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feat(classic-games): 新增 Mini Pah Tum 小游戏 #1219
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,206 @@ | ||
| <!DOCTYPE html> | ||
| <html lang="zh-CN"> | ||
| <head> | ||
| <meta charset="UTF-8"> | ||
| <meta name="viewport" content="width=device-width, initial-scale=1.0"> | ||
| <title>Mini Pah Tum</title> | ||
| <script src="https://cdn.tailwindcss.com"></script> | ||
| </head> | ||
| <body class="min-h-screen bg-slate-950 text-slate-100"> | ||
| <main class="mx-auto flex min-h-screen max-w-4xl flex-col justify-center px-4 py-8"> | ||
| <section class="rounded-lg border border-slate-800 bg-slate-900 p-5 shadow-2xl shadow-black/30"> | ||
| <div class="mb-5 flex flex-col gap-3 sm:flex-row sm:items-end sm:justify-between"> | ||
| <div> | ||
| <p class="text-sm uppercase tracking-[0.18em] text-fuchsia-300">Classic Alignment</p> | ||
| <h1 class="text-3xl font-semibold text-white">Mini Pah Tum</h1> | ||
| </div> | ||
| <button id="resetBtn" class="rounded-md bg-fuchsia-400 px-4 py-2 text-sm font-semibold text-slate-950 hover:bg-fuchsia-300">重开</button> | ||
| </div> | ||
|
|
||
| <div class="grid gap-4 lg:grid-cols-[1fr_250px]"> | ||
| <div class="rounded-lg border border-slate-700 bg-slate-950 p-4"> | ||
| <div id="board" class="mx-auto grid max-w-md grid-cols-5 gap-2"></div> | ||
| </div> | ||
| <aside class="rounded-lg border border-slate-700 bg-slate-950 p-4"> | ||
| <div class="grid grid-cols-3 gap-3 text-sm"> | ||
| <div> | ||
| <p class="text-slate-400">你</p> | ||
| <p id="humanScore" class="text-2xl font-semibold text-white">0</p> | ||
| </div> | ||
| <div> | ||
| <p class="text-slate-400">AI</p> | ||
| <p id="aiScore" class="text-2xl font-semibold text-white">0</p> | ||
| </div> | ||
| <div> | ||
| <p class="text-slate-400">空位</p> | ||
| <p id="emptyCount" class="text-2xl font-semibold text-white">25</p> | ||
| </div> | ||
| </div> | ||
| <p id="message" class="mt-4 min-h-16 rounded-md bg-slate-900 p-3 text-sm leading-6 text-slate-200"></p> | ||
| <div class="mt-4 space-y-2 text-sm text-slate-300"> | ||
| <p>你执蓝子,AI 执粉子。</p> | ||
| <p>轮流在空格落子。</p> | ||
| <p>每形成一条新的横、竖、斜三连得 1 分。</p> | ||
| </div> | ||
| </aside> | ||
| </div> | ||
| </section> | ||
| </main> | ||
|
|
||
| <script> | ||
| const size = 5; | ||
| const totalCells = size * size; | ||
| const directions = [[0, 1], [1, 0], [1, 1], [1, -1]]; | ||
| let boardState = Array(totalCells).fill(""); | ||
| let scores = { H: 0, A: 0 }; | ||
| let claimedLines = new Set(); | ||
| let locked = false; | ||
| let gameOver = false; | ||
|
|
||
| const boardEl = document.getElementById("board"); | ||
| const messageEl = document.getElementById("message"); | ||
| const humanScoreEl = document.getElementById("humanScore"); | ||
| const aiScoreEl = document.getElementById("aiScore"); | ||
| const emptyCountEl = document.getElementById("emptyCount"); | ||
| const resetBtn = document.getElementById("resetBtn"); | ||
|
|
||
| function indexOf(row, col) { | ||
| return row * size + col; | ||
| } | ||
|
|
||
| function pointOf(index) { | ||
| return [Math.floor(index / size), index % size]; | ||
| } | ||
|
|
||
| function inside(row, col) { | ||
| return row >= 0 && row < size && col >= 0 && col < size; | ||
| } | ||
|
|
||
| function lineKey(cells) { | ||
| return cells.join("-"); | ||
| } | ||
|
|
||
| function linesThrough(index) { | ||
| const [row, col] = pointOf(index); | ||
| const lines = []; | ||
| directions.forEach(([dr, dc]) => { | ||
| for (let offset = -2; offset <= 0; offset += 1) { | ||
| const cells = []; | ||
| for (let step = 0; step < 3; step += 1) { | ||
| const nextRow = row + (offset + step) * dr; | ||
| const nextCol = col + (offset + step) * dc; | ||
| if (inside(nextRow, nextCol)) cells.push(indexOf(nextRow, nextCol)); | ||
| } | ||
| if (cells.length === 3 && cells.includes(index)) lines.push(cells); | ||
| } | ||
| }); | ||
| return lines; | ||
| } | ||
|
|
||
| function scorePlacement(index, player, state = boardState, claimed = claimedLines) { | ||
| return linesThrough(index).filter((cells) => { | ||
| const key = lineKey(cells); | ||
| return !claimed.has(key) && cells.every((cell) => cell === index || state[cell] === player); | ||
| }).length; | ||
| } | ||
|
|
||
| function emptyCells(state = boardState) { | ||
| return state.flatMap((piece, index) => piece === "" ? [index] : []); | ||
| } | ||
|
|
||
| function chooseAiMove() { | ||
| const options = emptyCells(); | ||
| return options | ||
| .map((index) => { | ||
| const attack = scorePlacement(index, "A"); | ||
| const block = scorePlacement(index, "H"); | ||
| const [row, col] = pointOf(index); | ||
| const centerBonus = 4 - Math.abs(2 - row) - Math.abs(2 - col); | ||
| return { index, value: attack * 20 + block * 12 + centerBonus }; | ||
| }) | ||
| .sort((a, b) => b.value - a.value)[0].index; | ||
| } | ||
|
|
||
| function placePiece(index, player) { | ||
| if (boardState[index] !== "" || gameOver) return; | ||
| boardState[index] = player; | ||
| const gained = scorePlacement(index, player); | ||
| linesThrough(index).forEach((cells) => { | ||
| if (cells.every((cell) => boardState[cell] === player)) claimedLines.add(lineKey(cells)); | ||
| }); | ||
| scores[player] += gained; | ||
| render(); | ||
| if (!emptyCells().length) { | ||
| finishGame(); | ||
| return; | ||
| } | ||
| if (player === "H") { | ||
| locked = true; | ||
| setMessage(gained ? `你得到 ${gained} 分,AI 思考中...` : "AI 思考中..."); | ||
| setTimeout(() => { | ||
| placePiece(chooseAiMove(), "A"); | ||
| locked = false; | ||
| if (!gameOver) setMessage("轮到你选择空格落子。"); | ||
| render(); | ||
| }, 450); | ||
| } else if (gained) { | ||
| setMessage(`AI 得到 ${gained} 分,轮到你。`); | ||
| } | ||
| } | ||
|
|
||
| function chooseCell(index) { | ||
| if (locked || gameOver) return; | ||
| placePiece(index, "H"); | ||
| } | ||
|
|
||
| function finishGame() { | ||
| gameOver = true; | ||
| locked = true; | ||
| if (scores.H > scores.A) setMessage("棋盘已满,你获胜!"); | ||
| else if (scores.H < scores.A) setMessage("棋盘已满,AI 获胜。"); | ||
| else setMessage("棋盘已满,平局。"); | ||
| } | ||
|
|
||
| function setMessage(text) { | ||
| messageEl.textContent = text; | ||
| } | ||
|
|
||
| function startGame() { | ||
| boardState = Array(totalCells).fill(""); | ||
| scores = { H: 0, A: 0 }; | ||
| claimedLines = new Set(); | ||
| locked = false; | ||
| gameOver = false; | ||
| render(); | ||
| setMessage("选择任意空格落下蓝子。"); | ||
| } | ||
|
|
||
| function render() { | ||
| boardEl.innerHTML = ""; | ||
| boardState.forEach((piece, index) => { | ||
| const cell = document.createElement("button"); | ||
| const preview = piece === "" && !locked && !gameOver ? scorePlacement(index, "H") : 0; | ||
| cell.type = "button"; | ||
| cell.className = [ | ||
| "aspect-square rounded-md border text-3xl font-bold transition", | ||
| piece === "H" ? "border-cyan-300 bg-cyan-400 text-slate-950" : "", | ||
| piece === "A" ? "border-fuchsia-300 bg-fuchsia-400 text-slate-950" : "", | ||
| piece === "" ? "border-slate-700 bg-slate-900 hover:border-white" : "", | ||
| preview ? "ring-2 ring-emerald-300" : "", | ||
| locked || gameOver ? "cursor-default" : "cursor-pointer" | ||
| ].join(" "); | ||
| cell.textContent = piece ? "●" : preview ? `+${preview}` : ""; | ||
| cell.setAttribute("aria-label", `cell ${index + 1}`); | ||
| cell.addEventListener("click", () => chooseCell(index)); | ||
| boardEl.appendChild(cell); | ||
| }); | ||
| humanScoreEl.textContent = scores.H; | ||
| aiScoreEl.textContent = scores.A; | ||
| emptyCountEl.textContent = emptyCells().length; | ||
| } | ||
|
|
||
| resetBtn.addEventListener("click", startGame); | ||
| startGame(); | ||
| </script> | ||
| </body> | ||
| </html> | ||
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If the player presses 重开 during the 450ms AI delay,
startGame()resets the board but this timeout still runs and places an AI piece into the fresh game, so a new game can start with a phantom AI move; repeated resets can also queue multiple stale AI moves. Store and clear the timeout on reset, or guard the callback with a game-generation token before applying the AI move.Useful? React with 👍 / 👎.