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x01.Weiqi.10: 死活问题

发布时间:2015-05-25 00:04:14
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: 1 void UpdateMeshes5(bool isFirst = tru ...

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:

            x01.Weiqi.10: 死活问题

其代码如下:

x01.Weiqi.10: 死活问题x01.Weiqi.10: 死活问题
 1 void UpdateMeshes5(bool isFirst = true) 2     { 3       UpdateAllMeshBlocks(); 4  5       m_BlackMeshBlocks.ForEach(block => { 6         var poses = block.Poses.ToList(); 7         block.Poses.ForEach(p => { 8           if (BlackPoses.Contains(p)) 9             poses.Remove(p); 10           LinkPoses(p).ForEach(l => { 11             if (m_WhiteMeshes.Contains(l)) 12               poses.Remove(p); 13           }); 14         }); 15  16         if (poses.Count == 6) { 17           poses.ForEach(p => { 18             var links = LinkPoses(p); 19             if (links.Intersect(poses).Count() == 5) {  // 梅花六 20               var tmp = poses.Except(links).ToList(); 21               if (IsCusp(tmp[0], p)) { 22                 block.IsDead = true; 23                 block.KeyPos = p; 24               } 25             } 26           }); 27         } else if (poses.Count == 5) { 28           poses.ForEach(p => { 29             var links = LinkPoses(p); 30             if (links.Intersect(poses).Count() == 4) {  // 刀把五 31               var tmp = poses.Except(links).ToList(); 32               if (IsCusp(tmp[0], p)) { 33                 block.IsDead = true; 34                 block.KeyPos = p; 35               } 36             } 37           }); 38         } else if (poses.Count == 4) { 39           poses.ForEach(p => { 40             var links = LinkPoses(p); 41             if (links.Intersect(poses).Count() == 4) {  // 斗笠四 42               block.IsDead = true; 43               block.KeyPos = p; 44             } else if (links.Intersect(poses).Count() == 3  // 盘角曲四 45               && (p == new Pos(0, 0) || p == new Pos(0, 18) || p == new Pos(18, 0) || p == new Pos(18, 18))) { 46               block.IsDead = true; 47             } 48           }); 49         } else if (poses.Count == 3) { 50           poses.ForEach(p => { 51             var links = LinkPoses(p); 52             if (links.Intersect(poses).Count() == 3) {  // 直三、曲三 53               block.IsDead = true; 54               block.KeyPos = p; 55             } 56           }); 57         } else if (poses.Count == 2) { 58           poses.ForEach(p => { 59             var links = LinkPoses(p); 60             if (links.Intersect(poses).Count() == 2) { 61               block.IsDead = true; 62             } 63           }); 64         } else if (poses.Count < 2) { 65           block.IsDead = true; 66         } 67  68         if (!isFirst && block.IsDead) { 69           m_BlackMeshes.RemoveAll(b => block.Poses.Contains(b)); 70           m_WhiteMeshes.AddRange(block.Poses); 71         } 72       }); 73  74       m_WhiteMeshBlocks.ForEach(block => { 75         var poses = block.Poses.ToList(); 76         block.Poses.ForEach(p => { 77           if (WhitePoses.Contains(p)) 78             poses.Remove(p); 79           LinkPoses(p).ForEach(l => { 80             if (m_BlackMeshes.Contains(l)) 81               poses.Remove(p); 82           }); 83         }); 84         if (poses.Count == 6) { 85           poses.ForEach(p => { 86             var links = LinkPoses(p); 87             if (links.Intersect(poses).Count() == 5) {  // 梅花六 88               var tmp = poses.Except(links).ToList(); 89               if (IsCusp(tmp[0], p)) { 90                 block.IsDead = true; 91                 block.KeyPos = p; 92               } 93             } 94           }); 95         } else if (poses.Count == 5) { 96           poses.ForEach(p => { 97             var links = LinkPoses(p); 98             if (links.Intersect(poses).Count() == 4) {  // 刀把五 99               var tmp = poses.Except(links).ToList();100               if (IsCusp(tmp[0], p)) {101                 block.IsDead = true;102                 block.KeyPos = p;103               }104             }105           });106         } else if (poses.Count == 4) {107           poses.ForEach(p => {108             var links = LinkPoses(p);109             if (links.Intersect(poses).Count() == 4) {  // 斗笠四110               block.IsDead = true;111               block.KeyPos = p;112             } else if (links.Intersect(poses).Count() == 3  // 盘角曲四113               && (p == new Pos(0, 0) || p == new Pos(0, 18) || p == new Pos(18, 0) || p == new Pos(18, 18))) {114               block.IsDead = true;115             }116           });117         } else if (poses.Count == 3) {118           poses.ForEach(p => {119             var links = LinkPoses(p);120             if (links.Intersect(poses).Count() == 3) {  // 直三、曲三121               block.IsDead = true;122               block.KeyPos = p;123             }124           });125         } else if (poses.Count == 2) {126           poses.ForEach(p => {127             var links = LinkPoses(p);128             if (links.Intersect(poses).Count() == 2) {129               block.IsDead = true;130             }131           });132         } else if (poses.Count < 2) {133           block.IsDead = true;134         }135 136         if (!isFirst && block.IsDead) {137           m_WhiteMeshes.RemoveAll(b => block.Poses.Contains(b));138           m_BlackMeshes.AddRange(block.Poses);139         }140       });141 142       if (isFirst) {143         m_BlackMeshBlocks.ForEach(block => {144           if (block.IsDead) {145             foreach (var pos in block.Poses) {146               var links = LinkPoses(pos);147               m_WhiteMeshBlocks.ForEach(w_block => {148                 if (links.Intersect(w_block.Poses).Count() > 0) {149                   if (w_block.IsDead) {150                     BlackPosBlocks.ForEach(bp_block => {151                       if (bp_block.Poses.Contains(pos)) {152                         block.EmptyCount = bp_block.EmptyCount;153                       }154                       WhitePosBlocks.ForEach(wp_block => {155                         if (wp_block.Poses.Intersect(w_block.Poses).Count() > 0) {156                           w_block.EmptyCount = wp_block.EmptyCount;157                         }158                       });159                     });160                     if (block.EmptyCount > w_block.EmptyCount) {161                       m_WhiteMeshes.RemoveAll(w => w_block.Poses.Contains(w));162                       m_BlackMeshes.AddRange(w_block.Poses);163                     } else if (block.EmptyCount < w_block.EmptyCount) {164                       m_BlackMeshes.RemoveAll(b => block.Poses.Contains(b));165                       m_WhiteMeshes.AddRange(block.Poses);166                     }167                   }168                 }169               });170             }171           }172         });173       }174 175       UpdateMeshColors();176     }

 

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原标题:x01.Weiqi.10: 死活问题

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