public static List<Coordinate> GetMoves(Coordinate current, AI game)
    {
        List<Coordinate> moves = new List<Coordinate>();

        int file, rank;

        // Up-Right
        for (file = current.File + 1, rank = current.Rank + 1; file < 9 && rank < 9; file++, rank++)
        {
            Coordinate c = new Coordinate(file, rank);
            moves.Add(c);
            if (game.PieceExistsAt(c))
            {
                break;
            }
        }

        // Up-Left
        for (file = current.File - 1, rank = current.Rank + 1; file > 0 && rank < 9; file--, rank++)
        {
            Coordinate c = new Coordinate(file, rank);
            moves.Add(c);
            if (game.PieceExistsAt(c))
            {
                break;
            }
        }

        // Down-Right
        for (file = current.File + 1, rank = current.Rank - 1; file < 9 && rank > 0; file++, rank--)
        {
            Coordinate c = new Coordinate(file, rank);
            moves.Add(c);
            if (game.PieceExistsAt(c))
            {
                break;
            }
        }

        // Down-Left
        for (file = current.File - 1, rank = current.Rank - 1; file > 0 && rank > 0; file--, rank--)
        {
            Coordinate c = new Coordinate(file, rank);
            moves.Add(c);
            if (game.PieceExistsAt(c))
            {
                break;
            }
        }

        return moves;
    }
Beispiel #2
0
    public static List<Coordinate> GetMoves(Coordinate current, AI game)
    {
        // The pawn, himself
        Piece pawn = game.GetPieceAt(current);

        // List of moves this pawn can make
        List<Coordinate> moves = new List<Coordinate>();
        
        // Rank multiplier dependant on piece color
        int color = game.IsWhite(pawn) ? 1 : -1;

        // If a pawn is in its corresponding start position (hasn't moved), then we want to handle
        // it being able to move forward two spaces in addition to just one.
        if (pawn.ExpectedRank == (color == 1 ? 2 : 7))
        {
            // There must be no pieces in the way to move forward two
            if (!game.PieceExistsAt(new Coordinate(current.File, current.Rank + 1 * color)) &&
                !game.PieceExistsAt(new Coordinate(current.File, current.Rank + 2 * color)))
            {
                moves.Add(new Coordinate(current.File, current.Rank + 2 * color));
            }
        }

        // Straight move forward 1
        if (!game.PieceExistsAt(new Coordinate(current.File, current.Rank + 1 * color)))
        {
            moves.Add(new Coordinate(current.File, current.Rank + 1 * color));
        }

        // Attack!
        moves.AddRange(GetAttackMoves(current, game));

        // En Passant
        moves.AddRange(EnPassant(current, game));

        return moves;
    }