Ejemplo n.º 1
0
        public override List <Move> Moves(Chessboard board, Cell position)
        {
            var moves = new List <Move>();
            int fwd   = team == Team.white ? 1 : -1;

            var nP = position.NewWithOffset(-1, fwd);

            if (board.GetCellState(nP, team) == CellState.enemy)
            {
                moves.Add(new Move {
                    piece = this, from = position, to = nP
                });
            }

            nP = position.NewWithOffset(1, fwd);
            if (board.GetCellState(nP, team) == CellState.enemy)
            {
                moves.Add(new Move {
                    piece = this, from = position, to = nP
                });
            }

            nP = position.NewWithOffset(0, fwd);
            if (board.GetCellState(nP, team) == CellState.empty)
            {
                moves.Add(new Move {
                    piece = this, from = position, to = nP
                });
            }

            if (position.Y == 1 || position.Y == Chessboard.dim - 2)
            {
                nP = position.NewWithOffset(0, fwd * 2);
                if (board.GetCellState(nP, team) == CellState.empty && board.GetCellState(position.NewWithOffset(0, fwd), team) == CellState.empty)
                {
                    moves.Add(new Move {
                        piece = this, from = position, to = nP
                    });
                }
            }

            return(moves);
        }
Ejemplo n.º 2
0
        protected List <Cell> menaceStraight(Chessboard board, Cell point, Cell direction)
        {
            var menacing = new List <Cell>();

            var nP = point.NewWithOffset(direction.X, direction.Y);
            var cs = board.GetCellState(nP, team);

            while (cs != CellState.invalidPos)
            {
                menacing.Add(nP);
                if (cs == CellState.enemy || cs == CellState.ally)
                {
                    break;
                }
                nP = nP.NewWithOffset(1, 1);
                cs = board.GetCellState(nP, team);
            }

            return(menacing);
        }
Ejemplo n.º 3
0
        public override List <Cell> CouldMenace(Chessboard board, Cell point)
        {
            var menacing = new List <Cell>();
            int fwd      = team == Team.white ? 1 : -1;

            var nP = point.NewWithOffset(-1, fwd);

            if (board.GetCellState(nP, team) != CellState.invalidPos)
            {
                menacing.Add(nP);
            }

            nP = point.NewWithOffset(1, fwd);
            if (board.GetCellState(nP, team) != CellState.invalidPos)
            {
                menacing.Add(nP);
            }

            return(menacing);
        }
Ejemplo n.º 4
0
        protected List <Move> moveStraight(Chessboard board, Cell position, Cell direction)
        {
            var moves = new List <Move>();
            var nP    = position.NewWithOffset(direction.X, direction.Y);
            var cs    = board.GetCellState(nP, team);

            while (cs != CellState.invalidPos && cs != CellState.ally)
            {
                moves.Add(new Move {
                    piece = this, from = position, to = nP
                });
                if (cs == CellState.enemy)
                {
                    break;
                }
                nP = nP.NewWithOffset(direction.X, direction.Y);
                cs = board.GetCellState(nP, team);
            }

            return(moves);
        }
Ejemplo n.º 5
0
        public override List <Move> Moves(Chessboard board, Cell position)
        {
            var moves = new List <Move>();

            var neighbors = board.GetNeighborCells(position);

            foreach (var cell in neighbors)
            {
                var cs = board.GetCellState(cell, team);
                if (cs != CellState.invalidPos && cs != CellState.ally) // FIXME: redundant check because GetNeighborCells does not return invalid cells
                {
                    moves.Add(new Move {
                        piece = this, from = position, to = cell
                    });
                }
            }

            return(moves);
        }
Ejemplo n.º 6
0
        public override List <Cell> CouldMenace(Chessboard board, Cell point)
        {
            var menacing = new List <Cell>();

            var nP = point.NewWithOffset(-2, -1);
            var cs = board.GetCellState(nP, team);

            if (cs != CellState.invalidPos)
            {
                menacing.Add(nP);
            }

            nP = point.NewWithOffset(-1, -2);
            cs = board.GetCellState(nP, team);
            if (cs != CellState.invalidPos)
            {
                menacing.Add(nP);
            }

            nP = point.NewWithOffset(+2, -1);
            cs = board.GetCellState(nP, team);
            if (cs != CellState.invalidPos)
            {
                menacing.Add(nP);
            }

            nP = point.NewWithOffset(-1, +2);
            cs = board.GetCellState(nP, team);
            if (cs != CellState.invalidPos)
            {
                menacing.Add(nP);
            }

            nP = point.NewWithOffset(+1, -2);
            cs = board.GetCellState(nP, team);
            if (cs != CellState.invalidPos)
            {
                menacing.Add(nP);
            }

            nP = point.NewWithOffset(-2, +1);
            cs = board.GetCellState(nP, team);
            if (cs != CellState.invalidPos)
            {
                menacing.Add(nP);
            }

            nP = point.NewWithOffset(+1, +2);
            cs = board.GetCellState(nP, team);
            if (cs != CellState.invalidPos)
            {
                menacing.Add(nP);
            }

            nP = point.NewWithOffset(+2, +1);
            cs = board.GetCellState(nP, team);
            if (cs != CellState.invalidPos)
            {
                menacing.Add(nP);
            }

            return(menacing);
        }
Ejemplo n.º 7
0
        public override List <Move> Moves(Chessboard board, Cell position)
        {
            var moves = new List <Move>();

            var nP = position.NewWithOffset(-2, -1);
            var cs = board.GetCellState(nP, team);

            if (cs != CellState.invalidPos && cs != CellState.ally)
            {
                moves.Add(new Move {
                    piece = this, from = position, to = nP
                });
            }

            nP = position.NewWithOffset(-1, -2);
            cs = board.GetCellState(nP, team);
            if (cs != CellState.invalidPos && cs != CellState.ally)
            {
                moves.Add(new Move {
                    piece = this, from = position, to = nP
                });
            }

            nP = position.NewWithOffset(+2, -1);
            cs = board.GetCellState(nP, team);
            if (cs != CellState.invalidPos && cs != CellState.ally)
            {
                moves.Add(new Move {
                    piece = this, from = position, to = nP
                });
            }

            nP = position.NewWithOffset(-1, +2);
            cs = board.GetCellState(nP, team);
            if (cs != CellState.invalidPos && cs != CellState.ally)
            {
                moves.Add(new Move {
                    piece = this, from = position, to = nP
                });
            }

            nP = position.NewWithOffset(+1, -2);
            cs = board.GetCellState(nP, team);
            if (cs != CellState.invalidPos && cs != CellState.ally)
            {
                moves.Add(new Move {
                    piece = this, from = position, to = nP
                });
            }

            nP = position.NewWithOffset(-2, +1);
            cs = board.GetCellState(nP, team);
            if (cs != CellState.invalidPos && cs != CellState.ally)
            {
                moves.Add(new Move {
                    piece = this, from = position, to = nP
                });
            }

            nP = position.NewWithOffset(+1, +2);
            cs = board.GetCellState(nP, team);
            if (cs != CellState.invalidPos && cs != CellState.ally)
            {
                moves.Add(new Move {
                    piece = this, from = position, to = nP
                });
            }

            nP = position.NewWithOffset(+2, +1);
            cs = board.GetCellState(nP, team);
            if (cs != CellState.invalidPos && cs != CellState.ally)
            {
                moves.Add(new Move {
                    piece = this, from = position, to = nP
                });
            }

            return(moves);
        }