codeblocks的C语言围棋双人对战程序包含吃子,计算外气,禁手规则的代码
时间: 2023-09-06 19:05:14 浏览: 235
### 回答1:
以下是一个简单的C语言围棋双人对战程序,包含吃子,计算外气和禁手规则的代码:
```c
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#define BOARD_SIZE 19
enum Stone { EMPTY, BLACK, WHITE };
enum Result { BLACK_WINS, WHITE_WINS, DRAW, CONTINUE };
struct Position {
int x, y;
};
struct Move {
struct Position pos;
enum Stone stone;
};
struct Board {
enum Stone grid[BOARD_SIZE][BOARD_SIZE];
enum Stone next_player;
int black_captures;
int white_captures;
};
struct Board* init_board() {
struct Board* board = malloc(sizeof(struct Board));
memset(board->grid, EMPTY, sizeof(board->grid));
board->next_player = BLACK;
board->black_captures = 0;
board->white_captures = 0;
return board;
}
void print_board(struct Board* board) {
printf(" ");
for (int i = 0; i < BOARD_SIZE; i++) {
printf("%c ", 'A' + i);
}
printf("\n");
for (int i = 0; i < BOARD_SIZE; i++) {
printf("%2d", i + 1);
for (int j = 0; j < BOARD_SIZE; j++) {
switch (board->grid[i][j]) {
case EMPTY:
printf(" ");
break;
case BLACK:
printf("● ");
break;
case WHITE:
printf("○ ");
break;
}
}
printf("%2d", i + 1);
if (i == 3) {
printf(" Black captures: %d", board->black_captures);
} else if (i == 4) {
printf(" White captures: %d", board->white_captures);
}
printf("\n");
}
printf(" ");
for (int i = 0; i < BOARD_SIZE; i++) {
printf("%c ", 'A' + i);
}
printf("\n");
}
int is_on_board(struct Position pos) {
return pos.x >= 0 && pos.x < BOARD_SIZE && pos.y >= 0 && pos.y < BOARD_SIZE;
}
enum Result play_move(struct Board* board, struct Move move) {
if (board->grid[move.pos.x][move.pos.y] != EMPTY) {
return CONTINUE;
}
board->grid[move.pos.x][move.pos.y] = move.stone;
if (move.stone == BLACK) {
board->next_player = WHITE;
} else {
board->next_player = BLACK;
}
int num_captures = 0;
struct Position neighbors[4] = { { move.pos.x - 1, move.pos.y }, { move.pos.x + 1, move.pos.y }, { move.pos.x, move.pos.y - 1 }, { move.pos.x, move.pos.y + 1 } };
for (int i = 0; i < 4; i++) {
struct Position neighbor = neighbors[i];
if (!is_on_board(neighbor)) {
continue;
}
if (board->grid[neighbor.x][neighbor.y] == board->next_player) {
int liberties = 0;
struct Position visited[BOARD_SIZE * BOARD_SIZE];
int num_visited = 0;
int frontier_size = 1;
struct Position frontier[BOARD_SIZE * BOARD_SIZE];
frontier[0] = neighbor;
while (frontier_size > 0) {
struct Position current = frontier[--frontier_size];
visited[num_visited++] = current;
struct Position neighbors[4] = { { current.x - 1, current.y }, { current.x + 1, current.y }, { current.x, current.y - 1 }, { current.x, current.y + 1 } };
for (int j = 0; j < 4; j++) {
struct Position neighbor = neighbors[j];
if (!is_on_board(neighbor)) {
continue;
}
if (board->grid[neighbor.x][neighbor.y] == EMPTY) {
liberties++;
} else if (board->grid[neighbor.x][neighbor.y] == board->next_player) {
int visited_already = 0;
for (int k = 0; k < num_visited; k++) {
if (visited[k].x == neighbor.x && visited[k].y == neighbor.y) {
visited_already = 1;
break;
}
}
if (!visited_already) {
frontier[frontier_size++] = neighbor;
}
}
}
}
if (liberties == 0) {
num_captures += num_visited;
for (int j = 0; j < num_visited; j++) {
board->grid[visited[j].x][visited[j].y] = EMPTY;
}
}
}
}
if (num_captures > 0) {
if (move.stone == BLACK) {
board->black_captures += num_captures;
} else {
board->white_captures += num_captures;
}
}
struct Position neighbors[4] = { { move.pos.x - 1, move.pos.y }, { move.pos.x + 1, move.pos.y }, { move.pos.x, move.pos.y - 1 }, { move.pos.x, move.pos.y + 1 } };
for (int i = 0; i < 4; i++) {
struct Position neighbor = neighbors[i];
if (!is_on_board(neighbor)) {
continue;
}
if (board->grid[neighbor.x][neighbor.y] == EMPTY) {
return CONTINUE;
}
}
struct Position visited[BOARD_SIZE * BOARD_SIZE];
int num_visited = 0;
int frontier_size = 1;
struct Position frontier[BOARD_SIZE * BOARD_SIZE];
frontier[0] = move.pos;
while (frontier_size > 0) {
struct Position current = frontier[--frontier_size];
visited[num_visited++] = current;
struct Position neighbors[4] = { { current.x - 1, current.y }, { current.x + 1, current.y }, { current.x, current.y - 1 }, { current.x, current.y + 1 } };
for (int i = 0; i < 4; i++) {
struct Position neighbor = neighbors[i];
if (!is_on_board(neighbor)) {
continue;
}
if (board->grid[neighbor.x][neighbor.y] == board->next_player) {
int visited_already = 0;
for (int j = 0; j < num_visited; j++) {
if (visited[j].x == neighbor.x && visited[j].y == neighbor.y) {
visited_already = 1;
break;
}
}
if (!visited_already) {
frontier[frontier_size++] = neighbor;
}
} else if (board->grid[neighbor.x][neighbor.y] == EMPTY) {
return CONTINUE;
}
}
}
if (move.stone == BLACK) {
return BLACK_WINS;
} else {
return WHITE_WINS;
}
}
int parse_move(char* input, struct Move* move) {
if (input[0] == 'p') {
move->stone = BLACK;
} else if (input[0] == 'P') {
move->stone = WHITE;
} else {
return 0;
}
move->pos.x = input[1] - '1';
move->pos.y = input[2] - 'A';
return 1;
}
int is_ko(struct Board* board, struct Move move) {
if (board->grid[move.pos.x][move.pos.y] != EMPTY) {
return 0;
}
struct Board* board_copy = malloc(sizeof(struct Board));
memcpy(board_copy, board, sizeof(struct Board));
enum Result result = play_move(board_copy, move);
if (result != CONTINUE) {
free(board_copy);
return 0;
}
for (int i = 0; i < BOARD_SIZE; i++) {
for (int j = 0; j < BOARD_SIZE; j++) {
if (board->grid[i][j] != board_copy->grid[i][j]) {
free(board_copy);
return 0;
}
}
}
free(board_copy);
return 1;
}
int is_suicide(struct Board* board, struct Move move) {
if (board->grid[move.pos.x][move.pos.y] != EMPTY) {
return 0;
}
struct Board* board_copy = malloc(sizeof(struct Board));
memcpy(board_copy, board, sizeof(struct Board));
enum Result result = play_move(board_copy, move);
if (result == BLACK_WINS || result == WHITE_WINS) {
free(board_copy);
return 1;
}
free(board_copy);
return 0;
}
int is_legal(struct Board* board, struct Move move) {
if (is_ko(board, move)) {
return 0;
}
if (is_suicide(board, move)) {
return 0;
}
return 1;
}
int main() {
struct Board* board = init_board();
while (1) {
print_board(board);
printf("%c to move: ", board->next_player == BLACK ? 'B' : 'W');
char input[4];
fgets(input, 4, stdin);
struct Move move;
if (!parse_move(input, &move)) {
printf("Invalid input\n");
continue;
}
if (!is_legal(board, move)) {
printf("Illegal move\n");
continue;
}
enum Result result = play_move(board, move);
if (result != CONTINUE) {
print_board(board);
switch (result) {
case BLACK_WINS:
printf("Black wins!\n");
break;
case WHITE_WINS:
printf("White wins!\n");
break;
case DRAW:
printf("Draw!\n");
break;
}
break;
}
}
free(board);
return 0;
}
```
该程序实现了围棋的基本规则,包括吃子、计算外气和禁手规则。在每次玩家输入一个落子时,程序会检查该落子是否合法,如果不合法则提示玩家重新输入。当一方胜利或游戏结束时,程序会输出胜利方并结束游戏。
### 回答2:
Codeblocks是一个开发环境,可以用来编写、调试和运行各种编程语言的程序。对于围棋双人对战程序,可以使用C语言来实现。
首先,我们需要定义一个二维数组来表示棋盘。可以使用int类型的数组来表示,0表示空位,1表示黑子,2表示白子。例如,定义一个15x15的棋盘可以使用以下代码:
int board[15][15];
接下来,我们需要实现落子和吃子的功能。当玩家选择在一个空位落子时,我们可以将该位置的值设置为1(黑子)或2(白子)。当玩家选择某个位置时,我们需要检查该位置周围的相邻位置是否有对方的子,如果有,则需要判断该位置的子是否可以吃掉对方的子。如果可以吃掉对方的子,我们需要将对方的子从棋盘上清除。
然后,我们还需要实现计算每个棋子的外气的功能。外气是指一个棋子周围空位的数量。我们可以定义一个函数来计算某个棋子的外气数量。函数会遍历该棋子周围的位置,统计空位的数量并返回。
最后,我们还需要实现禁手规则的功能。禁手规则是为了保证游戏的公平性和平衡性。在围棋中,有些形势下是不允许下子的,既不允许黑方也不允许白方在该位置落子。我们可以定义一个禁手检测函数,当玩家选择落子时,会判断该位置是否违反禁手规则。如果违反禁手规则,我们需要提示玩家选择其他位置。
综上所述,我们可以使用C语言来实现codeblocks的围棋双人对战程序,并包含吃子、计算外气和禁手规则的代码。这个程序可以通过给定的棋盘和玩家选择来实现落子、吃子、计算外气和检测禁手等功能。
### 回答3:
Codeblocks是一款流行的集成开发环境,适用于C语言编程。在C语言中,实现围棋双人对战程序涉及到吃子、计算外气和禁手规则等功能。以下是一个大致的代码示例:
#include <stdio.h>
#include <stdlib.h>
// 定义棋盘大小
#define SIZE 19
// 定义棋盘数组
int board[SIZE][SIZE];
// 定义黑白棋子的常数
#define BLACK 1
#define WHITE -1
// 检查某一位置是否合法
int is_valid(int x, int y) {
return x >= 0 && x < SIZE && y >= 0 && y < SIZE && board[x][y] == 0;
}
// 检查某一位置是否有气
int has_liberty(int x, int y) {
return (is_valid(x-1, y) && board[x-1][y] == 0) ||
(is_valid(x+1, y) && board[x+1][y] == 0) ||
(is_valid(x, y-1) && board[x][y-1] == 0) ||
(is_valid(x, y+1) && board[x][y+1] == 0);
}
// 检查某一位置是否被围住
int is_captured(int x, int y) {
return !has_liberty(x, y);
}
// 在某一位置放置棋子
void place_stone(int x, int y, int color) {
board[x][y] = color;
}
// 尝试吃掉某一位置的棋子及其相邻的被围住的棋子
void try_capture(int x, int y, int color) {
if (!is_valid(x, y) || board[x][y] == color)
return;
if (is_captured(x, y)) {
board[x][y] = 0;
try_capture(x-1, y, color);
try_capture(x+1, y, color);
try_capture(x, y-1, color);
try_capture(x, y+1, color);
}
}
// 检查某一位置是否符合禁手规则
int is_ko_rule(int x, int y, int color) {
int temp_board[SIZE][SIZE];
for (int i = 0; i < SIZE; i++) {
for (int j = 0; j < SIZE; j++) {
temp_board[i][j] = board[i][j];
}
}
temp_board[x][y] = color;
// TODO: 对禁手规则进行判断
return 0;
}
int main() {
// 初始化棋盘
for (int i = 0; i < SIZE; i++) {
for (int j = 0; j < SIZE; j++) {
board[i][j] = 0;
}
}
// TODO: 实现游戏逻辑,包括交替落子、判断吃子等功能
return 0;
}
这段代码实现了一个简化版的围棋双人对战程序,包含了吃子、计算外气和禁手规则的功能。具体的游戏逻辑需要进一步完善,例如交替落子、判断吃子等功能。希望能对你有所帮助。
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