mirror of
https://github.com/zhenyan121/SporeBG-Conid.git
synced 2026-04-10 06:14:08 +08:00
Finish the Core
This commit is contained in:
@@ -16,6 +16,10 @@ set(SOURCE_FILES
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src/main.cpp
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src/core/Game.cpp
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src/ui/Render.cpp
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src/core/Board.cpp
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src/core/Piece.cpp
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src/core/Rule.cpp
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src/core/ComponentManager.cpp
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)
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# 添加可执行文件
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@@ -12,41 +12,167 @@ Board::~Board() {
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}
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//将二维坐标转化成一维坐标
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const int Board::getIndex(int row, int col) {
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int Board::getPieceID(int row, int col) const {
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if (row < 0 || row >= m_rows || col < 0 || col >= m_cols) {
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std::cout << "PieceID over!!" << std::endl;
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exit(EXIT_FAILURE);
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}
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return row * m_cols + col;
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}
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std::pair<int, int> Board::getCoordFromID(int PieceID) const {
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int row = PieceID / m_cols;
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int col = PieceID % m_cols;
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return {row, col};
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}
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const Piece* Board::getPieceAt(int row, int col) const {
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int PieceID = getPieceID(row, col);
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return m_grid[PieceID].get();
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}
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void Board::placePieceAt(int row, int col, PlayerID ID) {
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int index = getIndex(row, col);
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m_grid[index] = std::make_unique<Piece>(ID);
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int PieceID = getPieceID(row, col);
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if (!Rule::canPlacePiece(m_grid[PieceID].get())) {
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std::cout << "can't place piece at " << row << ", " << col << "\n";
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return;
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}
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m_grid[PieceID] = std::make_unique<Piece>(ID);
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//创建方向数组
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const int dx[] = {0, 0, -1, 1};
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const int dy[] = {-1, 1, 0, 0};
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std::vector<int> existingNeighbors; //记录附近的同色邻居
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for (int i = 0; i < 4; i++) {
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int nx = row + dx[i];
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int ny = col + dy[i];
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int pos = getIndex(nx, ny);
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if (nx < 0 || nx >= m_rows || ny < 0 || ny >= m_cols) {
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continue;
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}
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int pos = getPieceID(nx, ny);
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//添加邻居
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if (m_grid[pos] != nullptr && Rule::canConnect(m_grid[index]->getPieceOwner(), m_grid[pos]->getPieceOwner())) {
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if (Rule::canConnect(m_grid[PieceID].get(), m_grid[pos].get())) {
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existingNeighbors.push_back(pos);
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}
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}
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// 调用componet处理一片的添加和连接操作
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m_component->addPiece(index, existingNeighbors);
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m_component->addPiece(PieceID, existingNeighbors);
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std::cout << "Place piece at" << row << " " << col << "\n";
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}
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void Board::removePieceAt(int row, int col) {
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int PieceID = getPieceID(row, col);
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if (m_grid[PieceID] == nullptr) {
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return;
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}
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m_grid[PieceID].reset();
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m_component->removePiece(PieceID);
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std::cout << "Remove piece at" << row << " " << col << "\n";
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}
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bool Board::initialize() {
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placePieceAt(0, 0, PlayerID::P1);
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placePieceAt(0 ,2, PlayerID::P1);
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placePieceAt(6, 6, PlayerID::P2);
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placePieceAt(5, 5, PlayerID::P2);
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return true;
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}
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std::unique_ptr<Piece>& Board::at(int row, int col) {
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return m_grid[row * m_cols + col];
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void Board::printBoard() {
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//removePieceAt(0, 0);
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std::vector<std::string> gameBoard(m_rows);
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for (int i = 0; i < m_rows * m_cols; i++) {
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if (m_grid[i] == nullptr) {
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gameBoard[i / m_cols] += "0";
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} else if (m_grid[i]->getPieceOwner() == PlayerID::P1) {
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gameBoard[i / m_cols] += "1";
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} else {
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gameBoard[i / m_cols] += "2";
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}
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}
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for (std::string& s : gameBoard) {
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std::cout << s << std::endl;
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}
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}
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std::unordered_set<int> Board::getAllPlayerComponent(PlayerID ID) const {
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std::unordered_set<int> PlayerComponentIDs;
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auto allComponents = m_component->getAllComponents();
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//因为组件没有区分玩家,所以先要获取所有的组件判断组件是否是玩家的在添加进去
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for (const auto& [componentID, pieceSet] : allComponents) {
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if (pieceSet.empty()) continue;
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// 取组件中任意一个棋子(比如第一个)
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int somePieceID = *pieceSet.begin();
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// 安全检查:确保该位置有棋子
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if (m_grid[somePieceID] != nullptr &&
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m_grid[somePieceID]->getPieceOwner() == ID) {
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PlayerComponentIDs.insert(componentID);
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}
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}
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return PlayerComponentIDs;
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}
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int Board::getComponentID(int row, int col) const{
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int pieceID = getPieceID(row, col);
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int componentID = m_component->getComponentID(pieceID);
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if (pieceID == -1) {
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std::cout << "can't find component id\n";
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}
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return componentID;
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}
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std::unordered_set<int> Board::getComponentByPieceID(int PieceID) const {
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m_component->selectComponentByPiece(PieceID);
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auto SelectedComponent = m_component->getSelectedComponent();
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return SelectedComponent;
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}
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std::unordered_set<int> Board::getOrthogonalNeighbors(int PieceID) const {
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auto [row, col] = getCoordFromID(PieceID);
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std::unordered_set<int> neighbors;
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// 上 (row-1, col)
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if (row > 0) neighbors.insert(getPieceID(row - 1, col));
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// 下 (row+1, col)
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if (row < m_rows - 1) neighbors.insert(getPieceID(row + 1, col));
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// 左 (row, col-1)
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if (col > 0) neighbors.insert(getPieceID(row, col - 1));
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// 右 (row, col+1)
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if (col < m_cols - 1) neighbors.insert(getPieceID(row, col + 1));
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return neighbors;
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}
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std::unordered_set<int> Board::getSporeRange(int PieceID) const {
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auto [row, col] = getCoordFromID(PieceID);
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std::unordered_set<int> SporeRegion;
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const std::vector<std::pair<int, int>> dir = {
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{1, 0}, {-1, 0}, {0, 1}, {0, -1},
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{1, 1}, {1, -1}, {-1, 1}, {-1, -1},
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{2, 0}, {-2, 0}, {0, 2}, {0, -2}
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};
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for (auto [dx, dy] : dir) {
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int nx = row + dx;
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int ny = col + dy;
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if (nx < 0 || nx >= m_rows || ny < 0 || ny >= m_cols) {
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continue;
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}
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SporeRegion.insert(getPieceID(nx, ny));
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}
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return SporeRegion;
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}
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@@ -4,6 +4,8 @@
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#include "Rule.h"
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#include <memory>
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#include <vector>
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#include <string>
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#include <iostream>
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// 用 (row, col) 表示坐标,0-based
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struct Position {
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int row;
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@@ -25,9 +27,28 @@ private:
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public:
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Board(int rows, int cols);
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~Board();
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const int getIndex(int row, int col);
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std::unique_ptr<Piece>& at(int row, int col);
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// 获取一维索引
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int getPieceID(int row, int col) const;
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// 从一维反推二维
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std::pair<int, int> getCoordFromID(int PieceID) const;
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//获取棋子指针(不可修改)
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const Piece* getPieceAt(int row, int col) const;
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//初始化
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bool initialize();
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// 放置棋子
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void placePieceAt(int row, int col, PlayerID ID);
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//删除棋子
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void removePieceAt(int row, int col);
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//打印棋盘
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void printBoard();
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//获取相同玩家棋子的所有棋子块的根节点
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std::unordered_set<int> getAllPlayerComponent(PlayerID ID) const;
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// 获取坐标对应的块的ID
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int getComponentID(int row, int col) const;
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// 获取组件ID对应的组件
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std::unordered_set<int> getComponentByPieceID(int PieceID) const;
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// 获取 上下左右四个相邻位置(即 4-邻域)
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std::unordered_set<int> getOrthogonalNeighbors(int PieceID) const;
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// 获取扩散范围
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std::unordered_set<int> getSporeRange(int PieceID) const;
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};
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@@ -11,10 +11,10 @@ ComponentManager::ComponentManager(int maxPossiblePieces)
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void ComponentManager::addPiece(int PieceID, const std::vector<int>& adjacentPiece) {
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if (PieceID < 0 || PieceID >= m_maxPossiblePieces) return;
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if (m_parent[PieceID] == -1) return; // 已存在
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if (m_parent[PieceID] != -1) return; // 已存在
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m_parent[PieceID] = PieceID;
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m_rank[PieceID] = PieceID;
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m_rank[PieceID] = 0;
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m_componentPieces[PieceID] = {PieceID};
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m_pieceToComponent[PieceID] = PieceID;
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@@ -24,11 +24,20 @@ void ComponentManager::addPiece(int PieceID, const std::vector<int>& adjacentPie
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// 合并连通组件(unite 会自动处理是否已在同一组件)
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unite(PieceID, neighbor);
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addConnection(PieceID, neighbor);
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}
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}
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void ComponentManager::removePiece(int PieceID) {
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disconnectFromComponent(PieceID);
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m_parent[PieceID] = -1;
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//m_rank[PieceID] = 0; 重复设置了
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//m_componentPieces.erase(PieceID);
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}
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int ComponentManager::find(int pieceID) {
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if (m_parent[pieceID] != pieceID) {
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m_parent[pieceID] = find(m_parent[pieceID]);
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@@ -70,7 +79,7 @@ void ComponentManager::addConnection(int pieceID1, int pieceID2) {
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m_adjacentList[pieceID2].insert(pieceID1);
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}
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/*
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bool ComponentManager::disconnectFromNeighbor(int pieceID, int neighborID){
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// 检查是否真的相连
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if (!areDirectlyConnected(pieceID, neighborID)) {
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@@ -84,7 +93,7 @@ bool ComponentManager::disconnectFromNeighbor(int pieceID, int neighborID){
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return true;
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}
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*/
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bool ComponentManager::disconnectFromComponent(int pieceID) {
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int oldComponentID = find(pieceID);
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if (oldComponentID == -1) return false;
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@@ -94,33 +103,44 @@ bool ComponentManager::disconnectFromComponent(int pieceID) {
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// 断开所有连接
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for (int neighborID : neighbors) {
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m_adjacentList[pieceID].erase(neighborID);
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m_adjacentList[neighborID].erase(pieceID);
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}
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// 将被断开的棋子设为独立组件
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// 删除pieceID的邻接表
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m_adjacentList[pieceID].clear();
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/* // 将被断开的棋子设为独立组件
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m_parent[pieceID] = pieceID;
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m_rank[pieceID] = 0;
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m_componentPieces[pieceID] = {pieceID};
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m_pieceToComponent[pieceID] = pieceID;
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*/
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// 从原组件中移除 pieceID
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if (m_componentPieces.count(oldComponentID)) {
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m_componentPieces[oldComponentID].erase(pieceID);
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}
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m_pieceToComponent.erase(pieceID);
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// 如果原组件还有其他棋子,需要重新计算连通性
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if (!neighbors.empty()) {
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recomputeComponentsAfterDisconnection(pieceID);
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if (!m_componentPieces[oldComponentID].empty()) {
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recomputeComponentsAfterDisconnection(oldComponentID, m_componentPieces[oldComponentID]);
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} else {
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m_componentPieces.erase(oldComponentID);
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}
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return true;
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}
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void ComponentManager::recomputeComponentsAfterDisconnection(int disconnectedPiece) {
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int oldComponentID = find(disconnectedPiece);
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if (oldComponentID == -1 || m_componentPieces[disconnectedPiece].size() <= 1) {
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void ComponentManager::recomputeComponentsAfterDisconnection(int oldComponentID, const std::unordered_set<int>& remainingPieces) {
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// 安全检查:remainingPieces 至少要有 2 个棋子才可能分裂
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if (remainingPieces.size() <= 1) {
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// 如果只剩 0 或 1 个棋子,不需要分裂
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// (如果剩 1 个,它自己就是一个新组件;如果为 0,调用方应已处理)
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return;
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}
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// 获取原组件中除断开棋子外的所有棋子
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std::unordered_set<int> remainingPieces = m_componentPieces[oldComponentID];
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remainingPieces.erase(disconnectedPiece);
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//处理组件分裂
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handleComponentSplit(oldComponentID, remainingPieces);
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}
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@@ -246,6 +266,7 @@ void ComponentManager::clearSelection() {
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std:: unordered_map<int, std::unordered_set<int>> ComponentManager::getAllComponents() const {
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return m_componentPieces;
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}
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@@ -23,7 +23,7 @@ private:
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int m_maxPossiblePieces;
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// 重新计算连通性(断开后调用)
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void recomputeComponentsAfterDisconnection(int disconnectedPiece);
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void recomputeComponentsAfterDisconnection(int oldComponentID, const std::unordered_set<int>& remainingPieces);
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// 处理组件分裂
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void handleComponentSplit(int oldComponentID, const std::unordered_set<int>& affectedPieces);
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@@ -38,6 +38,8 @@ public:
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explicit ComponentManager(int maxPossiblePieces);
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//添加棋子
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void addPiece(int PieceID, const std::vector<int>& adjacentPiece);
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//移除棋子
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void removePiece(int PieceID);
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// 查找操作(带路径压缩)
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int find(int pieceID);
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// 合并两个棋子所在的组件(按秩合并)
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@@ -4,7 +4,7 @@
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Game::Game()
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{
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m_board = std::make_unique<Board>();
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m_board = std::make_unique<Board>(7, 7);
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}
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@@ -23,6 +23,7 @@ bool Game::initialize() {
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if (!m_board->initialize()) {
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return false;
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}
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m_board->printBoard();
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@@ -32,5 +33,67 @@ bool Game::initialize() {
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return true;
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}
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void Game::resetActionableComponents() {
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m_actionableComponents = m_board->getAllPlayerComponent(m_currentPlayer);
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}
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bool Game::playerSelectPiece(int row, int col) {
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if (Rule::canbeSelect(m_board->getPieceAt(row, col), m_currentPlayer)) {
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/*if (m_seletedPiece == std::nullopt) {
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m_seletedPiece = {row, col};
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}*/
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m_seletedPiece = {row, col};
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}
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return true;
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}
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void Game::setPlayerAction(ActionType type) {
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m_currentActionType = type;
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}
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void Game::executeAction(int toRow, int toCol) {
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auto [fromRow, fromCol] = *m_seletedPiece;
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if (m_currentActionType == ActionType::GROW) {
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if (Rule::canGrow(m_board.get(), fromRow, fromCol, toRow, toCol, m_currentPlayer)) {
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m_board->placePieceAt(toRow, toCol, m_currentPlayer);
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// 如果执行了操作就擦除
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markComponentAsUsed(m_board->getComponentID(fromRow, fromCol));
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return;
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}
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}
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if (m_currentActionType == ActionType::MOVE) {
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if (Rule::canMove(m_board.get(), fromRow, fromCol, toRow, toCol, m_currentPlayer)) {
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m_board->removePieceAt(fromRow, fromCol);
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m_board->removePieceAt(toRow, toCol);
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m_board->placePieceAt(toRow, toCol, m_currentPlayer);
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markComponentAsUsed(m_board->getComponentID(fromRow, fromCol));
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return;
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}
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}
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if (m_currentActionType == ActionType::SPORE) {
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if (Rule::canSpore(m_board.get(), fromRow, fromCol, toRow, toCol, m_currentPlayer)) {
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m_board->removePieceAt(fromRow, fromCol);
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m_board->placePieceAt(toRow, toCol, m_currentPlayer);
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markComponentAsUsed(m_board->getComponentID(fromRow, fromCol));
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return;
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}
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}
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||||
}
|
||||
|
||||
void Game::markComponentAsUsed(int componentID) {
|
||||
m_actionableComponents.erase(componentID);
|
||||
}
|
||||
|
||||
PlayerID Game::getCurrentPlayer() const {
|
||||
return m_currentPlayer;
|
||||
}
|
||||
|
||||
void Game::printBoard() const {
|
||||
m_board->printBoard();
|
||||
}
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
// src/core/Game.h
|
||||
#pragma once
|
||||
#include <SDL3/SDL.h>
|
||||
#include <optional>
|
||||
#include <utility>
|
||||
#include <memory>
|
||||
|
||||
#include "Board.h"
|
||||
|
||||
|
||||
@@ -10,14 +12,28 @@
|
||||
class Game {
|
||||
private:
|
||||
std::unique_ptr<Board> m_board;
|
||||
|
||||
|
||||
|
||||
PlayerID m_currentPlayer = PlayerID::P1;
|
||||
ActionType m_currentActionType = ActionType::GROW;
|
||||
std::optional<std::pair<int, int>> m_seletedPiece; //表示“可能有值,也可能没有值”
|
||||
std::unordered_set<int> m_actionableComponents;;
|
||||
// 如果操作执行成功就从
|
||||
void markComponentAsUsed(int componentID);
|
||||
|
||||
public:
|
||||
Game();
|
||||
~Game();
|
||||
void cleanup();
|
||||
bool initialize();
|
||||
|
||||
//获取当前玩家的拥有的组件
|
||||
void resetActionableComponents();
|
||||
// 获取用户选择的棋子
|
||||
bool playerSelectPiece(int row, int col);
|
||||
// 设置行动类型
|
||||
void setPlayerAction(ActionType type);
|
||||
// 执行玩家的行动
|
||||
void executeAction(int row, int col);
|
||||
// 获取当前玩家
|
||||
PlayerID getCurrentPlayer() const;
|
||||
// 打印棋盘
|
||||
void printBoard() const;
|
||||
};
|
||||
@@ -1,6 +1,16 @@
|
||||
#pragma once
|
||||
// 这里存储游戏的各种状态
|
||||
|
||||
|
||||
|
||||
enum class PlayerID {
|
||||
P1,
|
||||
P2
|
||||
};
|
||||
|
||||
enum class ActionType {
|
||||
GROW,
|
||||
MOVE,
|
||||
SPORE
|
||||
};
|
||||
|
||||
|
||||
@@ -1,10 +1,116 @@
|
||||
#include "Rule.h"
|
||||
#include "Piece.h"
|
||||
#include "Board.h"
|
||||
|
||||
|
||||
bool Rule::canConnect(const PlayerID a, const PlayerID b) {
|
||||
if (a == b) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
bool Rule::canConnect(const Piece* a, const Piece* b) {
|
||||
if (a == nullptr || b == nullptr) {
|
||||
return false;
|
||||
}
|
||||
if (a->getPieceOwner() != b->getPieceOwner()) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
bool Rule::canPlacePiece(const Piece* piecePos) {
|
||||
if (piecePos != nullptr) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Rule::canbeSelect(const Piece* PieceID, PlayerID ID) {
|
||||
if (PieceID->getPieceOwner() != ID) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Rule::canGrow(const Board* board, const int fromRow, const int fromCol, const int toRow, const int toCol, const PlayerID player) {
|
||||
|
||||
|
||||
|
||||
// 检查是否有棋子并且属于自己
|
||||
const Piece* fromPiece = board->getPieceAt(fromRow, fromCol);
|
||||
std::cout << "fromRow fromCol = " << fromRow << " " << fromCol << "\n";
|
||||
std::cout << "toRow toCol = " << toRow << " " << toCol << "\n";
|
||||
if (fromPiece == nullptr || fromPiece->getPieceOwner() != player) {
|
||||
std::cout << "not belong to player\n";
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
if (board->getPieceAt(toRow, toCol) != nullptr) {
|
||||
return false; // 有棋子不能生长
|
||||
}
|
||||
|
||||
int fromPieceID = board->getPieceID(fromRow, fromCol);
|
||||
int toPieceID = board->getPieceID(toRow, toCol);
|
||||
//std::cout << "fromPieceID= " << fromPieceID << ", toPieceID= " << toPieceID << "\n";
|
||||
auto selectedComponent = board->getComponentByPieceID(fromPieceID);
|
||||
std::cout << "before action Component size: " << selectedComponent.size() << "\n";
|
||||
for (auto PieceID : selectedComponent) {
|
||||
auto Neighbors = board->getOrthogonalNeighbors(PieceID);
|
||||
if (Neighbors.find(toPieceID) != Neighbors.end()) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Rule::canMove(const Board* board, const int fromRow, const int fromCol, const int toRow, const int toCol, const PlayerID player) {
|
||||
|
||||
// 检查是否有棋子并且属于自己
|
||||
const Piece* fromPiece = board->getPieceAt(fromRow, fromCol);
|
||||
std::cout << "fromRow fromCol = " << fromRow << " " << fromCol << "\n";
|
||||
std::cout << "toRow toCol = " << toRow << " " << toCol << "\n";
|
||||
if (fromPiece == nullptr || fromPiece->getPieceOwner() != player) {
|
||||
return false;
|
||||
}
|
||||
// 检查是否是对方棋子或者空格
|
||||
const Piece* toPiece = board->getPieceAt(toRow, toCol);
|
||||
if (toPiece != nullptr && toPiece->getPieceOwner() == player) {
|
||||
return false;
|
||||
}
|
||||
|
||||
int fromPieceID = board->getPieceID(fromRow, fromCol);
|
||||
int toPieceID = board->getPieceID(toRow, toCol);
|
||||
auto selectedComponent = board->getComponentByPieceID(fromPieceID);
|
||||
std::cout << "before action Component size: " << selectedComponent.size() << "\n";
|
||||
for (auto PieceID : selectedComponent) {
|
||||
auto Neighbors = board->getOrthogonalNeighbors(PieceID);
|
||||
if (Neighbors.find(toPieceID) != Neighbors.end()) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Rule::canSpore(const Board* board, const int fromRow, const int fromCol, const int toRow, const int toCol, const PlayerID player) {
|
||||
// 检查是否有棋子并且属于自己
|
||||
const Piece* fromPiece = board->getPieceAt(fromRow, fromCol);
|
||||
std::cout << "fromRow fromCol = " << fromRow << " " << fromCol << "\n";
|
||||
std::cout << "toRow toCol = " << toRow << " " << toCol << "\n";
|
||||
if (fromPiece == nullptr || fromPiece->getPieceOwner() != player) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
if (board->getPieceAt(toRow, toCol) != nullptr) {
|
||||
return false; // 有棋子不能扩散
|
||||
}
|
||||
|
||||
int fromPieceID = board->getPieceID(fromRow, fromCol);
|
||||
int toPieceID = board->getPieceID(toRow, toCol);
|
||||
auto selectedComponent = board->getComponentByPieceID(fromPieceID);
|
||||
std::cout << "before action Component size: " << selectedComponent.size() << "\n";
|
||||
for (auto PieceID : selectedComponent) {
|
||||
auto SporeRegion = board->getSporeRange(PieceID);
|
||||
if (SporeRegion.find(toPieceID) != SporeRegion.end()) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
|
||||
}
|
||||
@@ -1,10 +1,14 @@
|
||||
#pragma once
|
||||
#include "GameTypes.h"
|
||||
|
||||
|
||||
class Piece; // 前向声明
|
||||
class Board;
|
||||
|
||||
class Rule {
|
||||
public:
|
||||
static bool canConnect(const PlayerID a, PlayerID b);
|
||||
|
||||
static bool canConnect(const Piece* a, const Piece* b);
|
||||
static bool canPlacePiece(const Piece* piecePos);
|
||||
static bool canbeSelect(const Piece* PieceID, const PlayerID ID);
|
||||
static bool canGrow(const Board* board, const int fromRow, const int fromCol, const int toRow, const int toCol, const PlayerID player);
|
||||
static bool canMove(const Board* board, const int fromRow, const int fromCol, const int toRow, const int toCol, const PlayerID player);
|
||||
static bool canSpore(const Board* board, const int fromRow, const int fromCol, const int toRow, const int toCol, const PlayerID player);
|
||||
};
|
||||
32
src/core/testcore.cpp
Normal file
32
src/core/testcore.cpp
Normal file
@@ -0,0 +1,32 @@
|
||||
// main.cpp
|
||||
#include "Game.h"
|
||||
#include <iostream>
|
||||
|
||||
int main() {
|
||||
Game game;
|
||||
if (!game.initialize()) {
|
||||
std::cerr << "Failed to initialize game.\n";
|
||||
return -1;
|
||||
}
|
||||
|
||||
// 简单控制台循环
|
||||
while (true) {
|
||||
std::cout << "Current player: "
|
||||
<< (game.getCurrentPlayer() == PlayerID::P1 ? "P1" : "P2") << "\n";
|
||||
std::cout << "Action type (0=GROW, 1=MOVE, 2=SPORE): ";
|
||||
int act;
|
||||
std::cin >> act;
|
||||
game.setPlayerAction(static_cast<ActionType>(act));
|
||||
|
||||
std::cout << "Select piece (row col): ";
|
||||
int r, c;
|
||||
std::cin >> r >> c;
|
||||
game.playerSelectPiece(r, c);
|
||||
|
||||
std::cout << "Target position (row col): ";
|
||||
std::cin >> r >> c;
|
||||
game.executeAction(r, c);
|
||||
|
||||
game.printBoard();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user