2.1 设计流程
进入象棋游戏后,输出开始界面(直接调用图片如图2.1所示)根据玩家的选择(鼠标点击的位置)进入不同模式,双人模式中,根据鼠标点击移动棋子,人机模式中玩家移动之后,电脑自动选择路径并移动棋子。
图2.1 开始界面展示
输出开始界面,向玩家提供双人模式/人机模式选择。
2.3.1 棋牌展示
输出棋盘背景,包含方格线、“楚河”、“汉界”等如图2.2。
图 2.2 棋盘背景
2.3.2 棋子展示
按照象棋棋子的摆法,在指定坐标出画出棋子。
2.3.3 各棋子子移动
俥,马,象,士,炮,将,兵分别写移动规则[3](根据起始坐标和目的坐标判断是否可以移动)。
2.3.4 判断胜负
棋盘信息没改变一次就扫描一次棋盘,如果一方的将被覆盖(被对方所吃),则输出另一方获胜。游戏结束。
2.4 人机模块
2.4.1玩家移动
同双人模式的玩家移动一样,利用鼠标信息进行判断和移动。
2.4.2 虚拟棋盘
建立虚拟棋盘,棋盘信息与实际棋盘一致、并随着实际棋盘信息同步改变。
2.4.3 遍历当前虚拟棋盘
遍历棋盘,找到每一颗黑方的棋子,查询该棋子是否下一步可能被玩家吃掉,如果是则加权,并找到每一种可行的路径。
2.4.4 模拟行棋
利用虚拟棋盘按照找到的路径去进行模拟棋子移动,查询在移动的时候是否能吃掉红方棋子,如果是则加权。
2.4.5 遍历模拟之后的棋盘
在虚拟棋盘棋子移动的之后,遍历棋盘,判断当前状态下,当红方行棋时,自己可能被吃掉那些棋子,并做加权。
2.4.6 选择每颗棋子的最优路径
通过三次加权后,得分最高的路径作为该棋子的最优路径。
2.4.7 恢复虚拟棋盘
选择完一颗黑方棋子的最优路径后,使虚拟棋盘恢复,继续选择下一个棋子的最优路径。
2.4.8 最终移动选择
通过比较每颗棋子的加权分,得到最优棋子和该棋子的最优路径。在实际棋盘上移动该棋子。
2.4.9 判断胜负
棋盘信息没改变一次就扫描一次棋盘,如果一方的将被覆盖,则输出另一方获胜。游戏结束。
代码运行流程:
完整代码:
#include
#include
#include
void execute(int a, int b, int c, int d);
bool jiang(int a, int b, int c, int d);
bool pao(int a, int b, int c, int d);
bool ma(int a, int b, int c, int d);
bool AIifdown(int a, int b,int c,int d);
bool bing(int a, int b, int c, int d);
float ALLifdown();
float ALifdowntow();
float AIpower(int a, int b);
void llll();
void AIControl();//获取鼠标点击信息并完响应
IMAGE img;
#define distance 35
#define longth 65
#define high 61
struct AIcoord {
int beginx;
int beginy;
int endx;
int endy;
float power;
};
struct AIcoord AIblack[20];//将:100;俥:8;炮:6;马:4;象:3;兵:3,仕:2;
struct movecoordinate
{
long x;
long y;
};
struct Chesscoordinate//棋子综合信息
{
int x;
int y;
DWORD type; //颜色
bool river;//是否过河
int id;
};
enum pieces
{
SPACE = -1,
車, 馬, 象, 士, 将, 炮, 卒,
车, 马, 相, 仕, 帥, 砲, 兵,
BEGIN, END,
};
enum pieces redchess[] = { 車,馬,象,士,将,炮,卒, };
enum pieces blackchess[] = { 车,马,相,仕,帥,砲,兵, };
enum pieces state = BEGIN;
struct move { //鼠标选中的棋子
int beginx;
int beginy;
int endx;
int endy;
int state;
}moving = { -1,-1,-1,-1,BEGIN };
const char* chessname[] = { "車","馬","象","士","将","炮","卒","车","马","相","仕","帥","砲","兵", };
struct Chesscoordinate map[9][10];//坐标
struct Chesscoordinate AImap[9][10];//坐标
movecoordinate begin = { -1,-1 }, end = { -1,-1 };
int xx(int a)//数组下标转换成坐标
{
a = distance + longth * a;
return a;
}
int yy(int a)
{
a = distance + high * a;
return a;
}
void AIfollowchess()
{
for (int i = 0; i <= 8; i++)
{
for (int j = 0; j <= 9; j++)
{
AImap[i][j].id = map[i][j].id;
AImap[i][j].river = map[i][j].river;
AImap[i][j].type = map[i][j].type;
AImap[i][j].x = map[i][j].x;
AImap[i][j].y = map[i][j].y;
}
}
}
void begining()
{
loadimage(&img, "C:/Users/ASUS/Desktop/shess/66.jpg");
initgraph(img.getwidth(), img.getheight(), 1);
putimage(0, 0, &img);//输出开始界面;
}
void qiban()
{
loadimage(&img, "C:/Users/ASUS/Desktop/shess/5.jpg");
initgraph(img.getwidth(), img.getheight(), 1);
putimage(0, 0, &img);//输出棋盘
}
void coord()//棋子信息赋值
{
loadimage(&img, "C:/Users/ASUS/Desktop/shess/5.jpg");
putimage(0, 0, &img);//输出棋盘
for (int i = 0; i <= 8; i++)
{
for (int j = 0; j <= 9; j++)//遍历二维数组
{
enum pieces chessid = SPACE;//先把全部位置的id赋值为SAPCE
DWORD chesstype;//定义颜色中间变量
if (j <= 4)
{
chesstype = BLACK;//黑方
if (j == 0)
{
if (i <= 4)
{
chessid = blackchess[i];//
}
else
{
chessid = blackchess[8 - i];
}
}
if (j == 2 && (i == 1 || i == 7))
{
chessid = blackchess[5];
}
if (j == 3 && (i == 0 || i == 2 || i == 4 || i == 4 || i == 6 || i == 8))
{
chessid = blackchess[6];
}
}
else
{
chesstype = RED;//红方
if (j == 6 && (i == 0 || i == 2 || i == 4 || i == 6 || i == 8))
{
chessid = redchess[6];
}
if (j == 7 && (i == 1 || i == 7))
{
chessid = redchess[5];
}
if (j == 9)
{
if (i <= 4)
{
chessid = redchess[i];
}
else
{
chessid = redchess[8 - i];
}
}
}//依次赋值
map[i][j].id = chessid;
map[i][j].river = false;
map[i][j].type = chesstype;
map[i][j].x = distance + longth * i;
map[i][j].y = distance + high * j;
AIfollowchess();
}
}
for (int i = 0; i <= 8; i++)
{
for (int j = 0; j <= 9; j++)
{
if (map[i][j].id == SPACE)
{
map[i][j].type = YELLOW;
}
}
}
}
void getbackground() //画棋子
{
int x_start, y_start;
x_start = distance;
y_start = distance;
settextstyle(30, 0, "黑体");//棋子大小颜色
setbkmode(0);
for (int i = 0; i <= 8; i++)
{
for (int j = 0; j <= 9; j++)
{
if (map[i][j].id != SPACE)//在棋盘上输出
{
setfillcolor(RGB(253, 216, 161));
// setlinestyle(BLACK);
settextcolor(map[i][j].type);
fillcircle(map[i][j].x, map[i][j].y, 24);
fillcircle(map[i][j].x, map[i][j].y, 18);
outtextxy(map[i][j].x - 13, map[i][j].y - 13, chessname[map[i][j].id]);
}
}
}
}
void movechess(int a, int b, int c, int d)//移动棋子,改变其坐标
{
map[c][d].id = map[a][b].id;
map[c][d].river = map[a][b].river;
map[c][d].type = map[a][b].type;
map[c][d].x = xx(c);
map[c][d].y = yy(d);
map[a][b].id = SPACE;
map[a][b].type = YELLOW;
AIfollowchess();
}
void AImovechess(int a, int b, int c, int d)//移动棋子,改变其坐标
{
AImap[c][d].id = map[a][b].id;
AImap[c][d].river = map[a][b].river;
AImap[c][d].type = map[a][b].type;
AImap[c][d].x = c;
AImap[c][d].y = d;
AImap[a][b].id = SPACE;
AImap[a][b].type = YELLOW;
}
void MouseControl()//获取鼠标点击信息并完响应
{
//getbackground();
if (MouseHit())
{
float beginrow, beginrol, endrow, endrol;//第一次按下时的坐标
int intbeginrow, intbeginrol, intendrow, intendrol;//第二次按下时的坐标
MOUSEMSG msg = GetMouseMsg();
if (msg.uMsg == WM_LBUTTONDOWN)
{
//获取鼠标点击的数组的下标
// printf("(%d,%d)", msg.x, msg.y);
beginrow = (float)(msg.x - distance) / longth;
beginrol = (float)(msg.y - distance) / high;
intbeginrow = round(beginrow);
intbeginrol = round(beginrol);
if (moving.state == BEGIN)
{
moving.state = END;
moving.beginx = intbeginrow;
moving.beginy = intbeginrol;
// printf("(%d,%d) \n", moving.beginx, moving.beginy);
}
else if (moving.state == END)
{
moving.state = BEGIN;
moving.endx = intbeginrow;
moving.endy = intbeginrol;
execute(moving.beginx, moving.beginy, moving.endx, moving.endy);
}
}
}
}
int MouseControlone()//获取鼠标点击信息并完响应
{
if (MouseHit())
{
MOUSEMSG msg = GetMouseMsg();
if (msg.uMsg == WM_LBUTTONDOWN)
{
//printf("(%d,%d)", msg.x, msg.y);
//获取鼠标点击的数组的下标
if (msg.y > 550 && msg.y < 617)
{
if (msg.x > 160 && msg.x < 280)
{
return 1;
}
else if (msg.x > 302 && msg.x < 414)
{
return 2;
}
else
{
return 3;
}
}
else
{
return 4;
}
}
}
else
{
return 0;
}
}
void AIControl()//获取鼠标点击信息并完响应
{
//getbackground();
if (MouseHit())
{
float beginrow, beginrol, endrow, endrol;//第一次按下时的坐标
int intbeginrow, intbeginrol, intendrow, intendrol;//第二次按下时的坐标
MOUSEMSG msg = GetMouseMsg();
if (msg.uMsg == WM_LBUTTONDOWN)
{
//获取鼠标点击的数组的下标
// printf("(%d,%d)", msg.x, msg.y);
beginrow = (float)(msg.x - distance) / longth;
beginrol = (float)(msg.y - distance) / high;
intbeginrow = round(beginrow);
intbeginrol = round(beginrol);
if (moving.state == BEGIN)
{
moving.state = END;
moving.beginx = intbeginrow;
moving.beginy = intbeginrol;
// printf("(%d,%d) \n", moving.beginx, moving.beginy);
}
else if (moving.state == END)
{
moving.state = BEGIN;
moving.endx = intbeginrow;
moving.endy = intbeginrol;
if (map[moving.beginx][moving.beginy].type == RED)
{
execute(moving.beginx, moving.beginy, moving.endx, moving.endy);
llll();
}
else
{
printf("请选择您的棋子!\n");
}
}
}
}
}
int win()
{
int redgeneral = 0;
int blackgeneral = 0;
for (int i = 0; i <= 8; i++)
{
for (int j = 0; j <= 9; j++)
{
if (map[i][j].id == blackchess[4])
{
blackgeneral++;
}
else if (map[i][j].id == redchess[4])
{
redgeneral++;
}
else
{
blackgeneral = blackgeneral;
redgeneral = redgeneral;
}
}
}
//printf("%d %d\n", blackgeneral, redgeneral);
if (blackgeneral == 0)
{
return 0;
}
else if (redgeneral == 0)
{
return 1;
}
else
{
return 2;
}
}
bool jiang(int a, int b, int c, int d)//判断是否只移动了一格(将军、兵的规则)
{
float h;
h = sqrt(abs(d - b)*abs(d - b) + abs(c - a)*abs(c - a));
if (b<4&&c > 2 && c < 6 && d < 3)
{
if (h == 1 && map[c][d].type != map[a][b].type)
return true;
else
return false;
}
if (b > 4 && c > 2 && c < 6 && d >6)
{
if (h == 1 && map[c][d].type != map[a][b].type)
return true;
else
return false;
}
else
{
return false;
}
}
bool bing(int a, int b, int c, int d)
{
float h;
h = sqrt(abs(d - b)*abs(d - b) + abs(c - a)*abs(c - a));
if (map[a][b].type == BLACK)
{
if (map[a][b].river == false)
{
if (d == b + 1 && h == 1 && map[c][d].type != map[a][b].type)
{
return true;
}
else
{
return false;
}
}
else
{
if (d >= b && h == 1 && map[c][d].type != map[a][b].type)
{
return true;
}
else
{
return false;
}
}
}
else if(map[a][b].type == RED)
{
if (map[a][b].river == false)
{
if (d == b - 1 && h == 1 && map[c][d].type != map[a][b].type)
{
return true;
}
else
{
return false;
}
}
else
{
if (d <= b && h == 1 && map[c][d].type != map[a][b].type)
{
return true;
}
else
{
return false;
}
}
}
else
{
return false;
}
}
bool pao(int a, int b, int c, int d)//炮的移动
{
if (c == a && d != b)
{
int time = 0;
int max = d > b ? d : b;
int min = b < d ? b : d;
for (int i = min; i <= max; i++)
{
if (map[c][i].id != SPACE)
{
time++;
}
}
// printf("%d\n", time);
if (map[c][d].id == SPACE)
{
if (time == 1)
return true;
else
return false;
}
if (map[c][d].id != SPACE)
{
if (time != 3)
{
return false;
}
else
{
if (map[c][d].type == map[a][b].type)
{
return false;
}
else
{
return true;
}
}
}
}
else if (d == b && c != a)
{
int time = 0;
int max = a > c ? a : c;
int min = c < a ? c : a;
for (int i = min; i <= max; i++)
{
if (map[i][d].id != SPACE)
{
time++;
}
}
// printf("%d\n", time);
if (map[c][d].id == SPACE)
{
if (time == 1)
return true;
else
return false;
}
if (map[c][d].id != SPACE)
{
if (time != 3)
{
return false;
}
else
{
if (map[c][d].type == map[a][b].type)
{
return false;
}
else
{
return true;
}
}
}
}
else
{
return false;
}
}
bool che(int a, int b, int c, int d)
{
if (c == a && d != b)//是否为直线
{
int time = 0;
int max = d > b ? d : b;
int min = b < d ? b : d;
for (int i = min; i <= max; i++)//遍历路径
{
if (map[c][i].id != SPACE)
{
time++;
}
}
// printf("%d", time);
if (time == 1)//车移动不吃棋子
{
return true;
}
if (time == 2)//车移动并且吃目的坐标的棋子
{
if (map[c][d].type == map[a][b].type)//如果是目的坐标是自己的棋子,则返回false
{
return false;
}
if (map[c][d].type == YELLOW)
{
return false;
}
else
{
return true;
}
}
else
{
return false;
}
}
else if (d == b && c != a)
{
int time = 0;
int max = c > a ? c : a;
int min = a < c ? a : c;
for (int i = min; i <= max; i++)//遍历路径
{
if (map[i][d].id != SPACE)
{
time++;
}
}
// printf("%d", time);
if (time == 1)//车是否车跳棋
{
return true;
}
else if (time == 2)
{
if (map[c][d].type == map[a][b].type)
{
return false;
}
if (map[c][d].type == YELLOW)
{
return false;
}
else
{
return true;
}
}
else
{
return false;
}
}
else
{
return 0;
}
}
bool ma(int a, int b, int c, int d)
{
float h;
h = sqrt(abs(d - b)*abs(d - b) + abs(c - a)*abs(c - a));
// printf("%f", h);
if (h <= 2 || h >= 2.5)//根号8=2.8.根号5=2.2
{
// printf("太远了!\n");
return false;
}
else
{
int xx, yy, max, min;//关键点的坐标和中间值
max = abs(d - b) > abs(c - a) ? abs(d - b) : abs(c - a);
min = abs(c - a) < abs(d - b) ? abs(c - a) : abs(d - b);
//printf("max\min:(%d,%d)", max, min);
if (max == abs(d - b))
{
yy = b + (d - b) / 2;
xx = a;
}
else
{
xx = a + (c - a) / 2;
yy = b;
}
// printf("xx\yy:(%d,%d)\n", xx, yy);
if (map[xx][yy].id == SPACE)
{
if (map[c][d].type != map[a][b].type)
{
// printf("目的坐标(%d,%d)\n", c, d);
// printf("那是你自己的棋子!\n");
return true;
}
else
{
// printf("那是你的棋子!\n");
return false;
}
}
else
{
// printf("关键位置有棋子!\n");
return false;
}
}
}
bool xiang(int a, int b, int c, int d)
{
float h;
h = sqrt(abs(d - b)*abs(d - b) + abs(c - a)*abs(c - a));
if(b<=4)
{
if (d > 4)
{
return false;
}
else
{
if (h<2.4 || h>2.9)
{
return false;
}
else
{
int xx = (a + c) / 2;
int yy = (b + d) / 2;
if (map[xx][yy].id == SPACE)
{
if (map[c][d].type == map[a][b].type)
{
return false;
}
else
{
return true;
}
}
else
{
return false;
}
}
}
}
else
{
if (d < 5)
{
return false;
}
else
{
if (h<2.4 || h>2.9)
{
return false;
}
else
{
int xx = (a + c) / 2;
int yy = (b + d) / 2;
if (map[xx][yy].id == SPACE)
{
if (map[c][d].type == map[a][b].type)
{
return false;
}
else
{
return true;
}
}
else
{
return false;
}
}
}
}
}
bool shi(int a, int b, int c, int d)
{
float h = sqrt(abs(d - b)*abs(d - b) + abs(c - a)*abs(c - a));
// printf("%f", h)
if (b < 5)
{
if (c >= 3 && c <= 5 && d <= 2)
{
if (1.2 < h &&h < 1.5)
{
if (map[c][d].type != map[a][b].type)
return true;
else
return false;
}
else
{
return false;
}
}
else
{
return false;
}
}
else if (b >5)
{
if (c >= 3 && c <= 5 && d >= 7)
{
if (1.2 < h &&h < 1.5)
{
if (map[c][d].type != map[a][b].type)
return true;
else
return false;
}
else
{
return false;
}
}
else
{
return false;
}
}
else
return false;
}
void execute(int a, int b, int c, int d)//行棋
{
if (map[a][b].id == blackchess[4])//黑方将
{
if (jiang(a, b, c, d) )
{
movechess(a, b, c, d);
}
else
{
printf("你不能这样做\n");
}
}
else if (map[a][b].id == redchess[4])//红方将
{
if (jiang(a, b, c, d) )
{
movechess(a, b, c, d);
}
else
{
printf("你不能这样做!\n");
}
}
else if (map[a][b].id == blackchess[6])//黑方兵
{
if (map[a][b].river == false)
{
if ( bing( a,b, c, d))
{
movechess(a, b, c, d);
if (d > 4)
{
map[c][d].river = true;
}
}
else
{
printf("你不可以这样做!\n");
}
}
else
{
if (bing(a, b, c, d) && d >= b)
{
movechess(a, b, c, d);
}
else
{
printf("你不可以这样做\n");
}
}
}
else if (map[a][b].id == redchess[6])//红方兵
{
if (map[a][b].river == false)
{
if (bing(a, b, c, d))
{
movechess(a, b, c, d);
if (d < 5)
{
map[c][d].river = true;
}
}
else
{
printf("你不可以这样做!\n");
}
}
else
{
if (bing(a, b, c, d) && d <= b)
{
movechess(a, b, c, d);
}
else
{
printf("你不可以这样做!\n");
}
}
}
else if (map[a][b].id == blackchess[5] || map[a][b].id == redchess[5])
{
if (pao(a, b, c, d))
{
movechess(a, b, c, d);
}
else
{
printf("你不能这样做!\n");
}
}
else if (map[a][b].id == blackchess[0] || map[a][b].id == redchess[0])
{
if (che(a, b, c, d))
{
movechess(a, b, c, d);
}
else
{
printf("你不可以这样做!\n");
}
}
else if (map[a][b].id == blackchess[1] || map[a][b].id == redchess[1])
{
if (ma(a, b, c, d))
{
movechess(a, b, c, d);
}
else
{
printf("你不能这样做!\n");
}
}
else if (map[a][b].id == blackchess[2] || map[a][b].id == redchess[2])
{
if (xiang(a, b, c, d))
{
movechess(a, b, c, d);
}
else
printf("你不能这样做!\n");
}
else if (map[a][b].id == blackchess[3])
{
if (shi(a, b, c, d) )
{
movechess(a, b, c, d);
}
else
printf("你不能这样做!");
}
else if (map[a][b].id == redchess[3])
{
if (shi(a, b, c, d))
{
movechess(a, b, c, d);
}
else
printf("你不能这样做!");
}
}
bool AIifdown(int a, int b,int c,int d)//判断该坐标下是否会被吃
{
// printf("(%d %d)\n", i, j);
if(AImap[a][b].id == redchess[0]||AImap[a][b].id==blackchess[0])//俥
{
// printf("俥:(%d %d)", i, j);
if (che(a, b, c, d))
{
// printf("危险:(%d %d)\n", a, b);
return true;
}
else
{
//printf("都不危险!");
return false;
}
}
else if (AImap[a][b].id == redchess[1] || AImap[a][b].id == blackchess[1])//马
{
//printf("马:(%d %d)", i, j);
if (ma(a, b, c, d))
{
// printf("危险:(%d %d)\n", a, b);
return true;
}
else
{
//printf("都不危险!");
return false;
}
}
else if (AImap[a][b].id == redchess[2]|| AImap[a][b].id == blackchess[2])//象
{
//printf("象:(%d %d)", i, j);
if (xiang(a, b,c, d))
{
//printf("危险:(%d %d)\n", a, b);
return true;
}
else
{
//printf("都不危险!");
return false;
}
}
else if (AImap[a][b].id == redchess[3]|| AImap[a][b].id == blackchess[3])//士
{
//printf("士:(%d %d)", i, j);
if (shi(a, b, c, d))
{
// printf("危险:(%d %d)\n", a, b);
return true;
}
else
{
//printf("都不危险!");
return false;
}
}
else if (AImap[a][b].id == redchess[4]|| AImap[a][b].id == blackchess[4])//将
{
//printf("将:(%d %d)", i, j);
if (jiang(a, b, c, d))
{
//printf("危险:(%d %d)\n", a, b);
return true;
}
else
{
//printf("都不危险!");
return false;
}
}
else if (AImap[a][b].id == redchess[5]|| AImap[a][b].id == blackchess[5])//炮
{
//printf("炮:(%d %d)", i, j);
if (pao(a, b, c, d))
{
//printf("危险:(%d %d)\n", a, b);
return true;
}
else
{
//printf("都不危险!");
return false;
}
}
else if (AImap[a][b].id == redchess[6]|| AImap[a][b].id == blackchess[6])//兵
{
//printf("兵:(%d %d)", i, j);
if (jiang(a, b, c, d))
{
//printf("危险:(%d %d)", a, b);
return true;
}
else
{
//printf("都不危险!");
return false;
}
}
else
{
//printf("都不危险!");
return false;
}
}
float AIpower(int a,int b)
{
if (AImap[a][b].id == blackchess[4] || AImap[a][b].id == redchess[4])
{
return 100;
}
if (AImap[a][b].id == blackchess[0] || AImap[a][b].id == redchess[0])
{
return 8;
}
if (AImap[a][b].id == blackchess[1] || AImap[a][b].id == redchess[1])
{
return 4;
}
if (AImap[a][b].id == blackchess[2] || AImap[a][b].id == redchess[2])
{
return 3;
}
if (AImap[a][b].id == blackchess[3] || AImap[a][b].id == redchess[3])
{
return 1;
}
if (AImap[a][b].id == blackchess[5] || AImap[a][b].id == redchess[5])
{
return 6;
}
if (AImap[a][b].id == blackchess[6] || AImap[a][b].id == redchess[6])
{
return 2;
}
else
{
return 0;
}
}
void AIblackclean()
{
for (int i = 0; i <= 20; i++)
{
AIblack[i].beginx = 0;
AIblack[i].beginy = 0;
AIblack[i].endx = 0;
AIblack[i].endy = 0;
AIblack[i].power = 0;
}
}
float ALLifdown()
{
float weight = 0;
for (int a = 0; a <= 8; a++)
{
for (int b = 0; b <= 9; b++)
{
if (AImap[a][b].type == RED)
{
for (int c = 0; c <= 8; c++)
{
for (int d = 0; d <=9; d++)
{
if (AImap[c][d].type==BLACK&& AIifdown(a,b,c,d))
{
weight += AIpower(c,d);
}
}
}
}
}
}
return -weight;
}
float ALifdowntow()
{
float weight = 0;
for (int a = 0; a <= 8; a++)
{
for (int b = 0; b <= 9; b++)
{
if (AImap[a][b].id == redchess[0])
{
for (int c = 0; c <= 8; c++)
{
for (int d = 0; d <= 9; d++)
{
if (AImap[c][d].id == blackchess[0] && che(a, b, c, d))
weight += 8;
if (AImap[c][d].id == blackchess[1] && che(a, b, c, d))
weight += 4;
if (AImap[c][d].id == blackchess[2] && che(a, b, c, d))
weight += 3;
if (AImap[c][d].id == blackchess[3] && che(a, b, c, d))
weight += 2;
if (AImap[c][d].id == blackchess[4] && che(a, b, c, d))
weight += 100;
if (AImap[c][d].id == blackchess[5] && che(a, b, c, d))
weight += 6;
if (AImap[c][d].id == blackchess[6] && che(a, b, c, d))
weight += 3;
}
}
}
if (AImap[a][b].id == redchess[1])
{
for (int c = 0; c <= 8; c++)
{
for (int d = 0; d <= 9; d++)
{
if (AImap[c][d].id == blackchess[0] && ma(a, b, c, d))
weight += 8;
if (AImap[c][d].id == blackchess[1] && ma(a, b, c, d))
weight += 4;
if (AImap[c][d].id == blackchess[2] && ma(a, b, c, d))
weight += 3;
if (AImap[c][d].id == blackchess[3] && ma(a, b, c, d))
weight += 2;
if (AImap[c][d].id == blackchess[4] && ma(a, b, c, d))
weight += 100;
if (AImap[c][d].id == blackchess[5] && ma(a, b, c, d))
weight += 6;
if (AImap[c][d].id == blackchess[6] && ma(a, b, c, d))
weight += 3;
}
}
}
if (AImap[a][b].id == redchess[2])
{
for (int c = 0; c <= 8; c++)
{
for (int d = 0; d <= 9; d++)
{
if (AImap[c][d].id == blackchess[0] && xiang(a, b, c, d))
weight += 8;
if (AImap[c][d].id == blackchess[1] && xiang(a, b, c, d))
weight += 4;
if (AImap[c][d].id == blackchess[2] && xiang(a, b, c, d))
weight += 3;
if (AImap[c][d].id == blackchess[3] && xiang(a, b, c, d))
weight += 2;
if (AImap[c][d].id == blackchess[4] && xiang(a, b, c, d))
weight += 100;
if (AImap[c][d].id == blackchess[5] && xiang(a, b, c, d))
weight += 6;
if (AImap[c][d].id == blackchess[6] && xiang(a, b, c, d))
weight += 3;
}
}
}
if (AImap[a][b].id == redchess[3])
{
for (int c = 0; c <= 8; c++)
{
for (int d = 0; d <= 9; d++)
{
if (AImap[c][d].id == blackchess[0] && shi(a, b, c, d))
weight += 8;
if (AImap[c][d].id == blackchess[1] && shi(a, b, c, d))
weight += 4;
if (AImap[c][d].id == blackchess[2] && shi(a, b, c, d))
weight += 3;
if (AImap[c][d].id == blackchess[3] && shi(a, b, c, d))
weight += 2;
if (AImap[c][d].id == blackchess[4] && shi(a, b, c, d))
weight += 100;
if (AImap[c][d].id == blackchess[5] && shi(a, b, c, d))
weight += 6;
if (AImap[c][d].id == blackchess[6] && shi(a, b, c, d))
weight += 3;
}
}
}
if (AImap[a][b].id == redchess[4])
{
for (int c = 0; c <= 8; c++)
{
for (int d = 0; d <= 9; d++)
{
if (AImap[c][d].id == blackchess[0] && jiang(a, b, c, d))
weight += 8;
if (AImap[c][d].id == blackchess[1] && jiang(a, b, c, d))
weight += 4;
if (AImap[c][d].id == blackchess[2] && jiang(a, b, c, d))
weight += 3;
if (AImap[c][d].id == blackchess[3] && jiang(a, b, c, d))
weight += 2;
if (AImap[c][d].id == blackchess[4] && jiang(a, b, c, d))
weight += 100;
if (AImap[c][d].id == blackchess[5] && jiang(a, b, c, d))
weight += 6;
if (AImap[c][d].id == blackchess[6] && jiang(a, b, c, d))
weight += 3;
}
}
}
if (AImap[a][b].id == redchess[5])
{
for (int c = 0; c <= 8; c++)
{
for (int d = 0; d <= 9; d++)
{
if (AImap[c][d].id == blackchess[0] && pao(a, b, c, d))
weight += 8;
if (AImap[c][d].id == blackchess[1] && pao(a, b, c, d))
weight += 4;
if (AImap[c][d].id == blackchess[2] && pao(a, b, c, d))
weight += 3;
if (AImap[c][d].id == blackchess[3] && pao(a, b, c, d))
weight += 2;
if (AImap[c][d].id == blackchess[4] && pao(a, b, c, d))
weight += 100;
if (AImap[c][d].id == blackchess[5] && pao(a, b, c, d))
weight += 6;
if (AImap[c][d].id == blackchess[6] && pao(a, b, c, d))
weight += 3;
}
}
}
if (AImap[a][b].id == redchess[6])
{
for (int c = 0; c <= 8; c++)
{
for (int d = 0; d <= 9; d++)
{
if (AImap[c][d].id == blackchess[0] && bing(a, b, c, d))
weight += 8;
if (AImap[c][d].id == blackchess[1] && bing(a, b, c, d))
weight += 4;
if (AImap[c][d].id == blackchess[2] && bing(a, b, c, d))
weight += 3;
if (AImap[c][d].id == blackchess[3] && bing(a, b, c, d))
weight += 2;
if (AImap[c][d].id == blackchess[4] && bing(a, b, c, d))
weight += 100;
if (AImap[c][d].id == blackchess[5] && bing(a, b, c, d))
weight += 6;
if (AImap[c][d].id == blackchess[6] && bing(a, b, c, d))
weight += 3;
}
}
}
}
}
return -weight;
}
void llll()
{
int time = 1;
int twotime = 1;
AIblack[0].power = -200;
for (int i = 0; i <= 8; i++)
{
for (int j = 0; j <= 9; j++)
{
if (AImap[i][j].type == BLACK)//遍历黑方棋子
{
if (AImap[i][j].id == blackchess[0])//黑棋是俥
{
int twotime = 0;
struct AIcoord AIsecendblack[20];
// printf("马(%d %d)", i, j);
AIsecendblack[0].power = -200;
for (int twoi = 0; twoi <= 8; twoi++)
{
for (int twoj = 0; twoj <= 9; twoj++)
{
if (che(i, j, twoi, twoj))
{
AIblack[time].beginx = i;
AIblack[time].beginy = j;
AIblack[time].power = 0;
for (int a = 0; a <= 8; a++)
{
for (int b = 0; b <= 9; b++)
{
if (AIifdown(a, b, i, j))
{
AIblack[time].power += AIpower(i, j);
// printf("危险:(%d %d)会被红方(%d,%d)攻击---攻击权值为:%g ", i, j, a, b, AIblack[time].power);
// printf("%f", AIpower(i, j));
}
}
}
// printf("逃跑权值:%g \n ", AIblack[time].power);
AIsecendblack[twotime].endx = twoi;
AIsecendblack[twotime].endy = twoj;
AIsecendblack[twotime].power = 0;
if (AIifdown(i, j, twoi, twoj) && AImap[twoi][twoj].type == RED)
{
AIsecendblack[twotime].power += AIpower(twoi, twoj) ;
}
AImovechess(i, j, twoi, twoj);
AIsecendblack[twotime].power = AIsecendblack[twotime].power + ALLifdown();
if (AIsecendblack[0].power <= AIsecendblack[twotime].power)
{
AIsecendblack[0].power = AIsecendblack[twotime].power;
AIsecendblack[0].endx = AIsecendblack[twotime].endx;
AIsecendblack[0].endy = AIsecendblack[twotime].endy;
}
twotime++;
AIfollowchess();
}
}
}
AIblack[time].beginx = i;
AIblack[time].beginy = j;
AIblack[time].endx = AIsecendblack[0].endx;
AIblack[time].endy = AIsecendblack[0].endy;
AIblack[time].power = AIsecendblack[0].power;
printf("俥(%d %d)最有价值的路径是(%d %d)到(%d %d)权值是%g\n", AIblack[time].beginx, AIblack[time].beginy, AIblack[time].beginx, AIblack[time].beginy, AIblack[time].endx, AIblack[time].endy, AIblack[time].power);
// printf("俥(%d %d)最有价值的路径是(%d %d)到(%d %d)权值是0\n", AIblack[time].beginx, AIblack[time].beginy, AIblack[time].beginx, AIblack[time].beginy, AIblack[time].endx, AIblack[time].endy);
// printf("俥(%d %d)最有价值的路径是(%d %d)到(%d %d)权值是%g",i,j,i,j, AIblack[0].endx, AIblack[0].endy, AIblack[0].power);
// AIsecendblackclean();
if (AIblack[0].power < AIblack[time].power)
{
AIblack[0].beginx = AIblack[time].beginx;
AIblack[0].beginy = AIblack[time].beginy;
AIblack[0].endx = AIblack[time].endx;
AIblack[0].endy = AIblack[time].endy;
AIblack[0].power = AIblack[time].power;
}
time++;
}
if (AImap[i][j].id == blackchess[1])//黑棋是马
{
int twotime = 0;
struct AIcoord AIsecendblack[20];
//f("马(%d %d)", i, j);
AIsecendblack[0].power = -200;
for (int twoi = 0; twoi <= 8; twoi++)
{
for (int twoj = 0; twoj <= 9; twoj++)
{
if (ma(i, j, twoi, twoj))
{
AIblack[time].beginx = i;
AIblack[time].beginy = j;
AIblack[time].power = 0;
for (int a = 0; a <= 8; a++)
{
for (int b = 0; b <= 9; b++)
{
if (AIifdown(a, b, i, j))
{
AIblack[time].power += AIpower(i, j);
// printf("危险:(%d %d)会被红方(%d,%d)攻击---攻击权值为:%g ", i, j, a, b, AIblack[time].power);
// printf("%f", AIpower(i, j));
}
}
}
// printf("逃跑权值:%g \n ", AIblack[time].power);
AIsecendblack[twotime].endx = twoi;
AIsecendblack[twotime].endy = twoj;
AIsecendblack[twotime].power = 0;
if (AIifdown(i, j, twoi, twoj) && AImap[twoi][twoj].type == RED)
{
AIsecendblack[twotime].power += AIpower(twoi, twoj);
// printf("我方(%d %d)可以攻击(%d %d)的红方棋子,移动权值为%g\n", i, j, twoi, twoj, AIsecendblack[twotime].power);
}
/// printf("吃子权值:%g", AIsecendblack[twotime].power);
// printf("总的权值:%g\n+", AIsecendblack[twotime].power);
// printf("\n");
// printf("马的可移动坐标(%d,%d)--权重: %g\n", AIsecendblack[twotime].endx, AIsecendblack[twotime].endy, AIsecendblack[twotime].power);
float h = AIsecendblack[twotime].power;
// printf("---------移动前:%g", AIsecendblack[twotime].power);
AImovechess(i, j, twoi, twoj);
AIsecendblack[twotime].power = AIsecendblack[twotime].power + ALLifdown();
// printf("---------移动后:%g\n", ALLifdown());;
if (AIsecendblack[0].power <= AIsecendblack[twotime].power)
{
AIsecendblack[0].power = AIsecendblack[twotime].power;
AIsecendblack[0].endx = AIsecendblack[twotime].endx;
AIsecendblack[0].endy = AIsecendblack[twotime].endy;
}
// printf("俥(%d %d)可以移动的路径是(%d %d)到(%d %d)权值是%g", i,j,i, j, AIsecendblack[0].endx, AIsecendblack[0].endy, AIsecendblack[0].power);
AIfollowchess();
twotime++;
}
}
}
// printf("俥(%d %d)可以移动的路径是(%d %d)到(%d %d)权值是%g", i, j, i, j, AIsecendblack[0].endx, AIsecendblack[0].endy, AIsecendblack[0].power);
AIblack[time].beginx = i;
AIblack[time].beginy = j;
AIblack[time].endx = AIsecendblack[0].endx;
AIblack[time].endy = AIsecendblack[0].endy;
AIblack[time].power = AIsecendblack[0].power;
printf("马(%d %d)最有价值的路径是(%d %d)到(%d %d)权值是%g\n", AIblack[time].beginx, AIblack[time].beginy, AIblack[time].beginx, AIblack[time].beginy, AIblack[time].endx, AIblack[time].endy, AIblack[time].power);
// printf("马(%d %d)最有价值的路径是(%d %d)到(%d %d)权值是0\n", AIblack[time].beginx, AIblack[time].beginy, AIblack[time].beginx, AIblack[time].beginy, AIblack[time].endx, AIblack[time].endy);
// printf("俥(%d %d)最有价值的路径是(%d %d)到(%d %d)权值是%g",i,j,i,j, AIblack[0].endx, AIblack[0].endy, AIblack[0].power);
// AIsecendblackclean();
if (AIblack[0].power < AIblack[time].power)
{
AIblack[0].beginx = AIblack[time].beginx;
AIblack[0].beginy = AIblack[time].beginy;
AIblack[0].endx = AIblack[time].endx;
AIblack[0].endy = AIblack[time].endy;
AIblack[0].power = AIblack[time].power;
}
time++;
}
if (AImap[i][j].id == blackchess[2])//黑棋是象
{
int twotime = 0;
struct AIcoord AIsecendblack[20];
// printf("马(%d %d)", i, j);
AIsecendblack[0].power = -200;
for (int twoi = 0; twoi <= 8; twoi++)
{
for (int twoj = 0; twoj <= 9; twoj++)
{
if (xiang(i, j, twoi, twoj))
{
AIblack[time].beginx = i;
AIblack[time].beginy = j;
AIblack[time].power = 0;
for (int a = 0; a <= 8; a++)
{
for (int b = 0; b <= 9; b++)
{
if (AIifdown(a, b, i, j))
{
AIblack[time].power += AIpower(i, j);
// printf("危险:(%d %d)会被红方(%d,%d)攻击---攻击权值为:%g ", i, j, a, b, AIblack[time].power);
// printf("%f", AIpower(i, j));
}
}
}
// printf("逃跑权值:%g \n ", AIblack[time].power);
AIsecendblack[twotime].endx = twoi;
AIsecendblack[twotime].endy = twoj;
AIsecendblack[twotime].power = 0;
if (AIifdown(i, j, twoi, twoj) && AImap[twoi][twoj].type == RED)
{
AIsecendblack[twotime].power += AIpower(twoi, twoj);
// printf("我方(%d %d)可以攻击(%d %d)的红方棋子,移动权值为%g\n", i, j, twoi, twoj, AIsecendblack[twotime].power);
}
/// printf("吃子权值:%g", AIsecendblack[twotime].power);
// printf("总的权值:%g\n+", AIsecendblack[twotime].power);
// printf("\n");
// printf("象的可移动坐标(%d,%d)--权重: %g\n", AIsecendblack[twotime].endx, AIsecendblack[twotime].endy, AIsecendblack[twotime].power);
float h = AIsecendblack[twotime].power;
// printf("---------移动前:%g", AIsecendblack[twotime].power);
AImovechess(i, j, twoi, twoj);
AIsecendblack[twotime].power = AIsecendblack[twotime].power + ALLifdown();
// printf("---------移动后:%g\n", ALLifdown());
if (AIsecendblack[0].power