void CFiveChessDlg::ComputerDown() { int mode = 0, cur = 0, curX = 0, curY = 0, sum1 = 0, sum2 = 0; int x = 0, y = 0, cx = 0, cy = 0, cPrior = 0, prior = 0, flgL = 0, flgR = 0; for (x = 0; x < 15; x++) { for (y = 0; y < 15; y++) { // 掃描全部空白點 if (chessData[x][y] == 0) { prior = 0; for (mode = 1; mode < 5; mode++) // 模式1為 — 向判斷,模式2為 | 向判斷 { // 模式3為 \ 向判斷,模式4為 / 向判斷 sum1 = sum2 = 0; flgL = flgR = 0; curX = x; curY = y; //改變模式后重置變量 for (cur = -4; cur <= 4; cur++) { if (mode == 1) //向→檢查 { curX = x + cur; if (curX < 0) continue; //左越界繼續 if (curX > 14) break; //右越界停止 } if (mode == 2) //向↓檢查 { curY = y + cur; if (curY < 0) continue; //上越界繼續 if (curY > 14) break; //下越界停止 } if (mode == 3) //向↘檢查 { curX = x + cur; curY = y + cur; if (curX < 0 || curY < 0) continue; // 左或上越界繼續 if (curX > 14 || curY > 14) break; // 右或下越界停止 } if (mode == 4) //向↗檢查 { curX = x + cur; curY = y - cur; if (curX < 0 || curY>14) continue; // 左或下越界繼續 if (curX > 14 || curY < 0) break; // 右或上越界停止 } // 初始化棋子標志,用於判斷反色 if (cur < 0 && flgL == 0 && chessData[curX][curY] != 0) flgL = chessData[curX][curY]; if (cur > 0 && flgR == 0 && chessData[curX][curY] != 0) flgR = chessData[curX][curY]; if (cur < 0 && chessData[curX][curY] == (-flgL)) { sum1 = -1; // 左側搜索到反色,相當於被堵住的棋 flgL = -flgL; // 同時標記也取反 } if (cur < 0 && chessData[curX][curY] == flgL) { sum1++; // 左側搜索到同色 } if (cur == -1 && sum1 > 0 && chessData[curX][curY] == 0) { sum1--; // 左一位搜索到空棋 } if (cur == 1 && sum2 > 0 && chessData[curX][curY] == 0) { sum2--; // 右一位搜索到空棋 } if (cur > 0 && flgL == flgR) // 如果左邊的棋子和右邊的同色 { sum2 += sum1; // 用sum2代替sum1繼續搜索 sum1 = 0; // sum1置0以防重復相加和影響后面的cPrior } if (cur > 0 && chessData[curX][curY] == (-flgR)) { sum2--; // 右邊出現反色則,相當於被堵住的棋 break; // 不需要繼續搜索了 } if (cur > 0 && chessData[curX][curY] == flgR) { sum2++;// 右側搜索到同色 } } // 長連相對短連擁有絕對的優勢 if (sum1 == 1) prior = prior + 1; if (sum1 == 2) prior = prior + 10 - 2 * flgL; // 數目相同白棋優先 if (sum1 == 3) prior = prior + 100 - 20 * flgL; if (sum1 == 4) prior = prior + 1000 - 200 * flgL; if (sum2 == 1) prior = prior + 1; if (sum2 == 2) prior = prior + 10 - 2 * flgR; if (sum2 == 3) prior = prior + 100 - 20 * flgR; if (sum2 == 4) prior = prior + 1000 - 200 * flgR; } if (prior > cPrior) { cPrior = prior; cx = x; cy = y; } if (prior == cPrior && rand() < RAND_MAX / 5) { // 除第一個棋外很少有優先級相等的點 cPrior = prior; cx = x; cy = y; } } } } PutDown(cx, cy); // 在得到的點下棋 }