

var AI = AI||{};

AI.historyTable	=	{};		//历史表



//人工智能初始化
AI.init = function(pace){
	var bill = AI.historyBill || com.gambit; //开局库
	if (bill.length){
		var len=pace.length;
		var arr=[];
		//先搜索棋谱
		for (var i=0;i< bill.length;i++){
			if (bill[i].slice(0,len)==pace) {
			arr.push(bill[i]);
			}
		}
		if (arr.length){
			var inx=Math.floor( Math.random() * arr.length );
			AI.historyBill = arr ;
			return arr[inx].slice(len,len+4).split("");
		}else{
			AI.historyBill = [] ;
		}
		
	}
	 //如果棋谱里面没有，人工智能开始运作
	var initTime = new Date().getTime();
	AI.treeDepth=play.depth;
	//AI.treeDepth=4;
	
	AI.number=0;
	AI.setHistoryTable.lenght = 0

	var val=AI.getAlphaBeta(-99999 ,99999, AI.treeDepth, com.arr2Clone(play.map),play.my);
	//var val = AI.iterativeSearch(com.arr2Clone(play.map),play.my)
	if (!val||val.value==-8888) {
		AI.treeDepth=2;
		val=AI.getAlphaBeta(-99999 ,99999, AI.treeDepth, com.arr2Clone(play.map),play.my);
	}
	//var val = AI.iterativeSearch(com.arr2Clone(play.map),play.my);
	if (val&&val.value!=-8888) {
		var man = play.mans[val.key];
		var nowTime= new Date().getTime();
		com.get("moveInfo").innerHTML='<h3>AI搜索结果：</h3>最佳着法：'+
										com.createMove(com.arr2Clone(play.map),man.x,man.y,val.x,val.y)+
										'<br />搜索深度：'+AI.treeDepth+'<br />搜索分支：'+
										AI.number+'个 <br />最佳着法评估：'+
										val.value+'分'+
										' <br />搜索用时：'+
										(nowTime-initTime)+'毫秒'
		return [man.x,man.y,val.x,val.y]
	}else {
		return false;	
	}
}

//迭代加深搜索着法
AI.iterativeSearch = function (map, my){
	var timeOut=100;
	var initDepth = 1;
	var maxDepth = 8;
	AI.treeDepth=0;
	var initTime = new Date().getTime();
	var val = {};
	for (var i=initDepth; i<=maxDepth; i++){
		var nowTime= new Date().getTime();
		AI.treeDepth=i;
		AI.aotuDepth=i;
		var val = AI.getAlphaBeta(-99999, 99999, AI.treeDepth , map ,my)
		if (nowTime-initTime > timeOut){
			return val;
		}
	}
	return false;
}

//取得棋盘上所有棋子
AI.getMapAllMan = function (map, my){
	var mans=[];
	for (var i=0; i<map.length; i++){
		for (var n=0; n<map[i].length; n++){
			var key = map[i][n];
			if (key && play.mans[key].my == my){
				play.mans[key].x = n;
				play.mans[key].y = i;
				mans.push(play.mans[key])
			}
		}
	}
	return mans;
}

/*
//取得棋谱所有己方棋子的着法
AI.getMoves = function (map, my, txtMap){
	var highMores = [];   //优先级高的着法
	var manArr = AI.getMapAllMan (map, my);
	var moves = [];
	var history=AI.historyTable[txtMap];
	for (var i=0; i<manArr.length; i++){
		var man = manArr[i];
		var val=man.bl(map);
		for (var n=0; n<val.length; n++){
			if (history){
				highMores.push([man.x,man.y,val[n][0],val[n][1],man.key])
			}else{
				moves.push([man.x,man.y,val[n][0],val[n][1],man.key])
			}
		}
	}
	return highMores.concat(moves);
}
*/
//取得棋谱所有己方棋子的着法
AI.getMoves = function (map, my){
	var manArr = AI.getMapAllMan (map, my);
	var moves = [];
	var foul=play.isFoul;
	for (var i=0; i<manArr.length; i++){
		var man = manArr[i];
		var val=man.bl(map);
		
		for (var n=0; n<val.length; n++){
			var x=man.x;
			var y=man.y;
			var newX=val[n][0];
			var newY=val[n][1];
			 //如果不是长将着法
			if (foul[0]!=x || foul[1]!=y || foul[2]!=newX || foul[3]!=newY ){
				moves.push([x,y,newX,newY,man.key])
			}
		}
	}
	return moves;
}
//A:当前棋手value/B:对手value/depth：层级
AI.getAlphaBeta = function (A, B, depth, map ,my) { 
	//var txtMap= map.join();
	//var history=AI.historyTable[txtMap];
	//	if (history && history.depth >= AI.treeDepth-depth+1){
	//		return 	history.value*my;
	//}
	if (depth == 0) {
		return {"value":AI.evaluate(map , my)}; //局面评价函数; 
　	}
　	var moves = AI.getMoves(map , my ); //生成全部走法; 
　	//这里排序以后会增加效率

	for (var i=0; i < moves.length; i++) {
		
		
　　	//走这个走法;
		var move= moves[i];
		var key = move[4];
		var oldX= move[0];
		var oldY= move[1];
		var newX= move[2];
		var newY= move[3];
		var clearKey = map[ newY ][ newX ]||"";

		map[ newY ][ newX ] = key;
		delete map[ oldY ][ oldX ];
		play.mans[key].x = newX;
		play.mans[key].y = newY;
		
	　　if (clearKey=="j0"||clearKey=="J0") {//被吃老将,撤消这个走法; 
			play.mans[key]	.x = oldX;
			play.mans[key]	.y = oldY;
			map[ oldY ][ oldX ] = key;
			delete map[ newY ][ newX ];
			if (clearKey){
				 map[ newY ][ newX ] = clearKey;
				// play.mans[ clearKey ].isShow = false;
			}

			return {"key":key,"x":newX,"y":newY,"value":8888};
			//return rootKey; 
	　　}else { 
	　　	var val = -AI.getAlphaBeta(-B, -A, depth - 1, map , -my).value; 
			//val = val || val.value;
	
	　　	//撤消这个走法;　 
			play.mans[key]	.x = oldX;
			play.mans[key]	.y = oldY;
			map[ oldY ][ oldX ] = key;
			delete map[ newY ][ newX ];
			if (clearKey){
				 map[ newY ][ newX ] = clearKey;
				 //play.mans[ clearKey ].isShow = true;
			}
	　　	if (val >= B) { 
				//将这个走法记录到历史表中; 
				//AI.setHistoryTable(txtMap,AI.treeDepth-depth+1,B,my);
				return {"key":key,"x":newX,"y":newY,"value":B}; 
			} 
			if (val > A) { 
	　　　　	A = val; //设置最佳走法; 
				if (AI.treeDepth == depth) var rootKey={"key":key,"x":newX,"y":newY,"value":A};
			} 
		} 
　	} 
	//将这个走法记录到历史表中; 
	//AI.setHistoryTable(txtMap,AI.treeDepth-depth+1,A,my);
	if (AI.treeDepth == depth) {//已经递归回根了
		if (!rootKey){
			//AI没有最佳走法，说明AI被将死了，返回false
			return false;
		}else{
			//这个就是最佳走法;
			return rootKey;
		}
	}
　return {"key":key,"x":newX,"y":newY,"value":A}; 
}

//奖着法记录到历史表
AI.setHistoryTable = function (txtMap,depth,value,my){
	AI.setHistoryTable.lenght ++;
	AI.historyTable[txtMap] = {depth:depth,value:value} 
}

//评估棋局 取得棋盘双方棋子价值差
AI.evaluate = function (map,my){
	var val=0;
	for (var i=0; i<map.length; i++){
		for (var n=0; n<map[i].length; n++){
			var key = map[i][n];
			if (key){
				val += play.mans[key].value[i][n] * play.mans[key].my;
			}
		}
	}
	//val+=Math.floor( Math.random() * 10);  //让AI走棋增加随机元素
	//com.show()
	//z(val*my)
	AI.number++;
	return val*my;
}

//评估棋局 取得棋盘双方棋子价值差
AI.evaluate1 = function (map,my){
	var val=0;
	for (var i in play.mans){
		var man=play.mans[i];
		if (man.isShow){
			val += man.value[man.y][man.x] * man.my;
		}
	}
	//val+=Math.floor( Math.random() * 10);  //让AI走棋增加随机元素
	//com.show()
	//z(val*my)
	AI.number++;
	return val*my;
}

