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用Java實現五子棋游戲的方法步驟

發布時間:2021-10-11 09:19:48 來源:億速云 閱讀:114 作者:iii 欄目:開發技術

本篇內容主要講解“用Java實現五子棋游戲的方法步驟”,感興趣的朋友不妨來看看。本文介紹的方法操作簡單快捷,實用性強。下面就讓小編來帶大家學習“用Java實現五子棋游戲的方法步驟”吧!

1.圖形化界面的創建

1.1創建JFrame窗體容器

1)JFrame窗體需要設置基本的大小、布局、默認的關閉方式,以及最重要的設置可見。

1.2在JFrame上添加組件,用來繪制棋盤棋子和游戲操作。

1)棋盤棋子的繪制:自定義一個類去繼承JPanel,把繪制棋盤和棋子的方法重寫進入paint()方法里,這樣當窗體發生變化(放大、縮小、移動等操作時,棋盤棋子不會消失,棋局得以保存)。

2)悔棋、認輸等操作通過JButton按鈕添加鼠標監聽來實現。

2.關鍵點的實現

(使用六個類實現背后邏輯,UI類,DrawChessBoard類,GameMouse類,QiZi類,Location類以及AI類)。

2.1在棋盤點擊的位置繪制棋子

1)給棋盤添加鼠標監聽,獲取點擊位置的坐標

 UI類負責初始化1中的圖形化界面,并給DrawChessBoard類添加GameMouse類的監聽。這樣在鼠標點擊棋盤時通過重寫GameMouse類的mouseClicked(),就可以獲取鼠標在棋盤上點擊的像素坐標。

 2)坐標轉化成二位數組中的坐標

保存棋盤上所有棋子位置用到QiZi類中的int[][] memory二維數組,這樣把像素坐標轉化為二維數組中的坐標,并附上棋子顏色對應的值,就可以保存棋盤上所有棋子的位置。

3)在棋盤上畫出棋子

在DrawChessBoard類paint()方法中遍歷QiZi類中的int[][] memory二維數組非零值,就可以在相應位置調用畫筆方法畫出黑白棋子。

2.2判斷輸贏

1)下完棋子后,將下棋位置保存到QiZi類的int[][] memory二維數組中后,就可以以該點為中心計算其四個方向上連續棋子的數目,達到五個則通過JOptionPane類生成彈窗確定贏家。

2.2悔棋功能和提示最后落子位置功能的實現

1)每次成功下一顆棋子,就可以創建一個保存了棋子坐標的Location對象,并將該對象添加到 QiZi類的ArrayList或者Stack容器當中,當鼠標點擊悔棋Button后,清除QiZi類的int[][] memory二維數組相應位置的數值(將之改為0即可),然后棋盤重繪棋子,就可以完成悔棋的效果。

2)同時可以找到容器中最后落子的位置,并在棋盤相應的坐標出畫出最后落子提示。

2.3開始、認輸的實現

1)開始游戲,即重置游戲,將棋子類的相應屬性清零即可,比如int[][] memory二維數組(即棋譜),owener=1(重置為白色),以及清楚棋盤上面的棋子。

 2)認輸就可以判斷當前QiZi.owner的值,來判斷輸的一方并給出提示即可。

2.4AI的實現

1)默認AI為黑方的情況下,需要在白色方落子之后調用AI下黑色棋子,所以在需要在GameMouse中下白棋的if分支中調用AI方法

2)AI的厲害與否取決于其設計,在這里提供一個思路:設置一個棋型對照表,給不同棋型賦值(如1111,代表白子四連,權重較高),輪到AI時,可以根據該表計算棋盤上每一個空位在八個方向總的權重大小,在權重最大處落子即可。棋型對照表中不同棋的權重設置,可以通過python等分析大量棋局來獲取,以此來訓練AI,當權重設置越合理,AI就越強。

3.其他功能

下子的動畫效果音效等可以通過開辟不同的線程來實現,而網絡對戰則可增加網絡通信相關模塊即可。

4.源碼

package wuziqi925;
 
import javax.swing.*;
import java.awt.*;
 
public class GameUI {
    public static void main(String[] args) {
        GameUI gameUI=new GameUI();
        gameUI.showUI();
    }
 
    public void showUI(){
        //創建棋子對象
        QiZi qizi=new QiZi();
        //獲取窗體
        JFrame jFrame=new JFrame();
        jFrame.setSize(1000,795);
        jFrame.setDefaultCloseOperation(3);
        jFrame.setLocationRelativeTo(null);
        jFrame.setLayout(null);
        jFrame.setTitle("五子棋");
        jFrame.setResizable(false);
 
        //窗體添加棋盤面板
        DrawChessBoard chessBoard=new DrawChessBoard(qizi);
        jFrame.add(chessBoard);
        chessBoard.setSize(760,760);
        chessBoard.setBackground(Color.ORANGE);
 
 
        //測試JFrame框架像素大小,Insets[top=32,left=3,bottom=3,right=3]
        //System.out.println(jFrame.getInsets());
 
        //窗體添加選項面板,用來畫棋盤
        JPanel bp=new JPanel();
        bp.setSize(236,760);
        bp.setBackground(Color.lightGray);
        bp.setLocation(760,0);
        bp.setLayout(null);
        jFrame.add(bp);
 
 
        //選項面板添加按鈕
        JButton start=new JButton("開始");
        start.setBackground(Color.white);
        start.setFont(new Font("華文行楷",Font.BOLD,20));
        start.setBounds(40,350,150,50);
 
        JButton quit=new JButton("認輸");
        quit.setBackground(Color.white);
        quit.setFont(new Font("華文行楷",Font.BOLD,20));
        quit.setBounds(40,440,150,50);
 
        JButton undo=new JButton("悔棋");
        undo.setBackground(Color.white);
        undo.setFont(new Font("華文行楷",Font.BOLD,20));
        undo.setBounds(40,530,150,50);
 
        bp.add(start);
        bp.add(quit);
        bp.add(undo);
 
        //選擇模式選項
        ButtonGroup bg=new ButtonGroup();
        JRadioButton rrdz=new JRadioButton("玩家對戰");
        JRadioButton rjdz=new JRadioButton("人機對戰");
        rrdz.setSize(120,30);
        rrdz.setLocation(55,60);
        rrdz.setFont(new Font("華文行楷",Font.BOLD,20));
        rrdz.setVisible(true);
        rjdz.setSize(120,30);
        rjdz.setLocation(55,90);
        rjdz.setFont(new Font("華文行楷",Font.BOLD,20));
        rjdz.setVisible(true);
        bg.add(rjdz);
        bg.add(rrdz);
        bp.add(rjdz);
        bp.add(rrdz);
        bp.setVisible(true);
 
        //設置窗體可見
        jFrame.setVisible(true);
 
 
        AI ai=new AI(qizi,chessBoard);
        //獲取棋盤的鼠標監聽和畫筆并將該畫筆添加給鼠標
        Graphics g1=chessBoard.getGraphics();
        GameMouse gameMouse=new GameMouse(qizi,chessBoard,ai);
 
        chessBoard.addMouseListener(gameMouse);
        start.addActionListener(gameMouse);
        quit.addActionListener(gameMouse);
        undo.addActionListener(gameMouse);
        rrdz.addActionListener(gameMouse);
        rjdz.addActionListener(gameMouse);
    }
}
package wuziqi925;
 
import javax.swing.*;
import java.awt.*;
 
 
public class DrawChessBoard extends JPanel {
    QiZi qiZi;
    private static int LINE_NUM = 15;
    private static int MARGIN_WIDTH = 30;
    public static int CELL_SIZE = 50;
 
    public DrawChessBoard(QiZi qiZi) {
        this.qiZi = qiZi;
    }
 
    @Override
    public void paint(Graphics g) {
        super.paint(g);
        //畫棋盤
        for (int i = 0; i < LINE_NUM; i++) {
            g.drawLine(MARGIN_WIDTH, MARGIN_WIDTH + i * CELL_SIZE, MARGIN_WIDTH + (LINE_NUM - 1) * CELL_SIZE, MARGIN_WIDTH + i * CELL_SIZE);
            g.drawLine(MARGIN_WIDTH + i * CELL_SIZE, MARGIN_WIDTH, MARGIN_WIDTH + i * CELL_SIZE, MARGIN_WIDTH + (LINE_NUM - 1) * CELL_SIZE);
        }
        //畫棋盤上的點
        g.fillOval(CELL_SIZE*3+22,CELL_SIZE*3+22,16,16);
        g.fillOval(CELL_SIZE*11+22,CELL_SIZE*3+22,16,16);
        g.fillOval(CELL_SIZE*3+22,CELL_SIZE*11+22,16,16);
        g.fillOval(CELL_SIZE*11+22,CELL_SIZE*11+22,16,16);
        //畫棋子
        int[][] a = qiZi.memory;
        for (int i = 0; i < a.length; i++) {
            for (int j = 0; j < a[i].length; j++) {
                if (a[i][j] == 1)    {
                    g.setColor(Color.white);
                    g.fillOval(CELL_SIZE * i + 7, CELL_SIZE * j + 7, 46, 46);
                } else if (a[i][j] == 2) {
                    g.setColor(Color.black);
                    g.fillOval(CELL_SIZE * i + 7, CELL_SIZE * j + 7, 46, 46);
                }
            }
        }
        //畫出最后一步棋子的位置上的十字架
        if (qiZi.arr.size() > 0) {
            Graphics2D g1=(Graphics2D)g;
            g1.setColor(Color.red);
            g1.setStroke(new BasicStroke(3.0f));
 
            Location l = qiZi.arr.get(qiZi.arr.size() - 1);
            g1.drawLine(CELL_SIZE * l.x + MARGIN_WIDTH - 8, CELL_SIZE * l.y + MARGIN_WIDTH, CELL_SIZE * l.x + MARGIN_WIDTH + 8, CELL_SIZE * l.y + MARGIN_WIDTH);
            g1.drawLine(CELL_SIZE * l.x + MARGIN_WIDTH, CELL_SIZE * l.y + MARGIN_WIDTH - 8, CELL_SIZE * l.x + MARGIN_WIDTH, CELL_SIZE * l.y + MARGIN_WIDTH + 8);
        }
    }
}
package wuziqi925;
 
import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;
 
public class GameMouse implements MouseListener, ActionListener {
    QiZi qizi;
    DrawChessBoard drawChessBoard;
    AI ai;
 
    public GameMouse() {
    }
 
    public GameMouse( QiZi qiZi, DrawChessBoard drawChessBoard,AI ai) {
        this.qizi = qiZi;
        this.drawChessBoard=drawChessBoard;
        this.ai=ai;
    }
 
    @Override
    public void mouseClicked(MouseEvent e) {
        int cellSize= DrawChessBoard.CELL_SIZE;
        int x=e.getX();
        int xx=0;
        int y=e.getY();
        int yy=0;
 
        //在點擊位置畫棋子,并將下子位置轉換成棋子在二維數組中的坐標
        if (qizi.owner==1) {
            if ((x - 30) % cellSize > 25 & (y - 30) % cellSize > 25) {
                xx=(x - 30) / cellSize + 1;
                yy=(y - 30) / cellSize + 1;
            } else if ((x - 30) % cellSize > 25 & (y - 30) % cellSize < 25) {
                xx=(x - 30) / cellSize + 1;
                yy=(y - 30) / cellSize;
            } else if ((x - 30) % cellSize < 25 & (y - 30) % cellSize > 25) {
                xx=(x - 30) / cellSize;
                yy=(y - 30) / cellSize + 1;
            } else if ((x - 30) % cellSize < 25 & (y - 30) % cellSize < 25) {
                xx=(x - 30) / cellSize;
                yy=(y - 30) / cellSize;
            }
            if(qizi.memory[xx][yy]==0) {//判斷無子
                qizi.x=xx;
                qizi.y=yy;
                qizi.memory[qizi.x][qizi.y] = qizi.owner;//下棋子并將棋子放入容器
                Location location=new Location(qizi);//記錄剛下的棋子位置順序
                qizi.arr.add(location);
                drawChessBoard.repaint();//繪制剛下的棋子
                qizi.judgeWinner();//判斷輸贏
 
                qizi.owner=2;//交換棋權
            }
            if (ai.state){
                ai.initiateAI();
            }
 
        }else {
            qizi.owner=2;
            if ((x - 30) % cellSize > 25 & (y - 30) % cellSize > 25) {
                xx=(x - 30) / cellSize + 1;
                yy=(y - 30) / cellSize + 1;
            } else if ((x - 30) % cellSize > 25 & (y - 30) % cellSize < 25) {
                xx=(x - 30) / cellSize + 1;
                yy=(y - 30) / cellSize;
            } else if ((x - 30) % cellSize < 25 & (y - 30) % cellSize > 25) {
                xx=(x - 30) / cellSize;
                yy=(y - 30) / cellSize + 1;
            } else if ((x - 30) % cellSize < 25 & (y - 30) % cellSize < 25) {
                xx=(x - 30) / cellSize;
                yy=(y - 30) / cellSize;
            }
            if(qizi.memory[xx][yy]==0) {
                qizi.x=xx;
                qizi.y=yy;
                qizi.memory[qizi.x][qizi.y] = qizi.owner;//下棋子并將棋子放入容器
                Location location=new Location(qizi);//記錄剛下的棋子位置順序
                qizi.arr.add(location);
                drawChessBoard.repaint();//繪制剛下的棋子
                qizi.judgeWinner();//判斷輸贏
 
                qizi.owner=1;//交換棋權
            }
        }
    }
    @Override
    public void actionPerformed(ActionEvent e) {
        int cellSize= DrawChessBoard.CELL_SIZE;
        String s=e.getActionCommand();
        JOptionPane tc=new JOptionPane();
 
        //悔棋功能的實現
        if (s.equals("悔棋")){
            if (qizi.arr.size()>0) {
                Location l = qizi.arr.get(qizi.arr.size() - 1);
                qizi.memory[l.x][l.y] = 0;
                qizi.arr.remove(qizi.arr.size() - 1);
 
                if (qizi.owner == 1) {
                    qizi.owner = 2;
                } else if (qizi.owner == 2) {
                    qizi.owner = 1;
                }
            }else {
                tc.showMessageDialog(null,"無棋可毀,請下棋!");
            }
            //刷新棋盤
            drawChessBoard.repaint();
        }
 
        if (s.equals("開始")){
            qizi.owner=1;
            qizi.memory=new int[15][15];
            qizi.arr.clear();
            qizi.win=false;
            drawChessBoard.repaint();
        }
 
        if(s.equals("認輸")){
            int whiteCount=0;
            int blackCount=0;
            for (int i = 0; i < qizi.memory.length; i++) {
                for (int j = 0; j < qizi.memory[i].length; j++) {
                    if (qizi.memory[i][j]==1){
                        whiteCount++;
                    }else if (qizi.memory[i][j]==2){
                        blackCount++;
                    }
                }
            }
            if (whiteCount==blackCount){
                tc.showMessageDialog(null,qizi.owner==1 ?"黑方投降,白方勝!":"白方投降,黑方勝!");
            }else if(whiteCount>blackCount){
                tc.showMessageDialog(null,"黑方投降,白方勝!");
            }else {
                tc.showMessageDialog(null,"白方投降,黑方勝!");
            }
        }
        if (s.equals("人機對戰")){
            ai.state=true;
 
        }
        if (s.equals("玩家對戰")){
            ai.state=false;
 
        }
    }
 
    @Override
    public void mousePressed(MouseEvent e) {
 
    }
 
    @Override
    public void mouseReleased(MouseEvent e) {
 
    }
 
    @Override
    public void mouseEntered(MouseEvent e) {
 
    }
 
    @Override
    public void mouseExited(MouseEvent e) {
 
    }
 
 
}
package wuziqi925;
 
import javax.swing.*;
import java.util.ArrayList;
 
public class QiZi {
    int x;
    int y;
    int owner=1;//1 代表白色,2代表黑色
    int[][] memory;
    ArrayList <Location>arr;
    boolean win=false;
 
    public QiZi() {
        memory=new int[15][15];
        arr=new ArrayList<>(50);
    }
 
    public void judgeWinner() {
        JOptionPane tc=new JOptionPane();
        int count1=0;
        int count2=0;
        int count3=0;
        int count4=0;
 
        //豎直方向檢測
        for (int i = y-1; i >-1 ; i--) {
            if (memory[x][i]==owner){
                count1++;
            }else {
                break;
            }
        }
        for (int i = y+1; i <15; i++) {
            if (memory[x][i]==owner){
                count1++;
            }else {
                break;
            }
        }
        if (count1 > 3){
            tc.showMessageDialog(null,owner==1?"白方勝":"黑方勝");
            win=true;
            return;
        }
 
        //水平方向檢測
        for (int i = x-1; i >-1 ; i--) {
            if (memory[i][y]==owner){
                count2++;
            }else {
                break;
            }
        }
        for (int i = x+1; i <15; i++) {
            if (memory[i][y]==owner){
                count2++;
            }else {
                break;
            }
        }
        if (count2 > 3){
            tc.showMessageDialog(null,owner==1?"白方勝":"黑方勝");
            win=true;
            return;
        }
 
        //在\方向上檢測
        int yy=y;
        for (int i = x+1; i <15; i++) {
            if(yy==14){
                break;
            }
            yy++;
            if (memory[i][yy]==owner){
                count3++;
            }else {
                break;
            }
        }
        yy=y;
        for (int i = x-1; i >-1; i--) {
            if (yy==0){
                break;
            }
            yy--;
            if (memory[i][yy]==owner){
                count3++;
            }else {
                break;
            }
 
        }
        if (count3 > 3){
            tc.showMessageDialog(null,owner==1?"白方勝":"黑方勝");
            win=true;
            return;
        }
 
        //在/方向上檢測
        yy=y;
        for (int i = x+1; i <15; i++) {
            if(yy==0){
                break;
            }
            yy--;
            if (memory[i][yy]==owner){
                count4++;
            }else {
                break;
            }
        }
        yy=y;
        for (int i = x-1; i >-1; i--) {
            if(yy==14){
                break;
            }
            yy++;
            if (memory[i][yy]==owner){
                count4++;
            }else {
                break;
            }
        }
        if (count4 > 3){
            tc.showMessageDialog(null,owner==1?"白方勝":"黑方勝");
            win=true;
            return;
        }
    }
}
package wuziqi925;
 
public class Location {
    QiZi qiZi;
    int x;
    int y;
 
    public Location(QiZi qiZi) {
        //記錄棋譜
        x=qiZi.x;
        y=qiZi.y;
    }
 
    public Location(int x, int y) {
        this.x = x;
        this.y = y;
    }
}
package wuziqi925;
 
import java.util.*;
 
public class AI {
    boolean state=false;//true為on false為off
    QiZi qiZi;
    //存儲棋型權值
    private HashMap<String,Integer> playValueTable=new HashMap<>();
    //存儲每個可下點的權重大小
    private HashMap<Location,Integer> locationsAndValues=new HashMap<>();
    DrawChessBoard drawChessBoard;
    int AIDO=0;
 
    public AI(QiZi qiZi,DrawChessBoard drawChessBoard){
        this.drawChessBoard=drawChessBoard;
        this.qiZi=qiZi;
        //1代表該方向為白方棋子(玩家),2代表該方向為黑方棋子(AI)
        playValueTable.put("22221",100);
        playValueTable.put("2222",100);
        playValueTable.put("11112",99);
        playValueTable.put("1111",0);
 
        playValueTable.put("2221",40);
        playValueTable.put("222",45);
        playValueTable.put("1112",35);
        playValueTable.put("111",46);
 
        playValueTable.put("22",25);
        playValueTable.put("221",20);
        playValueTable.put("11",15);
        playValueTable.put("112",10);
 
        playValueTable.put("21",5);
        playValueTable.put("2",10);
        playValueTable.put("1",8);
        playValueTable.put("12",2);
    }
 
    public void initiateAI(){
        if (qiZi.win){
            return;
        }
        int chessValue=0;
        //遍歷棋盤找到空點
        for (int i = 0; i <qiZi.memory.length; i++) {
            for (int j = 0; j < qiZi.memory[i].length; j++) {
                //計算qiZi.memory[i][j](空點)位置的權值,保存ij位點
                if (qiZi.memory[i][j]==0){
                    Location l=new Location(i,j);
                    chessValue=countValue(i,j);
                    locationsAndValues.put(l,chessValue);
                }
            }
        }
        //System.out.println(chessValue);
        //判斷權值最大的點,獲取該點的坐標值并傳入qiZi.memory
        //按照value對HashMap<Location,Integer> locationsAndValues進行排序找到最大值
        Set<Map.Entry<Location,Integer>> set=locationsAndValues.entrySet();
        List<Map.Entry<Location,Integer>> list=new ArrayList<>(set);
        list.sort(new Comparator<Map.Entry<Location, Integer>>() {
            @Override
            public int compare(Map.Entry<Location, Integer> o1, Map.Entry<Location, Integer> o2) {
                return o2.getValue()-o1.getValue();
            }
        });
        //排序完畢取最大//獲取最大權重值對應的空點坐標
        Map.Entry<Location,Integer> maxSet=list.get(0);
        Location toDo=maxSet.getKey();
 
        qiZi.x= toDo.x;
        qiZi.y= toDo.y;
        qiZi.memory[qiZi.x][qiZi.y]=qiZi.owner;
        Location location=new Location(qiZi);//記錄剛下的棋子位置順序
        qiZi.arr.add(location);
        drawChessBoard.repaint();//繪制剛下的棋子
        qiZi.judgeWinner();//判斷輸贏
        qiZi.owner=1;//交換棋權
        System.out.println(++AIDO);
        locationsAndValues.clear();
    }
 
    private int countValue(int i,int j) {
        int totalValue=0;
        StringBuilder s1=new StringBuilder();
        StringBuilder s2=new StringBuilder();
        StringBuilder s3=new StringBuilder();
        StringBuilder s4=new StringBuilder();
        StringBuilder s5=new StringBuilder();
        StringBuilder s6=new StringBuilder();
        StringBuilder s7=new StringBuilder();
        StringBuilder s8=new StringBuilder();
        //八個方向去去判定
        //North
        for (int k = j-1; k >-1 ; k--) {
            if (qiZi.memory[i][k]==1){
                s1.append(1);
            }else if (qiZi.memory[i][k]==2) {
                s1.append(2);
            }else {
                break;
            }
        }
        int count1=playValueTable.get(s1.toString())==null?0:playValueTable.get(s1.toString());
        totalValue+=count1;
 
        //South
        for (int k = j+1; k <15; k++) {
            if (qiZi.memory[i][k]==1){
                s2.append(1);
            }else if (qiZi.memory[i][k]==2) {
                s2.append(2);
            }else {
                break;
            }
        }
        int count2=playValueTable.get(s2.toString())==null?0:playValueTable.get(s2.toString());
        totalValue+=count2;
 
        //West
        for (int k = i-1; k >-1 ; k--) {
            if (qiZi.memory[k][j]==1){
                s3.append(1);
            }else if (qiZi.memory[k][j]==2) {
                s3.append(2);
            }else {
                break;
            }
        }
        int count3=playValueTable.get(s3.toString())==null?0:playValueTable.get(s3.toString());
        totalValue+=count3;
 
        //East
        for (int k = i+1; k <15; k++) {
            if (qiZi.memory[k][j]==1){
                s4.append(1);
            }else if (qiZi.memory[k][j]==2) {
                s4.append(2);
            }else {
                break;
            }
        }
        int count4=playValueTable.get(s4.toString())==null?0:playValueTable.get(s4.toString());
        totalValue+=count4;
 
        //SE
        int yy=j;
        for (int k = i+1; k < 15; k++) {
            if(yy==14){
                break;
            }
            yy++;
            if (qiZi.memory[k][yy]==1){
                s5.append(1);
            }else if (qiZi.memory[k][yy]==2) {
                s5.append(2);
            }else {
                break;
            }
        }
        int count5=playValueTable.get(s5.toString())==null?0:playValueTable.get(s5.toString());
        totalValue+=count5;
 
        //NW
        yy=j;
        for (int k = i-1; k >-1; k--) {
            if(yy==0){
                break;
            }
            yy--;
            if (qiZi.memory[k][yy]==1){
                s6.append(1);
            }else if (qiZi.memory[k][yy]==2) {
                s6.append(2);
            }else {
                break;
            }
        }
        int count6=playValueTable.get(s6.toString())==null?0:playValueTable.get(s6.toString());
        totalValue+=count6;
 
        //NE
        yy=j;
        for (int k = i+1; k <15; k++) {
            if(yy==0){
                break;
            }
            yy--;
            if (qiZi.memory[k][yy]==1){
                s7.append(1);
            }else if (qiZi.memory[k][yy]==2) {
                s7.append(2);
            }else {
                break;
            }
        }
        int count7=playValueTable.get(s7.toString())==null?0:playValueTable.get(s7.toString());
        totalValue+=count6;
        //SW
        yy=j;
        for (int k = i-1; k >-1; k--) {
            if(yy==14){
                break;
            }
            yy++;
            if (qiZi.memory[k][yy]==1){
                s8.append(1);
            }else if (qiZi.memory[k][yy]==2) {
                s8.append(2);
            }else {
                break;
            }
        }
        int count8=playValueTable.get(s8.toString())==null?0:playValueTable.get(s8.toString());
        totalValue+=count8;
        return totalValue;
    }
}

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