File size: 8,880 Bytes
079c32c
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
export const patterns = {
  five: new RegExp('11111'),
  blockfive: new RegExp('211111|111112'),
  four: new RegExp('011110'),
  blockFour: new RegExp('10111|11011|11101|211110|211101|211011|210111|011112|101112|110112|111012'),
  three: new RegExp('011100|011010|010110|001110'),
  blockThree: new RegExp('211100|211010|210110|001112|010112|011012'),
  two: new RegExp('001100|011000|000110|010100|001010'),
}
export const shapes = {
  FIVE: 5,
  BLOCK_FIVE: 50,
  FOUR: 4,
  FOUR_FOUR: 44, // 双冲四
  FOUR_THREE: 43, // 冲四活三
  THREE_THREE: 33, // 双三
  BLOCK_FOUR: 40,
  THREE: 3,
  BLOCK_THREE: 30,
  TWO_TWO: 22, // 双活二
  TWO: 2,
  NONE: 0,
};

export const performance = {
  five: 0,
  blockFive: 0,
  four: 0,
  blockFour: 0,
  three: 0,
  blockThree: 0,
  two: 0,
  none: 0,
  total: 0,
}

// 使用字符串匹配的方式实现的形状检测,速度较慢,但逻辑比较容易理解
export const getShape = (board, x, y, offsetX, offsetY, role) => {
  const opponent = -role;
  let emptyCount = 0;
  let selfCount = 1;
  let opponentCount = 0;
  let shape = shapes.NONE;

  // 跳过为空的节点
  if (board[x + offsetX + 1][y + offsetY + 1] === 0
    && board[x - offsetX + 1][y - offsetY + 1] === 0
    && board[x + 2 * offsetX + 1][y + 2 * offsetY + 1] === 0
    && board[x - 2 * offsetX + 1][y - 2 * offsetY + 1] === 0
  ) {
    return [shapes.NONE, selfCount, opponentCount, emptyCount];
  }

  // two 类型占比超过一半,做一下优化
  // 活二是不需要判断特别严谨的
  for (let i = -3; i <= 3; i++) {
    if (i === 0) continue;
    const [nx, ny] = [x + i * offsetX + 1, y + i * offsetY + 1];
    if (board[nx] === undefined || board[nx][ny] === undefined) continue;
    const currentRole = board[nx][ny];
    if (currentRole === 2) {
      opponentCount++;
    } else if (currentRole === role) {
      selfCount++;
    } else if (currentRole === 0) {
      emptyCount++;
    }
  }
  if (selfCount === 2) {
    if (!opponentCount) {
      return [shapes.TWO, selfCount, opponentCount, emptyCount];
    } else {
      return [shapes.NONE, selfCount, opponentCount, emptyCount];
    }
  }
  // two 类型优化结束,不需要的话可以在直接删除这一段代码不影响功能

  // three类型大约占比有20%,也优化一下


  emptyCount = 0;
  selfCount = 1;
  opponentCount = 0;
  let resultString = '1';

  for (let i = 1; i <= 5; i++) {
    const [nx, ny] = [x + i * offsetX + 1, y + i * offsetY + 1];
    const currentRole = board[nx][ny];
    if (currentRole === 2) resultString += '2';
    else if (currentRole === 0) resultString += '0';
    else resultString += currentRole === role ? '1' : '2';
    if (currentRole === 2 || currentRole === opponent) {
      opponentCount++;
      break;
    }
    if (currentRole === 0) {
      emptyCount++;
    }
    if (currentRole === role) {
      selfCount++;
    }
  }
  for (let i = 1; i <= 5; i++) {
    const [nx, ny] = [x - i * offsetX + 1, y - i * offsetY + 1];
    const currentRole = board[nx][ny];
    if (currentRole === 2) resultString = '2' + resultString;
    else if (currentRole === 0) resultString = '0' + resultString;
    else resultString = (currentRole === role ? '1' : '2') + resultString;
    if (currentRole === 2 || currentRole === opponent) {
      opponentCount++;
      break;
    }
    if (currentRole === 0) {
      emptyCount++;
    }
    if (currentRole === role) {
      selfCount++;
    }
  }
  if (patterns.five.test(resultString)) {
    shape = shapes.FIVE;
    performance.five++;
    performance.total++;
  } else if (patterns.four.test(resultString)) {
    shape = shapes.FOUR;
    performance.four++;
    performance.total++;
  } else if (patterns.blockFour.test(resultString)) {
    shape = shapes.BLOCK_FOUR;
    performance.blockFour++;
    performance.total++;
  } else if (patterns.three.test(resultString)) {
    shape = shapes.THREE;
    performance.three++;
    performance.total++;
  } else if (patterns.blockThree.test(resultString)) {
    shape = shapes.BLOCK_THREE;
    performance.blockThree++;
    performance.total++;
  } else if (patterns.two.test(resultString)) {
    shape = shapes.TWO;
    performance.two++;
    performance.total++;
  }
  // 尽量减少多余字符串生成
  if (selfCount <= 1 || resultString.length < 5) return [shape, selfCount, opponentCount, emptyCount];

  return [shape, selfCount, opponentCount, emptyCount];
}

const countShape = (board, x, y, offsetX, offsetY, role) => {
  const opponent = -role;

  let innerEmptyCount = 0; // 棋子中间的内部空位
  let tempEmptyCount = 0;
  let selfCount = 0;
  let totalLength = 0;

  let sideEmptyCount = 0; // 边上的空位
  let noEmptySelfCount = 0, OneEmptySelfCount = 0;

  // right
  for (let i = 1; i <= 5; i++) {
    const [nx, ny] = [x + i * offsetX + 1, y + i * offsetY + 1];
    const currentRole = board[nx][ny];
    if (currentRole === 2 || currentRole === opponent) {
      break;
    }
    if (currentRole === role) {
      selfCount++;
      sideEmptyCount = 0;
      if (tempEmptyCount) {
        innerEmptyCount += tempEmptyCount;
        tempEmptyCount = 0;
      }
      if (innerEmptyCount === 0) {
        noEmptySelfCount++;
        OneEmptySelfCount++;
      } else if (innerEmptyCount === 1) {
        OneEmptySelfCount++;
      }
    }
    totalLength++;
    if (currentRole === 0) {
      tempEmptyCount++;
      sideEmptyCount++;
    }
    if (sideEmptyCount >= 2) {
      break;
    }
  }
  if (!innerEmptyCount) OneEmptySelfCount = 0;
  return { selfCount, totalLength, noEmptySelfCount, OneEmptySelfCount, innerEmptyCount, sideEmptyCount };
}

// 使用遍历位置的方式实现的形状检测,速度较快,大约是字符串速度的2倍 但理解起来会稍微复杂一些
export const getShapeFast = (board, x, y, offsetX, offsetY, role) => {
  // 有一点点优化效果:跳过为空的节点
  if (board[x + offsetX + 1][y + offsetY + 1] === 0
    && board[x - offsetX + 1][y - offsetY + 1] === 0
    && board[x + 2 * offsetX + 1][y + 2 * offsetY + 1] === 0
    && board[x - 2 * offsetX + 1][y - 2 * offsetY + 1] === 0
  ) {
    return [shapes.NONE, 1];
  }

  let selfCount = 1;
  let totalLength = 1;
  let shape = shapes.NONE;

  let leftEmpty = 0, rightEmpty = 0; // 左右边上的空位
  let noEmptySelfCount = 1, OneEmptySelfCount = 1;

  const left = countShape(board, x, y, -offsetX, -offsetY, role);
  const right = countShape(board, x, y, offsetX, offsetY, role);

  selfCount = left.selfCount + right.selfCount + 1;
  totalLength = left.totalLength + right.totalLength + 1;
  noEmptySelfCount = left.noEmptySelfCount + right.noEmptySelfCount + 1;
  OneEmptySelfCount = Math.max(left.OneEmptySelfCount + right.noEmptySelfCount, left.noEmptySelfCount + right.OneEmptySelfCount) + 1;
  rightEmpty = right.sideEmptyCount;
  leftEmpty = left.sideEmptyCount;

  if (totalLength < 5) return [shape, selfCount];
  // five 
  if (noEmptySelfCount >= 5) {
    if (rightEmpty > 0 && leftEmpty > 0) {
      return [shapes.FIVE, selfCount];
    } else {
      return [shapes.BLOCK_FIVE, selfCount];
    }
  }
  if (noEmptySelfCount === 4) {
    // 注意这里的空位判断条件, 右边有有两种,分别是 XX空 和 XX空X,第二种情况下,虽然 rightEmpty 可能不是true,也是符合的,通过 OneEmptySelfCount > noEmptySelfCount 来判断
    if ((rightEmpty >= 1 || right.OneEmptySelfCount > right.noEmptySelfCount) && (leftEmpty >= 1 || left.OneEmptySelfCount > left.noEmptySelfCount)) { // four
      return [shapes.FOUR, selfCount];
    } else if (!(rightEmpty === 0 && leftEmpty === 0)) { // block four
      return [shapes.BLOCK_FOUR, selfCount];
    }
  }
  if (OneEmptySelfCount === 4) {
    return [shapes.BLOCK_FOUR, selfCount];
  }
  // three
  if (noEmptySelfCount === 3) {
    if ((rightEmpty >= 2 && leftEmpty >= 1) || (rightEmpty >= 1 && leftEmpty >= 2)) {
      return [shapes.THREE, selfCount];
    } else {
      return [shapes.BLOCK_THREE, selfCount];
    }
  }
  if (OneEmptySelfCount === 3) {
    if ((rightEmpty >= 1 && leftEmpty >= 1)) {
      return [shapes.THREE, selfCount];
    } else {
      return [shapes.BLOCK_THREE, selfCount];
    }
  }
  if ((noEmptySelfCount === 2 || OneEmptySelfCount === 2) && totalLength > 5) { // two
    shape = shapes.TWO;
  }

  return [shape, selfCount];
}

export const isFive = (shape) => {
  return shape === shapes.FIVE || shape === shapes.BLOCK_FIVE;
};

export const isFour = (shape) => {
  return shape === shapes.FOUR || shape === shapes.BLOCK_FOUR;
};

export const getAllShapesOfPoint = (shapeCache, x, y, role) => {
  const roles = role ? [role] : [1, -1];
  const result = [];
  for (const r of roles) {
    for (const d of [0, 1, 2, 3]) {
      const shape = shapeCache[r][d][x][y];
      if (shape > 0) {
        result.push(shape);
      }
    }
  }
  return result;
}