[x + i * ex][y + i * ey] == 2) { if(!flag_mid1) { flag_mid1 = true; flag_i1 = i; } else break; } // 位置为对方棋子 else break; } // 计算正方向活度,, // 最后一个位置不超过边界 if (x + i * ex < 15 && x + i * ex >= 0 && y + i * ey < 15 && y + i * ey >= 0) { // 最后一个位置为空位 +1活 if( isChessOn[x + i * ex][y + i * ey] == 2) { ok_1++; // 若是在尾部检测到连续的空格而退出搜索,则不算有中空 if(rt_1 == flag_i1) flag_mid1 = false; // 若中空的位置在4以下 且 棋子数>=4,则这一边的4非活 if(flag_mid1 && rt_1 > 3 && flag_i1 < 4) { ok_1--; } } // 最后一个位置不是空格,且搜索了2步以上,若前一个是空格, 则不算中空,且为活的边 else if( isChessOn[x + i * ex][y + i * ey] != bwf && i >= 2) if(isChessOn[x + (i-1) * ex][y + (i-1) * ey] == 2) { ok_1++; flag_mid1 = false; } } // 最后一个位置是边界 搜索了2步以上,且前一个是空格, 则不算中空,且为活的边 else if(i >= 2 && isChessOn[x + (i-1) * ex][y + (i-1) * ey] == 2) { ok_1++; flag_mid1 = false; } // 往反方向搜索 for (i = 1; x - i * ex >= 0 && x - i * ex < 15 && y - i * ey >= 0 && y - i * ey < 15; i++) { if (isChessOn[x - i * ex][y - i * ey] == bwf) rt_2++; else if(isChessOn[x - i * ex][y - i * ey] == 2) { if(!flag_mid2) { flag_mid2 = true; flag_i2 = i; } else break; } else break; } // 计算反方向活度 if (x - i * ex < 15 && x - i * ex >= 0 && y - i * ey < 15 && y - i * ey >= 0) { if( isChessOn[x - i * ex][y - i * ey] == 2) { ok_2++; if(rt_2 == flag_i2) flag_mid2 = false; if(flag_mid2 && rt_2 > 3 && flag_i2 < 4) { ok_2--; } } else if( isChessOn[x - i * ex][y - i * ey] != bwf && i >= 2 ) if(isChessOn[x - (i-1) * ex][y - (i-1) * ey] == 2) { ok_2++; flag_mid2 = false; } } else if(i >= 2 && isChessOn[x - (i-1) * ex][y - (i-1) * ey] == 2) { ok_2++; flag_mid2 = false; } //------------------分析棋子类型 // 两边都没中空,直接合成 if( !flag_mid1 && !flag_mid2 ) { rt = rt_1 + rt_2 - 1; ok = ok_1 + ok_2; return new int[] {rt, ok}; } // 两边都有中空 else if( flag_mid1 && flag_mid2 ){ int temp = flag_i1 + flag_i2 - 1; // 判断中间的纯连子数,在5以上,直接返回; 为4,返回活4; if(temp >= 5) return new int[] {temp, 2}; if(temp == 4) return new int[] {temp, 2}; // 先看有没死4,再看有没活3,剩下只能是死3 if(rt_1 + flag_i2 - 1 >= 4 || rt_2 + flag_i1 - 1 >= 4) return new int[] {4, 1}; if(rt_1+flag_i2-1 == 3 && ok_1 > 0 || rt_2+flag_i1-1 == 3 && ok_2 > 0) return new int[] {3, 2}; return new int[] {3, 1}; } // 有一边有中空 else { // 总棋子数少于5,直接合成 if( rt_1 + rt_2 - 1 < 5 ) return new int[] {rt_1 + rt_2 - 1, ok_1 + ok_2}; // 多于5,先找成5,再找活4,剩下的只能是死4 else { if(flag_mid1 && rt_2 + flag_i1 - 1 >= 5) return new int[] {rt_2 + flag_i1 - 1, ok_2 + 1}; if(flag_mid2 && rt_1 + flag_i2 - 1 >= 5) return new int[] {rt_1 + flag_i2 - 1, ok_1 + 1}; if(flag_mid1 && (rt_2 + flag_i1 - 1 == 4 && ok_2 == 1 || flag_i1 == 4) ) return new int[] {4, 2}; if(flag_mid2 && (rt_1 + flag_i2 - 1 == 4 && ok_1 == 1 || flag_i2 == 4) ) return new int[] {4, 2}; return new int[] {4, 1}; } } } //----------------------------判断指定方向下棋是否有意义,即最大可能的棋子数是否 >=5-------------------------------// // x,y 评估的基准点 // ex,ey 方向向量 // k 棋色 // true:有意义 false:没意义 private Boolean makesense(int x, int y, int ex, int ey, int bwf) { int rt = 1; for (int i = 1; x + i * ex < 15 && x + i * ex >= 0 && y + i * ey < 15 && y + i * ey >= 0 && rt < 5; i++) if (isChessOn[x + i * ex][y + i * ey] != 1 - bwf) rt++; else break; for (int i = 1; x - i * ex >= 0 && x - i * ex < 15 && y - i * ey >= 0 && y - i * ey < 15 && rt < 5; i++) if (isChessOn[x - i * ex][y - i * ey] != 1 - bwf) rt++; else break; return (rt >= 5); } //------------------------------------ 棋型判别-------------------------------------// // x,y 落子位置 // bwf 棋色 0:黑子,1:白子 // 对应的棋型: 棋型代码对应如下: // 1:成5 // 2:成活4或者是双死4或者是死4活3 // 3:成双活3 // 4:成死3活3 // 5:成死4 // 6:单活3 // 7:成双活2 // 8:成死3 // 9:成死2活2 // 10:成活2 // 11:成死2 // 12: 其他 // 20: 长连禁手 // 21: 双四禁手 // 22: 双活三禁手 protected int getType(int x, int y, int bwf) { if (isChessOn[x][y] != 2) return -1; int[][] types = new int[4][2]; types[0] = count(x, y, 0, 1, bwf); // 竖直 types[1] = count(x, y, 1, 0, bwf); // 横向 types[2] = count(x, y, -1, 1, bwf); // 斜上 types[3] = count(x, y, 1, 1, bwf); // 斜下 // 各种棋型的方向的数目 int longfive = 0; int five_OR_more = 0; int four_died = 0, four_live = 0; int three_died = 0, three_live = 0; int two_died = 0, two_live = 0; // 各方向上棋型的判别 for (int k = 0; k < 4; k++) { if (types[k][0] > 5) { longfive++; // 长连 five_OR_more++; } else if (types[k][0] == 5) five_OR_more++; // 成5 else if (types[k][0] == 4 && types[k][1] == 2) four_live++; // 活4 else if (types[k][0] == 4 && types[k][1] != 2) four_died++; // 死4 else if (types[k][0] == 3 && types[k][1] == 2) three_live ++; // 活3 else if (types[k][0] == 3 && types[k][1] != 2) three_died++; // 死3 else if (types[k][0] == 2 && types[k][1] == 2) two_live++; // 活2 else if (types[k][0] == 2 && types[k][1] != 2) two_died++; // 死2 else ; } // 总棋型的判别 if(bwf == 0 && able_flag) { // 黑棋且选择有禁手 if (longfive != 0) // 长连禁手 return 20; if (four_live + four_died >=2) // 双4禁手 return 21; if (three_live >=2) // 双活三禁手 return 22; } if (five_OR_more != 0) return 1; // 成5 if (four_live != 0 || four_died >= 2 || four_died != 0 && three_live != 0) return 2; // 成活4或者是双死4或者是死4活3 if (three_live >= 2) return 3; // 成双活3 if (three_died != 0 && three_live != 0) return 4; // 成死3活3 if (four_died != 0) return 5; // 成死4 if (three_live != 0) return 6; // 单活3 if (two_live >= 2) return 7; // 成双活2 if (three_died != 0) return 8; // 成死3 if (two_live != 0 && two_died != 0) return 9; // 成死2活2 if (two_live != 0) return 10; // 成活2 if (two_died != 0) return 11; // 成死2 return 12; } //--------------------------对当前棋面进行打分------------------------------------------------------------// protected int evaluate() { int rt = 0, mt_c = 1, mt_m = 1; if(bw == sbw) mt_m = 2; else mt_c = 2; int i_min=(x_min==0 ? x_min:x_min-1); int j_min=(y_min==0 ? y_min:y_min-1); int i_max=(x_max==15 ? x_max:x_max+1); int j_max=(y_max==15 ? y_max:y_max+1); for (int i = i_min; i < i_max; i++) for (int j = j_min; j < j_max; j++) if (isChessOn[i][j] == 2) { // 电脑棋面分数 int type = getType(i, j, 1 - sbw ); if(type == 1) // 棋型1,棋型2以及棋型3,加权. 防止"4个双活3"的局分大于"1个双四"之类的错误出现 rt += 30 * mt_c * getMark(type); else if(type == 2) rt += 10 * mt_c * getMark(type); else if(type == 3) rt += 3 * mt_c * getMark(type); else rt += mt_c * getMark(type); // 玩家棋面分数 type = getType(i, j, sbw ); if(type == 1) rt -= 30 * mt_m * getMark(type); else if(type == 2) rt -= 10 * mt_m * getMark(type); else if(type == 3) rt -= 3 * mt_m * getMark(type); else rt -= mt_m * getMark(type); } return rt; } //--------------------------------下棋后,更新信息-----------------------------// void update(int x,int y) { isChessOn[x][y] = bw; bw = 1 - bw; pre[chess_num][0] = x; pre[chess_num][1] = y; chess_num++; } //-------------------------------------- 下棋后,重设边界值------------------------------// // x 当前下棋位置的x坐标 // y 当前下棋位置的y坐标 public void resetMaxMin(int x,int y){ if(x-1>=0) x_min = (x_min<x-1 ? x_min:x-1); if(x+1<=15) x_max = (x_max>x+1 ? x_max:x+1); if(y-1>=0) y_min = (y_min<y-1 ? y_min:y-1); if(y+1<=15) y_max = (y_max>y+1 ? y_max:y+1); } //------------------------------------------对分数相同的落子点,随机选取-------------------// // kt 随机因子 值越小,被选取的概率越大 // return 是否选择该位置 private boolean randomTest(int kt) { Random rm = new Random(); return rm.nextInt() % kt == 0; } //------------------------------------- 不同棋型对应分数--------------------------------- // k 棋型代号 //return 对应分数 private int getMark(int k) { switch (k) { case 1: return 100000; case 2: return 30000; case 3: return 5000; case 4: return 1000; case 5: return 500; case 6: return 200; case 7: return 100; case 8: return 50; case 9: return 10; case 10: return 5; case 11: return 3; case 12: return 2; default: //禁手棋型 return 0; } } //--------------------------------------- 判断是否已分出胜负--------------------------------------------- // x 落子点x坐标 y 落子点y坐标 // bwf 棋色 0:黑色 1:白色 // return true:分出胜负 false:未分出胜负 public boolean haveWin(int x, int y, int bwf) { boolean flag = false; if (count(x, y, 1, 0, bwf)[0] >= 5) flag = true; if (!flag && count(x, y, 0, 1, bwf)[0] >= 5) flag = true; if (!flag && count(x, y, 1, 0, bwf)[0] >= 5) flag = true; if (!flag && count(x, y, 1, -1, bwf)[0] >= 5) flag = true; if (!flag && count(x, y, 1, 1, bwf)[0] >= 5) flag = true; // 测试用,激活此行代码,不会有输赢.. flag = false; return flag; } public void wined(int bw) { boolean hh=getHumanhuman(); if(!hh){ //不是人人对弈 win = true; win_bw = bw; String str = (bw == sbw ? "恭喜!你赢了!" : "电脑赢了,你还要继续努力啊!"); if(bw==sbw) winVoice(); else lostVoice(); JOptionPane.showMessageDialog(null,str); } else{ //人人对弈 win = true; win_bw = bw; String str = (bw == BLACK_ONE ? "恭喜!黑棋获胜!" : "恭喜!白棋获胜!"); winVoice(); JOptionPane.showMessageDialog(null,str); } } public void setHumanhuman(boolean humanhuman) { this.humanhuman = humanhuman; } public boolean getHumanhuman() { return humanhuman; } }
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