Ejemplo n.º 1
0
        /// <summary>
        /// Updates what types of castling is possible after the move has been performed. 
        /// </summary>
        /// <param name="afterState">The "BoardState" to update.</param>
        protected void SetCastlingAvailabilety(ref BoardState afterState)
        {
            switch (m_from)
            {
                case Square.E1:
                    afterState.WhiteCanCastleLong = false;
                    afterState.WhiteCanCastleShort = false;
                break;

                case Square.E8:
                    afterState.BlackCanCastleLong = false;
                    afterState.BlackCanCastleShort = false;
                break;

                case Square.A1:
                    afterState.WhiteCanCastleLong = false;
                break;

                case Square.A8:
                    afterState.BlackCanCastleLong = false;
                break;

                case Square.H1:
                    afterState.WhiteCanCastleShort = false;
                break;

                case Square.H8:
                    afterState.BlackCanCastleShort = false;
                break;
            }

            switch (m_to)
            {
                case Square.A1:
                    afterState.WhiteCanCastleLong = false;
                break;

                case Square.A8:
                    afterState.BlackCanCastleLong = false;
                break;

                case Square.H1:
                    afterState.WhiteCanCastleShort = false;
                break;

                case Square.H8:
                    afterState.BlackCanCastleShort = false;
                break;
            }
        }
Ejemplo n.º 2
0
 /// <summary>
 /// Updates if the board has a pawn that can be hit En-Passant after the move has been performed.
 /// </summary>
 /// <param name="afterState">The "BoardState" to update.</param>
 protected void SetEnPassentTarget(ref BoardState afterState)
 {
     if ((Board.Rank(m_from) == 1 && Board.Rank(m_to) == 3 && m_piece == Piece.WhitePawn) ||
         (Board.Rank(m_from) == 6 && Board.Rank(m_to) == 4 && m_piece == Piece.BlackPawn))
     {
         afterState.EnPassantTarget = m_to;
     }
     else
     {
         afterState.EnPassantTarget = Square.None;
     }
 }
Ejemplo n.º 3
0
        /// <summary>
        /// Updates the board state as a result of a move has been performed.
        /// </summary>
        /// <param name="afterState">The "BoardState" to update.</param>
        protected void EndTurn(ref BoardState afterState)
        {
            if (m_capture != Piece.None || m_piece == Piece.WhitePawn || m_piece == Piece.BlackPawn)
                afterState.NonHitAndPawnMovesPlayed = 0;
            else
                afterState.NonHitAndPawnMovesPlayed++;

            switch (m_beforeState.ColorToPlay)
            {
                case PieceColor.White:
                    afterState.ColorToPlay = PieceColor.Black;
                break;

                case PieceColor.Black:
                    afterState.ColorToPlay = PieceColor.White;
                break;
            }
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Performs the move. I move is only pseudo legal (putting own king in check)
        /// the move isn't executed.
        /// </summary>
        /// <returns>True if move could be carried out, false otherwise.</returns>
        public virtual bool Execute()
        {
            BoardState afterState = m_beforeState = m_board.State;

            m_board.MovePiece(m_from, m_to);

            SetCastlingAvailabilety(ref afterState);
            SetEnPassentTarget(ref afterState);
            EndTurn(ref afterState);

            m_board.State = afterState;
            m_board.AddToHistory();

            if (m_board.IsCheck(m_beforeState.ColorToPlay))
            {
                UnExecute();
                return false;
            }

            return true;
        }
Ejemplo n.º 5
0
        public Board(Board board)
        {
            m_squares = new Piece[board.m_squares.Length];
              for (int i = 0; i < m_squares.Length; ++i)
            m_squares[i] = board.m_squares[i];

              m_state = board.m_state;

              m_history = new HashHistory(board.m_history);
              m_pieceFactory = FlyweightPieceFactory.Instance();
              m_whiteLocationList = new PieceLocationManager(board.m_whiteLocationList);
              m_blackLocationList = new PieceLocationManager(board.BlackPieceLocations);
              m_whiteKingLocation = board.m_whiteKingLocation;
              m_blackKingLocation = board.m_blackKingLocation;
              m_boardHash = new ZobristHash(board.m_boardHash);
        }
Ejemplo n.º 6
0
        /// <summary>
        /// Performs the move. If move is only pseudo legal (putting own king in check)
        /// the move isn't executed.
        /// </summary>
        /// <returns>True if move could be carried out, false otherwise.</returns>
        private bool StandardExecute(Board board)
        {
            BoardState afterState = m_beforeState = board.State;

              board.MovePiece(m_from, m_to);

              SetCastlingAvailabilety(ref afterState);
              SetEnPassentTarget(ref afterState);
              EndTurn(ref afterState);

              board.State = afterState;
              board.AddToHistory();

              if (board.IsCheck(m_beforeState.ColorToPlay))
              {
            StandardUnExecute(board);
            return false;
              }

              return true;
        }
Ejemplo n.º 7
0
 /// <summary>
 /// Updates if the board has a pawn that can be hit En-Passant after the move has been performed.
 /// </summary>
 /// <param name="afterState">The "BoardState" to update.</param>
 private void SetEnPassentTarget(ref BoardState afterState)
 {
     if ((Board.Rank(From) == 1 && Board.Rank(To) == 3 && Piece == Piece.WhitePawn) ||
     (Board.Rank(From) == 6 && Board.Rank(To) == 4 && Piece == Piece.BlackPawn))
       {
     afterState.EnPassantTarget = To;
       }
       else
       {
     afterState.EnPassantTarget = Square.None;
       }
 }