三子棋代码修改版

#include "zf_common_headfile.h"
//#include <stdio.h>  
//#include <string.h>  
//#include <limits.h>  

Board board={{3,3,3},
             {3,3,3},
             {3,3,3},};

int row=-1;
int col=-1;
int computer = 1;  
int player = 0; 

// 检查是否赢了  
int check_win(Board board, int player) {  
    // 检查行和列  
    for (int i = 0; i < SIZE; i++) {  
        int row_win = 1, col_win = 1;  
        for (int j = 0; j < SIZE; j++) {  
            if (board[i][j]!= player) row_win = 0;  
            if (board[j][i]!= player) col_win = 0;  
        }  
        if (row_win || col_win) return 1;  
    }  

    // 检查对角线  
    int diag_win = 1, anti_diag_win = 1;  
    for (int i = 0; i < SIZE; i++) {  
        if (board[i][i]!= player) diag_win = 0;  
        if (board[i][SIZE - 1 - i]!= player) anti_diag_win = 0;  
    }  
    return diag_win || anti_diag_win;  
}  

// 检查是否平局  
int check_draw(Board board) {  
    for (int i = 0; i < SIZE; i++) {  
        for (int j = 0; j < SIZE; j++) {  
            if (board[i][j] == 3) return 0;  
        }  
    }  
    return 1;  
}  

// 最小最大算法  
int minimax(Board board, int depth, int is_maximizing) {  

    if (check_win(board, computer)) return 10 - depth;  
    if (check_win(board, player)) return depth - 10;  
    if (check_draw(board)) return 0;  

    if (is_maximizing) {  
        int best_score = INT_MIN;  
        for (int i = 0; i < SIZE; i++) {  
            for (int j = 0; j < SIZE; j++) {  
                if (board[i][j] == 3) {  
                    board[i][j] = computer;  
                    int score = minimax(board, depth + 1, 0);  
                    board[i][j] = 3;  
                    if (score > best_score) best_score = score;  
                }  
            }  
        }  
        return best_score;  
    } else {  
        int best_score = INT_MAX;  
        for (int i = 0; i < SIZE; i++) {  
            for (int j = 0; j < SIZE; j++) {  
                if (board[i][j] == 3) {  
                    board[i][j] = player;  
                    int score = minimax(board, depth + 1, 1);  
                    board[i][j] = 3;  
                    if (score < best_score) best_score = score;  
                }  
            }  
        }  
        return best_score;  
    }  
}

// 计算机移动  
void computer_move(Board board, int *row, int *col) {  
    int best_score = INT_MIN;  
    *row = -1;  
    *col = -1;  
    for (int i = 0; i < SIZE; i++) {  
        for (int j = 0; j < SIZE; j++) {  
            if (board[i][j] == 3) {  
                board[i][j] = 1;  
                int score = minimax(board, 1, 0);  
                board[i][j] = 3;  
                if (score > best_score) {  
                    best_score = score;  
                    *row = i;  
                    *col = j;  
                }  
            }  
        }  
    }  
}

// 新增函数:检查玩家是否变动 1 个棋子位置,并返回变动棋子的原坐标和变动后的坐标
void check_player_move(Board prev_board, Board curr_board, int *prev_row, int *prev_col, int *curr_row, int *curr_col) {
    int found_move = 0;
    for (int i = 0; i < SIZE; i++) {
        for (int j = 0; j < SIZE; j++) {
            if (prev_board[i][j]!= curr_board[i][j]) {
                if (found_move == 0) {
                    *prev_row = i;
                    *prev_col = j;
                    found_move = 1;
                } else {
                    printf("玩家变动了多个棋子位置,不符合规则!\n");
                    return;
                }
            }
        }
    }
    if (found_move) {
        for (int i = 0; i < SIZE; i++) {
            for (int j = 0; j < SIZE; j++) {
                if (prev_board[i][j]!= curr_board[i][j]) {
                    *curr_row = i;
                    *curr_col = j;
                }
            }
        }
    } else {
        printf("玩家未变动棋子位置!\n");
    }
}

  • 5
    点赞
  • 5
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值