{`next player:${nextPlayer}`}
        {
          listRush()
        }
      
 
    )
}
export default Map;
```
#### map.json
为了代码长度缩减,将用到的静态数据封装到`map.json`里面,`list`是地形布局,`mapPOS`则是每个棋盘对应的ID,其他的如此类推,`ALsit`与`BList`则是存储棋子的数组,顺序按照`listName`
```json
{
    "list": [
        0,0,2,3,2,0,0,
        0,0,0,2,0,0,0,
        0,0,0,0,0,0,0,
        0,1,1,0,1,1,0,
        0,1,1,0,1,1,0,
        0,1,1,0,1,1,0,
        0,0,0,0,0,0,0,
        0,0,0,2,0,0,0,
        0,0,2,3,2,0,0
    ],
    "mapPOS": [
         0,  1,  2,  3,  4,  5,  6,
         7,  8,  9, 10, 11, 12, 13,
        14, 15, 16, 17, 18, 19, 20,
        21, 22, 23, 24, 25, 26, 27,
        28, 29, 30, 31, 32, 33, 34,
        35, 36, 37, 38, 39, 40, 41,
        42, 43, 44, 45, 46, 47, 48,
        49, 50, 51, 52, 53, 54, 55,
        56, 57, 58, 59, 60, 61, 62
    ],
    "mapRiver":[
        22, 23, 25, 26,
        29, 30, 32, 33,
        36, 37, 39, 40
    ],
    "mapRiverBank":[
        15, 16, 18, 19,
        21, 24, 27,
        28, 31, 34,
        35, 38, 41,
        43, 44, 46, 47
    ],
    "mapTrap":[
        2, 4, 10, 52, 58 ,60
    ],
    "gameOver":[
        3, 59
    ],
    "listName":[
        "鼠","猫","狗","狼","豹","虎","狮","象"
    ],
    "AList":[
        20, 12,  8, 18, 16,  6,  0, 14
    ],
    "BList":[
        42, 50, 54, 44, 46, 56, 62, 48
    ]
}
```
### 棋子移动 && 规则特性 && 地形规则 && 游戏结束
#### gamemap(部分)
```javascript
const itemTouch = (e)=>{
    let point = Number(e.target.dataset.index);
    //判断是否为首次选子
    if(choose[0] === 99){//选子状态
      //合理判断
      if(nextPlayer === 'Red'){
        if(AList.indexOf(point) === -1){
          message.warn('选子错误!');
          return;
        }else{//合理 -> 记录棋子类型
          setChessType( AList.indexOf(point) );
        }
      }else{
        if(BList.indexOf(point) === -1){
          message.warn('选子错误!');
          return;
        }else{//合理 -> 记录棋子类型
          setChessType( BList.indexOf(point) );
        }
      }
      //合理 -> 选子
      setChoose([point,99]);
    }else{//落子状态
      //落子逻辑 -> 落子点判断
      const fristPoint = mapPOS.indexOf(choose[0]);
      const comparePoint = mapPOS.indexOf(point);
      const number = comparePoint - fristPoint;
      if( Math.abs(number) === 7 || Math.abs(number) === 1){//距离计算 value:1
        //下水判断
        if( mapRiver.indexOf(point) !== -1 ){// 落子点 是否为水
          if(chessType === 0){
          }else{
            message.warn('落子错误,只有鼠才能入水!');
            return
          }
        }
      }else if(chessType === 6 || chessType === 5){
        console.log(`当前位置:${choose[0]}`);
        if(mapRiverBank.indexOf(choose[0]) !== -1){//河岸判断
          if( Math.abs(number) === 28 || Math.abs(number) === 3){//距离计算 value:3 || 2
          }else{
            message.warn('落子错误,你怎么跃的?!');
            return;
          }
        }else{
          message.warn('落子错误,前往河岸才可跳跃!');
          return;
        }
      }else{
        message.warn('落子错误,行动格错误!');
        return;
      }
      // -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
      //   吃子 && 行动 逻辑过程
      // -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
      if(nextPlayer === 'Red'){//玩家判断 -> Red行动
        if( AList.indexOf(point) === -1){//踩子判断
          //吃子判断
          const enemy = BList.indexOf(point);
          if(enemy !== -1){// 落子点 踩敌判断
            // 踩敌 -> 大小比拼
            if( chessType >= enemy ){
              //列表移除
              BList[enemy] = 99;
            }else if( chessType === 0 && enemy === 7){//特殊点 1 鼠象关系
              //列表移除
              BList[enemy] = 99;
            }else if( mapTrap.indexOf(point) !== -1 ){//陷阱判断
              //列表移除
              BList[enemy] = 99;
            }else{
              message.warn(`落子错误,打不过!它比你大${enemy-chessType}级`);
              return;
            }
          }
          //棋格行动
          const obj = AList.indexOf(choose[0]);
          AList[obj] = point; 
        }else{
          message.warn('落子错误,落子点有同伴!');
          return;
        }
      }else{//Blue行动
        if( BList.indexOf(point) === -1){//踩子判断
          //吃子判断
          const enemy = AList.indexOf(point);
          if(enemy !== -1){// 落子点 踩敌判断
            // 踩敌 -> 大小比拼
            if( chessType >= enemy ){
              //列表移除
              AList[enemy] = 99;
            }else if( chessType === 0 && enemy === 7){
              //列表移除
              AList[enemy] = 99;
            }else if( mapTrap.indexOf(point) !== -1 ){//陷阱判断
              //列表移除
              AList[enemy] = 99;
            }else{
              message.warn(`落子错误,打不过!它比你大${enemy-chessType}级`);
              return;
            }
          }
          //棋格行动
          const obj = BList.indexOf(choose[0]);
          BList[obj] = point;
        }else{
          message.warn('落子错误,落子点有同伴!');
          return;
        }
      }
      //游戏结束状态判断
      if(gameOver.indexOf(point) !== -1){
        alert(`游戏结束,恭喜${nextPlayer}胜利\n点击确认重新开始!!`);
        window.location.reload();
      }
      //落子还原 -=-=- 结束动作
      setChoose([99,99]);
      setChessType(null);
      if( nextPlayer === 'Red' )setNextPlayer('Blue');
      else setNextPlayer('Red');
    }
  }
```
新人第一次发帖,欢迎大家指正批评。