/** * @author jiutou * @updateTime 2022/11/29 * @tip 乘法游戏 * @description * https://blog.csdn.net/u011587401/article/details/50877828 一.挑战模式 1.参数默认值: 两颗棋子的初始位置分别位于 1 和 2 上面 【注意起始位置的乘积不做标记,等先手移动一次后方可做标记】 2.参数范围: a.图一和图二结构和内容均固定不变 b.两颗棋子的初始位置可以任意设置 3.过程记录 给与红蓝两种颜色的标记,用于游戏过程中即可,无其它过程记录要求 二.练习模式 电脑等级实现 * */ import { GameAutoWay } from '../common/pojo'; export declare class GameData10_3 { typeSet?: number; desk: number[][]; chess1: number[]; chess2: number[]; player: number; constructor(player?: number, chess1?: number[], chess2?: number[], desk?: number[][]); } export declare class GameAction10_3 { square: number; squareArr: number[][]; action: number[]; score?: number; constructor(square: number, action: number[], squareArr: number[][], score?: number); } export default class example10_3 { deskSquareAll: number[][][]; deskSquareAll0: number[][][]; deskSquareAll1: number[][][]; deskSquareAll2: number[][][]; deskSquareAll3: number[][][]; deskSquareAll4: number[][][]; deskSquareAll5: number[][][]; deskSquareAll6: number[][][]; deskSquareAll7: number[][][]; deskSquareAll8: number[][][]; deskSquareAll9: number[][][]; deskSquareAll10: number[][][]; deskSquareAll11: number[][][]; deskSquare: number[][][]; getRiddleByLev(level: number, config: any): GameData10_3; getRiddle(): GameData10_3; checkRiddle(deskData: GameData10_3): number; doAction(deskData: GameData10_3, dataAction: GameAction10_3): [flagResult: number, dataResult: GameData10_3]; doAction1(deskData: GameData10_3, squareCode: number, square: number[][], action: number[]): [flagResult: number, dataResult: GameData10_3]; checkAction(deskData: GameData10_3, dataAction: GameAction10_3): number; checkAction1(deskData: GameData10_3, square: number[][], action: number[]): number; checkDesk(deskData: GameData10_3): number; getSquareAction(deskData: GameData10_3, square: number[][]): Set; getAllAction(deskData: GameData10_3, squareCode: number): Set; getActionAuto(deskData: GameData10_3): GameAutoWay; getScore(deskData: GameData10_3): number; getAllSquares(squareCode: number): number[][][]; bian(square: number[][], type: number): number[][]; bian2(square: number[][]): number[][]; bian3(square: number[][]): number[][]; bian4(square: number[][]): number[][]; bian5(square: number[][]): number[][]; vaildXy(x: number, y: number): number; }