估计得不错,点目后,仅一个方法:UpdateMeshes5() 就完美解决了梅花六、刀把五、斗笠四、盘角曲四等死活问题。先来看看效果图:

其代码如下:

 void UpdateMeshes5(bool isFirst = true)
{
UpdateAllMeshBlocks(); m_BlackMeshBlocks.ForEach(block => {
var poses = block.Poses.ToList();
block.Poses.ForEach(p => {
if (BlackPoses.Contains(p))
poses.Remove(p);
LinkPoses(p).ForEach(l => {
if (m_WhiteMeshes.Contains(l))
poses.Remove(p);
});
}); if (poses.Count == ) {
poses.ForEach(p => {
var links = LinkPoses(p);
if (links.Intersect(poses).Count() == ) { // 梅花六
var tmp = poses.Except(links).ToList();
if (IsCusp(tmp[], p)) {
block.IsDead = true;
block.KeyPos = p;
}
}
});
} else if (poses.Count == ) {
poses.ForEach(p => {
var links = LinkPoses(p);
if (links.Intersect(poses).Count() == ) { // 刀把五
var tmp = poses.Except(links).ToList();
if (IsCusp(tmp[], p)) {
block.IsDead = true;
block.KeyPos = p;
}
}
});
} else if (poses.Count == ) {
poses.ForEach(p => {
var links = LinkPoses(p);
if (links.Intersect(poses).Count() == ) { // 斗笠四
block.IsDead = true;
block.KeyPos = p;
} else if (links.Intersect(poses).Count() == // 盘角曲四
&& (p == new Pos(, ) || p == new Pos(, ) || p == new Pos(, ) || p == new Pos(, ))) {
block.IsDead = true;
}
});
} else if (poses.Count == ) {
poses.ForEach(p => {
var links = LinkPoses(p);
if (links.Intersect(poses).Count() == ) { // 直三、曲三
block.IsDead = true;
block.KeyPos = p;
}
});
} else if (poses.Count == ) {
poses.ForEach(p => {
var links = LinkPoses(p);
if (links.Intersect(poses).Count() == ) {
block.IsDead = true;
}
});
} else if (poses.Count < ) {
block.IsDead = true;
} if (!isFirst && block.IsDead) {
m_BlackMeshes.RemoveAll(b => block.Poses.Contains(b));
m_WhiteMeshes.AddRange(block.Poses);
}
}); m_WhiteMeshBlocks.ForEach(block => {
var poses = block.Poses.ToList();
block.Poses.ForEach(p => {
if (WhitePoses.Contains(p))
poses.Remove(p);
LinkPoses(p).ForEach(l => {
if (m_BlackMeshes.Contains(l))
poses.Remove(p);
});
});
if (poses.Count == ) {
poses.ForEach(p => {
var links = LinkPoses(p);
if (links.Intersect(poses).Count() == ) { // 梅花六
var tmp = poses.Except(links).ToList();
if (IsCusp(tmp[], p)) {
block.IsDead = true;
block.KeyPos = p;
}
}
});
} else if (poses.Count == ) {
poses.ForEach(p => {
var links = LinkPoses(p);
if (links.Intersect(poses).Count() == ) { // 刀把五
var tmp = poses.Except(links).ToList();
if (IsCusp(tmp[], p)) {
block.IsDead = true;
block.KeyPos = p;
}
}
});
} else if (poses.Count == ) {
poses.ForEach(p => {
var links = LinkPoses(p);
if (links.Intersect(poses).Count() == ) { // 斗笠四
block.IsDead = true;
block.KeyPos = p;
} else if (links.Intersect(poses).Count() == // 盘角曲四
&& (p == new Pos(, ) || p == new Pos(, ) || p == new Pos(, ) || p == new Pos(, ))) {
block.IsDead = true;
}
});
} else if (poses.Count == ) {
poses.ForEach(p => {
var links = LinkPoses(p);
if (links.Intersect(poses).Count() == ) { // 直三、曲三
block.IsDead = true;
block.KeyPos = p;
}
});
} else if (poses.Count == ) {
poses.ForEach(p => {
var links = LinkPoses(p);
if (links.Intersect(poses).Count() == ) {
block.IsDead = true;
}
});
} else if (poses.Count < ) {
block.IsDead = true;
} if (!isFirst && block.IsDead) {
m_WhiteMeshes.RemoveAll(b => block.Poses.Contains(b));
m_BlackMeshes.AddRange(block.Poses);
}
}); if (isFirst) {
m_BlackMeshBlocks.ForEach(block => {
if (block.IsDead) {
foreach (var pos in block.Poses) {
var links = LinkPoses(pos);
m_WhiteMeshBlocks.ForEach(w_block => {
if (links.Intersect(w_block.Poses).Count() > ) {
if (w_block.IsDead) {
BlackPosBlocks.ForEach(bp_block => {
if (bp_block.Poses.Contains(pos)) {
block.EmptyCount = bp_block.EmptyCount;
}
WhitePosBlocks.ForEach(wp_block => {
if (wp_block.Poses.Intersect(w_block.Poses).Count() > ) {
w_block.EmptyCount = wp_block.EmptyCount;
}
});
});
if (block.EmptyCount > w_block.EmptyCount) {
m_WhiteMeshes.RemoveAll(w => w_block.Poses.Contains(w));
m_BlackMeshes.AddRange(w_block.Poses);
} else if (block.EmptyCount < w_block.EmptyCount) {
m_BlackMeshes.RemoveAll(b => block.Poses.Contains(b));
m_WhiteMeshes.AddRange(block.Poses);
}
}
}
});
}
}
});
} UpdateMeshColors();
}

UpdateMeshes5()

因为涉及到比气问题,所以要调用两次。这又是多遍扫描的应有之意,相信已经见怪不怪了。

加点智能:

Pos Defend2()
{
var empties = RoundThreePoses(m_CurrentPos).Intersect(EmptyPoses).ToList();
int count = empties.Count;
Dictionary<Pos,int> store = new Dictionary<Pos, int>();
int backCount = ; for (int j = ; j < ; j++) {
bool isFirst = false;
Pos firstPos = m_InvalidPos;
for (int i = ; i < ; i++) {
int index = m_Rand.Next(, count);
Pos e = empties[index];
if (!NextOne(e.Row, e.Col)) continue;
if (!isFirst) {
isFirst = true;
firstPos = e;
}
backCount++;
}
UpdateMeshes1();
store[firstPos] = m_BlackMeshes.Count - m_WhiteMeshes.Count;
for (int b=; b <backCount; b++) {
BackOne();
}
backCount = ;
} int value = -;
Pos pos = m_InvalidPos;
foreach (var pair in store) {
if (value < pair.Value) {
value = pair.Value;
pos = pair.Key;
}
}
return pos;
}

Defend2

最新代码下载链接https://github.com/chinax01/x01.Weiqi

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