/** * @author Gao * @updateTime 2023/1/1 * @tip 超级井字棋 * @description * 一.挑战模式 1.初始默认值:棋盘空置即可 2.参数范围:无 3.过程记录:实现规则中相应标记即可 二.练习模式 电脑等级实现即可 游戏策略: 连成3个区域即可获胜 * */ export declare class GameData10_5 { typeSet?: number | undefined; step: number; currentPlayer: number; nextArea: number; desk: any[][]; rowList: any[][]; colList: any[][]; x1or7: any[][]; bigRowList: number[][]; bigColList: number[][]; bigX1or7: number[][]; areaBig: number[][]; constructor(); } export declare class GameAction10_5 { nextArea: number; step: number; xPos: number; yPos: number; player: number; constructor(nextArea: number, step: number, xPos: number, yPos: number, player: number); } export default class example10_5 { getRiddleByLev(level: number, config: any): GameData10_5; getRiddle(config?: any): GameData10_5; checkRiddle(deskData: GameData10_5): number; doAction(deskData: GameData10_5, dataAction: GameAction10_5): [flagResult: number, dataResult: GameData10_5]; move(area: number, xPos: number, yPos: number, step: number, player: number, deskData: GameData10_5): number[]; /** * 检查是否合法,-1不合法,1合法 * @param deskData * @param act */ checkAction(deskData: GameData10_5, act: GameAction10_5): number; initDeskDataEndData(deskData: GameData10_5): void; /** * 查看当前桌面信息,是否有人获胜,存在平局的情况,当区域5的棋子满了后会出现无子可下 * @param deskData * return 99 平局 1表示先手赢,2表示后手赢 */ checkDesk(deskData: GameData10_5): number; /** * @param deskData 桌面信息 * @param seat 2表示先手,3表示后手 * return [优解,次优解?] */ getActionAuto(deskData: GameData10_5, seat: number): [GameAction10_5, GameAction10_5]; /** * 先手2+x 后手3+y * @param deskData * @param playFlag 自己的标记,以自己为视角 * @param level 难度 4 3 2 1 */ checkAutoMoveNext(deskData: GameData10_5, playFlag: String, level: number): any; }