中国象棋专业版2.0 – html源码

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中国象棋专业版2.0 – html源码
采用纯 HTML5 Canvas 实现,无需任何网络连接或插件,直接在浏览器中运行。它既支持双人对弈,也提供三种难度的人机对战,适合象棋爱好者练习或休闲娱乐。

一、核心功能

  • 双人对战:两人轮流使用同一设备,红方先行,黑方后行,完全遵循中国象棋标准规则。
  • 人机对战:可选择让 AI 执红或执黑,自己执另一方,与电脑对弈。
  • 三种难度:初级(1层搜索深度)、中级(2层)、高级(3层),层数越高 AI 思考更深入,棋力越强。
  • 悔棋功能:可回退到上一回合的局面,方便复盘或纠正失误。
  • 新局重开:随时重置棋盘,开始全新对局。

二、界面设计

  • 棋盘绘制:采用传统木质色调,楚河汉界清晰,九宫对角线、炮/兵标记点均完整呈现。
  • 棋子样式:红方棋子为暗红色底、金色文字;黑方为深色底、浅色文字,文字采用楷体,带有立体阴影,视觉上非常典雅。
  • 选中高亮:当点击己方棋子时,棋子周围会出现金色光圈,提示当前选中状态。
  • 右侧面板:
    • 走棋提示:显示当前轮到红方还是黑方走棋,对局结束后显示胜方。
    • 模式选择:下拉菜单可选“双人对战”、“AI执黑”、“AI执红”。
    • 难度选择:初级、中级、高级对应不同的搜索深度。
    • 悔棋按钮:点击后退一步。
    • 新局按钮:立即重置棋盘。

三、规则实现游戏严格实现了中国象棋的全部基本规则:

  • 棋子走法:
    • 帅(将):只在九宫内直走一步。
    • 士(仕):只在九宫内斜走一步。
    • 相(象):飞“田”,不能过河,且需避免象眼被塞。
    • 马:走“日”字,有蹩马腿限制。
    • 车:直线任意距离,不可越过棋子。
    • 炮:直线行走,吃子时必须隔一棋子(炮架)。
    • 兵(卒):未过河只能前进,过河后可横移,不可后退。
  • 特殊规则:
    • 将帅不能照面(双方将/帅之间无棋子阻挡时判为禁止走法)。
    • 走棋后不能使己方将/帅处于被攻击状态(即不能送将)。
  • 胜负判定:吃掉对方将/帅即获胜。程序会在每次移动后检测对方将/帅是否存在。

四、AI 设计

  • 搜索算法:采用带 Alpha-Beta 剪枝的博弈树搜索,深度由用户选择(1~3层)。
  • 优化技巧:
    • 杀手启发式:记录每层搜索中导致剪枝的非吃子走法,优先尝试这些走法以提高剪枝效率。
    • 走法排序:先尝试杀手走法,再按吃子价值(MVV-LVA)排序,提高剪枝效果。
  • 局面评估:基于棋子基本价值(帅10000、车1000、马500、炮800、相/士200、兵/卒100),计算双方总分差。
  • 随机性:当多个走法评分相同时,随机选择一个,使 AI 棋路略有变化。

五、操作方式

  • 选择棋子:点击棋盘上的己方棋子,该棋子会高亮。
  • 移动棋子:再点击一个合法的目标格,棋子即移动。若目标格有敌方棋子则吃掉。
  • 取消选择:点击空白区域或再次点击同一棋子可取消选中。
  • 按钮操作:点击右侧按钮执行对应功能,所有操作均有实时反馈。

六、技术实现亮点

  • Canvas 锐化处理:所有线条和文字均采用半像素坐标绘制,消除模糊,在视网膜屏幕下依然清晰。
  • 响应式布局:棋盘尺寸固定,但通过 CSS 居中显示,适配不同分辨率。
  • 无外部依赖:纯原生 JavaScript,无任何第三方库,加载即用。
  • 历史记录:每次走棋都会保存局面,实现悔棋功能。

七、适用场景

  • 闲暇时与朋友对弈一局。
  • 初学者练习走法,熟悉规则。
  • 象棋爱好者与 AI 切磋,逐步挑战更高难度。
  • 无需网络,随时在电脑或平板浏览器上打开即玩。

来源:https://www.52pojie.cn/thread-2097870-1-1.html

<!DOCTYPE html>
<html lang="zh">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>中国象棋专业版2.0</title>
    <style>
        * {
            margin: 0;
            padding: 0;
            box-sizing: border-box;
            user-select: none;
        }
        body {
            background: #1a1a1a;
            min-height: 100vh;
            display: flex;
            justify-content: center;
            align-items: center;
            font-family: '楷体', 'KaiTi', '华文楷体', serif;
        }
        .game-container {
            background: transparent;
            padding: 20px;
            border-radius: 0;
            box-shadow: none;
            border: none;
            display: flex;
            gap: 40px;
            align-items: center;
        }
        /* 强制canvas显示尺寸与像素尺寸一致,防止浏览器缩放导致模糊 */
        canvas {
            display: block;
            width: 560px;
            height: 630px;
            border-radius: 18px;
            box-shadow: 0 10px 20px rgba(0,0,0,0.3);
            background: #f0d9b5;
            cursor: pointer;
        }
        .right-panel {
            display: flex;
            flex-direction: column;
            gap: 15px;
            align-items: center;
            justify-content: center;
            min-width: 160px;
        }
        .turn-indicator {
            background: #5e3e1e;
            color: #f9eac3;
            padding: 8px 12px;
            border-radius: 50px;
            font-size: 22px;
            letter-spacing: 2px;
            box-shadow: inset 0 -3px 0 #2f1f0e, 0 6px 10px black;
            border-bottom: 2px solid #b5914c;
            width: 100%;
            text-align: center;
            margin-bottom: 5px;
        }
        .mode-selector, .difficulty-selector {
            background: #c29e5e;
            border-radius: 40px;
            padding: 8px 12px;
            font-size: 20px;
            font-weight: bold;
            color: #2b1a0a;
            border: 2px solid #efd39e;
            box-shadow: inset 0 -2px 0 #6f4f2e, 0 6px 8px black;
            cursor: pointer;
            outline: none;
            width: 100%;
            text-align: center;
        }
        .action-btn {
            background: #c29e5e;
            border: none;
            font-size: 22px;
            font-family: '楷体', serif;
            font-weight: bold;
            padding: 8px 0;
            border-radius: 40px;
            color: #2b1a0a;
            box-shadow: 0 8px 0 #6f4f2e, 0 10px 15px black;
            cursor: pointer;
            transition: 0.08s linear;
            border: 1px solid #efd39e;
            letter-spacing: 2px;
            width: 100%;
        }
        .action-btn:active {
            transform: translateY(7px);
            box-shadow: 0 2px 0 #5a3f22, 0 8px 12px black;
        }
    </style>
</head>
<body>
    <div class="game-container">
        <canvas id="chessCanvas" width="560" height="630"></canvas>
        <div class="right-panel">
            <div class="turn-indicator" id="turnText">红方走棋</div>
            <select id="modeSelect" class="mode-selector">
                <option value="human" selected>双人对战</option>
                <option value="ai-black">&#129302;AI执黑</option>
                <option value="ai-red">&#129302;AI执红</option>
            </select>
            <select id="difficultySelect" class="difficulty-selector">
                <option value="1">&#129302;初级1层</option>
                <option value="2" selected>&#129302;中级2层</option>
                <option value="3">&#129302;高级3层</option>
            </select>
            <button class="action-btn" id="undoBtn">悔棋</button>
            <button class="action-btn restart-btn" id="restartBtn">新局</button>
        </div>
    </div>
 
    <script>
        (function() {
            // ---------- 棋盘配置 ----------
            const canvas = document.getElementById('chessCanvas');
            const ctx = canvas.getContext('2d');
            const turnText = document.getElementById('turnText');
            const modeSelect = document.getElementById('modeSelect');
            const difficultySelect = document.getElementById('difficultySelect');
            const undoBtn = document.getElementById('undoBtn');
            const restartBtn = document.getElementById('restartBtn');
 
            const ROWS = 10;
            const COLS = 9;
            const GRID_SIZE = 56;
            const OFFSET_X = 56;
            const OFFSET_Y = 63;
 
            // ---------- 全局状态 ----------
            let board = [];
            let currentPlayer = 'r';
            let selectedPiece = null;
            let gameOver = false;
            let winner = null;               
            let history = [];
 
            // AI 相关
            let gameMode = 'human';
            let aiDifficulty = 2;
            let isAIPlaying = false;
 
            let killerMoves = [];
            const MAX_DEPTH = 10;
            function initKillers() {
                killerMoves = [];
                for (let d = 0; d <= MAX_DEPTH; d++) killerMoves[d] = [null, null];
            }
            initKillers();
 
            const pieceValue = {
                'k': 10000, 'a': 200, 'b': 200, 'n': 500, 'r': 1000, 'c': 800, 'p': 100
            };
 
            function initBoard() {
                board = Array(ROWS).fill().map(() => Array(COLS).fill(null));
 
                board[0][0] = 'br'; board[0][1] = 'bn'; board[0][2] = 'bb'; board[0][3] = 'ba'; board[0][4] = 'bk'; 
                board[0][5] = 'ba'; board[0][6] = 'bb'; board[0][7] = 'bn'; board[0][8] = 'br';
                board[2][1] = 'bc'; board[2][7] = 'bc';
                board[3][0] = 'bp'; board[3][2] = 'bp'; board[3][4] = 'bp'; board[3][6] = 'bp'; board[3][8] = 'bp';
 
                board[9][0] = 'rr'; board[9][1] = 'rn'; board[9][2] = 'rb'; board[9][3] = 'ra'; board[9][4] = 'rk'; 
                board[9][5] = 'ra'; board[9][6] = 'rb'; board[9][7] = 'rn'; board[9][8] = 'rr';
                board[7][1] = 'rc'; board[7][7] = 'rc';
                board[6][0] = 'rp'; board[6][2] = 'rp'; board[6][4] = 'rp'; board[6][6] = 'rp'; board[6][8] = 'rp';
 
                currentPlayer = 'r';
                selectedPiece = null;
                gameOver = false;
                winner = null;
                history = [];
                turnText.innerText = '红方走棋';
                initKillers();
            }
 
            // ---------- 绘制函数 (锐化处理) ----------
            function drawBoard() {
                ctx.clearRect(0, 0, canvas.width, canvas.height);
                drawGrid();
                drawPieces();
                if (selectedPiece) {
                    const { row, col } = selectedPiece;
                    // 选中高亮:坐标对齐到半像素,阴影调小
                    ctx.save();
                    ctx.strokeStyle = '#f5e56b';
                    ctx.lineWidth = 3;
                    ctx.shadowBlur = 6;          // 减小阴影模糊
                    ctx.shadowColor = 'gold';
                    ctx.beginPath();
                    // 使用半像素坐标使圆弧边缘更清晰
                    ctx.arc(OFFSET_X + col * GRID_SIZE + 0.5, OFFSET_Y + row * GRID_SIZE + 0.5, 24, 0, 2 * Math.PI);
                    ctx.stroke();
                    ctx.restore();
                }
            }
 
            function drawGrid() {
                ctx.save();
                ctx.strokeStyle = '#6b4f32';
                ctx.lineWidth = 1;               // 线宽设为1,配合半像素坐标获得锐利直线
 
                // 绘制横线 (坐标+0.5使线条精确覆盖像素)
                for (let i = 0; i < ROWS; i++) {
                    ctx.beginPath();
                    ctx.moveTo(OFFSET_X + 0.5, OFFSET_Y + i * GRID_SIZE + 0.5);
                    ctx.lineTo(OFFSET_X + (COLS - 1) * GRID_SIZE + 0.5, OFFSET_Y + i * GRID_SIZE + 0.5);
                    ctx.stroke();
                }
                // 绘制竖线
                for (let i = 0; i < COLS; i++) {
                    ctx.beginPath();
                    ctx.moveTo(OFFSET_X + i * GRID_SIZE + 0.5, OFFSET_Y + 0.5);
                    ctx.lineTo(OFFSET_X + i * GRID_SIZE + 0.5, OFFSET_Y + (ROWS - 1) * GRID_SIZE + 0.5);
                    ctx.stroke();
                }
 
                // 绘制楚河汉界 (半透明背景文字,稍微下移一点避开中线,保留原风格)
                ctx.font = '35px "楷体", "KaiTi"';
                ctx.fillStyle = '#4e2f15';
                ctx.globalAlpha = 0.3;
                const text = '楚 河         汉 界';
                const textWidth = ctx.measureText(text).width;
                const boardLeft = OFFSET_X;
                const boardRight = OFFSET_X + (COLS - 1) * GRID_SIZE;
                const centerX = (boardLeft + boardRight) / 2;
                const textX = centerX - textWidth / 2;
                // 保持文字整数坐标防止模糊 (半透明背景无需锐利)
                ctx.fillText(text, textX, OFFSET_Y + 5 * GRID_SIZE - 13);
                ctx.globalAlpha = 1;
 
                // 九宫对角线 (同样用半像素坐标)
                ctx.beginPath();
                ctx.moveTo(OFFSET_X + 3 * GRID_SIZE + 0.5, OFFSET_Y + 0.5);
                ctx.lineTo(OFFSET_X + 5 * GRID_SIZE + 0.5, OFFSET_Y + 2 * GRID_SIZE + 0.5);
                ctx.stroke();
                ctx.beginPath();
                ctx.moveTo(OFFSET_X + 5 * GRID_SIZE + 0.5, OFFSET_Y + 0.5);
                ctx.lineTo(OFFSET_X + 3 * GRID_SIZE + 0.5, OFFSET_Y + 2 * GRID_SIZE + 0.5);
                ctx.stroke();
 
                ctx.beginPath();
                ctx.moveTo(OFFSET_X + 3 * GRID_SIZE + 0.5, OFFSET_Y + 7 * GRID_SIZE + 0.5);
                ctx.lineTo(OFFSET_X + 5 * GRID_SIZE + 0.5, OFFSET_Y + 9 * GRID_SIZE + 0.5);
                ctx.stroke();
                ctx.beginPath();
                ctx.moveTo(OFFSET_X + 5 * GRID_SIZE + 0.5, OFFSET_Y + 7 * GRID_SIZE + 0.5);
                ctx.lineTo(OFFSET_X + 3 * GRID_SIZE + 0.5, OFFSET_Y + 9 * GRID_SIZE + 0.5);
                ctx.stroke();
 
                // 绘制炮/兵/卒标记点 (使用半像素坐标,使圆点清晰)
                ctx.fillStyle = '#6b4f32';
                ctx.shadowBlur = 0; // 标记点不要阴影
                for (let r of [2, 7]) {
                    for (let c of [1, 7]) {
                        ctx.beginPath();
                        ctx.arc(OFFSET_X + c * GRID_SIZE + 0.5, OFFSET_Y + r * GRID_SIZE + 0.5, 5, 0, 2 * Math.PI);
                        ctx.fill();
                    }
                }
                for (let r of [3, 6]) {
                    for (let c of [0, 2, 4, 6, 8]) {
                        ctx.beginPath();
                        ctx.arc(OFFSET_X + c * GRID_SIZE + 0.5, OFFSET_Y + r * GRID_SIZE + 0.5, 4, 0, 2 * Math.PI);
                        ctx.fill();
                    }
                }
                ctx.restore();
            }
 
            function drawPieces() {
                for (let r = 0; r < ROWS; r++) {
                    for (let c = 0; c < COLS; c++) {
                        const piece = board[r][c];
                        if (!piece) continue;
                        // 圆心坐标对齐半像素,使棋子边缘清晰
                        const x = OFFSET_X + c * GRID_SIZE + 0.5;
                        const y = OFFSET_Y + r * GRID_SIZE + 0.5;
 
                        ctx.save();
                        // 棋子阴影减弱
                        ctx.shadowColor = '#333';
                        ctx.shadowBlur = 4;        // 原为8,减半减少模糊
                        ctx.shadowOffsetY = 2;      // 原为3
                        ctx.beginPath();
                        ctx.arc(x, y, 24, 0, 2 * Math.PI);
                        ctx.fillStyle = piece[0] === 'r' ? '#c33' : '#222';
                        ctx.fill();
                        ctx.shadowBlur = 2;          // 描边阴影稍弱
                        ctx.strokeStyle = '#f1d28c';
                        ctx.lineWidth = 2;
                        ctx.stroke();
 
                        // 绘制文字前清除阴影,保证文字清晰
                        ctx.shadowBlur = 0;
                        ctx.shadowOffsetY = 0;
                        ctx.font = '35px "楷体", "KaiTi", "华文楷体", serif';
                        ctx.fillStyle = piece[0] === 'r' ? '#FFD966' : '#ddd';
                        ctx.textAlign = 'center';
                        ctx.textBaseline = 'middle';
                        // 微调偏移量,配合半像素圆心,文字仍保留轻微偏移以居中
                        ctx.fillText(pieceToChinese(piece), x - 1, y + 5);
                        ctx.restore();
                    }
                }
            }
 
            function pieceToChinese(p) {
                const map = {
                    'r': { 'k': '帅', 'a': '仕', 'b': '相', 'n': '马', 'r': '车', 'c': '炮', 'p': '兵' },
                    'b': { 'k': '将', 'a': '士', 'b': '象', 'n': '马', 'r': '车', 'c': '炮', 'p': '卒' }
                };
                return map[p[0]][p[1]] || '?';
            }
 
            // ---------- 规则核心函数 (保持不变,保证AI逻辑正确) ----------
            function getPieceRawMoves(boardState, row, col, piece) {
                const color = piece[0];
                const type = piece[1];
                const moves = [];
 
                if (type === 'k') {
                    const palaceRows = (color === 'r') ? [7,8,9] : [0,1,2];
                    const palaceCols = [3,4,5];
                    const dirs = [[-1,0],[1,0],[0,-1],[0,1]];
                    for (let [dx,dy] of dirs) {
                        const nr = row+dx, nc = col+dy;
                        if (palaceRows.includes(nr) && palaceCols.includes(nc)) {
                            const target = boardState[nr]?.[nc];
                            if (!target || target[0] !== color) moves.push({toX:nr, toY:nc});
                        }
                    }
                }
                else if (type === 'a') {
                    const palaceRows = (color === 'r') ? [7,8,9] : [0,1,2];
                    const palaceCols = [3,4,5];
                    const dirs = [[-1,-1],[-1,1],[1,-1],[1,1]];
                    for (let [dx,dy] of dirs) {
                        const nr = row+dx, nc = col+dy;
                        if (palaceRows.includes(nr) && palaceCols.includes(nc)) {
                            const target = boardState[nr]?.[nc];
                            if (!target || target[0] !== color) moves.push({toX:nr, toY:nc});
                        }
                    }
                }
                else if (type === 'b') {
                    const dirs = [[-2,-2],[-2,2],[2,-2],[2,2]];
                    for (let [dx,dy] of dirs) {
                        const nr = row+dx, nc = col+dy;
                        if (nr<0 || nr>=ROWS || nc<0 || nc>=COLS) continue;
                        if (color === 'r' && nr < 5) continue;
                        if (color === 'b' && nr > 4) continue;
                        const eyeRow = row + dx/2, eyeCol = col + dy/2;
                        if (boardState[eyeRow][eyeCol] !== null) continue;
                        const target = boardState[nr][nc];
                        if (!target || target[0] !== color) moves.push({toX:nr, toY:nc});
                    }
                }
                else if (type === 'n') {
                    const jumps = [[-2,-1],[-2,1],[-1,-2],[-1,2],[1,-2],[1,2],[2,-1],[2,1]];
                    for (let [dx,dy] of jumps) {
                        const nr = row+dx, nc = col+dy;
                        if (nr<0 || nr>=ROWS || nc<0 || nc>=COLS) continue;
                        let blockRow = row, blockCol = col;
                        if (Math.abs(dx) === 2) { blockRow = row + (dx>0?1:-1); blockCol = col; }
                        else { blockRow = row; blockCol = col + (dy>0?1:-1); }
                        if (boardState[blockRow][blockCol] !== null) continue;
                        const target = boardState[nr][nc];
                        if (!target || target[0] !== color) moves.push({toX:nr, toY:nc});
                    }
                }
                else if (type === 'r') {
                    const dirs = [[-1,0],[1,0],[0,-1],[0,1]];
                    for (let [dx,dy] of dirs) {
                        let nr = row+dx, nc = col+dy;
                        while (nr>=0 && nr<ROWS && nc>=0 && nc<COLS) {
                            const target = boardState[nr][nc];
                            if (!target) moves.push({toX:nr, toY:nc});
                            else {
                                if (target[0] !== color) moves.push({toX:nr, toY:nc});
                                break;
                            }
                            nr += dx; nc += dy;
                        }
                    }
                }
                else if (type === 'c') {
                    const dirs = [[-1,0],[1,0],[0,-1],[0,1]];
                    for (let [dx,dy] of dirs) {
                        let nr = row+dx, nc = col+dy;
                        let foundObstacle = false;
                        while (nr>=0 && nr<ROWS && nc>=0 && nc<COLS) {
                            const target = boardState[nr][nc];
                            if (!foundObstacle) {
                                if (!target) moves.push({toX:nr, toY:nc});
                                else foundObstacle = true;
                            } else {
                                if (target && target[0] !== color) {
                                    moves.push({toX:nr, toY:nc});
                                    break;
                                } else if (target) break;
                            }
                            nr += dx; nc += dy;
                        }
                    }
                }
                else if (type === 'p') {
                    const forward = (color === 'r') ? -1 : 1;
                    let nr = row + forward, nc = col;
                    if (nr>=0 && nr<ROWS) {
                        const target = boardState[nr][nc];
                        if (!target || target[0] !== color) moves.push({toX:nr, toY:nc});
                    }
                    const crossed = (color === 'r') ? row <= 4 : row >= 5;
                    if (crossed) {
                        for (let dc of [-1,1]) {
                            nr = row; nc = col + dc;
                            if (nc>=0 && nc<COLS) {
                                const target = boardState[nr][nc];
                                if (!target || target[0] !== color) moves.push({toX:nr, toY:nc});
                            }
                        }
                    }
                }
                return moves;
            }
 
            function applyMove(boardState, fromX, fromY, toX, toY) {
                const newBoard = boardState.map(row => row.map(cell => cell));
                const piece = newBoard[fromX][fromY];
                newBoard[toX][toY] = piece;
                newBoard[fromX][fromY] = null;
                return newBoard;
            }
 
            function isKingInCheck(boardState, color) {
                let kingPos = null;
                for (let r=0; r<ROWS; r++) {
                    for (let c=0; c<COLS; c++) {
                        const p = boardState[r][c];
                        if (p && p[0]===color && p[1]==='k') kingPos = [r,c];
                    }
                }
                if (!kingPos) return false;
                const opponent = color==='r' ? 'b' : 'r';
                for (let r=0; r<ROWS; r++) {
                    for (let c=0; c<COLS; c++) {
                        const p = boardState[r][c];
                        if (p && p[0]===opponent) {
                            const rawMoves = getPieceRawMoves(boardState, r, c, p);
                            for (let m of rawMoves) {
                                if (m.toX === kingPos[0] && m.toY === kingPos[1]) return true;
                            }
                        }
                    }
                }
                return false;
            }
 
            function hasGeneralsFacing(boardState) {
                let redKing = null, blackKing = null;
                for (let r=0; r<ROWS; r++) {
                    for (let c=0; c<COLS; c++) {
                        const p = boardState[r][c];
                        if (p && p[1]==='k') {
                            if (p[0]==='r') redKing = [r,c];
                            else blackKing = [r,c];
                        }
                    }
                }
                if (!redKing || !blackKing) return false;
                if (redKing[1] !== blackKing[1]) return false;
                const col = redKing[1];
                const minRow = Math.min(redKing[0], blackKing[0]);
                const maxRow = Math.max(redKing[0], blackKing[0]);
                for (let r = minRow+1; r < maxRow; r++) {
                    if (boardState[r][col] !== null) return false;
                }
                return true;
            }
 
            function getAllValidMoves(boardState, color) {
                const moves = [];
                for (let r=0; r<ROWS; r++) {
                    for (let c=0; c<COLS; c++) {
                        const piece = boardState[r][c];
                        if (!piece || piece[0] !== color) continue;
                        const raw = getPieceRawMoves(boardState, r, c, piece);
                        for (let m of raw) {
                            const newBoard = applyMove(boardState, r, c, m.toX, m.toY);
                            if (isKingInCheck(newBoard, color)) continue;
                            if (hasGeneralsFacing(newBoard)) continue;
                            const pieceVal = pieceValue[piece[1]] || 0;
                            const target = boardState[m.toX][m.toY];
                            const targetVal = target ? (pieceValue[target[1]] || 0) : 0;
                            moves.push({
                                fromX: r, fromY: c,
                                toX: m.toX, toY: m.toY,
                                pieceValue: pieceVal, targetValue: targetVal
                            });
                        }
                    }
                }
                return moves;
            }
 
            function evaluateBoard(boardState, perspective) {
                let score = 0;
                for (let r=0; r<ROWS; r++) {
                    for (let c=0; c<COLS; c++) {
                        const p = boardState[r][c];
                        if (!p) continue;
                        const val = pieceValue[p[1]] || 0;
                        if (p[0] === perspective) score += val;
                        else score -= val;
                    }
                }
                return score;
            }
 
            function alphaBeta(boardState, depth, alpha, beta, maximizing, aiColor, currentDepth) {
                const currentColor = maximizing ? aiColor : (aiColor==='r' ? 'b' : 'r');
                const moves = getAllValidMoves(boardState, currentColor);
                if (moves.length === 0) {
                    return maximizing ? -Infinity : Infinity;
                }
                if (depth === 0) return evaluateBoard(boardState, aiColor);
 
                const killers = killerMoves[currentDepth] || [null, null];
                moves.sort((a,b) => {
                    const aKiller = (killers[0] && a.fromX===killers[0].fromX && a.fromY===killers[0].fromY && a.toX===killers[0].toX && a.toY===killers[0].toY) ||
                                    (killers[1] && a.fromX===killers[1].fromX && a.fromY===killers[1].fromY && a.toX===killers[1].toX && a.toY===killers[1].toY);
                    const bKiller = (killers[0] && b.fromX===killers[0].fromX && b.fromY===killers[0].fromY && b.toX===killers[0].toX && b.toY===killers[0].toY) ||
                                    (killers[1] && b.fromX===killers[1].fromX && b.fromY===killers[1].fromY && b.toX===killers[1].toX && b.toY===killers[1].toY);
                    if (aKiller && !bKiller) return -1;
                    if (!aKiller && bKiller) return 1;
                    if (a.targetValue !== b.targetValue) return b.targetValue - a.targetValue;
                    return b.pieceValue - a.pieceValue;
                });
 
                if (maximizing) {
                    let maxEval = -Infinity;
                    for (let move of moves) {
                        const newBoard = applyMove(boardState, move.fromX, move.fromY, move.toX, move.toY);
                        const evalScore = alphaBeta(newBoard, depth-1, alpha, beta, false, aiColor, currentDepth+1);
                        maxEval = Math.max(maxEval, evalScore);
                        alpha = Math.max(alpha, evalScore);
                        if (beta <= alpha) {
                            if (move.targetValue === 0) {
                                if (!killerMoves[currentDepth]) killerMoves[currentDepth] = [null, null];
                                const k = killerMoves[currentDepth];
                                if (!k[0]) k[0] = move;
                                else if (!k[1] && !(k[0].fromX===move.fromX && k[0].fromY===move.fromY && k[0].toX===move.toX && k[0].toY===move.toY)) k[1] = move;
                            }
                            break;
                        }
                    }
                    return maxEval;
                } else {
                    let minEval = Infinity;
                    for (let move of moves) {
                        const newBoard = applyMove(boardState, move.fromX, move.fromY, move.toX, move.toY);
                        const evalScore = alphaBeta(newBoard, depth-1, alpha, beta, true, aiColor, currentDepth+1);
                        minEval = Math.min(minEval, evalScore);
                        beta = Math.min(beta, evalScore);
                        if (beta <= alpha) {
                            if (move.targetValue === 0) {
                                if (!killerMoves[currentDepth]) killerMoves[currentDepth] = [null, null];
                                const k = killerMoves[currentDepth];
                                if (!k[0]) k[0] = move;
                                else if (!k[1] && !(k[0].fromX===move.fromX && k[0].fromY===move.fromY && k[0].toX===move.toX && k[0].toY===move.toY)) k[1] = move;
                            }
                            break;
                        }
                    }
                    return minEval;
                }
            }
 
            function getBestMove(boardState, color, depth) {
                initKillers();
                const moves = getAllValidMoves(boardState, color);
                if (moves.length === 0) return null;
                let bestMoves = [];
                let bestScore = -Infinity;
                for (let move of moves) {
                    const newBoard = applyMove(boardState, move.fromX, move.fromY, move.toX, move.toY);
                    const score = alphaBeta(newBoard, depth-1, -Infinity, Infinity, false, color, 0);
                    if (score > bestScore) {
                        bestScore = score;
                        bestMoves = [move];
                    } else if (score === bestScore) {
                        bestMoves.push(move);
                    }
                }
                return bestMoves[Math.floor(Math.random() * bestMoves.length)];
            }
 
            function aiMakeMove(color) {
                if (gameOver || isAIPlaying) return;
                const isAITurn = (gameMode === 'ai-black' && color === 'b') || (gameMode === 'ai-red' && color === 'r');
                if (!isAITurn) return;
 
                isAIPlaying = true;
                setTimeout(() => {
                    if (gameOver) { isAIPlaying = false; return; }
                    const depth = aiDifficulty;
                    const bestMove = getBestMove(board, color, depth);
                    if (!bestMove) {
                        gameOver = true;
                        winner = (color === 'r') ? 'b' : 'r';
                        turnText.innerText = winner === 'r' ? '&#128308; 红方胜' : '&#9899; 黑方胜';
                        drawBoard();
                        isAIPlaying = false;
                        return;
                    }
                    const { fromX, fromY, toX, toY } = bestMove;
                    const boardCopy = board.map(row => row.map(cell => cell));
                    history.push({ board: boardCopy, currentPlayer, lastMoveFrom: [fromX,fromY], lastMoveTo: [toX,toY] });
 
                    const piece = board[fromX][fromY];
                    board[toX][toY] = piece;
                    board[fromX][fromY] = null;
 
                    const enemyColor = color === 'r' ? 'b' : 'r';
                    let enemyKingAlive = false;
                    for (let r=0; r<ROWS; r++) for (let c=0; c<COLS; c++) {
                        const p = board[r][c];
                        if (p && p[0]===enemyColor && p[1]==='k') enemyKingAlive = true;
                    }
                    if (!enemyKingAlive) {
                        gameOver = true;
                        winner = color;
                        turnText.innerText = winner === 'r' ? '红方胜' : '黑方胜';
                    } else {
                        currentPlayer = enemyColor;
                        turnText.innerText = currentPlayer === 'r' ? '红方走棋' : '黑方走棋';
                    }
                    selectedPiece = null;
                    drawBoard();
 
                    if (!gameOver) {
                        const nextIsAI = (gameMode === 'ai-black' && currentPlayer === 'b') || (gameMode === 'ai-red' && currentPlayer === 'r');
                        if (nextIsAI) {
                            setTimeout(() => { aiMakeMove(currentPlayer); }, 150);
                        }
                    }
                    isAIPlaying = false;
                }, 150);
            }
 
            function handleCanvasClick(e) {
                if (gameOver) return;
                const isCurrentAITurn = (gameMode === 'ai-black' && currentPlayer === 'b') || (gameMode === 'ai-red' && currentPlayer === 'r');
                if (isCurrentAITurn) return;
 
                const rect = canvas.getBoundingClientRect();
                const scaleX = canvas.width / rect.width;
                const scaleY = canvas.height / rect.height;
                const canvasX = (e.clientX - rect.left) * scaleX;
                const canvasY = (e.clientY - rect.top) * scaleY;
                const col = Math.round((canvasX - OFFSET_X) / GRID_SIZE);
                const row = Math.round((canvasY - OFFSET_Y) / GRID_SIZE);
                if (row<0 || row>=ROWS || col<0 || col>=COLS) return;
 
                if (!selectedPiece) {
                    const piece = board[row][col];
                    if (piece && piece[0] === currentPlayer) {
                        selectedPiece = { row, col, piece };
                    }
                } else {
                    const { row: sRow, col: sCol, piece: sPiece } = selectedPiece;
                    if (board[row][col] && board[row][col][0] === currentPlayer) {
                        selectedPiece = { row, col, piece: board[row][col] };
                        drawBoard();
                        return;
                    }
                    const rawMoves = getPieceRawMoves(board, sRow, sCol, sPiece);
                    let valid = false;
                    for (let m of rawMoves) {
                        if (m.toX === row && m.toY === col) {
                            const newBoard = applyMove(board, sRow, sCol, row, col);
                            if (!isKingInCheck(newBoard, currentPlayer) && !hasGeneralsFacing(newBoard)) {
                                valid = true;
                            }
                            break;
                        }
                    }
                    if (valid) {
                        const boardCopy = board.map(r => r.map(c => c));
                        history.push({ board: boardCopy, currentPlayer, lastMoveFrom: [sRow,sCol], lastMoveTo: [row,col] });
 
                        const piece = board[sRow][sCol];
                        board[row][col] = piece;
                        board[sRow][sCol] = null;
 
                        const enemyColor = currentPlayer === 'r' ? 'b' : 'r';
                        let enemyKingAlive = false;
                        for (let r=0; r<ROWS; r++) for (let c=0; c<COLS; c++) {
                            const p = board[r][c];
                            if (p && p[0]===enemyColor && p[1]==='k') enemyKingAlive = true;
                        }
                        if (!enemyKingAlive) {
                            gameOver = true;
                            winner = currentPlayer;
                            turnText.innerText = winner === 'r' ? '红方胜' : '黑方胜';
                        } else {
                            currentPlayer = enemyColor;
                            turnText.innerText = currentPlayer === 'r' ? '红方走棋' : '黑方走棋';
                        }
                        selectedPiece = null;
                        drawBoard();
 
                        if (!gameOver) {
                            const nextIsAI = (gameMode === 'ai-black' && currentPlayer === 'b') || (gameMode === 'ai-red' && currentPlayer === 'r');
                            if (nextIsAI) {
                                setTimeout(() => { aiMakeMove(currentPlayer); }, 200);
                            }
                        }
                    } else {
                        selectedPiece = null;
                    }
                }
                drawBoard();
            }
 
            function undoMove() {
                if (history.length === 0) return;
                if (isAIPlaying) return;
                const last = history.pop();
                board = last.board.map(row => row.map(cell => cell));
                currentPlayer = last.currentPlayer;
                selectedPiece = null;
                gameOver = false;
                winner = null;
                turnText.innerText = currentPlayer === 'r' ? '红方走棋' : '黑方走棋';
                drawBoard();
                if (!gameOver) {
                    const nextIsAI = (gameMode === 'ai-black' && currentPlayer === 'b') || (gameMode === 'ai-red' && currentPlayer === 'r');
                    if (nextIsAI) {
                        setTimeout(() => { aiMakeMove(currentPlayer); }, 200);
                    }
                }
            }
 
            function restartGame() {
                if (isAIPlaying) return;
                initBoard();
                drawBoard();
                if (gameMode === 'ai-black' && currentPlayer === 'b') aiMakeMove('b');
                else if (gameMode === 'ai-red' && currentPlayer === 'r') aiMakeMove('r');
            }
 
            canvas.addEventListener('click', handleCanvasClick);
            undoBtn.addEventListener('click', undoMove);
            restartBtn.addEventListener('click', restartGame);
            modeSelect.addEventListener('change', (e) => {
                gameMode = e.target.value;
                restartGame();
            });
            difficultySelect.addEventListener('change', (e) => {
                aiDifficulty = parseInt(e.target.value, 10);
            });
 
            initBoard();
            drawBoard();
        })();
    </script>
</body>
</html>

中国象棋专业版2.0.zip