Finish the Core

This commit is contained in:
2025-11-29 17:27:37 +08:00
parent c6a0f3b735
commit 48728c1a5b
11 changed files with 449 additions and 44 deletions

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@@ -16,6 +16,10 @@ set(SOURCE_FILES
src/main.cpp
src/core/Game.cpp
src/ui/Render.cpp
src/core/Board.cpp
src/core/Piece.cpp
src/core/Rule.cpp
src/core/ComponentManager.cpp
)
# 添加可执行文件

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@@ -12,41 +12,167 @@ Board::~Board() {
}
//将二维坐标转化成一维坐标
const int Board::getIndex(int row, int col) {
int Board::getPieceID(int row, int col) const {
if (row < 0 || row >= m_rows || col < 0 || col >= m_cols) {
std::cout << "PieceID over!!" << std::endl;
exit(EXIT_FAILURE);
}
return row * m_cols + col;
}
std::pair<int, int> Board::getCoordFromID(int PieceID) const {
int row = PieceID / m_cols;
int col = PieceID % m_cols;
return {row, col};
}
const Piece* Board::getPieceAt(int row, int col) const {
int PieceID = getPieceID(row, col);
return m_grid[PieceID].get();
}
void Board::placePieceAt(int row, int col, PlayerID ID) {
int index = getIndex(row, col);
m_grid[index] = std::make_unique<Piece>(ID);
int PieceID = getPieceID(row, col);
if (!Rule::canPlacePiece(m_grid[PieceID].get())) {
std::cout << "can't place piece at " << row << ", " << col << "\n";
return;
}
m_grid[PieceID] = std::make_unique<Piece>(ID);
//创建方向数组
const int dx[] = {0, 0, -1, 1};
const int dy[] = {-1, 1, 0, 0};
std::vector<int> existingNeighbors; //记录附近的同色邻居
for (int i = 0; i < 4; i++) {
int nx = row + dx[i];
int ny = col + dy[i];
int pos = getIndex(nx, ny);
if (nx < 0 || nx >= m_rows || ny < 0 || ny >= m_cols) {
continue;
}
int pos = getPieceID(nx, ny);
//添加邻居
if (m_grid[pos] != nullptr && Rule::canConnect(m_grid[index]->getPieceOwner(), m_grid[pos]->getPieceOwner())) {
if (Rule::canConnect(m_grid[PieceID].get(), m_grid[pos].get())) {
existingNeighbors.push_back(pos);
}
}
// 调用componet处理一片的添加和连接操作
m_component->addPiece(index, existingNeighbors);
m_component->addPiece(PieceID, existingNeighbors);
std::cout << "Place piece at" << row << " " << col << "\n";
}
void Board::removePieceAt(int row, int col) {
int PieceID = getPieceID(row, col);
if (m_grid[PieceID] == nullptr) {
return;
}
m_grid[PieceID].reset();
m_component->removePiece(PieceID);
std::cout << "Remove piece at" << row << " " << col << "\n";
}
bool Board::initialize() {
placePieceAt(0, 0, PlayerID::P1);
placePieceAt(0 ,2, PlayerID::P1);
placePieceAt(6, 6, PlayerID::P2);
placePieceAt(5, 5, PlayerID::P2);
return true;
}
std::unique_ptr<Piece>& Board::at(int row, int col) {
return m_grid[row * m_cols + col];
void Board::printBoard() {
//removePieceAt(0, 0);
std::vector<std::string> gameBoard(m_rows);
for (int i = 0; i < m_rows * m_cols; i++) {
if (m_grid[i] == nullptr) {
gameBoard[i / m_cols] += "0";
} else if (m_grid[i]->getPieceOwner() == PlayerID::P1) {
gameBoard[i / m_cols] += "1";
} else {
gameBoard[i / m_cols] += "2";
}
}
for (std::string& s : gameBoard) {
std::cout << s << std::endl;
}
}
std::unordered_set<int> Board::getAllPlayerComponent(PlayerID ID) const {
std::unordered_set<int> PlayerComponentIDs;
auto allComponents = m_component->getAllComponents();
//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
for (const auto& [componentID, pieceSet] : allComponents) {
if (pieceSet.empty()) continue;
// 取组件中任意一个棋子(比如第一个)
int somePieceID = *pieceSet.begin();
// 安全检查:确保该位置有棋子
if (m_grid[somePieceID] != nullptr &&
m_grid[somePieceID]->getPieceOwner() == ID) {
PlayerComponentIDs.insert(componentID);
}
}
return PlayerComponentIDs;
}
int Board::getComponentID(int row, int col) const{
int pieceID = getPieceID(row, col);
int componentID = m_component->getComponentID(pieceID);
if (pieceID == -1) {
std::cout << "can't find component id\n";
}
return componentID;
}
std::unordered_set<int> Board::getComponentByPieceID(int PieceID) const {
m_component->selectComponentByPiece(PieceID);
auto SelectedComponent = m_component->getSelectedComponent();
return SelectedComponent;
}
std::unordered_set<int> Board::getOrthogonalNeighbors(int PieceID) const {
auto [row, col] = getCoordFromID(PieceID);
std::unordered_set<int> neighbors;
// 上 (row-1, col)
if (row > 0) neighbors.insert(getPieceID(row - 1, col));
// 下 (row+1, col)
if (row < m_rows - 1) neighbors.insert(getPieceID(row + 1, col));
// 左 (row, col-1)
if (col > 0) neighbors.insert(getPieceID(row, col - 1));
// 右 (row, col+1)
if (col < m_cols - 1) neighbors.insert(getPieceID(row, col + 1));
return neighbors;
}
std::unordered_set<int> Board::getSporeRange(int PieceID) const {
auto [row, col] = getCoordFromID(PieceID);
std::unordered_set<int> SporeRegion;
const std::vector<std::pair<int, int>> dir = {
{1, 0}, {-1, 0}, {0, 1}, {0, -1},
{1, 1}, {1, -1}, {-1, 1}, {-1, -1},
{2, 0}, {-2, 0}, {0, 2}, {0, -2}
};
for (auto [dx, dy] : dir) {
int nx = row + dx;
int ny = col + dy;
if (nx < 0 || nx >= m_rows || ny < 0 || ny >= m_cols) {
continue;
}
SporeRegion.insert(getPieceID(nx, ny));
}
return SporeRegion;
}

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@@ -4,6 +4,8 @@
#include "Rule.h"
#include <memory>
#include <vector>
#include <string>
#include <iostream>
// 用 (row, col) 表示坐标0-based
struct Position {
int row;
@@ -25,9 +27,28 @@ private:
public:
Board(int rows, int cols);
~Board();
const int getIndex(int row, int col);
std::unique_ptr<Piece>& at(int row, int col);
// 获取一维索引
int getPieceID(int row, int col) const;
// 从一维反推二维
std::pair<int, int> getCoordFromID(int PieceID) const;
//获取棋子指针(不可修改)
const Piece* getPieceAt(int row, int col) const;
//初始化
bool initialize();
// 放置棋子
void placePieceAt(int row, int col, PlayerID ID);
//删除棋子
void removePieceAt(int row, int col);
//打印棋盘
void printBoard();
//获取相同玩家棋子的所有棋子块的根节点
std::unordered_set<int> getAllPlayerComponent(PlayerID ID) const;
// 获取坐标对应的块的ID
int getComponentID(int row, int col) const;
// 获取组件ID对应的组件
std::unordered_set<int> getComponentByPieceID(int PieceID) const;
// 获取 上下左右四个相邻位置(即 4-邻域)
std::unordered_set<int> getOrthogonalNeighbors(int PieceID) const;
// 获取扩散范围
std::unordered_set<int> getSporeRange(int PieceID) const;
};

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@@ -11,10 +11,10 @@ ComponentManager::ComponentManager(int maxPossiblePieces)
void ComponentManager::addPiece(int PieceID, const std::vector<int>& adjacentPiece) {
if (PieceID < 0 || PieceID >= m_maxPossiblePieces) return;
if (m_parent[PieceID] == -1) return; // 已存在
if (m_parent[PieceID] != -1) return; // 已存在
m_parent[PieceID] = PieceID;
m_rank[PieceID] = PieceID;
m_rank[PieceID] = 0;
m_componentPieces[PieceID] = {PieceID};
m_pieceToComponent[PieceID] = PieceID;
@@ -24,11 +24,20 @@ void ComponentManager::addPiece(int PieceID, const std::vector<int>& adjacentPie
// 合并连通组件unite 会自动处理是否已在同一组件)
unite(PieceID, neighbor);
addConnection(PieceID, neighbor);
}
}
void ComponentManager::removePiece(int PieceID) {
disconnectFromComponent(PieceID);
m_parent[PieceID] = -1;
//m_rank[PieceID] = 0; 重复设置了
//m_componentPieces.erase(PieceID);
}
int ComponentManager::find(int pieceID) {
if (m_parent[pieceID] != pieceID) {
m_parent[pieceID] = find(m_parent[pieceID]);
@@ -70,7 +79,7 @@ void ComponentManager::addConnection(int pieceID1, int pieceID2) {
m_adjacentList[pieceID2].insert(pieceID1);
}
/*
bool ComponentManager::disconnectFromNeighbor(int pieceID, int neighborID){
// 检查是否真的相连
if (!areDirectlyConnected(pieceID, neighborID)) {
@@ -84,7 +93,7 @@ bool ComponentManager::disconnectFromNeighbor(int pieceID, int neighborID){
return true;
}
*/
bool ComponentManager::disconnectFromComponent(int pieceID) {
int oldComponentID = find(pieceID);
if (oldComponentID == -1) return false;
@@ -94,33 +103,44 @@ bool ComponentManager::disconnectFromComponent(int pieceID) {
// 断开所有连接
for (int neighborID : neighbors) {
m_adjacentList[pieceID].erase(neighborID);
m_adjacentList[neighborID].erase(pieceID);
}
// 将被断开的棋子设为独立组件
// 删除pieceID的邻接表
m_adjacentList[pieceID].clear();
/* // 将被断开的棋子设为独立组件
m_parent[pieceID] = pieceID;
m_rank[pieceID] = 0;
m_componentPieces[pieceID] = {pieceID};
m_pieceToComponent[pieceID] = pieceID;
*/
// 从原组件中移除 pieceID
if (m_componentPieces.count(oldComponentID)) {
m_componentPieces[oldComponentID].erase(pieceID);
}
m_pieceToComponent.erase(pieceID);
// 如果原组件还有其他棋子,需要重新计算连通性
if (!neighbors.empty()) {
recomputeComponentsAfterDisconnection(pieceID);
if (!m_componentPieces[oldComponentID].empty()) {
recomputeComponentsAfterDisconnection(oldComponentID, m_componentPieces[oldComponentID]);
} else {
m_componentPieces.erase(oldComponentID);
}
return true;
}
void ComponentManager::recomputeComponentsAfterDisconnection(int disconnectedPiece) {
int oldComponentID = find(disconnectedPiece);
if (oldComponentID == -1 || m_componentPieces[disconnectedPiece].size() <= 1) {
void ComponentManager::recomputeComponentsAfterDisconnection(int oldComponentID, const std::unordered_set<int>& remainingPieces) {
// 安全检查remainingPieces 至少要有 2 个棋子才可能分裂
if (remainingPieces.size() <= 1) {
// 如果只剩 0 或 1 个棋子,不需要分裂
// (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
return;
}
// 获取原组件中除断开棋子外的所有棋子
std::unordered_set<int> remainingPieces = m_componentPieces[oldComponentID];
remainingPieces.erase(disconnectedPiece);
//处理组件分裂
handleComponentSplit(oldComponentID, remainingPieces);
}
@@ -246,6 +266,7 @@ void ComponentManager::clearSelection() {
std:: unordered_map<int, std::unordered_set<int>> ComponentManager::getAllComponents() const {
return m_componentPieces;
}

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@@ -23,7 +23,7 @@ private:
int m_maxPossiblePieces;
// 重新计算连通性(断开后调用)
void recomputeComponentsAfterDisconnection(int disconnectedPiece);
void recomputeComponentsAfterDisconnection(int oldComponentID, const std::unordered_set<int>& remainingPieces);
// 处理组件分裂
void handleComponentSplit(int oldComponentID, const std::unordered_set<int>& affectedPieces);
@@ -38,6 +38,8 @@ public:
explicit ComponentManager(int maxPossiblePieces);
//添加棋子
void addPiece(int PieceID, const std::vector<int>& adjacentPiece);
//移除棋子
void removePiece(int PieceID);
// 查找操作(带路径压缩)
int find(int pieceID);
// 合并两个棋子所在的组件(按秩合并)

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@@ -4,7 +4,7 @@
Game::Game()
{
m_board = std::make_unique<Board>();
m_board = std::make_unique<Board>(7, 7);
}
@@ -23,6 +23,7 @@ bool Game::initialize() {
if (!m_board->initialize()) {
return false;
}
m_board->printBoard();
@@ -32,5 +33,67 @@ bool Game::initialize() {
return true;
}
void Game::resetActionableComponents() {
m_actionableComponents = m_board->getAllPlayerComponent(m_currentPlayer);
}
bool Game::playerSelectPiece(int row, int col) {
if (Rule::canbeSelect(m_board->getPieceAt(row, col), m_currentPlayer)) {
/*if (m_seletedPiece == std::nullopt) {
m_seletedPiece = {row, col};
}*/
m_seletedPiece = {row, col};
}
return true;
}
void Game::setPlayerAction(ActionType type) {
m_currentActionType = type;
}
void Game::executeAction(int toRow, int toCol) {
auto [fromRow, fromCol] = *m_seletedPiece;
if (m_currentActionType == ActionType::GROW) {
if (Rule::canGrow(m_board.get(), fromRow, fromCol, toRow, toCol, m_currentPlayer)) {
m_board->placePieceAt(toRow, toCol, m_currentPlayer);
// 如果执行了操作就擦除
markComponentAsUsed(m_board->getComponentID(fromRow, fromCol));
return;
}
}
if (m_currentActionType == ActionType::MOVE) {
if (Rule::canMove(m_board.get(), fromRow, fromCol, toRow, toCol, m_currentPlayer)) {
m_board->removePieceAt(fromRow, fromCol);
m_board->removePieceAt(toRow, toCol);
m_board->placePieceAt(toRow, toCol, m_currentPlayer);
markComponentAsUsed(m_board->getComponentID(fromRow, fromCol));
return;
}
}
if (m_currentActionType == ActionType::SPORE) {
if (Rule::canSpore(m_board.get(), fromRow, fromCol, toRow, toCol, m_currentPlayer)) {
m_board->removePieceAt(fromRow, fromCol);
m_board->placePieceAt(toRow, toCol, m_currentPlayer);
markComponentAsUsed(m_board->getComponentID(fromRow, fromCol));
return;
}
}
}
void Game::markComponentAsUsed(int componentID) {
m_actionableComponents.erase(componentID);
}
PlayerID Game::getCurrentPlayer() const {
return m_currentPlayer;
}
void Game::printBoard() const {
m_board->printBoard();
}

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@@ -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;
};

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@@ -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
};

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@@ -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;
}

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@@ -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
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@@ -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();
}
}