最新文章 (全部类别)
LinERP - 线联ERP - 表格列头通用弹出菜单
C#统计List<T>字符串属性长度(返回每个属性的最大长度)
网易云音乐ncm转mp3在线转换
NNOMS钮纽OMS系统安装操作手册
线联ERP - 快捷键
LinERP - 线联ERP - 物料管理
线联ERP - 实施与维护事项
线联ERP - 多帐套主数据关系表
线联ERP - 海康威视人脸考勤机设置固定IP、重启设备操作手册
线联ERP用户操作手册 - BOM管理
LinERP - 线联ERP - 公司内部编码客户、供应商对照表
LinERP - 线联ERP试用版下载
LinERP - 线联ERP客户服务
DevExpress V22.1 表格导出PDF支持中文
DevExportTool类 - DevExpress GridView 导出Excel文件通用类
解决DevExpress GridView导出XLS文件报错:Unable to cast object of type 'Windows.Win32.Messageld' to type 'System.IConvertible'
LinERP - 线联ERP - 物料类别操作说明
LinERP - 线联ERP主界面
LinERP - 线联ERP用户操作手册 - 系统登陆
LinERP - 线联ERP - 工具栏按钮列表
LinERP - 线联ERP - 数据查询/数据编辑操作手册
LinERP - 线联ERP - 状态栏操作说明
CMS修改主菜单类别编码CategoryNo
LinERP - 线联ERP简介
明细表支持批量操作删除
C# 图片按钮特效:鼠标移入变浅,移出恢复原样 (ImageButtonHover类)
C# 复制对象属性 CopyProperties扩展方法
线联ERP - 用户操作手册 - 系统初始化
线联ERP - 什么是主账套?
线联ERP - 用户操作手册 - 公司资料设置
C/S快速开发框架旗舰版CSFrameworkV6.0 - VS开发环境配置
修复BUG: CSFramework.EF框架 Remove<T>, RemoveWhere<T>
使用Xlight FTP文件服务器
印章公章在线免费制作
CSFrameworkV6.1旗舰版 - appsettings.json 配置文件增加参数
推荐:使用Photoshop制作ico图标
C#.NET格式化显示:数字末尾不显示0
SQL脚本:更新主表的完成标记FlagFinish=Y
FastReport.NET 设计器汉化&运行时汉化
VS2026/VS2022 关闭 “自动添加 using 命名空间”
C#将List<T>导出为 CSV 文件(Excel 直接打开,无需第三方组件包)
.NET8+EF.Core开发的大型ERP系统客户端4GB电脑测试报告
线联ERP - LinERP HR+考勤系统正式上线
CSFrameworkV6旗舰版 - 复制单据功能
QMS软件简介 | 成本核算报价系统软件简介
QMS - 五金制品行业成本核算报价系统 - 货币资料
QMS - 五金制品行业成本核算报价系统 - 公共字典管理
QMS - 五金制品行业成本核算报价系统 - 物料类别
QMS - 五金制品行业成本核算报价系统 - 物料管理
QMS - 五金制品行业成本核算报价系统 - 图纸文件管理
.net敏捷开发,创造卓越

C#版智能五子棋游戏(2)


C#版智能五子棋游戏(2)IChessEngine 五子棋实现

using System;
using System.Collections.Generic;
using System.Text;
using System.Threading;

namespace QiuQiu.ChessEngine
{
   /// <summary>
   /// 游戏引擎
   /// </summary>
   public class ChessEngine : IChessEngine
   {
      #region private fields
      private IPlayer _plyer1;//玩家1
      private IPlayer _plyer2;//玩家2
      private IPlayer _currentPlayer;//当前玩家
      private IChessData _chessData;//棋子数据
      private Thread _doChessThread;//下棋线程
      private IChessLogic _chessLogic;//下棋逻辑
      private ChessTimer _timer;//计时器
      private TimeSpan _timeLimit = TimeSpan.FromMinutes(10);
      
      private bool _disposed = false;
      
      /// <summary>
      /// 数据变化时触发该事件
      /// </summary>
      public event EventHandler DataChange;
      /// <summary>
      /// 当前玩家改变时触发该事件
      /// </summary>
      public event EventHandler PlayerChange;
      /// <summary>
      /// 其他事件发生时触发该事件
      /// </summary>
      public event EngineEventHandle EventFire;
      
      public TimeSpan TimeLimit
      {
         get { return _timeLimit; }
         set { _timeLimit = value; }
      }
      
      /// <summary>
      /// 计时器
      /// </summary>
      public ChessTimer Timer
      {
         get { return _timer; }
      }
      
      /// <summary>
      /// 获取棋子数据的副本
      /// </summary>
      public IChessData ChessData
      {
         get { return _chessData.Copy(); }
      }
      
      /// <summary>
      /// 玩家1
      /// </summary>
      public IPlayer Plyer1
      {
         get { return _plyer1; }
         set { _plyer1 = value; }
      }
      
      /// <summary>
      /// 列家2
      /// </summary>
      public IPlayer Plyer2
      {
         get { return _plyer2; }
         set { _plyer2 = value; }
      }
      
      /// <summary>
      /// 当前玩家
      /// </summary>
      public IPlayer CurrentPlayer
      {
         get { return _currentPlayer; }
      }
      #endregion
      
      /// <summary>
      /// 构造方法
      /// </summary>
      public ChessEngine()
      {
         _chessData = new ChessData();
         _timer = new ChessTimer();
         _timer.Elapsed += new ChessTimerElapsed(_timer_Elapsed);
      }
      
      /// <summary>
      /// 开始
      /// </summary>
      public void Start()
      {
         if (_plyer1 == null || _plyer2 == null)
         {
            return;
         }
         _chessData = new ChessData();
         _chessLogic = new ChessLogic();
         _plyer1.Init(ChessType.Black);
         _plyer2.Init(ChessType.White);
         _currentPlayer = _plyer1;
         _plyer1.PutChess += new PutChessEventHandle(plyerPutChess);
         _plyer2.PutChess += new PutChessEventHandle(plyerPutChess);
         
         _timer.Start(ChessType.Black);
         _doChessThread = new Thread(new ThreadStart(StartDoChess));
         _doChessThread.Start();
         
         //DoChess(_plyer1);
      }
      
      /// <summary>
      /// 停止
      /// </summary>
      public void Stop()
      {
         StopTimer();
         StopThread();
      }
      
      /// <summary>
      /// 停止计时器
      /// </summary>
      private void StopTimer()
      {
         if(_timer != null)
         _timer.Stop();
      }
      
      /// <summary>
      /// 停止线程
      /// </summary>
      private void StopThread()
      {
         if (_doChessThread != null)
         {
            if (_doChessThread.ThreadState != ThreadState.Stopped)
            {
               try
               {
                  _doChessThread.IsBackground = true;
                  _doChessThread.Abort();
               }
               catch (Exception ep)
               {
                  string t = ep.Message;
               }
               finally
               {
                  _doChessThread.Join(5000);
               }
            }
         }
      }
      
/// <summary>
/// 当一家放下棋子事件处理程序
/// </summary>
/// <param name="sender"></param>
/// <param name="args"></param>
private void plyerPutChess(IPlayer sender, PutChessEventArgs args)
{
   if (_currentPlayer != sender)
   {
      //没轮他该玩家,犯规
      StopTimer();
      FireEvents(EventType.Illegality);
      StopThread();
      return;
   }
   if (args.TheChessPosition.ColIndex < 0 || args.TheChessPosition.ColIndex >= 15 || args.TheChessPosition.RowIndex < 0 || args.TheChessPosition.RowIndex >= 15)
   {
      //不在范围内
      StopTimer();
      FireEvents(EventType.Illegality);
      StopThread();
      return;
   }
   if (_chessData.HasChess(args.TheChessPosition))
   {
      //这里已经有棋子了,犯规
      StopTimer();
      FireEvents(EventType.Illegality);
      StopThread();
      return;
   }
   //落子
   _chessLogic.PutChess(ref _chessData, new ChessInfo(args.TheChessPosition, sender.ChessType));
   if (DataChange != null)
   {
      DataChange(this, EventArgs.Empty);
   }
   //检查是否赢
   ChessType whoWin = _chessLogic.TestWin(_chessData);
   if (whoWin == ChessType.Black)
   {
      StopTimer();
      FireEvents(EventType.BlackWin);
      StopThread();
      return;
   }
   if (whoWin == ChessType.White)
   {
      StopTimer();
      FireEvents(EventType.WhiteWin);
      StopThread();
      return;
   }
   //检查是否是平局
   if (_chessLogic.TestDogfall(_chessData))
   {
      StopTimer();
      FireEvents(EventType.DataFull);
      StopThread();
      return;
   }
   
   //对方下棋
   try
   {
      DoChess(sender == _plyer1 ? _plyer2 : _plyer1);
   }
   catch (ThreadAbortException ep)
   {
   }
   catch (Exception ep)
   {
      string t = ep.Message;
      StopTimer();
      StopThread();
      FireEvents(EventType.Exceptions, ep.Message);
   }
}

/// <summary>
/// 下子
/// </summary>
/// <param name="player"></param>
private void DoChess(IPlayer player)
{
   _currentPlayer = player;
   if (PlayerChange != null)
   PlayerChange(this, EventArgs.Empty);
   _timer.Tick(_currentPlayer.ChessType);
   _currentPlayer.DoChess(ChessData);
}

/// <summary>
/// 开始下子
/// </summary>
private void StartDoChess()
{
   DoChess(_plyer1);
}

/// <summary>
/// 计时器事件处理程序
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void _timer_Elapsed(object sender, ChessTimerEventArgs e)
{
   //判断是否超时
   if (_timeLimit.Ticks > 0)
   {
      if (e.BlackPlayer > _timeLimit)
      {
         Stop();
         FireEvents(EventType.WhiteWin);
      }
      if (e.WhitePlayer > _timeLimit)
      {
         Stop();
         FireEvents(EventType.BlackWin);
      }
   }
}

/// <summary>
/// 触发一个其他事件
/// </summary>
/// <param name="eventType"></param>
private void FireEvents(EventType eventType)
{
   if (EventFire != null)
   EventFire(this, new EngineEventArgs(this, eventType));
}

/// <summary>
/// 触发一个其他事件
/// </summary>
/// <param name="eventType"></param>
/// <param name="message"></param>
private void FireEvents(EventType eventType, string message)
{
   if (EventFire != null)
   EventFire(this, new EngineEventArgs(this, eventType, message));
}

protected virtual void Dispose(bool disposing)
{
   if (_disposed)
   return;
   if (disposing)
   {
      // TODO: 此处释放受控资源
      if (_timer != null)
      {
         _timer.Stop();
         _timer.Dispose();
         _timer = null;
         StopThread();
      }
   }
   // TODO: 此处释放所有受控资源
   
   _disposed = true;
}

~ChessEngine()
{
   Dispose(false);
}

public void Dispose()
{
   Dispose(true);
   GC.SuppressFinalize(this);
}
}
}



IChessLogic 接口,封装部分逻辑

using System;
using System.Collections.Generic;
using System.Text;

namespace QiuQiu.ChessEngine
{
   /// <summary>
   /// 棋类游戏逻辑接口
   /// </summary>
   public interface IChessLogic
   {
      /// <summary>
      /// 测试是否某一方赢棋
      /// </summary>
      /// <param name="chessData"></param>
      /// <returns></returns>
      ChessType TestWin(IChessData chessData);
      
      /// <summary>
      /// 测试是否是平局
      /// </summary>
      /// <param name="chessData"></param>
      /// <returns></returns>
      bool TestDogfall(IChessData chessData);
      
      /// <summary>
      /// 落子逻辑,在某一点落子后的逻辑
      /// </summary>
      /// <param name="chessData"></param>
      /// <param name="chessInfo"></param>
      void PutChess(ref IChessData chessData, ChessInfo chessInfo);
   }
}




IChessLogic 五子棋实现 ChessLogic

using System;
using System.Collections.Generic;
using System.Text;

namespace QiuQiu.ChessEngine
{
   /// <summary>
   /// 棋类游戏逻辑
   /// </summary>
   public class ChessLogic : IChessLogic
   {
      /// <summary>
      /// 判断是否是某一方赢棋
      /// </summary>
      /// <param name="chessData"></param>
      /// <returns></returns>
      public ChessType TestWin(IChessData chessData)
      {
         if (chessData.ChessCount < 9)
         return ChessType.None;
         int seriesNum = 0;//某个子连续出现的个数
         ChessType nowChess = ChessType.None;
         //遍历列
         for (int rowIndex = 0; rowIndex < chessData.RowCount; rowIndex++)
         {
            for (int colIndex = 0; colIndex < chessData.ColCount; colIndex++)
            {
               ChessType currentChess = chessData.GetChess(new ChessPosition(rowIndex, colIndex));
               if (currentChess == ChessType.None)
               {
                  nowChess = currentChess;
                  seriesNum = 0;
               }
               else if (currentChess == nowChess)
               {
                  seriesNum++;
                  if (seriesNum >= 5)
                  {
                     return currentChess;
                  }
               }
               else
               {
                  nowChess = currentChess;
                  seriesNum = 1;
               }
            }
            nowChess = ChessType.None;
            seriesNum = 0;
         }
         //遍历行
         for (int colIndex = 0; colIndex < chessData.ColCount; colIndex++)
         {
            for (int rowIndex = 0; rowIndex < chessData.RowCount; rowIndex++)
            {
               ChessType currentChess = chessData.GetChess(new ChessPosition(rowIndex, colIndex));
               if (currentChess == ChessType.None)
               {
                  nowChess = currentChess;
                  seriesNum = 0;
               }
               else if (currentChess == nowChess)
               {
                  seriesNum++;
                  if (seriesNum >= 5)
                  {
                     return currentChess;
                  }
               }
               else
               {
                  nowChess = currentChess;
                  seriesNum = 1;
               }
            }
            nowChess = ChessType.None;
            seriesNum = 0;
         }
         //遍历左上到右下
         for (int scolIndex = 0; scolIndex < chessData.ColCount; scolIndex++)
         {
            int rowIndex = 0;
            int colIndex = scolIndex;
            while (rowIndex < chessData.RowCount && colIndex < chessData.ColCount)
            {
               ChessType currentChess = chessData.GetChess(new ChessPosition(rowIndex, colIndex));
               if (currentChess == ChessType.None)
               {
                  nowChess = currentChess;
                  seriesNum = 0;
               }
               else if (currentChess == nowChess)
               {
                  seriesNum++;
                  if (seriesNum >= 5)
                  {
                     return currentChess;
                  }
               }
               else
               {
                  nowChess = currentChess;
                  seriesNum = 1;
               }
               rowIndex++;
               colIndex++;
            }
            nowChess = ChessType.None;
            seriesNum = 0;
         }
         for (int srowIndex = 0; srowIndex < chessData.ColCount; srowIndex++)
         {
            int rowIndex = srowIndex;
            int colIndex = 0;
            while (rowIndex < chessData.RowCount && colIndex < chessData.ColCount)
            {
               ChessType currentChess = chessData.GetChess(new ChessPosition(rowIndex, colIndex));
               if (currentChess == ChessType.None)
               {
                  nowChess = currentChess;
                  seriesNum = 0;
               }
               else if (currentChess == nowChess)
               {
                  seriesNum++;
                  if (seriesNum >= 5)
                  {
                     return currentChess;
                  }
               }
               else
               {
                  nowChess = currentChess;
                  seriesNum = 1;
               }
               rowIndex++;
               colIndex++;
            }
            nowChess = ChessType.None;
            seriesNum = 0;
         }
         //遍历左下到右上
         for (int scolIndex = 0; scolIndex < chessData.ColCount; scolIndex++)
         {
            int rowIndex = 0;
            int colIndex = scolIndex;
            while (rowIndex < chessData.RowCount && colIndex >= 0)
            {
               ChessType currentChess = chessData.GetChess(new ChessPosition(rowIndex, colIndex));
               if (currentChess == ChessType.None)
               {
                  nowChess = currentChess;
                  seriesNum = 0;
               }
               else if (currentChess == nowChess)
               {
                  seriesNum++;
                  if (seriesNum >= 5)
                  {
                     return currentChess;
                  }
               }
               else
               {
                  nowChess = currentChess;
                  seriesNum = 1;
               }
               rowIndex++;
               colIndex--;
            }
            nowChess = ChessType.None;
            seriesNum = 0;
         }
         for (int srowIndex = 0; srowIndex < chessData.RowCount; srowIndex++)
         {
            int rowIndex = srowIndex;
            int colIndex = chessData.ColCount - 1;
            while (rowIndex < chessData.RowCount && colIndex >= 0)
            {
               ChessType currentChess = chessData.GetChess(new ChessPosition(rowIndex, colIndex));
               if (currentChess == ChessType.None)
               {
                  nowChess = currentChess;
                  seriesNum = 0;
               }
               else if (currentChess == nowChess)
               {
                  seriesNum++;
                  if (seriesNum >= 5)
                  {
                     return currentChess;
                  }
               }
               else
               {
                  nowChess = currentChess;
                  seriesNum = 1;
               }
               rowIndex++;
               colIndex--;
            }
            nowChess = ChessType.None;
            seriesNum = 0;
         }
         
         return ChessType.None;
      }
      
      /// <summary>
      /// 测试是否是平局
      /// </summary>
      /// <param name="chessData"></param>
      /// <returns></returns>
      public bool TestDogfall(IChessData chessData)
      {
         return chessData.IsFull;
      }
      
      /// <summary>
      /// 落子逻辑,在某一点落子后的逻辑
      /// </summary>
      /// <param name="chessData"></param>
      /// <param name="chessInfo"></param>
      public void PutChess(ref IChessData chessData,ChessInfo chessInfo)
      {
         chessData.SetChess(chessInfo.ChessPosition, chessInfo.TheChessType);
      }
   }
}



 

版权声明:本文为开发框架文库发布内容,转载请附上原文出处连接
C/S框架网
上一篇:C#版智能五子棋游戏(1)
下一篇:C#版智能五子棋游戏(3)
评论列表

发表评论

评论内容
昵称:
关联文章

C#智能五子棋游戏(2)
C#智能五子棋游戏(1)
C#智能五子棋游戏(3)
C#智能五子棋游戏(4)-主窗体
C#积木游戏(改编自DevExpress GridTetris)
C#贪吃蛇小游戏的源代码
.Net Core SignalR简介-用SignalR撸个游戏
C#网络版中国象棋游戏源代码(VS2005)
SQL智能提示插件 SQL Prompt 破解
WMS - 北京某公司智能仓储管理系统 - CSFrameworkV5旗舰成功案例
C# C/S结构快速开发框架标准V2.2 - 视频介绍
基于.Net C/S结构系统开发框架 - 标准V2.2正式发布!
智能分词搜索引擎Lucent.NET
智能语音播报音箱收款播报机|收钱音箱|收款盒子4GWifi(支持微信、支付宝)
正在整理C/S结构系统框架 - 标准(ADO Direct) Ver:2.2
MES - 比亚迪智能制造执行系统
基础V2.0与标准V2.2有什么区别?
CSFrameworkV2.x标准成功案例 - C# Winform C/S架构MES系统
关于C/S系统开发框架标准V2.x停止软件升级的公告
C/S系统快速开发框架 - 标准V2.3

热门标签
软件著作权登记证书 .NET .NET Reactor .NET5 .NET6 .NET7 .NET8 .NET9 .NETFramework AI编程 APP AspNetCore AuthV3 Auth-软件授权注册系统 Axios B/S B/S开发框架 B/S框架 BSFramework Bug Bug记录 C#加密解密 C#源码 C/S CHATGPT CMS系统 CodeGenerator CSFramework.DB CSFramework.EF CSFramework.License CSFrameworkV1学习版 CSFrameworkV2标准版 CSFrameworkV3高级版 CSFrameworkV4企业版 CSFrameworkV5旗舰版 CSFrameworkV6.0 CSFrameworkV6.1 CSFrameworkV6旗舰版 DAL数据访问层 DaMeng Database datalock DbFramework DeepSeek Demo教学 Demo实例 Demo下载 DevExpress教程 Docker Desktop DOM ECS服务器 EFCore EF框架 Element-UI EntityFramework ERP ES6 Excel FastReport GIT HR HR考勤系统 IDatabase IIS JavaScript LinERP LINQ MES MiniFramework MIS MSSQL MySql NavBarControl NETCore Node.JS NPM OMS Oracle资料 ORM PaaS POS PostgreSql Promise API PSD QMS RedGet Redis RSA SAP Schema SEO SEO文章 SQL SQLConnector SQLite SqlServer Swagger TMS系统 Token令牌 VS2022 VSCode VS升级 VUE WCF WebApi WebApi NETCore WebApi框架 WEB开发框架 Windows服务 Winform 开发框架 Winform 开发平台 WinFramework Workflow工作流 Workflow流程引擎 XtraReport 安装环境 版本区别 报表 备份还原 踩坑日记 操作手册 成本核算系统 达梦数据库 代码生成器 电子线材ERP 迭代开发记录 功能介绍 官方软件下载 国际化 海康威视考勤 基础资料窗体 架构设计 角色权限 开发sce 开发工具 开发技巧 开发教程 开发框架 开发平台 开发指南 客户案例 快速搭站系统 快速开发平台 框架升级 毛衫行业ERP 秘钥 密钥 企业网络维护 权限设计 软件报价 软件测试报告 软件加壳 软件简介 软件开发框架 软件开发平台 软件开发文档 软件授权 软件授权注册系统 软件体系架构 软件下载 软件著作权登记证书 软著证书 三层架构 设计模式 生成代码 实用小技巧 视频下载 收钱音箱 数据锁 数据同步 塑木地板行业ERP 推荐软件 微信小程序 未解决问题 文档下载 喜鹊ERP 喜鹊软件 系统对接 线联ERP 详细设计说明书 新功能 信创 行政区域数据库 需求分析 疑难杂症 蝇量级框架 蝇量框架 用户管理 用户开发手册 用户控件 在线软件 在线支付 纸箱ERP 智能语音收款机 自定义窗体 自定义组件 自动升级程序
联系我们
联系电话:13923396219(微信同号)
电子邮箱:23404761@qq.com
站长微信二维码
微信二维码