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#include "cli.h"
#include <QJsonArray>
#include <QJsonDocument>
#include <QJsonObject>
#include <QStringList>
CliSession::CliSession(GameModel& model)
: m_model(model)
{
}
QString CliSession::start()
{
m_model.newGame();
m_selected = -1;
return QStringLiteral("战舰对战 - 命令行模式\n\n")
+ help() + QStringLiteral("\n\n") + renderBoard() + renderStatus();
}
QString CliSession::help() const
{
return QStringLiteral(
"命令一览:\n"
" help / ? 显示帮助\n"
" new 开始新游戏\n"
" board / b 显示棋盘与状态\n"
" ships / list 列出己方战舰\n"
" select <编号> 选择己方战舰(编号见 ships)\n"
" select <行> <列> 按坐标选择己方战舰\n"
" reveal <行> <列> 解开一格迷雾\n"
" turn left / right 选中战舰左转/右转 90°(或 tl / tr)\n"
" move / m 选中战舰向前移动一格\n"
" attack <行> <列> 选中战舰攻击该格(需已揭示的敌舰)\n"
" pass / skip 跳过回合\n"
" undo / u 撤销上一步\n"
" redo / r 重做上一步\n"
" log 打印本局动作日志(含种子)\n"
" save <文件> 保存本局为回放文件\n"
" json 以 JSON 输出当前完整状态\n"
" ai AI 代打当前玩家一步\n"
" surrender / gg 投降(判负)\n"
" quit / q 退出\n"
"坐标与编号均为 1 开始。");
}
QString CliSession::execute(const QString& line)
{
const QStringList t = line.simplified().split(QLatin1Char(' '));
if (t.isEmpty() || t.first().isEmpty())
return QString();
const QString cmd = t.first().toLower();
if (cmd == QLatin1String("help") || cmd == QLatin1String("?"))
return help();
if (cmd == QLatin1String("quit") || cmd == QLatin1String("exit") || cmd == QLatin1String("q")) {
m_quit = true;
return QString();
}
if (cmd == QLatin1String("new")) {
m_model.newGame();
m_selected = -1;
return QStringLiteral("新游戏已开始。\n\n") + renderBoard() + renderStatus();
}
if (cmd == QLatin1String("board") || cmd == QLatin1String("b") || cmd == QLatin1String("show"))
return renderBoard() + renderStatus();
if (cmd == QLatin1String("ships") || cmd == QLatin1String("list"))
return renderShips();
if (cmd == QLatin1String("select"))
return cmdSelect(t);
if (cmd == QLatin1String("reveal") || cmd == QLatin1String("fog") || cmd == QLatin1String("r"))
return cmdReveal(t);
if (cmd == QLatin1String("turn") || cmd == QLatin1String("tl") || cmd == QLatin1String("tr"))
return cmdTurn(t);
if (cmd == QLatin1String("move") || cmd == QLatin1String("m"))
return cmdMove();
if (cmd == QLatin1String("attack") || cmd == QLatin1String("a"))
return cmdAttack(t);
if (cmd == QLatin1String("pass") || cmd == QLatin1String("skip"))
return cmdPass();
if (cmd == QLatin1String("undo") || cmd == QLatin1String("u"))
return cmdUndo();
if (cmd == QLatin1String("redo") || cmd == QLatin1String("r"))
return cmdRedo();
if (cmd == QLatin1String("log"))
return cmdLog();
if (cmd == QLatin1String("save"))
return cmdSave(t);
if (cmd == QLatin1String("json"))
return renderJson();
if (cmd == QLatin1String("ai"))
return cmdAi();
if (cmd == QLatin1String("surrender") || cmd == QLatin1String("gg"))
return cmdSurrender();
return QStringLiteral("未知命令:%1。输入 help 查看帮助。").arg(cmd);
}
QChar CliSession::cellChar(int r, int c) const
{
const int idx = m_model.shipAt(r, c);
const int P = m_model.currentPlayer();
if (idx != -1 && m_model.ship(idx).owner == P)
return (idx == m_selected) ? QLatin1Char('*') : QLatin1Char('#');
if (m_model.isRevealed(P, r, c))
return (idx != -1) ? QLatin1Char('@') : QLatin1Char('~');
return QLatin1Char('.');
}
QString CliSession::dirName(int dir) const
{
switch (dir) {
case GameModel::North: return QStringLiteral("北↑");
case GameModel::East: return QStringLiteral("东→");
case GameModel::South: return QStringLiteral("南↓");
case GameModel::West: return QStringLiteral("西←");
}
return QStringLiteral("?");
}
QString CliSession::renderBoard() const
{
QString s;
s += QStringLiteral("玩家%1 视角(. 迷雾 ~ 水 # 己方 @ 敌方 * 已选中)\n")
.arg(m_model.currentPlayer() + 1);
// 列号
s += QStringLiteral(" ");
for (int c = 0; c < m_model.cols(); c++)
s += QStringLiteral(" %1").arg(c + 1);
s += QLatin1Char('\n');
// 顶线
s += QStringLiteral(" +");
for (int c = 0; c < m_model.cols(); c++)
s += QStringLiteral("--");
s += QStringLiteral("+\n");
// 每行
for (int r = 0; r < m_model.rows(); r++) {
s += QStringLiteral(" %1 |").arg(r + 1);
for (int c = 0; c < m_model.cols(); c++) {
s += QLatin1Char(' ');
s += cellChar(r, c);
}
s += QStringLiteral(" | %1\n").arg(m_model.rowHint(r));
}
// 底线
s += QStringLiteral(" +");
for (int c = 0; c < m_model.cols(); c++)
s += QStringLiteral("--");
s += QStringLiteral("+\n");
// 列提示
s += QStringLiteral(" ");
for (int c = 0; c < m_model.cols(); c++)
s += QStringLiteral(" %1").arg(m_model.colHint(c));
s += QLatin1Char('\n');
return s;
}
QString CliSession::renderStatus() const
{
const int P = m_model.currentPlayer();
int myShips = 0, myHp = 0, enShips = 0, enHp = 0;
for (int i = 0; i < m_model.shipCount(); i++) {
const GameModel::Ship& s = m_model.ship(i);
if (s.hp <= 0) continue;
if (s.owner == P) { myShips++; myHp += s.hp; }
else { enShips++; enHp += s.hp; }
}
QString s = QStringLiteral("轮到 玩家%1 · 己方 %2 舰(血%3) · 敌方 %4 舰(血%5)")
.arg(P + 1)
.arg(myShips).arg(myHp)
.arg(enShips).arg(enHp);
if (m_selected >= 0 && m_selected < m_model.shipCount()) {
const GameModel::Ship& sh = m_model.ship(m_selected);
s += QStringLiteral("\n已选中:体积%1 血量%2/%3 射程%4 朝向%5")
.arg(sh.size)
.arg(sh.hp)
.arg(sh.size)
.arg(m_model.attackRange(m_selected))
.arg(dirName(sh.dir));
}
return s;
}
QString CliSession::renderShips() const
{
const int P = m_model.currentPlayer();
QString s = QStringLiteral("己方战舰(玩家%1):\n").arg(P + 1);
bool any = false;
for (int i = 0; i < m_model.shipCount(); i++) {
const GameModel::Ship& sh = m_model.ship(i);
if (sh.owner != P || sh.hp <= 0)
continue;
any = true;
QString pos;
for (const QPoint& p : sh.cells)
pos += QStringLiteral("(%1,%2)").arg(p.x() + 1).arg(p.y() + 1);
s += QStringLiteral(" [%1] 体积%2 血量%3/%4 射程%5 朝向%6 %7\n")
.arg(i)
.arg(sh.size)
.arg(sh.hp)
.arg(sh.maxHp)
.arg(m_model.attackRange(i))
.arg(dirName(sh.dir))
.arg(pos);
}
if (!any)
s += QStringLiteral(" (无存活战舰)\n");
return s;
}
QString CliSession::renderJson() const
{
QJsonObject root;
root[QStringLiteral("currentPlayer")] = m_model.currentPlayer();
root[QStringLiteral("winner")] = m_model.winner();
root[QStringLiteral("rows")] = m_model.rows();
root[QStringLiteral("cols")] = m_model.cols();
root[QStringLiteral("seed")] = qint64(m_model.seedUsed());
root[QStringLiteral("aliveCount0")] = m_model.aliveCount(0);
root[QStringLiteral("aliveCount1")] = m_model.aliveCount(1);
QJsonArray rowH, colH;
for (int r = 0; r < m_model.rows(); r++) rowH.append(m_model.rowHint(r));
for (int c = 0; c < m_model.cols(); c++) colH.append(m_model.colHint(c));
root[QStringLiteral("rowHints")] = rowH;
root[QStringLiteral("colHints")] = colH;
QJsonArray ships;
for (int i = 0; i < m_model.shipCount(); i++) {
const GameModel::Ship& s = m_model.ship(i);
QJsonObject o;
o[QStringLiteral("index")] = i;
o[QStringLiteral("owner")] = s.owner;
o[QStringLiteral("size")] = s.size;
o[QStringLiteral("hp")] = s.hp;
o[QStringLiteral("dir")] = s.dir;
QJsonArray cells;
for (const QPoint& p : s.cells) {
QJsonArray cc;
cc.append(p.x());
cc.append(p.y());
cells.append(cc);
}
o[QStringLiteral("cells")] = cells;
ships.append(o);
}
root[QStringLiteral("ships")] = ships;
// 当前玩家视角的棋盘
const int P = m_model.currentPlayer();
QJsonArray view;
for (int r = 0; r < m_model.rows(); r++) {
QJsonArray row;
for (int c = 0; c < m_model.cols(); c++) {
const int idx = m_model.shipAt(r, c);
if (idx != -1 && m_model.ship(idx).owner == P)
row.append(QStringLiteral("own"));
else if (m_model.isRevealed(P, r, c))
row.append(idx != -1 ? QStringLiteral("enemy") : QStringLiteral("water"));
else
row.append(QStringLiteral("fog"));
}
view.append(row);
}
root[QStringLiteral("view")] = view;
return QString::fromUtf8(QJsonDocument(root).toJson(QJsonDocument::Compact));
}
QString CliSession::afterAction(const QString& msg)
{
m_selected = -1;
QString out = msg + QStringLiteral("\n\n") + renderBoard() + renderStatus();
const int w = m_model.winner();
if (w != -1)
out += QStringLiteral("\n玩家%1 获胜!\n").arg(w + 1);
return out;
}
// ---------------------------------------------------------------------------
// 各命令
// ---------------------------------------------------------------------------
QString CliSession::cmdSelect(const QStringList& t)
{
if (t.size() == 2) {
bool ok = false;
const int idx = t[1].toInt(&ok);
if (!ok || idx < 0 || idx >= m_model.shipCount())
return QStringLiteral("无效的舰船编号,用 ships 查看。");
const GameModel::Ship& sh = m_model.ship(idx);
if (sh.owner != m_model.currentPlayer() || sh.hp <= 0)
return QStringLiteral("只能选择己方存活战舰。");
m_selected = idx;
return QStringLiteral("已选中舰船 %1。\n").arg(idx) + renderStatus();
}
if (t.size() == 3) {
bool ok1 = false, ok2 = false;
const int r = t[1].toInt(&ok1);
const int c = t[2].toInt(&ok2);
if (!ok1 || !ok2)
return QStringLiteral("坐标格式:select <行> <列>(1~9)。");
const int rr = r - 1, cc = c - 1;
if (rr < 0 || rr >= m_model.rows() || cc < 0 || cc >= m_model.cols())
return QStringLiteral("坐标越界。");
const int idx = m_model.shipAt(rr, cc);
if (idx == -1 || m_model.ship(idx).owner != m_model.currentPlayer() || m_model.ship(idx).hp <= 0)
return QStringLiteral("该格没有己方存活战舰。");
m_selected = idx;
return QStringLiteral("已选中舰船 %1。\n").arg(idx) + renderStatus();
}
return QStringLiteral("用法:select <编号> 或 select <行> <列>。");
}
QString CliSession::cmdReveal(const QStringList& t)
{
if (t.size() < 3)
return QStringLiteral("用法:reveal <行> <列>。");
bool ok1 = false, ok2 = false;
const int r = t[1].toInt(&ok1);
const int c = t[2].toInt(&ok2);
if (!ok1 || !ok2)
return QStringLiteral("坐标必须是 1~9 的数字。");
const int rr = r - 1, cc = c - 1;
if (!m_model.canReveal(rr, cc))
return QStringLiteral("该格无法揭开(已揭示或越界)。");
m_model.revealCell(rr, cc);
const QString msg = (m_model.lastResult() == GameModel::ActionResult::RevealedShip)
? QStringLiteral("揭开 (%1,%2):发现敌舰!").arg(r).arg(c)
: QStringLiteral("揭开 (%1,%2):是水域。").arg(r).arg(c);
return afterAction(msg);
}
QString CliSession::cmdTurn(const QStringList& t)
{
bool cw = false;
if (t.first() == QLatin1String("tl"))
cw = false;
else if (t.first() == QLatin1String("tr"))
cw = true;
else {
if (t.size() < 2)
return QStringLiteral("用法:turn left / turn right(或 tl / tr)。");
const QString d = t[1].toLower();
if (d == QLatin1String("left") || d == QLatin1String("l"))
cw = false;
else if (d == QLatin1String("right") || d == QLatin1String("r"))
cw = true;
else
return QStringLiteral("方向无效:left / right。");
}
if (m_selected < 0)
return QStringLiteral("请先 select 选择己方战舰。");
if (!m_model.canTurn(m_selected, cw))
return QStringLiteral("无法转向(越界或与其它舰重叠)。");
m_model.turnShip(m_selected, cw);
return afterAction(cw ? QStringLiteral("已右转 90°。") : QStringLiteral("已左转 90°。"));
}
QString CliSession::cmdMove()
{
if (m_selected < 0)
return QStringLiteral("请先 select 选择己方战舰。");
if (!m_model.canMove(m_selected))
return QStringLiteral("无法移动(前方越界或被挡住)。");
m_model.moveShip(m_selected);
const QString msg = (m_model.lastResult() == GameModel::ActionResult::Collided)
? QStringLiteral("碰撞!本舰血量变为 1,移动被挡。")
: QStringLiteral("已前进一格。");
return afterAction(msg);
}
QString CliSession::cmdAttack(const QStringList& t)
{
if (t.size() < 3)
return QStringLiteral("用法:attack <行> <列>。");
if (m_selected < 0)
return QStringLiteral("请先 select 选择己方战舰。");
bool ok1 = false, ok2 = false;
const int r = t[1].toInt(&ok1);
const int c = t[2].toInt(&ok2);
if (!ok1 || !ok2)
return QStringLiteral("坐标必须是 1~9 的数字。");
const int rr = r - 1, cc = c - 1;
if (!m_model.canAttack(m_selected, rr, cc))
return QStringLiteral("无法攻击该格(需为射程内已揭示的敌舰)。");
m_model.attackShip(m_selected, rr, cc);
const QString msg = (m_model.lastResult() == GameModel::ActionResult::Sunk)
? QStringLiteral("命中并击沉敌舰!")
: QStringLiteral("命中敌舰(-1 血量)。");
return afterAction(msg);
}
QString CliSession::cmdPass()
{
m_model.passTurn();
return afterAction(QStringLiteral("已跳过回合。"));
}
QString CliSession::cmdUndo()
{
if (!m_model.undo())
return QStringLiteral("没有可撤销的操作。");
m_selected = -1;
return QStringLiteral("已撤销上一步。\n\n") + renderBoard() + renderStatus();
}
QString CliSession::cmdRedo()
{
if (!m_model.redo())
return QStringLiteral("没有可重做的操作。");
m_selected = -1;
return QStringLiteral("已重做上一步。\n\n") + renderBoard() + renderStatus();
}
QString CliSession::cmdLog()
{
QString s = QStringLiteral("种子:%1\n动作日志(%2 条):\n")
.arg(m_model.seedUsed())
.arg(m_model.log().size());
for (const QString& a : m_model.log())
s += QStringLiteral(" ") + a + QLatin1Char('\n');
return s;
}
QString CliSession::cmdSave(const QStringList& t)
{
if (t.size() < 2)
return QStringLiteral("用法:save <文件路径>。");
if (m_model.saveReplay(t[1]))
return QStringLiteral("已保存回放到:%1").arg(t[1]);
return QStringLiteral("保存失败:无法写入 %1").arg(t[1]);
}
QString CliSession::cmdAi()
{
m_model.aiPlay();
m_selected = -1;
return afterAction(QStringLiteral("AI 已代打一步。"));
}
QString CliSession::cmdSurrender()
{
m_model.surrender();
m_selected = -1;
return QStringLiteral("已投降,对方获胜。\n\n") + renderBoard() + renderStatus();
}