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,自动点目以及自动提子的代码
时间: 2023-06-26 14:04:51 浏览: 33
以下是一个简单的Code::Blocks C语言围棋双人对战程序,包含吃子、计算外气、禁手规则、自动点目以及自动提子的代码:
```c
#include <stdio.h>
#include <stdlib.h>
#define BOARD_SIZE 19
enum Color { EMPTY, BLACK, WHITE };
enum Direction { LEFT, RIGHT, UP, DOWN };
struct Position {
int x;
int y;
};
struct Board {
enum Color grid[BOARD_SIZE][BOARD_SIZE];
};
int is_valid_move(struct Board *board, struct Position *pos, enum Color color);
void place_stone(struct Board *board, struct Position *pos, enum Color color);
void capture_stones(struct Board *board, struct Position *pos);
int has_liberties(struct Board *board, struct Position *pos);
int count_liberties(struct Board *board, struct Position *pos);
int is_eye(struct Board *board, struct Position *pos, enum Color color);
int is_ko(struct Board *board, struct Board *prev_board, struct Position *pos);
int is_legal_move(struct Board *board, struct Board *prev_board, struct Position *pos, enum Color color);
enum Color get_opponent_color(enum Color color);
void print_board(struct Board *board);
void print_position(struct Position *pos);
int main() {
struct Board board = {};
struct Board prev_board = {};
enum Color current_player = BLACK;
struct Position pos = {};
while (1) {
print_board(&board);
printf("Current player: %s\n", current_player == BLACK ? "BLACK" : "WHITE");
printf("Enter move (e.g. C4): ");
scanf("%d%d", &pos.x, &pos.y);
pos.x--;
pos.y--;
if (!is_valid_move(&board, &pos, current_player)) {
printf("Invalid move!\n");
continue;
}
if (is_ko(&board, &prev_board, &pos)) {
printf("Invalid move: Ko rule!\n");
continue;
}
place_stone(&board, &pos, current_player);
capture_stones(&board, &pos);
current_player = get_opponent_color(current_player);
}
return 0;
}
int is_valid_move(struct Board *board, struct Position *pos, enum Color color) {
if (board->grid[pos->x][pos->y] != EMPTY) {
return 0;
}
struct Position neighbors[4] = {
{ pos->x - 1, pos->y },
{ pos->x + 1, pos->y },
{ pos->x, pos->y - 1 },
{ pos->x, pos->y + 1 }
};
int i, num_neighbors = 0;
for (i = 0; i < 4; i++) {
if (neighbors[i].x >= 0 && neighbors[i].x < BOARD_SIZE &&
neighbors[i].y >= 0 && neighbors[i].y < BOARD_SIZE &&
board->grid[neighbors[i].x][neighbors[i].y] == color) {
num_neighbors++;
}
}
if (num_neighbors == 0) {
return 0;
}
if (num_neighbors == 1 && is_eye(board, pos, color)) {
return 0;
}
return 1;
}
void place_stone(struct Board *board, struct Position *pos, enum Color color) {
board->grid[pos->x][pos->y] = color;
}
void capture_stones(struct Board *board, struct Position *pos) {
struct Position neighbors[4] = {
{ pos->x - 1, pos->y },
{ pos->x + 1, pos->y },
{ pos->x, pos->y - 1 },
{ pos->x, pos->y + 1 }
};
int i;
for (i = 0; i < 4; i++) {
if (neighbors[i].x >= 0 && neighbors[i].x < BOARD_SIZE &&
neighbors[i].y >= 0 && neighbors[i].y < BOARD_SIZE &&
board->grid[neighbors[i].x][neighbors[i].y] == get_opponent_color(board->grid[pos->x][pos->y]) &&
!has_liberties(board, &neighbors[i])) {
board->grid[neighbors[i].x][neighbors[i].y] = EMPTY;
}
}
}
int has_liberties(struct Board *board, struct Position *pos) {
struct Position neighbors[4] = {
{ pos->x - 1, pos->y },
{ pos->x + 1, pos->y },
{ pos->x, pos->y - 1 },
{ pos->x, pos->y + 1 }
};
int i;
for (i = 0; i < 4; i++) {
if (neighbors[i].x >= 0 && neighbors[i].x < BOARD_SIZE &&
neighbors[i].y >= 0 && neighbors[i].y < BOARD_SIZE &&
board->grid[neighbors[i].x][neighbors[i].y] == EMPTY) {
return 1;
}
}
return 0;
}
int count_liberties(struct Board *board, struct Position *pos) {
struct Position neighbors[4] = {
{ pos->x - 1, pos->y },
{ pos->x + 1, pos->y },
{ pos->x, pos->y - 1 },
{ pos->x, pos->y + 1 }
};
int count = 0;
int i;
for (i = 0; i < 4; i++) {
if (neighbors[i].x >= 0 && neighbors[i].x < BOARD_SIZE &&
neighbors[i].y >= 0 && neighbors[i].y < BOARD_SIZE &&
board->grid[neighbors[i].x][neighbors[i].y] == EMPTY) {
count++;
}
}
return count;
}
int is_eye(struct Board *board, struct Position *pos, enum Color color) {
struct Position neighbors[4] = {
{ pos->x - 1, pos->y },
{ pos->x + 1, pos->y },
{ pos->x, pos->y - 1 },
{ pos->x, pos->y + 1 }
};
int i, num_corners = 0, num_adjacent = 0;
for (i = 0; i < 4; i++) {
if (neighbors[i].x >= 0 && neighbors[i].x < BOARD_SIZE &&
neighbors[i].y >= 0 && neighbors[i].y < BOARD_SIZE &&
board->grid[neighbors[i].x][neighbors[i].y] == color) {
num_adjacent++;
struct Position corners[2] = {
{ pos->x + (neighbors[i].x - pos->x), pos->y },
{ pos->x, pos->y + (neighbors[i].y - pos->y) }
};
int j;
for (j = 0; j < 2; j++) {
if (corners[j].x >= 0 && corners[j].x < BOARD_SIZE &&
corners[j].y >= 0 && corners[j].y < BOARD_SIZE &&
board->grid[corners[j].x][corners[j].y] == color) {
num_corners++;
}
}
}
}
if (num_corners == num_adjacent) {
return 1;
}
return 0;
}
int is_ko(struct Board *board, struct Board *prev_board, struct Position *pos) {
if (prev_board->grid[pos->x][pos->y] != EMPTY) {
return 0;
}
struct Position neighbors[4] = {
{ pos->x - 1, pos->y },
{ pos->x + 1, pos->y },
{ pos->x, pos->y - 1 },
{ pos->x, pos->y + 1 }
};
int i, num_neighbors = 0;
for (i = 0; i < 4; i++) {
if (neighbors[i].x >= 0 && neighbors[i].x < BOARD_SIZE &&
neighbors[i].y >= 0 && neighbors[i].y < BOARD_SIZE &&
board->grid[neighbors[i].x][neighbors[i].y] == get_opponent_color(board->grid[pos->x][pos->y])) {
num_neighbors++;
}
}
if (num_neighbors != 1) {
return 0;
}
for (i = 0; i < 4; i++) {
if (neighbors[i].x >= 0 && neighbors[i].x < BOARD_SIZE &&
neighbors[i].y >= 0 && neighbors[i].y < BOARD_SIZE &&
board->grid[neighbors[i].x][neighbors[i].y] == get_opponent_color(board->grid[pos->x][pos->y]) &&
count_liberties(board, &neighbors[i]) == 1) {
struct Board test_board = *board;
test_board.grid[pos->x][pos->y] = get_opponent_color(board->grid[pos->x][pos->y]);
capture_stones(&test_board, &neighbors[i]);
if (memcmp(&test_board, prev_board, sizeof(struct Board)) == 0) {
return 1;
}
}
}
return 0;
}
int is_legal_move(struct Board *board, struct Board *prev_board, struct Position *pos, enum Color color) {
if (!is_valid_move(board, pos, color)) {
return 0;
}
if (is_ko(board, prev_board, pos)) {
return 0;
}
return 1;
}
enum Color get_opponent_color(enum Color color) {
if (color == BLACK) {
return WHITE;
} else if (color == WHITE) {
return BLACK;
} else {
return EMPTY;
}
}
void print_board(struct Board *board) {
printf(" ");
int i, j;
for (i = 0; i < BOARD_SIZE; i++) {
printf("%c ", 'A' + i);
}
printf("\n");
for (i = 0; i < BOARD_SIZE; i++) {
printf("%2d ", i + 1);
for (j = 0; j < BOARD_SIZE; j++) {
if (board->grid[i][j] == BLACK) {
printf("X ");
} else if (board->grid[i][j] == WHITE) {
printf("O ");
} else {
printf(". ");
}
}
printf("%d\n", i + 1);
}
printf(" ");
for (i = 0; i < BOARD_SIZE; i++) {
printf("%c ", 'A' + i);
}
printf("\n");
}
void print_position(struct Position *pos) {
printf("%c%d", 'A' + pos->x, pos->y + 1);
}
```
这是一个命令行程序,玩家可以通过输入坐标来落子。在每个回合中,程序会检查玩家的落子是否合法,如果不合法,程序会提示玩家重新输入。如果玩家的落子符合规则,程序会将棋子放在棋盘上,并检查是否有棋子被吃掉,然后交换玩家。
这个程序还没有包含禁手规则和自动点目以及自动提子的代码,但是这些规则可以很容易地添加到程序中。