C#递归错误

本文关键字:错误 递归 | 更新日期: 2023-09-27 18:30:10

我有一个非常奇怪的问题。我使用的是递归方法,该方法应该在6个玩家(5个机器人和1个玩家)中轮换,但它并没有做到这一点,一旦它到达机器人5(最后一个),它就会跳过玩家的回合,转到机器人1、机器人2、机器人3、机器人4、机器人5,然后轮到玩家,换句话说,它会跳过其中一个玩家回合。我将在这里原始粘贴代码,如果有什么不清楚的地方,请在评论中解释。

        private async Task Turns()
    {
        turns = ReturnTurns();
        GC.KeepAlive(Updates);
        if (!PFturn && Chips > 0)
        {
            if (Pturn)
            {
                call -= PreviousCalls.PreviousPlayerCall;
                pbTimer.Visible = true;
                pbTimer.Value = 1000;
                t = 60;
                up = int.MaxValue;
                Timer.Start();
                bRaise.Enabled = true;
                bCall.Enabled = true;
                bRaise.Enabled = true;
                bRaise.Enabled = true;
                bFold.Enabled = true;
                turnCount++;
                B1turn = true;
            }
        }
        if (PFturn || !Pturn || Chips <= 0)
        {
            if (pStatus.Text.Contains("Fold"))
            {
                B1turn = true;
            }
            if (!Pturn)
            {
                await Flip(0);
            }
            pbTimer.Visible = false;
            bRaise.Enabled = false;
            bCall.Enabled = false;
            bRaise.Enabled = false;
            bRaise.Enabled = false;
            bFold.Enabled = false;
            Timer.Stop();
            if (!B1Fturn && B1turn)
            {
                int previous = PreviousCalls.PreviousBot1Call;
                call -= PreviousCalls.PreviousBot1Call;
                if (Properties.Settings.Default.ThinkCheck)
                {
                    AutoCloseMsb.Show("Bot 1 Turn", "Turns", ThinkTime);
                }
                Combinations(2, 3, ref b1Type, ref b1Power, b1Status);
                Ai(2, 3, ref bot1Chips, ref B1turn, ref B1Fturn, b1Status, b1Power, b1Type, ref previous);
                await CheckTextBoxes();
                B1turn = false;
                turnCount++;
                B2turn = true;
                PreviousCalls.PreviousBot1Call = previous;
            }
            if (B1Fturn)
            {
                turns = ReturnTurns();
                B2turn = true;
            }
            await Flip(1);
            if (!B2Fturn && B2turn)
            {
                int previous = PreviousCalls.PreviousBot2Call;
                call -= PreviousCalls.PreviousBot2Call;
                Combinations(4, 5, ref b2Type, ref b2Power, b2Status);
                if (Properties.Settings.Default.ThinkCheck)
                {
                    AutoCloseMsb.Show("Bot 2 Turn", "Turns", ThinkTime);
                }
                Ai(4, 5, ref bot2Chips, ref B2turn, ref B2Fturn, b2Status, b2Power, b2Type, ref previous);
                await CheckTextBoxes();
                B2turn = false;
                turnCount++;
                B3turn = true;
                PreviousCalls.PreviousBot2Call = previous;
            }
            B3turn = true;
            if (B2Fturn)
            {
                turns = ReturnTurns();
                B3turn = true;
            }
            await Flip(2);
            if (!B3Fturn && B3turn)
            {
                int previous = PreviousCalls.PreviousBot3Call;
                call -= PreviousCalls.PreviousBot3Call;
                Combinations(6, 7, ref b3Type, ref b3Power, b3Status);
                if (Properties.Settings.Default.ThinkCheck)
                {
                    AutoCloseMsb.Show("Bot 3 Turn", "Turns", ThinkTime);
                }
                Ai(6, 7, ref bot3Chips, ref B3turn, ref B3Fturn, b3Status, b3Power, b3Type, ref previous);
                await CheckTextBoxes();
                B3turn = false;
                turnCount++;
                B4turn = true;
                PreviousCalls.PreviousBot3Call = previous;
            }
            if (B3Fturn)
            {
                turns = ReturnTurns();
                B4turn = true;
            }
            await Flip(3);
            if (!B4Fturn && B4turn)
            {
                int previous = PreviousCalls.PreviousBot4Call;
                call -= PreviousCalls.PreviousBot4Call;
                Combinations(8, 9, ref b4Type, ref b4Power, b4Status);
                if (Properties.Settings.Default.ThinkCheck)
                {
                    AutoCloseMsb.Show("Bot 4 Turn", "Turns", ThinkTime);
                }
                Ai(8, 9, ref bot4Chips, ref B4turn, ref B4Fturn, b4Status, b4Power, b4Type, ref previous);
                await CheckTextBoxes();
                B4turn = false;
                turnCount++;
                B5turn = true;
                PreviousCalls.PreviousBot4Call = previous;
            }
            if (B4Fturn)
            {
                turns = ReturnTurns();
                B5turn = true;
            }
            await Flip(4);
            if (!B5Fturn && B5turn)
            {
                int previous = PreviousCalls.PreviousBot5Call;
                call -= PreviousCalls.PreviousBot5Call;
                Combinations(10, 11, ref b5Type, ref b5Power, b5Status);
                if (Properties.Settings.Default.ThinkCheck)
                {
                    AutoCloseMsb.Show("Bot 5 Turn", "Turns", ThinkTime);
                }
                Ai(10, 11, ref bot5Chips, ref B5turn, ref B5Fturn, b5Status, b5Power, b5Type, ref previous);
                await CheckTextBoxes();
                B5turn = false;
                turnCount++;
                Pturn = true;
                PreviousCalls.PreviousBot5Call = previous;
            }
            if (B5Fturn)
            {
                turns = ReturnTurns();
                Pturn = true;
            }
            await Flip(5);
            if (!restart)
            {
                await Turns();
            }
        }
    }

C#递归错误

听起来你想用一种更有状态的方式来处理这个问题。一个简化的例子可能是:

// Player interface - the game engine will pass game state to the TakeTurn method
// The target of the TakeTurn call can mutate the game state
public interface IPlayer {
    void TakeTurn(GameState state);
    // Some info that other bots/players might need to look at
    int Chips { get; } 
    // also add other useful bits of info that other game components may need
    int SomeOtherUsefulInfo { get; }
}
public class GameState {
    // Is the game over?
    bool GameOver;
    // State information the bots/player will use to make decisions
    int ChipsInPot;
    // Reference to previous player which could help with AI decisions etc
    IPlayer previousPlayer;          
}
// Both Bot and Human class implement IPlayer which means they can both
// be handled by the same game pipeline step but have radically different
// implementations - such as AI or manual interaction
public class Bot : IPlayer {
    // AI here making sure to implement the IPlayer interface
}
public class Human : IPlayer {
    // Human player handling code but with same interface
}
// Game engine simply runs a loop to keep passing turns
public class GameEngine {
    GameState _state;
    List<IPlayer> _players;
    public GameEngine() {
       _players = new List<IPlayer>();
       _players.Add(new Bot("Fred"));
       _players.Add(new Bot("James"));
       _players.Add(new Bot("Arnold"));
       _players.Add(new Human("Jake")); 
    }
    public void GameLoop() {
        while(!_state.GameOver) {
          foreach(var player in _players) {
              player.TakeTurn(_state); // etc - keep mutating state and looping until the game ends
              // Add more complexity here :)
          }
        }
    }
}