/** * @author jiutou * @updateTime 2022/11/29 * @tip 4-3:加法游戏 * @description * 三.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【注意起始位置所对应的数的和不做标记,等先手移动一次后方可做标记】 2.参数范围: ①图一和图二结构和内容均固定不变 ②两颗棋子的初始位置可以任意设置 ③双方已经占领的数可以通过带颜色的标记任意设置 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 四.练习模式 电脑等级实现即可 * */ import { GameAutoWay } from '../common/pojo'; export declare class GameData4_3 { typeSet?: number | undefined; desk: number[][]; chess1: number; chess2: number; player: number; constructor(player: number, chess1: number, chess2: number, desk?: number[][]); } export declare class GameConfig4_3 { chess1: number; chess2: number; constructor(chess1?: number, chess2?: number); } export declare class GameAction4_3 { chessNum: number; chessPosition: number; score: number; move: number[]; constructor(chessNum: number, chessPosition: number, move: number[], score?: number); } export declare class GameStep4_1 { } export default class example4_3 { deskWeight: number[]; cdesk: number[][]; deskMap: Map; getRiddleByLev(level: number, config: any): GameData4_3; getRiddle(config: GameConfig4_3): GameData4_3; checkRiddle(deskData: GameData4_3): number; doAction(deskData: GameData4_3, dataAction: GameAction4_3): [flagResult: number, dataResult: GameData4_3]; getPosition(value: number): number[][]; log(a: any, b?: any, c?: any, d?: any, e?: any, f?: any): void; checkAction(deskData: GameData4_3, dataAction: GameAction4_3): number; checkDesk(deskData: GameData4_3): number; deskHas(deskData: GameData4_3, move: number[]): boolean; getActionAutoRecursive(deskData: GameData4_3): GameAction4_3; getActionAuto(deskData: GameData4_3): GameAutoWay; calculateTheWeightXy(deskData: GameData4_3, x: number, y: number): number; getWeight(player: number, cell1: number, cell2: number, cell3: number, cell4: number): number; lurdWeight(deskData: GameData4_3, x: number, y: number): number; ruldWeight(deskData: GameData4_3, x: number, y: number): number; leftRightWeight(deskData: GameData4_3, x: number, y: number): number; upDownWeight(deskData: GameData4_3, x: number, y: number): number; vaildXy(x: number, y: number): number; check(deskData: GameData4_3, x: number, y: number): number; lurd(deskData: GameData4_3, x: number, y: number): number; ruld(deskData: GameData4_3, x: number, y: number): number; leftRight(deskData: GameData4_3, x: number, y: number): number; upDown(deskData: GameData4_3, x: number, y: number): number; }