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📄 eveluation.h

📁 一个简单的象棋游戏
💻 H
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// Eveluation.h: interface for the CEveluation class.
//
//////////////////////////////////////////////////////////////////////

#if !defined(AFX_EVELUATION_H__0339B6C0_EBAF_40A0_8366_67F2B4B7F3D1__INCLUDED_)
#define AFX_EVELUATION_H__0339B6C0_EBAF_40A0_8366_67F2B4B7F3D1__INCLUDED_

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
//棋子的基本价值
#define BASEVALUE_PAWN 100
#define BASEVALUE_BISHOP 250
#define BASEVALUE_ELEPHANT 250
#define BASEVALUE_CAR 500
#define BASEVALUE_HORSE 350
#define BASEVALUE_CANON 350
#define BASEVALUE_KING 10000
//棋子的灵活性
//也就是每多一个可走位置,应加的分值
#define FLEXIBILITY_PAWN 15
#define FLEXIBILITY_BISHOP 1
#define FLEXIBILITY_ELEPHANT 1
#define FLEXIBILITY_CAR 6
#define FLEXIBILITY_HORSE 12
#define FLEXIBILITY_CANON 6
#define FLEXIBILITY_KING 0
/////////
/////////
const BA0[10][9]=//红卒的附加矩阵
{
	{0,0,0,0,0,0,0,0,0},
	{90,90,110,120,120,120,110,90,90},
	{90,90,110,120,120,120,110,90,90},
	{70,90,110,120,120,120,110,90,70},
	{70,70,70,70,70,70,70,70,70},
	{0,0,0,0,0,0,0,0,0},
	{0,0,0,0,0,0,0,0,0},
	{0,0,0,0,0,0,0,0,0},
	{0,0,0,0,0,0,0,0,0},
	{0,0,0,0,0,0,0,0,0}
};
const BA1[10][9]=//黑兵的附加矩阵
{
	{0,0,0,0,0,0,0,0,0},
	{0,0,0,0,0,0,0,0,0},
	{0,0,0,0,0,0,0,0,0},
	{0,0,0,0,0,0,0,0,0},
	{0,0,0,0,0,0,0,0,0},
	{70,70,70,70,70,70,70,70,70},
	{70,90,110,120,120,120,110,90,70},
	{90,90,110,120,120,120,110,90,90},
	{90,90,110,120,120,120,110,90,90},
	{0,0,0,0,0,0,0,0,0}
};
//为每一个兵返回附加值
//x是横坐标,y是纵坐标,board是棋盘
//不是兵返回0
/*int GetBinValue(int x,int y,int board[10][9])
{
	if(board[x][y]==R_PAWN)
		return BA0[x][y];
	if(board[x][y]==B_PAWN)
		return BA1[x][y];
    return 0;
};*/
/*typedef struct{
	BYTE X;
	BYTE Y;
}CHESSMANPOS1;
typedef struct{
	int ChessID;
	CHESSMANPOS1 From;
	CHESSMANPOS1 To;
	int score;        //值
}CHESSMOVE1;*/
typedef struct{
int	ChessBoard[10][9];
}BOARD;
class CEveluation  
{
public:
	BOARD board;
	int Eveluate(int board[10][9],bool blsRedTurn);
	CEveluation();
	virtual ~CEveluation();

protected:
	int GetBinValue(int x,int y,int board[10][9]);
	BYTE m_FlexiBilityPos[10][9];//存放每位置上棋子的灵活性分数
	BYTE m_GuardPos[10][9];//存放每一位置被保护的信息
	short m_AttackPos[10][9];//存放每一位置被威胁的信息
	int m_FlexValue[15];//存放棋子灵活性分数的数组
	int m_BaseValue[15];//存放棋子的基本价值
	int m_ChessValue[10][9];//存放每一位置上棋子的总价值
	int nPosCount;  //记录每一棋子的相关位置的个数
	POINT RelatPos[20];//记录一个棋子相关位置的数组
	void AddPoint(int x, int y);
	bool CanTouch(int FromX,int FromY,int ToX,int ToY);
	int GetRelatePiece(int board[10][9],int i,int j);
};

#endif // !defined(AFX_EVELUATION_H__0339B6C0_EBAF_40A0_8366_67F2B4B7F3D1__INCLUDED_)

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