Beispiel #1
0
 public void DoGameTurn()
 {
     DoMove();
     //If new move is replacing previous move without redo
     if (GameBoard.TurnCounter != GameBoard.TempTurnCounter && !IsNextMoveRedo)
     {
         MoveHistory.RemoveAll(item =>
         {
             int index = MoveHistory.IndexOf(item);
             return(index > GameBoard.TempTurnCounter - 1);
         });
         GameBoard.TurnCounter = GameBoard.TempTurnCounter;
     }
     //If redo move replayed
     if (IsNextMoveRedo)
     {
         GameBoard.TempTurnCounter += 1;
         IsPlayerWTurn              = (GameBoard.TempTurnCounter % 2 != 1);
     }
     //If standard move
     else
     {
         GameBoard.TurnCounter    += 1;
         GameBoard.TempTurnCounter = GameBoard.TurnCounter;
         IsPlayerWTurn             = (GameBoard.TurnCounter % 2 != 1);
         MoveHistory.Add(new List <int>(Move));
     }
     IsNextMoveRedo = false;
     if (IsGameEndTriggered(GameBoard.GameArray))
     {
     }
 }
Beispiel #2
0
 public void Move(Direction direction)
 {
     LastMove = new Move(State, direction);
     MoveHistory.Add(LastMove);
     State = LastMove.EndState;
     ULongMagic.SetRandomSquare(ref State, rnd);
 }
Beispiel #3
0
        private void BackgroundWorkCompleted(object sender, RunWorkerCompletedEventArgs e)
        {
            if (!e.Cancelled)
            {
                _lastSearch = (SearchResult)e.Result;

                if (_lastSearch.BestMove >= 0 && CurrentState.IsValidMove(_lastSearch.BestMove))
                {
                    bool growthHappened = CurrentState.MakeMove(_lastSearch.BestMove);

                    MoveHistory.Add(_lastSearch.BestMove);
                    if (growthHappened)
                    {
                        MoveHistory.Add(Constants.AllGrowMove);
                    }
                    OnMoveMade?.Invoke(growthHappened);

                    if (CurrentState.State == GameState.GameOver)
                    {
                        OnGameOver?.Invoke(CurrentState.Winner, CurrentState.Winner == Player.Draw ? VictoryType.InfiniteEruption : VictoryType.AntipodePathCreation);
                    }
                    else
                    {
                        ComputerPlay();
                    }
                }
                else
                {
                    // If an engine doesn't find a move, then he adjourns the game
                    CurrentState.Winner = CurrentState.Player == Player.One ? Player.Two : Player.One;
                    OnGameOver?.Invoke(CurrentState.Winner, _lastSearch.Timeout ? VictoryType.OpponentTimeout : VictoryType.ArenaAdjudication);
                }
            }
        }
Beispiel #4
0
        public void ApplyMove(IGameMove move)
        {
            TicTacToeMove m = move as TicTacToeMove;

            SetPosition(m.Position, CurrentPlayer);
            MoveHistory.Add(m);
            mPlayer   = -mPlayer;
            mGameOver = GameIsOver();
        }
Beispiel #5
0
        public void ApplyMove(IGameMove move)
        {
            TicTacToeMove m = move as TicTacToeMove;

            SetPosition(m.Position, CurrentPlayer);
            mWeight += mPlayer * mWeights[m.Position.Row, m.Position.Col];
            MoveHistory.Add(m);
            mPlayer   = -mPlayer;
            mGameOver = GameIsOver();
        }
Beispiel #6
0
        public void MakeMove(int move)
        {
            if (CurrentState.IsValidMove(move))
            {
                bool growthHappened = CurrentState.MakeMove(move);

                MoveHistory.Add(move);
                if (growthHappened)
                {
                    MoveHistory.Add(Constants.AllGrowMove);
                }
                OnMoveMade?.Invoke(growthHappened);

                if (CurrentState.State == GameState.GameOver)
                {
                    OnGameOver?.Invoke(CurrentState.Winner, CurrentState.Winner == Player.Draw ? VictoryType.InfiniteEruption : VictoryType.AntipodePathCreation);
                }
                else
                {
                    ComputerPlay();
                }
            }
        }
Beispiel #7
0
        public override string Move(Cell Target, Board ChessBoard)
        {
            MoveHistory.Add(Pos.GetBoardPosition() + " => " + Target.Figure.Pos.GetBoardPosition());

            if ((this.Color.Equals(ChessColor.White) && Target.Figure.Pos.Y == 0) ||
                (this.Color.Equals(ChessColor.Black) && Target.Figure.Pos.Y == 7))
            {
                PawnPromotion NewPP = new PawnPromotion(this);
                NewPP.Owner = Application.Current.MainWindow;

                NewPP.ShowDialog();
                ChessBoard.cells[Pos.X, Pos.Y].Figure = (BaseFigure)Activator.CreateInstance(NewPP.PromotionType, Pos, Color);
            }

            Position TempPos = Target.Figure.Pos;

            Target.Figure = ChessBoard.cells[Pos.X, Pos.Y].Figure;

            ChessBoard.cells[Pos.X, Pos.Y].Figure = new BaseFigure(Pos);
            Target.Figure.Pos = TempPos;

            return(MoveHistory[MoveHistory.Count - 1]);
        }
Beispiel #8
0
        public void AddToMoveHistory(Square fromSquare, Square toSquare, Piece capturedPiece, bool queensideCastle, bool kingsideCastle, CheckStatus checkStatus)
        {
            int turnNumber = 1;

            if (MoveHistory.Count > 0)
            {
                if (MoveHistory.Last().Piece.Color == Color.White)
                {
                    turnNumber = MoveHistory.Last().TurnNumber;
                }
                else
                {
                    turnNumber = MoveHistory.Last().TurnNumber + 1;
                }
            }
            if (capturedPiece == null)
            {
                MoveHistory.Add(new Move(turnNumber, toSquare.Piece, fromSquare, toSquare, queensideCastle, kingsideCastle, checkStatus));
            }
            else
            {
                MoveHistory.Add(new Move(turnNumber, toSquare.Piece, capturedPiece, fromSquare, toSquare, queensideCastle, kingsideCastle, checkStatus));
            }
        }
Beispiel #9
0
        private void RedoButton_Click(object sender, RoutedEventArgs e)
        {
            if (UndoHistory.Count < 1)
            {
                return;
            }

            Untrack();

            Move lastMove = UndoHistory.Last();

            Cell target = BoardGrid.GetCellAt(lastMove.Target);

            target.Selected = false;
            target.Filled   = true;
            Cell source = BoardGrid.GetCellAt(lastMove.Source);
            Cell middle = BoardGrid.GetMiddleCell(source, target);

            middle.Filled = false;
            source.Filled = false;

            MoveHistory.Add(lastMove);
            UndoHistory.RemoveAt(UndoHistory.Count - 1);
        }
 private void OnEnable()
 {
     Message.Subscribe <UndoRequested>(_ => history.Undo(), this);
     Message.Subscribe <LevelReset>(_ => history.Reset(), this);
     Message.Subscribe <PieceMoved>(p => history.Add(p), this);
 }
Beispiel #11
0
        /// <summary>
        /// Applies the given move to the board state.
        /// </summary>
        /// <param name="m">a move that is assumed to be valid</param>
        public void ApplyMove(IGameMove move)
        {
            OthelloMove m = move as OthelloMove;

            // If the move is a pass, then we do very little.
            if (m.IsPass)
            {
                PassCount++;
            }
            else
            {
                PassCount = 0;
                // Otherwise update the board at the move's position with the current player.
                mBoard[m.Position.Row, m.Position.Col] = (sbyte)mCurrentPlayer;
                Value  += mCurrentPlayer;
                Weight += mCurrentPlayer * mWeights[m.Position.Row, m.Position.Col];

                // Iterate through all 8 directions radially from the move's position.
                for (int rDelta = -1; rDelta <= 1; rDelta++)
                {
                    for (int cDelta = -1; cDelta <= 1; cDelta++)
                    {
                        if (rDelta == 0 && cDelta == 0)
                        {
                            continue;
                        }

                        // Repeatedly move in the selected direction, as long as we find "enemy" squares.
                        BoardPosition newPos = m.Position;
                        int           steps  = 0;
                        do
                        {
                            newPos = newPos.Translate(rDelta, cDelta);
                            steps++;
                        } while (PositionInBounds(newPos) && PositionIsEnemy(newPos, mCurrentPlayer));

                        // This is a valid direction of flips if we moved at least 2 squares, and ended in bounds and on a
                        // "friendly" square.
                        if (steps > 1 && PositionInBounds(newPos) && mBoard[newPos.Row, newPos.Col] == mCurrentPlayer)
                        {
                            // Record this direction in the move's flipsets so the move can be undone.
                            m.AddFlipSet(
                                new OthelloMove.FlipSet()
                            {
                                RowDelta = rDelta,
                                ColDelta = cDelta,
                                Count    = steps - 1
                            });
                            // The FlipSet constructor takes no parameters; this syntax allows us to construct a FlipSet
                            // and initialize many of its properties in one expression.

                            // Repeatedly walk back the way we came, updating the board with the current player's piece.
                            newPos = newPos.Translate(-rDelta, -cDelta);
                            while (steps > 1)
                            {
                                mBoard[newPos.Row, newPos.Col] = (sbyte)mCurrentPlayer;
                                Value  += 2 * mCurrentPlayer;
                                Weight += 2 * mCurrentPlayer * mWeights[newPos.Row, newPos.Col];

                                newPos = newPos.Translate(-rDelta, -cDelta);
                                steps--;
                            }
                        }
                    }
                }
            }
            // Update the rest of the board state.
            mCurrentPlayer = -mCurrentPlayer;
            MoveHistory.Add(m);
        }
Beispiel #12
0
 public void SetPosition(MovePosition movePosition)
 {
     MovePosition = movePosition;
     MoveHistory.Add(MovePosition);
 }
Beispiel #13
0
 private void SaveMove(Cell source, Cell target)
 {
     MoveHistory.Add(new Move(source.Position, target.Position));
     UndoHistory.Clear();
 }