/// <summary> /// Get any legal move from the current position on the provided board. /// </summary> /// <param name="board">The state of the game.</param> /// <param name="pos">The piece/position to check for valid moves.</param> /// <param name="verify_check">Whether or not to recurse and check if the current move puts you in check.</param> /// <returns>A list of positions the piece can move to.</returns> public static List <Position> getLegalMove(BoardHelper board, Position pos, bool verify_check = true) { piece_t p = board.Grid[pos.number][pos.letter]; if (p.piece == PieceType.None) { return(new List <Position>()); } switch (p.piece) { case PieceType.Pawn: return(LegalMoveSet.Pawn(board, pos, verify_check)); case PieceType.Rook: return(LegalMoveSet.Rook(board, pos, verify_check)); case PieceType.Knight: return(LegalMoveSet.Knight(board, pos, verify_check)); case PieceType.Bishop: return(LegalMoveSet.Bishop(board, pos, verify_check)); case PieceType.Queen: return(LegalMoveSet.Queen(board, pos, verify_check)); case PieceType.King: return(LegalMoveSet.King(board, pos, verify_check)); default: return(new List <Position>()); } }
private static List <Position> Rook(BoardHelper board, Position pos, bool verify_check = true) { List <Position> moves = new List <Position>(); piece_t p = board.Grid[pos.number][pos.letter]; if (p.piece == PieceType.None) { return(moves); } // slide along vert/hor for possible moves moves.AddRange(Slide(board, p.player, pos, new Position(1, 0))); moves.AddRange(Slide(board, p.player, pos, new Position(-1, 0))); moves.AddRange(Slide(board, p.player, pos, new Position(0, 1))); moves.AddRange(Slide(board, p.player, pos, new Position(0, -1))); if (verify_check)// make sure each move doesn't put us in check { for (int i = moves.Count - 1; i >= 0; i--) { BoardHelper b2 = LegalMoveSet.move(board, new Move(pos, moves[i])); if (isCheck(b2, p.player)) { moves.RemoveAt(i); } } } return(moves); }
public void Config(bool firstCall, BoardData board, PieceSide turn) { if (firstCall) { AI.GetInstance().UpdateFirstCall(false); Grid = new piece_t[Const.RowCount][]; for (int i = 0; i < Const.RowCount; i++) { Grid[i] = new piece_t[Const.ColCount]; for (int j = 0; j < Const.ColCount; j++) { if (board.ArrPiece[j, i] != null) { Grid[i][j] = new piece_t(board.ArrPiece[j, i].Type, board.ArrPiece[j, i].Side); } else { Grid[i][j] = new piece_t(PieceType.None, PieceSide.White); } } } LastMove = new Dictionary <PieceSide, Position>(); LastMove[PieceSide.Black] = new Position(); LastMove[PieceSide.White] = new Position(); Kings = new Dictionary <PieceSide, Position>(); Pieces = new Dictionary <PieceSide, List <Position> >(); List <Position> blackPos = new List <Position>(); List <Position> whitePos = new List <Position>(); for (int i = 0; i < Const.RowCount; i++) { for (int j = 0; j < Const.ColCount; j++) { Piece temp = BoardData.GetInstance().ArrPiece[j, i]; if (temp != null) { if (temp.Side == PieceSide.Black) { if (temp.Type == PieceType.King) { Kings[PieceSide.Black] = new Position(temp.Position.X, temp.Position.Y); } blackPos.Add(new Position(temp.Position.X, temp.Position.Y)); } else { if (temp.Type == PieceType.King) { Kings[PieceSide.White] = new Position(temp.Position.X, temp.Position.Y); } whitePos.Add(new Position(temp.Position.X, temp.Position.Y)); } } } } Pieces.Add(PieceSide.Black, blackPos); Pieces.Add(PieceSide.White, whitePos); } }
public BoardHelper(BoardHelper copy) { // init piece position lists Pieces = new Dictionary <PieceSide, List <Position> >(); Pieces.Add(PieceSide.Black, new List <Position>()); Pieces.Add(PieceSide.White, new List <Position>()); // init board grid to copy locations Grid = new piece_t[8][]; for (int i = 0; i < 8; i++) { Grid[i] = new piece_t[8]; for (int j = 0; j < 8; j++) { Grid[i][j] = new piece_t(copy.Grid[i][j]); // add piece location to list if (Grid[i][j].piece != PieceType.None) { Pieces[Grid[i][j].player].Add(new Position(j, i)); } } } // copy last known move LastMove = new Dictionary <PieceSide, Position>(); LastMove[PieceSide.Black] = new Position(copy.LastMove[PieceSide.Black]); LastMove[PieceSide.White] = new Position(copy.LastMove[PieceSide.White]); // copy king locations Kings = new Dictionary <PieceSide, Position>(); Kings[PieceSide.Black] = new Position(copy.Kings[PieceSide.Black]); Kings[PieceSide.White] = new Position(copy.Kings[PieceSide.White]); }
private static List <Position> Knight(BoardHelper board, Position pos, bool verify_check = true) { List <Position> moves = new List <Position>(); piece_t p = board.Grid[pos.number][pos.letter]; if (p.piece == PieceType.None) { return(moves); } // collect all relative moves possible List <Position> relative = new List <Position>(); relative.Add(new Position(2, 1)); relative.Add(new Position(2, -1)); relative.Add(new Position(-2, 1)); relative.Add(new Position(-2, -1)); relative.Add(new Position(1, 2)); relative.Add(new Position(-1, 2)); relative.Add(new Position(1, -2)); relative.Add(new Position(-1, -2)); // iterate moves foreach (Position move in relative) { Position moved = new Position(move.letter + pos.letter, move.number + pos.number); // bounds check if (moved.letter < 0 || moved.letter > 7 || moved.number < 0 || moved.number > 7) { continue; } // if empty space or attacking if (board.Grid[moved.number][moved.letter].piece == PieceType.None || board.Grid[moved.number][moved.letter].player != p.player) { moves.Add(moved); } } if (verify_check)// make sure each move doesn't put us in check { for (int i = moves.Count - 1; i >= 0; i--) { BoardHelper b2 = LegalMoveSet.move(board, new Move(pos, moves[i])); if (isCheck(b2, p.player)) { moves.RemoveAt(i); } } } return(moves); }
public piece_t(piece_t copy) { this.piece = copy.piece; this.player = copy.player; this.lastPosition = copy.lastPosition; }
private static List <Position> Pawn(BoardHelper board, Position pos, bool verify_check = true) { List <Position> moves = new List <Position>(); piece_t p = board.Grid[pos.number][pos.letter]; if (p.piece == PieceType.None) { return(moves); } // gather relative moves List <Position> relative = new List <Position>(); relative.Add(new Position(-1, 1 * ((p.player == PieceSide.Black) ? -1 : 1))); relative.Add(new Position(0, 1 * ((p.player == PieceSide.Black) ? -1 : 1))); relative.Add(new Position(0, 2 * ((p.player == PieceSide.Black) ? -1 : 1))); relative.Add(new Position(1, 1 * ((p.player == PieceSide.Black) ? -1 : 1))); // iterate moves foreach (Position move in relative) { Position moved = new Position(move.letter + pos.letter, move.number + pos.number); // bounds check if (moved.letter < 0 || moved.letter > 7 || moved.number < 0 || moved.number > 7) { continue; } // double forward move if (moved.letter == pos.letter && board.Grid[moved.number][moved.letter].piece == PieceType.None && Math.Abs(moved.number - pos.number) == 2) { // check the first step int step = -((moved.number - pos.number) / (Math.Abs(moved.number - pos.number))); bool hasnt_moved = pos.number == ((p.player == PieceSide.Black) ? 6 : 1); if (board.Grid[moved.number + step][moved.letter].piece == PieceType.None && hasnt_moved) { moves.Add(moved); } } // if it's not blocked we can move forward else if (moved.letter == pos.letter && board.Grid[moved.number][moved.letter].piece == PieceType.None) { moves.Add(moved); } // angled attack else if (moved.letter != pos.letter && board.Grid[moved.number][moved.letter].piece != PieceType.None && board.Grid[moved.number][moved.letter].player != p.player) { moves.Add(moved); } // en passant else if (isEnPassant(board, new Move(pos, moved))) { moves.Add(moved); } } if (verify_check)// make sure each move doesn't put us in check { for (int i = moves.Count - 1; i >= 0; i--) { BoardHelper b2 = LegalMoveSet.move(board, new Move(pos, moves[i])); if (isCheck(b2, p.player)) { moves.RemoveAt(i); } } } return(moves); }
private static List <Position> King(BoardHelper board, Position pos, bool verify_check = true) { List <Position> moves = new List <Position>(); piece_t p = board.Grid[pos.number][pos.letter]; if (p.piece == PieceType.None) { return(moves); } // collect all relative moves possible List <Position> relative = new List <Position>(); relative.Add(new Position(-1, 1)); relative.Add(new Position(0, 1)); relative.Add(new Position(1, 1)); relative.Add(new Position(-1, 0)); relative.Add(new Position(1, 0)); relative.Add(new Position(-1, -1)); relative.Add(new Position(0, -1)); relative.Add(new Position(1, -1)); // Iterate moves foreach (Position move in relative) { Position moved = new Position(move.letter + pos.letter, move.number + pos.number); // bound check if (moved.letter < 0 || moved.letter > 7 || moved.number < 0 || moved.number > 7) { continue; } // if it's not blocked we can move if (board.Grid[moved.number][moved.letter].piece == PieceType.None || board.Grid[moved.number][moved.letter].player != p.player) { if (verify_check) // make sure we don't put ourselves in check { BoardHelper b2 = LegalMoveSet.move(board, new Move(pos, moved)); if (!isCheck(b2, p.player)) { moves.Add(moved); } } else { moves.Add(moved); } } } // Castling /* A king can only castle if: * king has not moved * rook has not moved * king is not in check * king does not end up in check * king does not pass through any other peieces * king does not pass through any squares under attack * king knows secret handshake */ if (verify_check) { if (!isCheck(board, p.player) && p.lastPosition.Equals(new Position(-1, -1))) { bool castleRight = allowCastle(board, p.player, pos, true); bool castleLeft = allowCastle(board, p.player, pos, false); if (castleRight) { moves.Add(new Position(6, pos.number)); } if (castleLeft) { moves.Add(new Position(2, pos.number)); } } } return(moves); }