使用 Copilot AI + Blazor 编一个五子棋游戏

1. 创建 Blazor web工程,选Auto

2. 打开 GitHub Copilot 窗口,输入提示词

使用 Blazor 编一个五子棋游戏

3.复制代码测试

为了方便调试, 我们先把运行模式由 InteractiveAuto 改为 InteractiveServer

打开 App.razor 编辑 两行 @rendermode="InteractiveAuto" 改为 @rendermode="InteractiveServer"

4.不出意外, 代码出现了意外

无脑使用AI修复一下

结果发现不是这个问题. 是逻辑代码 @onclick="() => PlacePiece(x, y)" 问题. 原因是PlacePiece闭包捕获的 x、y 是当前循环的值

既然人工发现了问题, 我们继续提醒一下AI, 尝试修复

最后还是没修复成功, 手动处理一下

razor 复制代码
@page "/"

<PageTitle>五子棋</PageTitle>

<h1>五子棋游戏</h1>

<div style="margin-bottom:10px;">
    当前玩家: <b>@(currentPlayer == 1 ? "黑子" : "白子")</b>
    @if (winner != 0)
    {
        <span style="color:red;margin-left:20px;">胜者: @(winner == 1 ? "黑子" : "白子")</span>
        <button class="btn btn-primary" style="margin-left:20px;" @onclick="Restart">重新开始</button>
    }
</div>

<table style="border-collapse:collapse;">
    @for (int y = 0; y < BoardSize; y++)
    {
        <tr>
            @for (int x = 0; x < BoardSize; x++)
            {
                int _x = x;
                int _y = y;
                <td style="width:32px;height:32px;border:1px solid #888;text-align:center;vertical-align:middle;cursor:pointer;background:@GetCellBg(x, y);"
                    @onclick="@(() => PlacePiece(_x, _y))">
                    @if (board[x, y] == 1)
                    {
                        <span style="font-size:24px;color:black;">●</span>
                    }
                    else if (board[x, y] == 2)
                    {
                        <span style="font-size:24px;color:#eee;text-shadow:0 0 2px #888;">●</span>
                    }
                </td>
            }
        </tr>
    }
</table>

@code {
    const int BoardSize = 15;
    int[,] board = new int[BoardSize, BoardSize];
    int currentPlayer = 1; // 1: 黑子, 2: 白子
    int winner = 0;

    void PlacePiece(int x, int y)
    {
        // 修复:增加边界检查,防止越界
        if (x < 0 || x >= BoardSize || y < 0 || y >= BoardSize)
            return;
        if (winner != 0 || board[x, y] != 0)
            return;

        board[x, y] = currentPlayer;
        if (CheckWin(x, y, currentPlayer))
        {
            winner = currentPlayer;
        }
        else
        {
            currentPlayer = 3 - currentPlayer; // 切换玩家
        }
    }

    bool CheckWin(int x, int y, int player)
    {
        int[][] directions = new int[][]
        {
            new int[]{1,0}, // 横
            new int[]{0,1}, // 竖
            new int[]{1,1}, // 斜
            new int[]{1,-1} // 反斜
        };
        foreach (var dir in directions)
        {
            int count = 1;
            count += CountDirection(x, y, dir[0], dir[1], player);
            count += CountDirection(x, y, -dir[0], -dir[1], player);
            if (count >= 5)
                return true;
        }
        return false;
    }

    int CountDirection(int x, int y, int dx, int dy, int player)
    {
        int count = 0;
        for (int step = 1; step < 5; step++)
        {
            int nx = x + dx * step;
            int ny = y + dy * step;
            if (nx < 0 || nx >= BoardSize || ny < 0 || ny >= BoardSize)
                break;
            if (board[nx, ny] == player)
                count++;
            else
                break;
        }
        return count;
    }

    void Restart()
    {
        board = new int[BoardSize, BoardSize];
        currentPlayer = 1;
        winner = 0;
    }

    string GetCellBg(int x, int y)
    {
        return (x + y) % 2 == 0 ? "#f9d77e" : "#eac066";
    }
}

说明:

  1. 添加 int _x = x; int _y = y; 确保闭包捕获的 _x_y 是当前循环的值,避免 Blazor 渲染时闭包变量引用错误。
  2. PlacePiece 方法开头增加边界检查,防止非法坐标导致数组越界异常。

这样可以彻底修复 PlacePiece 拿到的变量不正确和越界的问题。

5. 运行效果

6. 加入显示当前玩家的得分功能

你可以为每个玩家增加一个分数变量,每次有玩家获胜时将其分数加一,并在界面上显示。下面是具体实现方法:

  1. @code 区域添加分数字段:
csharp 复制代码
int blackScore = 0;
int whiteScore = 0;
  1. 在玩家获胜时更新分数:
csharp 复制代码
void PlacePiece(int x, int y)
{
    if (x < 0 || x >= BoardSize || y < 0 || y >= BoardSize)
        return;
    if (winner != 0 || board[x, y] != 0)
        return;

    board[x, y] = currentPlayer;
    if (CheckWin(x, y, currentPlayer))
    {
        winner = currentPlayer;
        if (winner == 1)
            blackScore++;
        else if (winner == 2)
            whiteScore++;
    }
    else
    {
        currentPlayer = 3 - currentPlayer; // 切换玩家
    }
}
  1. 在页面上显示分数(比如在标题下方):
razor 复制代码
<div style="margin-bottom:10px;">
    当前玩家: <b>@(currentPlayer == 1 ? "黑子" : "白子")</b>
    <span style="margin-left:20px;">黑子得分: <b>@blackScore</b></span>
    <span style="margin-left:20px;">白子得分: <b>@whiteScore</b></span>
    @if (winner != 0)
    {
        <span style="color:red;margin-left:20px;">胜者: @(winner == 1 ? "黑子" : "白子")</span>
        <button class="btn btn-primary" style="margin-left:20px;" @onclick="Restart">重新开始</button>
    }
</div>

这样每次有玩家获胜时,分数都会自动更新并显示在页面上。

7. 加入重置得分功能

你可以在 Restart 方法中增加对分数的重置,或者单独添加一个"重置得分"按钮和方法。推荐做法如下:

  1. 添加重置得分方法:
csharp 复制代码
void ResetScore()
{
    blackScore = 0;
    whiteScore = 0;
}
  1. 在页面上添加按钮:
razor 复制代码
<button class="btn btn-danger" style="margin-left:20px;" @onclick="ResetScore">重置得分</button>

建议将此按钮放在分数显示附近,例如:

razor 复制代码
<div style="margin-bottom:10px;">
    当前玩家: <b>@(currentPlayer == 1 ? "黑子" : "白子")</b>
    <span style="margin-left:20px;">黑子得分: <b>@blackScore</b></span>
    <span style="margin-left:20px;">白子得分: <b>@whiteScore</b></span>
    <button class="btn btn-danger" style="margin-left:20px;" @onclick="ResetScore">重置得分</button>
    @if (winner != 0)
    {
        <span style="color:red;margin-left:20px;">胜者: @(winner == 1 ? "黑子" : "白子")</span>
        <button class="btn btn-primary" style="margin-left:20px;" @onclick="Restart">重新开始</button>
    }
</div>

这样点击"重置得分"按钮即可将分数清零。

8. 在这个五子棋游戏中添加 AI 对手功能

在你的 Blazor 五子棋游戏中添加 AI 对手功能,常见做法是让一方(如白子)由 AI 自动落子。实现思路如下:

  1. 判断当前玩家是否为 AI:如 currentPlayer == 2 时,自动调用 AI 落子逻辑。
  2. 实现 AI 落子算法:可以先用简单的随机落子,后续可扩展为更智能的算法。
  3. 在玩家落子后自动触发 AI 落子 :用 StateHasChanged() 刷新界面,必要时用 await Task.Delay() 增加落子延迟。

下面是具体实现方法(以白子为 AI):

razor 复制代码
@page "/"

<PageTitle>五子棋</PageTitle>

<h1>五子棋游戏</h1>

<div style="margin-bottom:10px;">
    当前玩家: <b>@(currentPlayer == 1 ? "黑子" : "白子(电脑)")</b>
    <span style="margin-left:20px;">黑子得分: <b>@blackScore</b></span>
    <span style="margin-left:20px;">白子得分: <b>@whiteScore</b></span>
    <button class="btn btn-danger" style="margin-left:20px;" @onclick="ResetScore">重置得分</button>
    @if (winner != 0)
    {
        <span style="color:red;margin-left:20px;">胜者: @(winner == 1 ? "黑子" : "白子(电脑)")</span>
        <button class="btn btn-primary" style="margin-left:20px;" @onclick="Restart">重新开始</button>
    }
</div>

<table style="border-collapse:collapse;">
    @for (int y = 0; y < BoardSize; y++)
    {
        <tr>
            @for (int x = 0; x < BoardSize; x++)
            {
                int _x = x;
                int _y = y;
                <td style="width:32px;height:32px;border:1px solid #888;text-align:center;vertical-align:middle;cursor:pointer;background:@GetCellBg(x, y);"
                    @onclick="@(() => PlacePiece(_x, _y))">
                    @if (board[x, y] == 1)
                    {
                        <span style="font-size:24px;color:black;">●</span>
                    }
                    else if (board[x, y] == 2)
                    {
                        <span style="font-size:24px;color:#eee;text-shadow:0 0 2px #888;">●</span>
                    }
                </td>
            }
        </tr>
    }
</table>

@code {
    const int BoardSize = 15;
    int[,] board = new int[BoardSize, BoardSize];
    int currentPlayer = 1; // 1: 黑子, 2: 白子(电脑)
    int winner = 0;
    int blackScore = 0;
    int whiteScore = 0;
    Random rand = new();

    void PlacePiece(int x, int y)
    {
        if (winner != 0 || board[x, y] != 0 || currentPlayer == 2)
            return;

        board[x, y] = currentPlayer;
        if (CheckWin(x, y, currentPlayer))
        {
            winner = currentPlayer;
            if (winner == 1)
                blackScore++;
            else if (winner == 2)
                whiteScore++;
        }
        else
        {
            currentPlayer = 2;
            StateHasChanged();
            _ = AITurnAsync();
        }
    }

    async Task AITurnAsync()
    {
        await Task.Delay(500); // AI 落子延迟
        if (winner != 0) return;

        // 简单随机落子
        var empty = new List<(int x, int y)>();
        for (int i = 0; i < BoardSize; i++)
            for (int j = 0; j < BoardSize; j++)
                if (board[i, j] == 0)
                    empty.Add((i, j));
        if (empty.Count == 0) return;

        var (aiX, aiY) = empty[rand.Next(empty.Count)];
        board[aiX, aiY] = 2;
        if (CheckWin(aiX, aiY, 2))
        {
            winner = 2;
            whiteScore++;
        }
        else
        {
            currentPlayer = 1;
        }
        StateHasChanged();
    }

    // 其余代码不变...
    bool CheckWin(int x, int y, int player)
    {
        int[][] directions = new int[][]
        {
            new int[]{1,0}, new int[]{0,1}, new int[]{1,1}, new int[]{1,-1}
        };
        foreach (var dir in directions)
        {
            int count = 1;
            count += CountDirection(x, y, dir[0], dir[1], player);
            count += CountDirection(x, y, -dir[0], -dir[1], player);
            if (count >= 5)
                return true;
        }
        return false;
    }

    int CountDirection(int x, int y, int dx, int dy, int player)
    {
        int count = 0;
        for (int step = 1; step < 5; step++)
        {
            int nx = x + dx * step;
            int ny = y + dy * step;
            if (nx < 0 || nx >= BoardSize || ny < 0 || ny >= BoardSize)
                break;
            if (board[nx, ny] == player)
                count++;
            else
                break;
        }
        return count;
    }

    void Restart()
    {
        board = new int[BoardSize, BoardSize];
        currentPlayer = 1;
        winner = 0;
    }

    void ResetScore()
    {
        blackScore = 0;
        whiteScore = 0;
    }

    string GetCellBg(int x, int y)
    {
        return (x + y) % 2 == 0 ? "#f9d77e" : "#eac066";
    }
}

要点说明:

  • 玩家(黑子)落子后自动触发 AI(白子)落子。
  • AI 采用随机空位落子,简单易懂,后续可扩展为更智能算法。
  • 若要让 AI 先手,只需将 currentPlayer = 2 并在 OnInitializedRestart 时调用 AITurnAsync()

用是能用了, 就是这个AI太傻了,继续优化一下

要优化五子棋 AI 的落子策略,可以采用"优先级评分法"来提升难度。基本思路如下:

  1. 优先考虑能直接获胜的位置(如 AI 连成五子)。
  2. 阻止玩家获胜(如玩家有四连,AI 必须堵住)。
  3. 优先进攻(如自己有三连、二连)。
  4. 其次防守(如玩家有三连、二连)。
  5. 否则随机或选择评分最高的位置

下面是一个简单的评分法实现,AI 会优先选择能赢、能防守、能进攻的位置:

csharp 复制代码
async Task AITurnAsync()
{
    await Task.Delay(500);
    if (winner != 0) return;

    var (aiX, aiY) = FindBestMove();
    board[aiX, aiY] = 2;
    if (CheckWin(aiX, aiY, 2))
    {
        winner = 2;
        whiteScore++;
    }
    else
    {
        currentPlayer = 1;
    }
    StateHasChanged();
}

// 简单评分法:优先赢棋、阻挡对方、进攻
(int, int) FindBestMove()
{
    int maxScore = int.MinValue;
    var bestMoves = new List<(int x, int y)>();
    for (int x = 0; x < BoardSize; x++)
    {
        for (int y = 0; y < BoardSize; y++)
        {
            if (board[x, y] != 0) continue;
            int score = EvaluatePoint(x, y, 2); // AI进攻
            score = Math.Max(score, EvaluatePoint(x, y, 1)); // 防守
            if (score > maxScore)
            {
                maxScore = score;
                bestMoves.Clear();
                bestMoves.Add((x, y));
            }
            else if (score == maxScore)
            {
                bestMoves.Add((x, y));
            }
        }
    }
    // 多个最佳点时随机选一个
    return bestMoves[rand.Next(bestMoves.Count)];
}

// 评分函数:可根据实际需要调整权重
int EvaluatePoint(int x, int y, int player)
{
    int score = 0;
    int opponent = player == 1 ? 2 : 1;
    // 检查4连、3连、2连等
    foreach (var dir in new[] { (1, 0), (0, 1), (1, 1), (1, -1) })
    {
        int count = 1 + CountDirection(x, y, dir.Item1, dir.Item2, player)
                      + CountDirection(x, y, -dir.Item1, -dir.Item2, player);
        if (count >= 5) score += 10000; // 直接获胜
        else if (count == 4) score += 1000;
        else if (count == 3) score += 100;
        else if (count == 2) score += 10;

        // 防守分数
        int oppCount = 1 + CountDirection(x, y, dir.Item1, dir.Item2, opponent)
                         + CountDirection(x, y, -dir.Item1, -dir.Item2, opponent);
        if (oppCount >= 5) score += 9000; // 必须防守
        else if (oppCount == 4) score += 900;
        else if (oppCount == 3) score += 90;
        else if (oppCount == 2) score += 9;
    }
    return score;
}

集成方法:

  1. 替换你的 AITurnAsync 方法为上述实现。
  2. @code 区域添加 FindBestMoveEvaluatePoint 方法。
  3. 可根据实际效果调整评分权重。

效果说明:

  • AI 会优先选择能赢的位置,其次堵住玩家的四连,再考虑进攻和防守三连、二连。
  • 这种评分法简单高效,能显著提升 AI 难度。
  • 若需更高难度,可进一步实现"活三"、"活四"识别、双向评分、甚至 Minimax 算法。

9. 添加难度切换按钮

添加三个难度选择按钮以及切换人机按钮

下面是实现"三个难度选择按钮(简单、中等、困难)"和"人机/人人切换按钮"的完整方法。

难度通过调整 AI 的评分权重实现,人机切换通过 isHumanVsAI 控制。请直接替换你的 Home.razor 文件内容:

razor 复制代码
@page "/"

<PageTitle>五子棋</PageTitle>

<h1>五子棋游戏</h1>

<div style="margin-bottom:10px;">
    <b>难度:</b>
    <button class="btn btn-sm @(aiLevel==0?"btn-primary":"btn-outline-primary")" @onclick="() => SetAILevel(0)">简单</button>
    <button class="btn btn-sm @(aiLevel==1?"btn-primary":"btn-outline-primary")" @onclick="() => SetAILevel(1)">中等</button>
    <button class="btn btn-sm @(aiLevel==2?"btn-primary":"btn-outline-primary")" @onclick="() => SetAILevel(2)">困难</button>
    <span style="margin-left:20px;">
        <b>模式:</b>
        <button class="btn btn-sm @(isHumanVsAI?"btn-success":"btn-outline-success")" @onclick="ToggleMode">
            @(isHumanVsAI ? "人机对战" : "人人对战")
        </button>
    </span>
</div>

<div style="margin-bottom:10px;">
    当前玩家: <b>@(currentPlayer == 1 ? "黑子" : (isHumanVsAI ? "白子(电脑)" : "白子"))</b>
    <span style="margin-left:20px;">黑子得分: <b>@blackScore</b></span>
    <span style="margin-left:20px;">白子得分: <b>@whiteScore</b></span>
    <button class="btn btn-danger" style="margin-left:20px;" @onclick="ResetScore">重置得分</button>
    @if (winner != 0)
    {
        <span style="color:red;margin-left:20px;">胜者: @(winner == 1 ? "黑子" : (isHumanVsAI ? "白子(电脑)" : "白子"))</span>
        <button class="btn btn-primary" style="margin-left:20px;" @onclick="Restart">重新开始</button>
    }
</div>

<table style="border-collapse:collapse;">
    @for (int y = 0; y < BoardSize; y++)
    {
        <tr>
            @for (int x = 0; x < BoardSize; x++)
            {
                int _x = x;
                int _y = y;
                <td style="width:32px;height:32px;border:1px solid #888;text-align:center;vertical-align:middle;cursor:pointer;background:@GetCellBg(x, y);"
                    @onclick="@(() => PlacePiece(_x, _y))">
                    @if (board[x, y] == 1)
                    {
                        <span style="font-size:24px;color:black;">●</span>
                    }
                    else if (board[x, y] == 2)
                    {
                        <span style="font-size:24px;color:#eee;text-shadow:0 0 2px #888;">●</span>
                    }
                </td>
            }
        </tr>
    }
</table>

@code {
    const int BoardSize = 15;
    int[,] board = new int[BoardSize, BoardSize];
    int currentPlayer = 1; // 1: 黑子, 2: 白子(电脑/玩家)
    int winner = 0;
    int blackScore = 0;
    int whiteScore = 0;
    Random rand = new();
    bool isHumanVsAI = true;
    int aiLevel = 1; // 0:简单 1:中等 2:困难

    void PlacePiece(int x, int y)
    {
        if (winner != 0 || board[x, y] != 0)
            return;

        // 人机模式下,只有当前为玩家时可落子
        if (isHumanVsAI && currentPlayer == 2)
            return;

        board[x, y] = currentPlayer;
        if (CheckWin(x, y, currentPlayer))
        {
            winner = currentPlayer;
            if (winner == 1)
                blackScore++;
            else if (winner == 2)
                whiteScore++;
        }
        else
        {
            currentPlayer = 3 - currentPlayer;
            if (isHumanVsAI && currentPlayer == 2 && winner == 0)
            {
                StateHasChanged();
                _ = AITurnAsync();
            }
        }
    }

    async Task AITurnAsync()
    {
        await Task.Delay(500);
        if (winner != 0) return;

        var (aiX, aiY) = FindBestMove();
        board[aiX, aiY] = 2;
        if (CheckWin(aiX, aiY, 2))
        {
            winner = 2;
            whiteScore++;
        }
        else
        {
            currentPlayer = 1;
        }
        StateHasChanged();
    }

    (int, int) FindBestMove()
    {
        if (aiLevel == 0)
        {
            // 简单:随机落子
            var empty = new List<(int x, int y)>();
            for (int i = 0; i < BoardSize; i++)
                for (int j = 0; j < BoardSize; j++)
                    if (board[i, j] == 0)
                        empty.Add((i, j));
            return empty[rand.Next(empty.Count)];
        }
        else
        {
            // 中等/困难:评分法
            int maxScore = int.MinValue;
            var bestMoves = new List<(int x, int y)>();
            for (int x = 0; x < BoardSize; x++)
            {
                for (int y = 0; y < BoardSize; y++)
                {
                    if (board[x, y] != 0) continue;
                    int score = EvaluatePoint(x, y, 2);
                    score = Math.Max(score, EvaluatePoint(x, y, 1));
                    if (score > maxScore)
                    {
                        maxScore = score;
                        bestMoves.Clear();
                        bestMoves.Add((x, y));
                    }
                    else if (score == maxScore)
                    {
                        bestMoves.Add((x, y));
                    }
                }
            }
            return bestMoves[rand.Next(bestMoves.Count)];
        }
    }

    int EvaluatePoint(int x, int y, int player)
    {
        int score = 0;
        int opponent = player == 1 ? 2 : 1;
        // 不同难度权重
        int[] winWeight = { 100, 10000, 10000 };
        int[] fourWeight = { 10, 1000, 3000 };
        int[] threeWeight = { 5, 100, 500 };
        int[] twoWeight = { 2, 10, 50 };
        int[] blockWinWeight = { 90, 9000, 9000 };
        int[] blockFourWeight = { 9, 900, 2500 };
        int[] blockThreeWeight = { 4, 90, 400 };
        int[] blockTwoWeight = { 1, 9, 40 };

        foreach (var dir in new[] { (1, 0), (0, 1), (1, 1), (1, -1) })
        {
            int count = 1 + CountDirection(x, y, dir.Item1, dir.Item2, player)
                          + CountDirection(x, y, -dir.Item1, -dir.Item2, player);
            if (count >= 5) score += winWeight[aiLevel];
            else if (count == 4) score += fourWeight[aiLevel];
            else if (count == 3) score += threeWeight[aiLevel];
            else if (count == 2) score += twoWeight[aiLevel];

            int oppCount = 1 + CountDirection(x, y, dir.Item1, dir.Item2, opponent)
                             + CountDirection(x, y, -dir.Item1, -dir.Item2, opponent);
            if (oppCount >= 5) score += blockWinWeight[aiLevel];
            else if (oppCount == 4) score += blockFourWeight[aiLevel];
            else if (oppCount == 3) score += blockThreeWeight[aiLevel];
            else if (oppCount == 2) score += blockTwoWeight[aiLevel];
        }
        return score;
    }

    bool CheckWin(int x, int y, int player)
    {
        int[][] directions = new int[][]
        {
            new int[]{1,0}, new int[]{0,1}, new int[]{1,1}, new int[]{1,-1}
        };
        foreach (var dir in directions)
        {
            int count = 1;
            count += CountDirection(x, y, dir[0], dir[1], player);
            count += CountDirection(x, y, -dir[0], -dir[1], player);
            if (count >= 5)
                return true;
        }
        return false;
    }

    int CountDirection(int x, int y, int dx, int dy, int player)
    {
        int count = 0;
        for (int step = 1; step < 5; step++)
        {
            int nx = x + dx * step;
            int ny = y + dy * step;
            if (nx < 0 || nx >= BoardSize || ny < 0 || ny >= BoardSize)
                break;
            if (board[nx, ny] == player)
                count++;
            else
                break;
        }
        return count;
    }

    void Restart()
    {
        board = new int[BoardSize, BoardSize];
        currentPlayer = 1;
        winner = 0;
        if (isHumanVsAI && currentPlayer == 2)
        {
            _ = AITurnAsync();
        }
    }

    void ResetScore()
    {
        blackScore = 0;
        whiteScore = 0;
    }

    void SetAILevel(int level)
    {
        aiLevel = level;
        Restart();
    }

    void ToggleMode()
    {
        isHumanVsAI = !isHumanVsAI;
        Restart();
    }

    string GetCellBg(int x, int y)
    {
        return (x + y) % 2 == 0 ? "#f9d77e" : "#eac066";
    }
}

说明:

  • "简单"AI为随机落子,"中等/困难"AI为评分法,困难权重更高更难。
  • "人机对战"时白子为AI,"人人对战"时双方均为玩家。
  • 切换难度或模式会自动重开棋局。
  • 你可以根据需要调整权重数组以微调难度。

10. 最后贴上完整代码

razor 复制代码
@page "/"

<PageTitle>五子棋</PageTitle>

<h1>五子棋游戏</h1>

<div style="margin-bottom:10px;">
    <b>难度:</b>
    <button class="btn btn-sm @(aiLevel==0?"btn-primary":"btn-outline-primary")" @onclick="() => SetAILevel(0)">简单</button>
    <button class="btn btn-sm @(aiLevel==1?"btn-primary":"btn-outline-primary")" @onclick="() => SetAILevel(1)">中等</button>
    <button class="btn btn-sm @(aiLevel==2?"btn-primary":"btn-outline-primary")" @onclick="() => SetAILevel(2)">困难</button>
    <span style="margin-left:20px;">
        <b>模式:</b>
        <button class="btn btn-sm @(isHumanVsAI?"btn-success":"btn-outline-success")" @onclick="ToggleMode">
            @(isHumanVsAI ? "人机对战" : "人人对战")
        </button>
    </span>
</div>

<div style="margin-bottom:10px;">
    当前玩家: <b>@(currentPlayer == 1 ? "黑子" : (isHumanVsAI ? "白子(电脑)" : "白子"))</b>
    <span style="margin-left:20px;">黑子得分: <b>@blackScore</b></span>
    <span style="margin-left:20px;">白子得分: <b>@whiteScore</b></span>
    <button class="btn btn-danger" style="margin-left:20px;" @onclick="ResetScore">重置得分</button>
    @if (winner != 0)
    {
        <span style="color:red;margin-left:20px;">胜者: @(winner == 1 ? "黑子" : (isHumanVsAI ? "白子(电脑)" : "白子"))</span>
        <button class="btn btn-primary" style="margin-left:20px;" @onclick="Restart">重新开始</button>
    }
</div>

<table style="border-collapse:collapse;">
    @for (int y = 0; y < BoardSize; y++)
    {
        <tr>
            @for (int x = 0; x < BoardSize; x++)
            {
                int _x = x;
                int _y = y;
                <td style="width:32px;height:32px;border:1px solid #888;text-align:center;vertical-align:middle;cursor:pointer;background:@GetCellBg(x, y);"
                    @onclick="@(() => PlacePiece(_x, _y))">
                    @if (board[x, y] == 1)
                    {
                        <span style="font-size:24px;color:black;">●</span>
                    }
                    else if (board[x, y] == 2)
                    {
                        <span style="font-size:24px;color:#eee;text-shadow:0 0 2px #888;">●</span>
                    }
                </td>
            }
        </tr>
    }
</table>

@code {
    const int BoardSize = 15;
    int[,] board = new int[BoardSize, BoardSize];
    int currentPlayer = 1; // 1: 黑子, 2: 白子(电脑/玩家)
    int winner = 0;
    int blackScore = 0;
    int whiteScore = 0;
    Random rand = new();
    bool isHumanVsAI = true;
    int aiLevel = 1; // 0:简单 1:中等 2:困难

    void PlacePiece(int x, int y)
    {
        if (winner != 0 || board[x, y] != 0)
            return;

        // 人机模式下,只有当前为玩家时可落子
        if (isHumanVsAI && currentPlayer == 2)
            return;

        board[x, y] = currentPlayer;
        if (CheckWin(x, y, currentPlayer))
        {
            winner = currentPlayer;
            if (winner == 1)
                blackScore++;
            else if (winner == 2)
                whiteScore++;
        }
        else
        {
            currentPlayer = 3 - currentPlayer;
            if (isHumanVsAI && currentPlayer == 2 && winner == 0)
            {
                StateHasChanged();
                _ = AITurnAsync();
            }
        }
    }

    async Task AITurnAsync()
    {
        await Task.Delay(500);
        if (winner != 0) return;

        var (aiX, aiY) = FindBestMove();
        board[aiX, aiY] = 2;
        if (CheckWin(aiX, aiY, 2))
        {
            winner = 2;
            whiteScore++;
        }
        else
        {
            currentPlayer = 1;
        }
        StateHasChanged();
    }

    (int, int) FindBestMove()
    {
        if (aiLevel == 0)
        {
            // 简单:随机落子
            var empty = new List<(int x, int y)>();
            for (int i = 0; i < BoardSize; i++)
                for (int j = 0; j < BoardSize; j++)
                    if (board[i, j] == 0)
                        empty.Add((i, j));
            return empty[rand.Next(empty.Count)];
        }
        else
        {
            // 中等/困难:评分法
            int maxScore = int.MinValue;
            var bestMoves = new List<(int x, int y)>();
            for (int x = 0; x < BoardSize; x++)
            {
                for (int y = 0; y < BoardSize; y++)
                {
                    if (board[x, y] != 0) continue;
                    int score = EvaluatePoint(x, y, 2);
                    score = Math.Max(score, EvaluatePoint(x, y, 1));
                    if (score > maxScore)
                    {
                        maxScore = score;
                        bestMoves.Clear();
                        bestMoves.Add((x, y));
                    }
                    else if (score == maxScore)
                    {
                        bestMoves.Add((x, y));
                    }
                }
            }
            return bestMoves[rand.Next(bestMoves.Count)];
        }
    }

    int EvaluatePoint(int x, int y, int player)
    {
        int score = 0;
        int opponent = player == 1 ? 2 : 1;
        // 不同难度权重
        int[] winWeight = { 100, 10000, 10000 };
        int[] fourWeight = { 10, 1000, 3000 };
        int[] threeWeight = { 5, 100, 500 };
        int[] twoWeight = { 2, 10, 50 };
        int[] blockWinWeight = { 90, 9000, 9000 };
        int[] blockFourWeight = { 9, 900, 2500 };
        int[] blockThreeWeight = { 4, 90, 400 };
        int[] blockTwoWeight = { 1, 9, 40 };

        foreach (var dir in new[] { (1, 0), (0, 1), (1, 1), (1, -1) })
        {
            int count = 1 + CountDirection(x, y, dir.Item1, dir.Item2, player)
                          + CountDirection(x, y, -dir.Item1, -dir.Item2, player);
            if (count >= 5) score += winWeight[aiLevel];
            else if (count == 4) score += fourWeight[aiLevel];
            else if (count == 3) score += threeWeight[aiLevel];
            else if (count == 2) score += twoWeight[aiLevel];

            int oppCount = 1 + CountDirection(x, y, dir.Item1, dir.Item2, opponent)
                             + CountDirection(x, y, -dir.Item1, -dir.Item2, opponent);
            if (oppCount >= 5) score += blockWinWeight[aiLevel];
            else if (oppCount == 4) score += blockFourWeight[aiLevel];
            else if (oppCount == 3) score += blockThreeWeight[aiLevel];
            else if (oppCount == 2) score += blockTwoWeight[aiLevel];
        }
        return score;
    }

    bool CheckWin(int x, int y, int player)
    {
        int[][] directions = new int[][]
        {
            new int[]{1,0}, new int[]{0,1}, new int[]{1,1}, new int[]{1,-1}
        };
        foreach (var dir in directions)
        {
            int count = 1;
            count += CountDirection(x, y, dir[0], dir[1], player);
            count += CountDirection(x, y, -dir[0], -dir[1], player);
            if (count >= 5)
                return true;
        }
        return false;
    }

    int CountDirection(int x, int y, int dx, int dy, int player)
    {
        int count = 0;
        for (int step = 1; step < 5; step++)
        {
            int nx = x + dx * step;
            int ny = y + dy * step;
            if (nx < 0 || nx >= BoardSize || ny < 0 || ny >= BoardSize)
                break;
            if (board[nx, ny] == player)
                count++;
            else
                break;
        }
        return count;
    }

    void Restart()
    {
        board = new int[BoardSize, BoardSize];
        currentPlayer = 1;
        winner = 0;
        if (isHumanVsAI && currentPlayer == 2)
        {
            _ = AITurnAsync();
        }
    }

    void ResetScore()
    {
        blackScore = 0;
        whiteScore = 0;
    }

    void SetAILevel(int level)
    {
        aiLevel = level;
        Restart();
    }

    void ToggleMode()
    {
        isHumanVsAI = !isHumanVsAI;
        Restart();
    }

    string GetCellBg(int x, int y)
    {
        return (x + y) % 2 == 0 ? "#f9d77e" : "#eac066";
    }
}

把运行模式改回来,Auto模式不占用服务器计算资源

打开 App.razor 编辑 两行 @rendermode="InteractiveServer" 改为 @rendermode="InteractiveAuto"

源码g01Gobang