Add place piece function

This commit is contained in:
2025-11-27 21:24:10 +08:00
parent e4c8325d33
commit c6a0f3b735
8 changed files with 155 additions and 90 deletions

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@@ -11,16 +11,39 @@ Board::Board(int rows, int cols) :
Board::~Board() {
}
//将二维坐标转化成一维坐标
const int Board::getIndex(int row, int col) {
return row * m_cols + col;
}
void Board::placePieceAt(int row, int col, PlayerID ID) {
int index = getIndex(row, col);
m_grid[index] = 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);
//添加邻居
if (m_grid[pos] != nullptr && Rule::canConnect(m_grid[index]->getPieceOwner(), m_grid[pos]->getPieceOwner())) {
existingNeighbors.push_back(pos);
}
}
// 调用componet处理一片的添加和连接操作
m_component->addPiece(index, existingNeighbors);
}
bool Board::initialize() {
m_grid[getIndex(0, 0)] = std::make_unique<Piece>(PlayerID::P1);
m_grid[getIndex(0, 2)] = std::make_unique<Piece>(PlayerID::P1);
m_grid[getIndex(6, 6)] = std::make_unique<Piece>(PlayerID::P2);
m_grid[getIndex(5, 5)] = std::make_unique<Piece>(PlayerID::P2);
placePieceAt(0, 0, PlayerID::P1);
placePieceAt(0 ,2, PlayerID::P1);
placePieceAt(6, 6, PlayerID::P2);
placePieceAt(5, 5, PlayerID::P2);
}

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@@ -1,6 +1,7 @@
#pragma once
#include "Piece.h"
#include "ComponentManager.h"
#include "Rule.h"
#include <memory>
#include <vector>
// 用 (row, col) 表示坐标0-based
@@ -17,6 +18,7 @@ class Board {
private:
//使用一维数组表示棋盘
std::vector<std::unique_ptr<Piece>> m_grid;
// 连接片管理
std::unique_ptr<ComponentManager> m_component;
const int m_rows;
const int m_cols;
@@ -26,4 +28,6 @@ public:
const int getIndex(int row, int col);
std::unique_ptr<Piece>& at(int row, int col);
bool initialize();
// 放置棋子
void placePieceAt(int row, int col, PlayerID ID);
};

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@@ -1,29 +1,44 @@
#include "ComponentManager.h"
ComponentManager::ComponentManager(int numPieces)
: m_totalPieces(numPieces) {
ComponentManager::ComponentManager(int maxPossiblePieces)
: m_maxPossiblePieces(maxPossiblePieces) {
//初始化数组大小 ROWS * COLS
m_parent.resize(numPieces);
m_rank.resize(numPieces, 0);
m_adjacentList.resize(numPieces);
//初始化每个棋子为独立组件
for (int i = 0; i < numPieces; i++) {
m_parent[i] = i;
m_componentPieces[i] = {i}; //每个组件初始包含一个棋子
m_pieceToComponent[i] = i; //棋子指向的组件
}
m_parent.resize(maxPossiblePieces, -1); // -1表示无棋子
m_rank.resize(maxPossiblePieces, 0);
m_adjacentList.resize(maxPossiblePieces);
}
int ComponentManager::find(int pieceId) {
if (m_parent[pieceId] != pieceId) {
m_parent[pieceId] = find(m_parent[pieceId]);
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
m_parent[PieceID] = PieceID;
m_rank[PieceID] = PieceID;
m_componentPieces[PieceID] = {PieceID};
m_pieceToComponent[PieceID] = PieceID;
for (int neighbor : adjacentPiece) {
if (neighbor < 0 || neighbor >= m_maxPossiblePieces || m_parent[neighbor] == -1)
continue; // 邻居无效或不存在
// 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);
}
return m_parent[pieceId];
}
void ComponentManager::unite(int pieceId1, int pieceId2) {
int root1 = find(pieceId1);
int root2 = find(pieceId2);
int ComponentManager::find(int pieceID) {
if (m_parent[pieceID] != pieceID) {
m_parent[pieceID] = find(m_parent[pieceID]);
}
return m_parent[pieceID];
}
void ComponentManager::unite(int pieceID1, int pieceID2) {
int root1 = find(pieceID1);
int root2 = find(pieceID2);
if (root1 == root2) {
return;
@@ -46,71 +61,71 @@ void ComponentManager::unite(int pieceId1, int pieceId2) {
m_pieceToComponent[piece] = root1;
}
}
addConnection(pieceId1, pieceId2);
addConnection(pieceID1, pieceID2);
}
void ComponentManager::addConnection(int pieceId1, int pieceId2) {
void ComponentManager::addConnection(int pieceID1, int pieceID2) {
//将元素放入邻接表
m_adjacentList[pieceId1].insert(pieceId2);
m_adjacentList[pieceId2].insert(pieceId1);
m_adjacentList[pieceID1].insert(pieceID2);
m_adjacentList[pieceID2].insert(pieceID1);
}
bool ComponentManager::disconnectFromNeighbor(int pieceId, int neighborId){
bool ComponentManager::disconnectFromNeighbor(int pieceID, int neighborID){
// 检查是否真的相连
if (!areDirectlyConnected(pieceId, neighborId)) {
if (!areDirectlyConnected(pieceID, neighborID)) {
return false;
}
// 从邻接表中移除连接
m_adjacentList[pieceId].erase(neighborId);
m_adjacentList[neighborId].erase(pieceId);
m_adjacentList[pieceID].erase(neighborID);
m_adjacentList[neighborID].erase(pieceID);
// 重新计算连通性
recomputeComponentsAfterDisconnection(pieceId);
recomputeComponentsAfterDisconnection(pieceID);
return true;
}
bool ComponentManager::disconnectFromComponent(int pieceId) {
int oldComponentId = find(pieceId);
if (oldComponentId == -1) return false;
bool ComponentManager::disconnectFromComponent(int pieceID) {
int oldComponentID = find(pieceID);
if (oldComponentID == -1) return false;
// 记录所有直接连接
auto neighbors = m_adjacentList[pieceId];
auto neighbors = m_adjacentList[pieceID];
// 断开所有连接
for (int neighborId : neighbors) {
m_adjacentList[pieceId].erase(neighborId);
m_adjacentList[neighborId].erase(pieceId);
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
m_parent[pieceId] = pieceId;
m_rank[pieceId] = 0;
m_componentPieces[pieceId] = {pieceId};
m_pieceToComponent[pieceId] = pieceId;
m_parent[pieceID] = pieceID;
m_rank[pieceID] = 0;
m_componentPieces[pieceID] = {pieceID};
m_pieceToComponent[pieceID] = 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);
recomputeComponentsAfterDisconnection(pieceID);
}
return true;
}
void ComponentManager::recomputeComponentsAfterDisconnection(int disconnectedPiece) {
int oldComponentId = find(disconnectedPiece);
if (oldComponentId == -1 || m_componentPieces[disconnectedPiece].size() <= 1) {
int oldComponentID = find(disconnectedPiece);
if (oldComponentID == -1 || m_componentPieces[disconnectedPiece].size() <= 1) {
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];
std::unordered_set<int> remainingPieces = m_componentPieces[oldComponentID];
remainingPieces.erase(disconnectedPiece);
//处理组件分裂
handleComponentSplit(oldComponentId, remainingPieces);
handleComponentSplit(oldComponentID, remainingPieces);
}
void ComponentManager::handleComponentSplit(int oldComponentId, const std:: unordered_set<int>& remainingPieces ) {
void ComponentManager::handleComponentSplit(int oldComponentID, const std:: unordered_set<int>& remainingPieces ) {
std::unordered_set<int> visited;
std::vector<std::unordered_set<int>> newComponents;
@@ -128,7 +143,7 @@ void ComponentManager::handleComponentSplit(int oldComponentId, const std:: unor
newComponents.push_back(connectedRegion);
}
// 删除原组件
m_componentPieces.erase(oldComponentId);
m_componentPieces.erase(oldComponentID);
// 为每个新连通区域创建组件
for (const auto& region : newComponents) {
@@ -181,52 +196,52 @@ int ComponentManager::createNewComponent(int rootPiece) {
return rootPiece;
}
void ComponentManager::selectComponentByPiece(int pieceId) {
m_selectedComponentId = find(pieceId);
void ComponentManager::selectComponentByPiece(int pieceID) {
m_selectedComponentID = find(pieceID);
}
const std::unordered_set<int>& ComponentManager::getSelectedComponent() const {
static std::unordered_set<int> emptySet;
if (m_selectedComponentId == -1 ||
m_componentPieces.find(m_selectedComponentId) == m_componentPieces.end()) {
if (m_selectedComponentID == -1 ||
m_componentPieces.find(m_selectedComponentID) == m_componentPieces.end()) {
return emptySet;
}
return m_componentPieces.at(m_selectedComponentId);
return m_componentPieces.at(m_selectedComponentID);
}
int ComponentManager::getComponentId(int pieceId) const {
auto it = m_pieceToComponent.find(pieceId);
int ComponentManager::getComponentID(int pieceID) const {
auto it = m_pieceToComponent.find(pieceID);
return (it != m_pieceToComponent.end()) ? it->second : -1;
}
const std::unordered_set<int>& ComponentManager::getPiecesInComponent(int componentId) const {
const std::unordered_set<int>& ComponentManager::getPiecesInComponent(int componentID) const {
static std::unordered_set<int> emptySet;
auto it = m_componentPieces.find(componentId);
auto it = m_componentPieces.find(componentID);
return (it != m_componentPieces.end()) ? it->second : emptySet;
}
bool ComponentManager::areConnected(int pieceId1, int pieceId2) {
return find(pieceId1) == find(pieceId2);
bool ComponentManager::areConnected(int pieceID1, int pieceID2) {
return find(pieceID1) == find(pieceID2);
}
const std::unordered_set<int>& ComponentManager::getPieceConnections(int pieceId) const {
const std::unordered_set<int>& ComponentManager::getPieceConnections(int pieceID) const {
static std::unordered_set<int> emptySet;
if (pieceId < 0 || pieceId >= m_totalPieces) return emptySet;
return m_adjacentList[pieceId];
if (pieceID < 0 || pieceID >= m_maxPossiblePieces) return emptySet;
return m_adjacentList[pieceID];
}
bool ComponentManager::areDirectlyConnected(int pieceId1, int pieceId2) const {
if (pieceId1 < 0 || pieceId1 >= m_totalPieces ||
pieceId2 < 0 || pieceId2 >= m_totalPieces) {
bool ComponentManager::areDirectlyConnected(int pieceID1, int pieceID2) const {
if (pieceID1 < 0 || pieceID1 >= m_maxPossiblePieces ||
pieceID2 < 0 || pieceID2 >= m_maxPossiblePieces) {
return false;
}
return m_adjacentList[pieceId1].find(pieceId2) != m_adjacentList[pieceId1].end();
return m_adjacentList[pieceID1].find(pieceID2) != m_adjacentList[pieceID1].end();
}
void ComponentManager::clearSelection() {
m_selectedComponentId = -1;
m_selectedComponentID = -1;
}
std:: unordered_map<int, std::unordered_set<int>> ComponentManager::getAllComponents() const {

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@@ -18,14 +18,14 @@ private:
// 棋子ID到组件ID的映射
std::unordered_map<int, int> m_pieceToComponent;
// 当前选中的组件ID
int m_selectedComponentId = -1;
int m_selectedComponentID = -1;
// 总棋子数
int m_totalPieces;
int m_maxPossiblePieces;
// 重新计算连通性(断开后调用)
void recomputeComponentsAfterDisconnection(int disconnectedPiece);
// 处理组件分裂
void handleComponentSplit(int oldComponentId, const std::unordered_set<int>& affectedPieces);
void handleComponentSplit(int oldComponentID, const std::unordered_set<int>& affectedPieces);
// 使用BFS查找连通区域
std::unordered_set<int> bfsConnectedRegion(int startPiece, const std::unordered_set<int>& afftedPieces);
@@ -35,31 +35,33 @@ private:
public:
// 构造函数:初始化指定数量的棋子
explicit ComponentManager(int numPieces);
explicit ComponentManager(int maxPossiblePieces);
//添加棋子
void addPiece(int PieceID, const std::vector<int>& adjacentPiece);
// 查找操作(带路径压缩)
int find(int pieceId);
int find(int pieceID);
// 合并两个棋子所在的组件(按秩合并)
void unite(int pieceId1, int pieceId2);
void unite(int pieceID1, int pieceID2);
// 连接两个组件
void addConnection(int pieceId1, int pieceId2);
void addConnection(int pieceID1, int pieceID2);
// 断开棋子与指定邻居的连接
bool disconnectFromNeighbor(int pieceId, int neighborId);
bool disconnectFromNeighbor(int pieceID, int neighborID);
// 将棋子完全从当前组件断开,成为独立组件
bool disconnectFromComponent(int pieceId);
bool disconnectFromComponent(int pieceID);
// 通过棋子选择整个连通片
void selectComponentByPiece(int pieceId);
void selectComponentByPiece(int pieceID);
// 获取当前选中的组件中的所有棋子
const std::unordered_set<int>& getSelectedComponent() const;
// 获取棋子所属的组件ID
int getComponentId(int pieceId) const;
int getComponentID(int pieceID) const;
// 获取组件内所有棋子
const std::unordered_set<int>& getPiecesInComponent(int pieceId) const;
const std::unordered_set<int>& getPiecesInComponent(int pieceID) const;
// 检查两个棋子是否在同一个组件中
bool areConnected(int pieceId1, int pieceId2);
bool areConnected(int pieceID1, int pieceID2);
// 获取棋子的所有直接连接
const std::unordered_set<int>& getPieceConnections(int pieceId) const;
const std::unordered_set<int>& getPieceConnections(int pieceID) const;
// 检查两个棋子是否直接相连
bool areDirectlyConnected(int pieceId1, int pieceId2) const;
bool areDirectlyConnected(int pieceID1, int pieceID2) const;
// 清除选中状态
void clearSelection();

6
src/core/GameTypes.h Normal file
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@@ -0,0 +1,6 @@
#pragma once
// 这里存储游戏的各种状态
enum class PlayerID {
P1,
P2
};

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@@ -1,9 +1,5 @@
#pragma once
enum class PlayerID {
P1,
P2
};
#include "GameTypes.h"
class Piece {

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@@ -0,0 +1,10 @@
#include "Rule.h"
bool Rule::canConnect(const PlayerID a, const PlayerID b) {
if (a == b) {
return true;
}
return false;
}

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@@ -1 +1,10 @@
#pragma once
#pragma once
#include "GameTypes.h"
class Rule {
public:
static bool canConnect(const PlayerID a, PlayerID b);
};