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回合制游戲的游戲循環

[英]Game loop of a turn-based game

目前,我正在為一款簡單的回合制游戲開發AI。 我設置游戲的方式如下(使用偽代碼):

players = [User, AI];
(for player : players){
    player.addEventlistener(MoveListener (moveData)->move(moveData));
}

players[game.getTurn()].startTurn();

move功能:

move(data){
    game.doStuff(data);
    if(game.isOver())
        return;

    game.nextTurn();
    players[game.getTurn()].startTurn();
}

這導致以下遞歸:

  • 開始轉彎
  • 玩家/ AI行動
  • 移動函數被調用
  • 下一位玩家開始回合
  • ...

重復直到游戲結束-注意游戲的長度是有限的,並且不會超過50個動作。 現在,即使遞歸是有限的,我也會遇到stackoverflow錯誤。 我的問題是:有什么辦法可以解決這個問題? 遞歸到底有什么問題嗎? 還是應該改為執行游戲循環? 我了解如果AI相互對戰將如何工作,但是如果程序必須等待用戶輸入,這將如何工作?

編輯
以下是遞歸的相關類:

Connect4類:

package connect4;

import javafx.application.Application;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.text.Text;
import javafx.stage.Stage;

public class Connect4 extends Application {
    Group root = new Group();
    GameSquare[][] squares;
    GameButton[] buttons;
    int currentTurn;
    int columns = 7;
    int rows = 6;
    Text gameState;
    Player[] players;
    Game game;

    @Override
    public void start(Stage primaryStage) {        
        int size = 50;
        int padding = 10;

        gameState = new Text();
        gameState.setX(padding);
        gameState.setY((rows+1)*size+(rows+3)*padding);
        root.getChildren().add(gameState);

        buttons = new GameButton[columns];
        for(int i = 0; i < buttons.length; i++){
            buttons[i] = new GameButton(i);
            buttons[i].setMaxWidth(size);
            buttons[i].setMaxHeight(size);
            buttons[i].setLayoutX(i*size+(i+1)*padding);
            buttons[i].setLayoutY(padding);

            buttons[i].setMouseTransparent(true);                
            buttons[i].setVisible(false); 

            root.getChildren().add(buttons[i]);
        }

        players = new Player[2];

        players[0] = new UserControlled(buttons);
        players[1] = new AI();

        MoveListener listener = (int i) -> {move(i);};

        for(Player player : players)
            player.addListener(listener);

        game = new Game(columns, rows, players.length);

        squares = new GameSquare[columns][rows];

        for(int x = 0; x < columns; x++){
            for(int y = 0; y < rows; y++){
                squares[x][y] = new GameSquare(
                        x*size+(x+1)*padding, 
                        (y+1)*size+(y+2)*padding,
                        size,
                        size,
                        size,
                        size
                );
                root.getChildren().add(squares[x][y]);
            }
        }

        players[game.getTurn()].startTurn(game);
        updateTurn();
        updateSquares();

        draw(primaryStage);
    }

    public void move(int i){
        game.move(i);
        updateSquares();

        if(game.isGameOver()){
            if(game.isTie()){
                tie();
                return;
            } else {
                win();
                return;
            }
        }

        updateTurn();
        players[game.getTurn()].startTurn(game);
    }

    private void updateSquares(){
        int[][] board = game.getBoard();
        for(int x = 0; x < columns; x++){
            for(int y = 0; y < rows; y++){
                squares[x][y].setOwner(board[x][y]);
            }
        }
    }

    private void updateTurn(){
        gameState.setText("Player " + game.getTurn() + "'s turn");
    }

    public static void main(String[] args) {
        launch(args);
    }

    private void draw(Stage primaryStage){
        Scene scene = new Scene(root, 500, 500);
        primaryStage.setScene(scene);
        primaryStage.show();
    }

    private void win(){
        gameState.setText("Player " + game.getWinner() + " has won the game!");
    }

    private void tie(){
        gameState.setText("It's a tie!");
    }
}

Game類:包connect4;

public class Game {
    private int turn = 0;
    private int[][] board;
    private int columns;
    private int rows;
    private int players;
    private boolean gameOver = false;
    private boolean tie = false;
    private int winner = -1;

    public Game(int columns, int rows, int playerCount){
        this.columns = columns;
        this.rows = rows;
        board = new int[columns][rows];

        for(int x = 0; x < columns; x++){
            for(int y = 0; y < rows; y++){
                board[x][y] = -1;
            }
        }

        players = playerCount;
    }

    public int[][] getBoard(){
        return board;
    }

    public int getTurn(){
        return turn;
    }

    private void updateTurn(){
        turn++;
        if(turn >= players)
            turn = 0;
    }

    public boolean isGameOver(){
        return gameOver;
    }

    private void win(int player){
        gameOver = true;
        winner = player;
    }

    public int getWinner(){
        return winner;
    }

    private void tie(){
        gameOver = true;
        tie = true;
    }

    public boolean isTie(){
        return tie;
    }

    public void move(int i){
        if(gameOver)
            return;

        if(columnSpaceLeft(i) == 0){
            return;
        }

        board[i][columnSpaceLeft(i)-1] = turn;
        checkWin(turn);        
        checkFullBoard();        

        if(gameOver)
            return;

        updateTurn();
    }

    private void checkFullBoard(){
        for(int i = 0; i < columns; i++){
            if(columnSpaceLeft(i) != 0)
                return;
        }
        tie();
    }

    public int columnSpaceLeft(int column){
        for(int i = 0; i < board[column].length; i++){
            if(board[column][i] != -1)
                return i;
        }
        return board[column].length;
    }

    public int[] getAvailableColumns(){        
        int columnCount = 0;
        for(int i = 0; i < board.length; i++){
            if(columnSpaceLeft(i) != 0)
                columnCount++;
        }

        int[] columns = new int[columnCount];
        int i = 0;
        for(int j = 0; j < board.length; j++){
            if(columnSpaceLeft(i) != 0){
                columns[i] = j;
                i++;
            }
        }

        return columns;
    }

    private Boolean checkWin(int player){
        //vertical
        for(int x = 0; x < columns; x++){
            int count = 0;
            for(int y = 0; y < rows; y++){
                if(board[x][y] == player)
                    count++;
                else
                    count = 0;
                if(count >= 4){
                    win(player);
                    return true;
                }
            }
        }

        //horizontal
        for(int y = 0; y < rows; y++){
            int count = 0;
            for(int x = 0; x < columns; x++){
                if(board[x][y] == player)
                    count++;
                else
                    count = 0;
                if(count >= 4){
                    win(player);
                    return true;
                }
            }
        }

        //diagonal
        for(int x = 0; x < columns; x++){
            for(int y = 0; y < rows; y++){
                int count = 0;
                //diagonaal /
                if(!(x > columns-4 || y < 3) && board[x][y] == player){
                    count ++;
                    for(int i = 1; i <= 3; i++){
                        if(board[x+i][y-i] == player){
                            count++;
                            if(count >= 4){
                                win(player);
                                return true;
                            }
                        } else {
                            count = 0;
                            break;
                        }
                    }
                }

                //diagonal \                
                if(!(x > columns-4 || y > rows-4) && board[x][y] == player){
                    count ++;
                    for(int i = 1; i <= 3; i++){
                        if(board[x+i][y+i] == player){
                            count++;                            
                            if(count >= 4){
                                win(player);
                                return true;
                            }
                        } else {
                            count = 0;
                            break;
                        }
                    }
                }
            }
        }

        return false;
    }
}

UserControlled類:

package connect4;

import java.util.ArrayList;
import java.util.List;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;

public class UserControlled implements Player  {
    private List<MoveListener> listeners = new ArrayList<MoveListener>();
    private GameButton[] buttons;
    private boolean active = false;

    public UserControlled(GameButton[] buttons){
        this.buttons = buttons;
    }

    @Override
    public void addListener(MoveListener listener){
        listeners.add(listener);
    }

    @Override
    public void startTurn(Game game){
        System.out.println(0);
        active = true;
        for(int i = 0; i < buttons.length; i++){
            if(game.columnSpaceLeft(i) != 0){
                setButton(i, true);
                buttons[i].setOnAction(new EventHandler<ActionEvent>() {
                    @Override public void handle(ActionEvent e) {
                        move(( (GameButton) e.getTarget()).getColumn());
                    }
                });
            }
        }
    }

    private void move(int i){
        if(!active)
            return;
        active = false;
        disableButtons();
        for(MoveListener listener : listeners)
            listener.onMove(i);
    }

    private void disableButtons(){
        for(int i = 0; i < buttons.length; i++){
            setButton(i, false);  
        }
    }

    private void setButton(int i, boolean enable){
        if(enable){
            buttons[i].setMouseTransparent(false);                
            buttons[i].setVisible(true);
        } else {
            buttons[i].setMouseTransparent(true);                
            buttons[i].setVisible(false);              
        }
    }
}

AI類與精簡的UserControlled類基本相同,不同之處startTurn方法:

int[] columns = game.getAvailableColumns();
move(columns[rng.nextInt(columns.length)]);

MoveListener接口非常簡單:

public interface MoveListener {
    void onMove(int i);
}

堆棧跟蹤:

Exception in thread "JavaFX Application Thread" java.lang.StackOverflowError
    at javafx.beans.property.StringPropertyBase.set(StringPropertyBase.java:142)
    at javafx.beans.property.StringPropertyBase.set(StringPropertyBase.java:49)
    at javafx.scene.text.Text.setText(Text.java:370)
    //note that the three lines above this are different every time
    //as the application crashes at a different point
    at connect4.Connect4.updateTurn(Connect4.java:107)
    at connect4.Connect4.move(Connect4.java:93)
    at connect4.Connect4.lambda$start$0(Connect4.java:49)
    at connect4.AI.move(AI.java:13)
    at connect4.AI.startTurn(AI.java:24)
    at connect4.Connect4.move(Connect4.java:94)
    at connect4.Connect4.lambda$start$0(Connect4.java:49)
    at connect4.AI.move(AI.java:13)
    ...etc

通常,除非您非常確定自己在做什么,否則不應使用遞歸。

仔細考慮一下,每次調用下一步時,您將保存所有上下文以及堆棧中的所有局部變量。 在游戲中,可能有很多東西。

回合制游戲中常見的游戲循環如下所示:

while(!gameFinished()){
    for(player in players){
         player.doTurn();
    }
}

還要考慮到,遞歸很慢,因為它必須保存所有上下文並且需要時間,因此,通常,在嘗試使用遞歸之前,請三思。

編輯

要處理輸入,您可以使用以下方法:

CompletableFuture.supplyAsync(this::waitUserInput)  
             .thenAccept(this::processUserInput)

在這里,您可以找到它的工作方式:

http://www.deadcoderising.com/java8-writing-asynchronous-code-with-completablefuture/

這樣,您的代碼將繼續運行,因此請記住,在下一行代碼中,您將沒有輸入。 獲取輸入后,它將調用proccessUserInput方法。

執行此操作的另一種方法是檢查每一幀是否按了任何鍵,也可以。

在這里,您可以找到一種方法:

如何檢查用戶是否按下了按鍵?

您應該做的事情取決於項目的大小。 如果您將一直在檢查按鍵,那么最好為此構建某種事件系統。

另一方面,我建議您使用虛幻引擎或Unity之類的游戲引擎。 如果您想使用Java,那么有很多游戲庫可以處理類似這樣的常見問題。

例如:

https://www.lwjgl.org/

您可以找到許多使用該庫制作的回合制游戲的教程。

祝好運!

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