This commit is contained in:
pengfei.zhou 2019-12-17 15:45:00 +08:00
parent 84ea697eb2
commit 4a5cb1739f

View File

@ -1,7 +1,152 @@
import { Stack, hlayout, Group, Color, stack, layoutConfig, LayoutSpec, vlayout, IVLayout, Text, ViewHolder, ViewModel, VMPanel, scroller, modal, text, gravity, Gravity, IHLayout, takeNonNull, View, log, popover } from "doric";
import { colors } from "./utils";
enum State {
Unspecified,
BLACK,
WHITE,
}
const count = 13
class AIComputer {
wins: Array<Array<Array<Boolean>>> = new Array(count).fill(0).map(_ => new Array(count).fill(0).map(_ => []));
winCount = 0
blackWins: number[]
whiteWins: number[]
constructor() {
for (let y = 0; y < count; y++) {
for (let x = 0; x < count - 4; x++) {
for (let k = 0; k < 5; k++) {
this.wins[x + k][y][this.winCount] = true;
}
this.winCount++;
}
}
for (let x = 0; x < count; x++) {
for (let y = 0; y < count - 4; y++) {
for (let k = 0; k < 5; k++) {
this.wins[x][y + k][this.winCount] = true;
}
this.winCount++;
}
}
for (let x = 0; x < count - 4; x++) {
for (let y = 0; y < count - 4; y++) {
for (let k = 0; k < 5; k++) {
this.wins[x + k][y + k][this.winCount] = true;
}
this.winCount++;
}
}
for (let x = 0; x < count - 4; x++) {
for (let y = count - 1; y > 3; y--) {
for (let k = 0; k < 5; k++) {
this.wins[x + k][y - k][this.winCount] = true;
}
this.winCount++;
}
}
this.blackWins = new Array(this.winCount).fill(0)
this.whiteWins = new Array(this.winCount).fill(0)
}
oneStep(idx: number, role: State.BLACK | State.WHITE) {
const { x, y } = this.index2Position(idx)
for (let loop = 0; loop < this.winCount; loop++) {
if (this.wins[x][y][loop]) {
if (role === State.BLACK) {
this.blackWins[loop] += 1
} else {
this.whiteWins[loop] += 1
}
}
}
}
index2Position(idx: number) {
const x = idx % count
const y = Math.floor(idx / count)
return { x, y }
}
compute(matrix: State[], role: State.BLACK | State.WHITE) {
const myScore = new Array(matrix.length).fill(0)
const rivalScore = new Array(matrix.length).fill(0)
const myWins = role === State.BLACK ? this.blackWins : this.whiteWins
const rivalWins = role === State.BLACK ? this.whiteWins : this.blackWins
let max = 0
let retIdx = 0
matrix.forEach((state, idx) => {
if (state != State.Unspecified) {
return
}
const { x, y } = this.index2Position(idx)
for (let loop = 0; loop < this.winCount; loop++) {
if (this.wins[x][y][loop]) {
switch (rivalWins[loop]) {
case 1:
rivalScore[idx] += 200
break
case 2:
rivalScore[idx] += 400
break
case 3:
rivalScore[idx] += 2000
break
case 4:
rivalScore[idx] += 10000
break
default:
break
}
switch (myWins[loop]) {
case 1:
myScore[idx] += 220
break
case 2:
myScore[idx] += 420
break
case 3:
myScore[idx] += 2200
break
case 4:
myScore[idx] += 20000
break
default:
break
}
}
}
if (rivalScore[idx] > max) {
max = rivalScore[idx];
retIdx = idx
} else if (rivalScore[idx] == max) {
if (myScore[idx] > myScore[retIdx]) {
retIdx = idx
}
}
if (myScore[idx] > max) {
max = myScore[idx]
retIdx = idx
} else if (myScore[idx] == max) {
if (rivalScore[idx] > rivalScore[retIdx]) {
retIdx = idx
}
}
})
return retIdx
}
}
const lineColor = Color.BLACK
function columLine() {
return (new Stack).apply({
@ -26,13 +171,6 @@ function pointer(size: number) {
height: size,
})
}
const count = 13
enum State {
Unspecified,
BLACK,
WHITE,
}
enum GameMode {
P2P,
P2C,
@ -150,6 +288,7 @@ class GoBangVH extends ViewHolder {
}
class GoBangVM extends ViewModel<GoBangState, GoBangVH>{
computer!: AIComputer
onAttached(state: GoBangState, vh: GoBangVH) {
vh.actualBuild(state)
vh.targetZone.forEach((e, idx) => {
@ -168,9 +307,15 @@ class GoBangVM extends ViewModel<GoBangState, GoBangVH>{
if (it.role === 'black') {
it.matrix.set(idx, State.BLACK)
it.role = 'white'
if (this.computer) {
this.computer.oneStep(idx, State.BLACK)
}
} else {
it.matrix.set(idx, State.WHITE)
it.role = 'black'
if (this.computer) {
this.computer.oneStep(idx, State.WHITE)
}
}
it.anchor = undefined
if (this.checkResult(idx)) {
@ -235,22 +380,36 @@ class GoBangVM extends ViewModel<GoBangState, GoBangVH>{
)
}
}
computeNextStep(it: GoBangState) {
let x = 0, y = 0
const tempMatrix: State[] = new Array(count * count).fill(0).map((_, idx) => {
return it.matrix.get(idx) || State.Unspecified
})
let idx = 0
do {
x = Math.floor(Math.random() * count)
y = Math.floor(Math.random() * count)
} while (it.matrix.get(x * count + y) === State.Unspecified)
idx = this.computer.compute(tempMatrix, it.role === 'black' ? State.BLACK : State.WHITE)
} while (it.matrix.get(idx) === State.Unspecified)
this.computer.oneStep(idx, it.role === 'black' ? State.BLACK : State.WHITE)
this.updateState(state => {
state.matrix.set(x * count + y, state.role === 'black' ? State.BLACK : State.WHITE)
state.matrix.set(idx, state.role === 'black' ? State.BLACK : State.WHITE)
state.role = state.role === 'black' ? 'white' : 'black'
})
if (this.checkResult(idx)) {
modal(context).alert({
title: "游戏结束",
msg: `恭喜获胜方${it.role === 'white' ? "黑方" : "白方"}`,
}).then(() => {
this.updateState(s => {
this.reset(s)
})
})
}
}
reset(it: GoBangState) {
it.matrix.clear()
it.role = "black"
it.anchor = undefined
this.computer = new AIComputer
if (it.gameMode === GameMode.C2P) {
this.computeNextStep(it)
}