中国象棋-html版本

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。

    <!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>
    <canvas id="chessCanvas" width="560" height="630"></canvas>
    红方走棋
    <select id="modeSelect" class="mode-selector"> <option value="human" selected>双人对战</option> <option value="ai-black">🤖AI执黑</option> <option value="ai-red">🤖AI执红</option> </select> <select id="difficultySelect" class="difficulty-selector"> <option value="1">🤖初级1层</option> <option value="2" selected>🤖中级2层</option> <option value="3">🤖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>
    复制代码
      <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>
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