Ejemplo n.º 1
0
        /// <summary>
        /// Function that will find all regular moves for this piece
        /// A regular move is a non-jump move
        /// </summary>
        /// <param name="tilePosition">The position of the tile to check jumps from</param>
        /// <param name="gameBoard">The gameboard</param>
        /// <param name="gameState">The current gamestate</param>
        /// <returns>A list of possible regular moves</returns>
        public List <GameMove> getRegularMoves(Vector2 tilePosition, CheckersBoard gameBoard, CheckersGameState gameState)
        {
            List <GameMove> regularMoves = new List <GameMove>();

            //Below is the logic for if the checkers piece is black
            if (color == PieceColor.Black)
            {
                //Get the two possible tiles a black piece could move to
                BoardTile topLeftTile  = gameBoard.getTileAt((int)tilePosition.X - 1, (int)tilePosition.Y - 1);
                BoardTile topRightTile = gameBoard.getTileAt((int)tilePosition.X + 1, (int)tilePosition.Y - 1);

                //If the tile exists on the board, add that tile as a possible move
                if (topLeftTile != null && topLeftTile.getOccupiedStatus() == PieceColor.None)
                {
                    regularMoves.Add(new GameMove(this, topLeftTile.position));
                }
                if (topRightTile != null && topRightTile.getOccupiedStatus() == PieceColor.None)
                {
                    regularMoves.Add(new GameMove(this, topRightTile.position));
                }
            }

            //Below is the logic for if the checkers piece is white
            if (color == PieceColor.White)
            {
                //Get the two possible tiles a black piece could move to
                BoardTile bottomLeftTile  = gameBoard.getTileAt((int)tilePosition.X - 1, (int)tilePosition.Y + 1);
                BoardTile bottomRightTile = gameBoard.getTileAt((int)tilePosition.X + 1, (int)tilePosition.Y + 1);

                //If the tile exists on the board, add that tile as a possible move
                if (bottomLeftTile != null && bottomLeftTile.getOccupiedStatus() == PieceColor.None)
                {
                    regularMoves.Add(new GameMove(this, bottomLeftTile.position));
                }
                if (bottomRightTile != null && bottomRightTile.getOccupiedStatus() == PieceColor.None)
                {
                    regularMoves.Add(new GameMove(this, bottomRightTile.position));
                }
            }
            return(regularMoves);
        }
Ejemplo n.º 2
0
 /// <summary>
 /// Copy constructor to make a new copy of this current state
 /// This constructor is used to create temporary states in the ai.
 /// </summary>
 /// <param name="gameState">The state to be copied</param>
 public CheckersGameState(CheckersGameState gameState)
 {
     whiteGamePieces = new List <CheckersPiece>();
     blackGamePieces = new List <CheckersPiece>();
     moveablePieces  = new List <CheckersPiece>();
     gameBoard       = new CheckersBoard(gameState.gameBoard);
     foreach (CheckersPiece piece in gameState.blackGamePieces)
     {
         CheckersPiece newPiece = new CheckersPiece(piece);
         //find the active game piece
         if (gameState.activeGamePiece != null && newPiece.position == gameState.activeGamePiece.position)
         {
             activeGamePiece = newPiece;
         }
         blackGamePieces.Add(newPiece);
     }
     foreach (CheckersPiece piece in gameState.whiteGamePieces)
     {
         CheckersPiece newPiece = new CheckersPiece(piece);
         //find the active game piece
         if (gameState.activeGamePiece != null && newPiece.position == gameState.activeGamePiece.position)
         {
             activeGamePiece = newPiece;
         }
         whiteGamePieces.Add(newPiece);
     }
     foreach (CheckersPiece piece in gameState.moveablePieces)
     {
         CheckersPiece newPiece = new CheckersPiece(piece);
         moveablePieces.Add(newPiece);
     }
     playerColor    = gameState.playerColor;
     aiColor        = gameState.aiColor;
     turnColor      = gameState.turnColor;
     jumpExists     = gameState.jumpExists;
     winner         = gameState.winner;
     numTurnsPassed = gameState.numTurnsPassed;
 }
Ejemplo n.º 3
0
        /// <summary>
        /// Function that will recursively find all the jump sequences possible by this piece
        /// </summary>
        /// <param name="tilePosition">The position of the tile to check jumps from</param>
        /// <param name="gameBoard">The gameboard</param>
        /// <param name="gameState">The current gamestate</param>
        /// <returns>A list of possible jumps</returns>
        public List <GameMove> getJumps(Vector2 tilePosition, CheckersBoard gameBoard, CheckersGameState gameState)
        {
            List <GameMove> jumps = new List <GameMove>();
            //Get all the possible tiles that could result with a jump
            BoardTile topLeftTile         = gameBoard.getTileAt((int)tilePosition.X - 1, (int)tilePosition.Y - 1);
            BoardTile topRightTile        = gameBoard.getTileAt((int)tilePosition.X + 1, (int)tilePosition.Y - 1);
            BoardTile bottomLeftTile      = gameBoard.getTileAt((int)tilePosition.X - 1, (int)tilePosition.Y + 1);
            BoardTile bottomRightTile     = gameBoard.getTileAt((int)tilePosition.X + 1, (int)tilePosition.Y + 1);
            BoardTile topLeftJumpTile     = gameBoard.getTileAt((int)tilePosition.X - 2, (int)tilePosition.Y - 2);
            BoardTile topRightJumpTile    = gameBoard.getTileAt((int)tilePosition.X + 2, (int)tilePosition.Y - 2);
            BoardTile bottomLeftJumpTile  = gameBoard.getTileAt((int)tilePosition.X - 2, (int)tilePosition.Y + 2);
            BoardTile bottomRightJumpTile = gameBoard.getTileAt((int)tilePosition.X + 2, (int)tilePosition.Y + 2);

            //Set the enemy color
            PieceColor enemyColor;

            if (this.color == PieceColor.Black)
            {
                enemyColor = PieceColor.White;
            }
            else
            {
                enemyColor = PieceColor.Black;
            }

            //The below four if-elses will basically determine if there was a piece of the enemy color was jumped over
            //by moving to a tile 2 diagonal tiles away. If there was a jump, it will mark the piece that it just jumped over
            //and then recursively look for any other following jumps from that tile.
            if (topLeftTile != null && topLeftTile.getOccupiedStatus() == enemyColor)
            {
                //Get the piece that was jumped over
                CheckersPiece adjacentPiece = gameState.getPiece(enemyColor, topLeftTile.position);
                if (topLeftJumpTile != null && topLeftJumpTile.getOccupiedStatus() == PieceColor.None && adjacentPiece.justJumpedOver == false)
                {
                    //mark the piece as jumped over
                    adjacentPiece.justJumpedOver = true;
                    //Find any jumps from the new tile position
                    List <GameMove> sequenceJumps = getJumps(topLeftJumpTile.position, gameBoard, gameState);

                    //If there was no following jump then add the jump to the list of jump
                    if (sequenceJumps.Count == 0)
                    {
                        GameMove newJump = (new GameMove(this, topLeftJumpTile.position));
                        newJump.capturedPieces.Add(adjacentPiece);
                        jumps.Add(newJump);
                    }
                    //Else for each following jump, add the piece the first jump captured to the list of captured pieces
                    else
                    {
                        foreach (GameMove jump in sequenceJumps)
                        {
                            //GameMove newJump = (new GameMove(this, jump.destinationPosition));
                            //jump.capturedPieces = jump.capturedPieces;
                            jump.capturedPieces.Add(adjacentPiece);
                            jumps.Add(jump);
                        }
                    }
                }
            }
            if (topRightTile != null && topRightTile.getOccupiedStatus() == enemyColor)
            {
                CheckersPiece adjacentPiece = gameState.getPiece(enemyColor, topRightTile.position);
                if (topRightJumpTile != null && topRightJumpTile.getOccupiedStatus() == PieceColor.None && adjacentPiece.justJumpedOver == false)
                {
                    //get any jumps from that tile
                    adjacentPiece.justJumpedOver = true;
                    List <GameMove> sequenceJumps = getJumps(topRightJumpTile.position, gameBoard, gameState);

                    if (sequenceJumps.Count == 0)
                    {
                        GameMove newJump = (new GameMove(this, topRightJumpTile.position));
                        newJump.capturedPieces.Add(adjacentPiece);
                        jumps.Add(newJump);
                    }
                    else
                    {
                        foreach (GameMove jump in sequenceJumps)
                        {
                            GameMove newJump = (new GameMove(this, jump.destinationPosition));
                            newJump.capturedPieces = jump.capturedPieces;
                            newJump.capturedPieces.Add(adjacentPiece);
                            jumps.Add(newJump);
                        }
                    }
                }
            }
            if (bottomLeftTile != null && bottomLeftTile.getOccupiedStatus() == enemyColor)
            {
                CheckersPiece adjacentPiece = gameState.getPiece(enemyColor, bottomLeftTile.position);
                if (bottomLeftJumpTile != null && bottomLeftJumpTile.getOccupiedStatus() == PieceColor.None && adjacentPiece.justJumpedOver == false)
                {
                    //get any jumps from that tile
                    adjacentPiece.justJumpedOver = true;
                    List <GameMove> sequenceJumps = getJumps(bottomLeftJumpTile.position, gameBoard, gameState);

                    if (sequenceJumps.Count == 0)
                    {
                        GameMove newJump = (new GameMove(this, bottomLeftJumpTile.position));
                        newJump.capturedPieces.Add(adjacentPiece);
                        jumps.Add(newJump);
                    }
                    else
                    {
                        foreach (GameMove jump in sequenceJumps)
                        {
                            GameMove newJump = (new GameMove(this, jump.destinationPosition));
                            newJump.capturedPieces = jump.capturedPieces;
                            newJump.capturedPieces.Add(adjacentPiece);
                            jumps.Add(newJump);
                        }
                    }
                }
            }
            if (bottomRightTile != null && bottomRightTile.getOccupiedStatus() == enemyColor)
            {
                CheckersPiece adjacentPiece = gameState.getPiece(enemyColor, bottomRightTile.position);
                if (bottomRightJumpTile != null && bottomRightJumpTile.getOccupiedStatus() == PieceColor.None && adjacentPiece.justJumpedOver == false)
                {
                    //get any jumps from that tile
                    adjacentPiece.justJumpedOver = true;
                    List <GameMove> sequenceJumps = getJumps(bottomRightJumpTile.position, gameBoard, gameState);

                    if (sequenceJumps.Count == 0)
                    {
                        GameMove newJump = (new GameMove(this, bottomRightJumpTile.position));
                        newJump.capturedPieces.Add(adjacentPiece);
                        jumps.Add(newJump);
                    }
                    else
                    {
                        foreach (GameMove jump in sequenceJumps)
                        {
                            GameMove newJump = (new GameMove(this, jump.destinationPosition));
                            newJump.capturedPieces = jump.capturedPieces;
                            newJump.capturedPieces.Add(adjacentPiece);
                            jumps.Add(newJump);
                        }
                    }
                }
            }

            return(jumps);
        }