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📄 eveluation.cpp

📁 这是使用 C++ 写的棋子游戏
💻 CPP
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// Eveluation.cpp: implementation of the CEveluation class.
//
//////////////////////////////////////////////////////////////////////

#include "Eveluation.h"
#include <string.h>
#include <stdlib.h>

#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
//下面两个常量数组存放了兵在不同位置的附加值
//基本上是过河之后越靠近老将分值越高
////红兵的附加值矩阵
//const int BA0[10][9]=
//{
//  {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},
//  {70,90,110,110,110,110,110,90,70},
//  {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},
//};
//
////黑卒的附加值矩阵
//const int BA1[10][9]=
//{
//  {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},
//  {70,90,110,110,110,110,110,90,70},
//  {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},
//};

//红兵的附加值矩阵
const int BA0[10][9]=
{
    {0,0,0,0,0,0,0,0,0},
    {120,120,140,150,150,150,140,120,120},
    {120,120,140,150,150,150,140,120,120},
    {100,120,140,140,140,140,140,120,100},
    {100,100,100,100,100,100,100,100,100},
    {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},
};

//黑卒的附加值矩阵
const int BA1[10][9]=
{
    {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},
    {100,100,100,100,100,100,100,100,100},
    {100,120,140,140,140,140,140,120,100},
    {120,120,140,150,150,150,140,120,120},
    {120,120,140,150,150,150,140,120,120},
    {0,0,0,0,0,0,0,0,0},
};

int CEveluation::GetBingValue(int x,int y,BYTE CurSituation[][9])
{
    if(CurSituation[y][x]==R_PAWN)
        return BA0[y][x];

    if(CurSituation[y][x]==B_PAWN)
        return BA1[y][x];

    return 0;
}

CEveluation::CEveluation()
{
    //初始化每种棋子的基本价值数组
    m_BaseValue[B_KING]=BASEVALUE_KING;
    m_BaseValue[B_CAR]=BASEVALUE_CAR;
    m_BaseValue[B_HORSE]=BASEVALUE_HORSE;
    m_BaseValue[B_BISHOP]=BASEVALUE_BISHOP;
    m_BaseValue[B_ELEPHANT]=BASEVALUE_ELEPHANT;
    m_BaseValue[B_CANON]=BASEVALUE_CANON;
    m_BaseValue[B_PAWN]=BASEVALUE_PAWN;

    m_BaseValue[R_KING]=BASEVALUE_KING;
    m_BaseValue[R_CAR]=BASEVALUE_CAR;
    m_BaseValue[R_HORSE]=BASEVALUE_HORSE;
    m_BaseValue[R_BISHOP]=BASEVALUE_BISHOP;
    m_BaseValue[R_ELEPHANT]=BASEVALUE_ELEPHANT;
    m_BaseValue[R_CANON]=BASEVALUE_CANON;
    m_BaseValue[R_PAWN]=BASEVALUE_PAWN;

    //初始化灵活性分值数组
    m_FlexValue[B_KING]=FLEXIBILITY_KING;
    m_FlexValue[B_CAR]=FLEXIBILITY_CAR;
    m_FlexValue[B_HORSE]=FLEXIBILITY_HORSE;
    m_FlexValue[B_BISHOP]=FLEXIBILITY_BISHOP;
    m_FlexValue[B_ELEPHANT]=FLEXIBILITY_ELEPHANT;
    m_FlexValue[B_CANON]=FLEXIBILITY_CANON;
    m_FlexValue[B_PAWN]=FLEXIBILITY_PAWN;

    m_FlexValue[R_KING]=FLEXIBILITY_KING;
    m_FlexValue[R_CAR]=FLEXIBILITY_CAR;
    m_FlexValue[R_HORSE]=FLEXIBILITY_HORSE;
    m_FlexValue[R_BISHOP]=FLEXIBILITY_BISHOP;
    m_FlexValue[R_ELEPHANT]=FLEXIBILITY_ELEPHANT;
    m_FlexValue[R_CANON]=FLEXIBILITY_CANON;
    m_FlexValue[R_PAWN]=FLEXIBILITY_PAWN;

    m_nAccessCount=0;
}

CEveluation::~CEveluation()
{

}

int CEveluation::Eveluate(BYTE position[][9], BOOL bIsRedTurn,int nUserChessColor)
{
    int i,j,k;
    int nChessType,nTargetType;
    
    m_nAccessCount++;//每调用一次就增加一次

    //初始化
    memset(m_chessValue,0,360);
    memset(m_AttackPos,0,180);
    memset(m_GuardPos,0,90);
    memset(m_FlexibilityPos,0,90);

    //扫描棋盘,找出每一个棋子,及其威胁/保护的棋子,还有其灵活性
    for(i=0;i<10;i++)
        for(j=0;j<9;j++)
        {
            if(position[i][j]!=NOCHESS)
            {
                nChessType=position[i][j];   //取棋子类型
                GetRelatePiece(position,j,i);//找出该棋子所有相关位置
                for(k=0;k<nPosCount;k++)     //对每一目标位置
                {               
                    nTargetType=position[RelatePos[k].y][RelatePos[k].x];//取目标棋子类型
                    if(nTargetType==NOCHESS)//如果是空白,灵活性增加
                        m_FlexibilityPos[i][j]++;
                    else//有棋子
                    {
                        if(IsSameSide(nChessType,nTargetType))
                        {
                            //己方棋子,目标受保护
                            m_GuardPos[RelatePos[k].y][RelatePos[k].x]++;
                        }
                        else
                        {
                            //敌方棋子,目标受威胁
                            m_AttackPos[RelatePos[k].y][RelatePos[k].x]++;
                            m_FlexibilityPos[i][j]++;//灵活性增加
                            switch(nTargetType)
                            {
                                case R_KING://红帅
                                    if(!bIsRedTurn)//轮到黑棋走
                                        return 18888;//返回失败极值
                                    break;
                                
                                case B_KING://黑将
                                    if(bIsRedTurn)//轮到红棋走
                                        return 18888;//返回失败极值
                                    break;
                                    
                                default:
                                    //根据威胁的棋子加上威胁分值
                                    m_AttackPos[RelatePos[k].y][RelatePos[k].x]+=(30 +(m_BaseValue[nTargetType]- m_BaseValue[nChessType])/10)/10;
                                    break;
                            }
                        }
                    }
                }
            }
        }

    //下面的循环统计扫描到的数据
    for(i=0;i<10;i++)
        for(j=0;j<9;j++)
        {
            if(position[i][j]!=NOCHESS)
            {
                nChessType=position[i][j];
                m_chessValue[i][j]++;
                //如果棋子存在其价值不为0,把每一棋子的灵活性价值加进棋子价值
                m_chessValue[i][j]+=m_FlexValue[nChessType]*m_FlexibilityPos[i][j];
                //加上兵的附加值
                m_chessValue[i][j]+=GetBingValue(j,i,position);
            }
        }

    //下面的循环继续统计扫描到的数据
    int nHalfvalue;
    for(i=0;i<10;i++)
        for(j=0;j<9;j++)
        {
            if(position[i][j]!=NOCHESS)
            {
                nChessType=position[i][j];          
                nHalfvalue=m_BaseValue[nChessType]/16;      //棋子基本价值的1/16作为威胁/保护增量            
                m_chessValue[i][j]+=m_BaseValue[nChessType];//每个棋子的基本价值加入其总价值
                if(IsRed(nChessType))//红棋
                {
                    if(m_AttackPos[i][j])//当前红棋如果被威胁
                    {
                        if(bIsRedTurn)//轮到红棋走
                        {                       
                            if(nChessType==R_KING)//如果是红将
                                m_chessValue[i][j]-=20;//价值降低20
                            else
                            {
                                //价值减去2倍nHalfvalue
                                m_chessValue[i][j]-=nHalfvalue*2;
                                if(m_GuardPos[i][j])//是否被己方棋子保护
                                    m_chessValue[i][j]+=nHalfvalue;//被保护再加上nHalfvalue
                            }
                        }
                        else//当前红棋被威胁,轮到黑棋走
                        {
                            if(nChessType==R_KING)//是否是红帅
                                return 18888;//返回失败极值   
                            m_chessValue[i][j]-=nHalfvalue*10;//减去10倍的nHalfvalue,表示威胁程度高
                            if(m_GuardPos[i][j])//如果被保护
                                m_chessValue[i][j]+=nHalfvalue*9;//被保护再加上9倍的nHalfvalue
                        }
                        //被威胁的棋子加上威胁差,防止一个兵威胁
                        //一个被保护的车,而估值函数没有反映此类问题
                        m_chessValue[i][j]-=m_AttackPos[i][j];
                    }
                    else
                    {
                        //没受威胁
                        if(m_GuardPos[i][j])
                            m_chessValue[i][j]+=5;//受保护,加一点分
                    }
                }
                else
                {
                    //如果是黑棋
                    if(m_AttackPos[i][j])
                    {
                        //受威胁
                        if(!bIsRedTurn)
                        {
                            //轮到黑棋走
                            if(nChessType==B_KING)//如果是黑将
                                m_chessValue[i][j]-=20;//棋子价值降低20
                            else
                            { 
                                //棋子价值降低2倍nHalfvalue
                                m_chessValue[i][j]-=nHalfvalue*2;
                                if(m_GuardPos[i][j])//如果受保护                                   
                                    m_chessValue[i][j] +=nHalfvalue;//棋子价值增加nHalfvalue
                            }
                        }
                        else
                        {
                            //轮到红棋走
                            if(nChessType==B_KING)//是黑将
                                return 18888;//返回失败极值                           
                            m_chessValue[i][j]-=nHalfvalue*10;//棋子价值减少10倍nHalfvalue
                            if(m_GuardPos[i][j])//受保护
                                m_chessValue[i][j]+=nHalfvalue*9;//被保护再加上9倍nHalfvalue
                        }
                        //被威胁的棋子再加上威胁差
                        //防止一个兵威胁一个被保护的车,而估值函数没有反映此类的问题
                        m_chessValue[i][j]-=m_AttackPos[i][j];
                    }
                    else
                    {
                        //不受威胁
                        if(m_GuardPos[i][j])
                            m_chessValue[i][j]+=5;//受保护,加一点分
                    }
                }
            }
        }
        
    //以上统计了每个棋子的总价值
    //下面统计红黑两方总分
    int nRedValue=0;int nBlackValue=0;
    for(i=0;i<10;i++)
        for(j=0;j<9;j++)
        {
            nChessType=position[i][j];
            if(nChessType!=NOCHESS)
            {
                if(IsRed(nChessType))
                    nRedValue+=m_chessValue[i][j];  //把红棋的值加总
                else
                    nBlackValue+=m_chessValue[i][j];//把红棋的值加总
            }
        }

    if(nUserChessColor==REDCHESS)
    {
        if(bIsRedTurn)
            return nRedValue-nBlackValue;//如果轮到红棋走返回估值

        return nBlackValue-nRedValue;//如果轮到黑棋走返回负估值
    }

    if(bIsRedTurn)
        return nBlackValue-nRedValue;//如果轮到黑棋走返回负估值         
    
    return nRedValue-nBlackValue;//如果轮到红棋走返回估值
}

int CEveluation::GetRelatePiece(BYTE position[][9], int j, int i)
{
    nPosCount=0;
    BYTE nChessID;
    BYTE flag;
    int x,y;
    
    nChessID=position[i][j];

    switch(nChessID)
    {
    case R_KING://红帅
    case B_KING://黑将
        //循环检查九宫之内哪些位置可到达/保护
        //扫描两边就宫包含了照像的情况
        for(y=0;y<3;y++)
            for(x=3;x<6;x++)
                if(CanTouch(position,j,i,x,y))//能否到达
                    AddPoint(x,y);//可达到/保护的位置加入数组

        //循环检查九宫之内哪些位置可到达/保护
        //扫描两边就宫包含了照像的情况
        for(y=7;y<10;y++)
            for(x=3;x<6;x++)
                if(CanTouch(position,j,i,x,y))//能否到达
                    AddPoint(x,y);//可达到/保护的位置加入数组

        break;

    case R_BISHOP://红士
        //循环检查九宫之内哪些位置可到达/保护
        for(y=7;y<10;y++)
            for(x=3;x<6;x++)
                if(CanTouch(position,j,i,x,y))
                    AddPoint(x,y);//可达到/保护的位置加入数组
        
        break;

    case B_BISHOP://黑士
        //循环检查九宫之内哪些位置可到达/保护
        for(y=0;y<3;y++)
            for(x=3;x<6;x++)
                if(CanTouch(position,j,i,x,y))
                    AddPoint(x,y);//可达到/保护的位置加入数组
        
        break;

    case R_ELEPHANT://红相
    case B_ELEPHANT://黑象
        //右下
        x=j+2;
        y=i+2;
        if(x<9 && y<10 && CanTouch(position,j,i,x,y))
            AddPoint(x,y);

        //右上
        x=j+2;
        y=i-2;
        if(x<9 && y>=0 && CanTouch(position,j,i,x,y))
            AddPoint(x,y);

        //左下
        x=j-2;
        y=i+2;
        if(x>=0 && y<10 && CanTouch(position,j,i,x,y))
            AddPoint(x,y);

        //左上
        x=j-2;
        y=i-2;
        if(x>=0 && y>=0 && CanTouch(position,j,i,x,y))
            AddPoint(x,y);

        break;

        case R_HORSE://红马
        case B_HORSE://黑马
            //检查右下方能否到达/保护
            x=j+2;
            y=i+1;
            if((x<9 && y<10)&&CanTouch(position,j,i,x,y))
                AddPoint(x,y);

            //检查右上方能否到达/保护
            x=j+2;
            y=i-1;
            if((x<9 && y>=0)&&CanTouch(position,j,i,x,y))
                AddPoint(x,y);

            //检查左下方能否到达/保护
            x=j-2;
            y=i+1;
            if((x>=0 && y<10)&&CanTouch(position,j,i,x,y))
                AddPoint(x,y);

            //检查左上方能否到达/保护
            x=j-2;
            y=i-1;
            if((x>=0 && y>=0)&&CanTouch(position,j,i,x,y))
                AddPoint(x,y);

            //检查右下方能否到达/保护
            x=j+1;
            y=i+2;
            if((x<9 && y<10)&&CanTouch(position,j,i,x,y))
                AddPoint(x,y);

            //检查右上方能否到达/保护
            x=j+1;
            y=i-2;
            if((x<9 && y>=0)&&CanTouch(position,j,i,x,y))
                AddPoint(x,y);

            //检查左下方能否到达/保护
            x=j-1;
            y=i+2;
            if((x>=0 && y<10)&&CanTouch(position,j,i,x,y))
                AddPoint(x,y);

            //检查左上方能否到达/保护
            x=j-1;
            y=i-2;
            if((x>=0 && y>=0)&&CanTouch(position,j,i,x,y))
                AddPoint(x,y);

            break;

        case R_CAR://红车
        case B_CAR://黑车
            //检查向右能否到达/保护
            x=j+1;
            y=i;
            while(x<9)
            {
                if(NOCHESS==position[y][x])//空白
                    AddPoint(x,y);
                else{
                    //碰到第一个棋子
                    AddPoint(x,y);
                    break;//后面的位置不能走了
                }
                x++;
            }

            //检查向左能否到达/保护
            x=j-1;
            y=i;
            while(x>=0)
            {
                if(NOCHESS==position[y][x])//空白
                    AddPoint(x,y);
                else{
                    //碰到第一个棋子
                    AddPoint(x,y);
                    break;//后面的位置不能走了
                }
                x--;

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