export declare class GameData8_5 { typeSet?: number; desk: string[]; player: number; allRes: any; step: number; dangerRes: any; greatRes: any; betterRes: any; constructor(); } export declare class GameConfig8_5 { xNum: number; oNum: number; constructor(xNum?: number, oNum?: number); } export declare class GameAction8_5 { nextFlag: string; beginSeat: number; endSeat: number; } export default class example8_5 { /** * 三个等级 1-3 从简答到难 * @param level 1-3 * @param config */ getRiddleByLev(level: number, config?: any): GameData8_5; getRiddle(config: GameConfig8_5): GameData8_5; checkRiddle(deskData: GameData8_5): number; doAction(deskData: GameData8_5, dataAction: GameAction8_5): [flagResult: number, dataResult: GameData8_5]; /** * 检测对称性 * @param deskData * @param beginSeat 开始位置,不管左右从0开始 * @param endSeat 结束位置,不管左右从0开始 * @param lrFlag 从左还是从右开始数,l:左,r:右 * return true或者false */ checkSymmetry(deskData: GameData8_5, beginSeat: number, endSeat: number, lrFlag: string): boolean; /** * 分析所有对称性组合 * @param deskData * return 返回从左开始的对称性组合,从右开始的对称性组合 */ enumData(deskData: GameData8_5): [listL: any[][], listR: any[][]]; /** * 剩余数小于8时的自动策略 * @param deskData * @param arr * @param arrR */ getAutoStep(deskData: GameData8_5, arr: any[], arrR: any[]): GameAction8_5; getAutoLongStep(deskData: GameData8_5, list: any[]): GameAction8_5; /** * 递归所有走法,当剩余数量小于8时可触发 * @param stepList * @param deskData * @param nowStep * @param nowIndex 从左开始的下标 */ runRes(stepNum: number, stepList: any, stepListR: any, deskData: GameData8_5, nowStep: number[], nowIndex: number, nowRindex: number): any; /** * 检查是否合法,-1不合法,1合法 * @param deskData * @param act */ checkAction(deskData: GameData8_5, act: GameAction8_5): number; /** * 查看当前桌面信息,是否有人获胜,不存在平局的情况 * @param deskData * return -1 未结束 1表示先手赢,2表示后手赢 */ checkDesk(deskData: GameData8_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: GameData8_5, seat: number): [GameAction8_5, GameAction8_5]; }