📄 eveluation.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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