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我有一个问题一直想弄清楚,但我被困住了。基本上,我一直在尝试在不是国际象棋的游戏中实现车的移动逻辑,但我坚持下去。我给你详细的:

  • 棋盘是一个 5x5 多维数组,其中每个玩家只有棋子和车
  • 目标是夺取对手的所有棋子,夺取所有棋子的一方将赢得比赛。
  • Rooks 可以向一个方向任意移动,直到撞到挡住他们去路的东西。

我的车现在做的事情是它可以向一个方向行驶,但它可以在那条线上的任何地方行驶。我需要帮助来尝试弄清楚如何添加更多逻辑以确保它只能在路径清晰的情况下运行。这是一个例子:

小“p”和“r”是玩家2的棋子,大“P”和“R”是玩家一的棋子。现在右上方的R(车)只能向右移动,但如果你这样做,它将超越棋子,然后可以尽可能地向下移动。

* R R R *
* P P P *
* * * * *
* p p p *
* r r r *

这是我为车准备的代码:

public boolean isLegalMove(Location from,Location to)
{
  // Row is XPosition (Up/Down)
  // Column is YPosition(Left/Right)

  int fromRow = from.getXPosition();
  int fromColumn = from.getYPosition();
  int toRow = to.getXPosition();
  int toColumn = to.getYPosition();

  // higher row or column or both
  if(((fromColumn >= toColumn) || (fromColumn <= toColumn)) && ((fromRow == toRow))) {
    return true;
  }
  if(((fromRow >= toRow) || (fromRow <= toRow)) && ((fromColumn == toColumn))) {
    return true;
  }
  return false; 
}

我想我会做另一种方法来检查逻辑是否有任何东西在路径中,调用它isPathClear()

编辑:
这是其余的代码:

 public class Board
  {
    // The depth and width of the field.
    public static final int ROW = 5;
    public static final int COLUMN = 5;
    public static final String EMPTYPIECE = " * ";

     //Storage for the game pieces
     private GamePiece [] [] gameBoard;
     //Makes the balls and torches for player1
     private Pawn1 p1Pawn1,p1Pawn2,p1Pawn3;
     private Rook1 p1Rook1,p1Rook2,p1Rook3;

     //Makes the ball and torchers for player2
     private Pawn2 p2Pawn1,p2Pawn2,p2Pawn3;
     private Rook2 p2Rook1,p2Rook2,p1Rook3;

/**
 * Makes a 5x5 Gameboard
 */
public Board()
{
    // initialise instance variables
    gameBoard = new GamePiece [ROW][COLUMN];

    //Makes pieces for player1
    p1Pawn1 = new Pawn1();
    p1Pawn2 = new Pawn1();
    p1Pawn3 = new Pawn1();
    p1Rook1 = new Rook1();
    p1Rook2 = new Rook1();
    p1Rook3 = new Rook1();

    //Makes pieces for player2
    p2Pawn1 = new Pawn2();
    p2Pawn2 = new Pawn2();
    p2Pawn3 = new Pawn2();
    p2Rook1 = new Rook2();
    p2Rook2 = new Rook2();
    p2Rook3 = new Rook2();
}

/**
 * Makes new games
 */
public void newGame()
{  
    // Assigns the piece of the board for player1
    gameBoard[0][1] = p1Rook1;
    gameBoard[0][2] = p1Rook2;
    gameBoard[0][3] = p1Rook3;
    gameBoard[1][1] = p1Pawn1;
    gameBoard[1][2] = p1Pawn2;
    gameBoard[1][3] = p1Pawn3;

    // Assigns the pieces of the board for player2
    gameBoard[4][1] = p2Rook1;
    gameBoard[4][2] = p2Rook2;
    gameBoard[4][3] = p2Rook3;
    gameBoard[3][1] = p2Pawn1;
    gameBoard[3][2] = p2Pawn2;
    gameBoard[3][3] = p2Pawn3;
}

/**
 * Displays the content of the board
 */
public void displayBoard()
{
    System.out.println("  a  b  c  d  e");
    int counter = 1;
    for (int i = 0; i < gameBoard.length; i++){
       System.out.print(counter);
       for (int j = 0; j < gameBoard[i].length; j++) {
           if (gameBoard[i][j] == null) {
              System.out.print(EMPTYPIECE);
           } else {
               System.out.print(" " + gameBoard[i][j] + " ");
           }
       }
       counter++;
       System.out.println();
    }
}

/**
 * Moves the movepiece from one locatin to another
 * @param from - where the location was from
 * @param to - Where the location is going to
 */
public void movePiece(Location from,Location to) throws InvalidMoveException
{
    int fromRow     = from.getXPosition();
    int fromColumn  = from.getYPosition();
    int toRow       = to.getXPosition();
    int toColumn    = to.getYPosition();

    if (gameBoard[fromRow][fromColumn] == null) {
        throw new InvalidMoveException("Invalid input for source location.");
    }
    if (! checkBounds(from, to)) {
        throw new InvalidMoveException("Invalid input for destination location.");
    }
    if (isSameLocation(from, to)){
        throw new InvalidMoveException("Invalid move, source and destination cannot    bethe same.");
    }
    if (! gameBoard[fromRow][fromColumn].isLegalMove(from, to)) {
        throw new InvalidMoveException("Invalid move for this piece.");
    }
       gameBoard[toRow][toColumn] = gameBoard[fromRow][fromColumn];
       gameBoard[fromRow][fromColumn] = null;

   displayBoard();
}

/**
 * Checks a proposed move to ensure it is within the bounds of the board.
 * @param source location, destination location
 * @return true if both source and destination are within bounds
 */
private boolean checkBounds(Location from, Location to)
{
    int fromRow     = from.getXPosition();
    int fromColumn  = from.getYPosition();
    int toRow       = to.getXPosition();
    int toColumn    = to.getYPosition();

    boolean testFrom = (fromRow >= 0) && (fromColumn >= 0) && (fromRow < gameBoard.length) && (fromColumn < gameBoard[0].length);
    boolean testTo = (toRow >= 0) && (toColumn >= 0) && (toRow < gameBoard.length) && (toColumn < gameBoard[0].length);
    return testFrom && testTo;
}

/**
 * Checks a proposed move to ensure source and destination are different.
 * @param source location, destination location
 * @return true if source and destination are the same
 */
private boolean isSameLocation(Location from, Location to)
{
    int fromRow     = from.getXPosition();
    int fromColumn  = from.getYPosition();
    int toRow       = to.getXPosition();
    int toColumn    = to.getYPosition();
    return fromRow == toRow && fromColumn == toColumn;
}
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1 回答 1

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如果不知道板上还有什么,您就无法知道路径是否清晰。但是,您的方法签名不会让此函数访问电路板的布局。如果你通过了整个棋盘,你可以使用一个循环来检查中间的所有方块是否有其他棋子。


来自托加姆斯勋爵:

您不会检查板是否为空。您必须检查车的源位置和目标位置之间的各个空间。


现在我知道了板子的样子,下面是一些代码:

public boolean isLegalMove(Location from,Location to)
{
  // Row is XPosition (Up/Down)
  // Column is YPosition(Left/Right)

  int fromRow = from.getXPosition();
  int fromColumn = from.getYPosition();
  int toRow = to.getXPosition();
  int toColumn = to.getYPosition();

  // Has to be same row or column
  if(fromRow != toRow || fromColumn != toColumn) return false;
  // Can't move to the same square
  if(fromRow == toRow && fromColumn == toColumn) return false;

  // Rows are the same
  if(fromRow - toRow == 0) {
    // this will hold the column of the we're going to check next
    int newPos = fromColumn;
    // Should we go up or down?
    int amount = (toColumn - fromColumn < 0) ? -1 : 1;
    while(newPos != toColumn) {
      newPos += amount;
      // if it's not null, we found a different piece
      if(gameBoard[fromRow][newPos] != null) return false;
    }
    if(gameBoard[toRow][toColumn] != null) {
      // return false if it's your own piece, true if it's not
    }
  // Columns are the same
  } else {
    // this will hold the row of the we're going to check next
    int newPos = fromRow;
    // Should we go up or down?
    int amount = (toRow - fromRow < 0) ? -1 : 1;
    while(newPos != toRow) {
      newPos += amount;
      // if it's not null, we found a different piece
      if(gameBoard[newPos][fromColumn] != null) return false;
    }
    if(gameBoard[toRow][toColumn] != null) {
      // return false if it's your own piece, true if it's not
    }
  }

  return true;
}

针对您希望能够捕获对手的棋子的情况进行了编辑......但我没有输入最后一点代码,因为您必须再次更改方法签名。寻找我的评论。还要注意它while现在是一个循环,而不是do-while.

于 2012-12-05T18:07:43.730 回答