Example #1
0
        /*
         * The King can move in any direction by 1 space, unless it is Castling.
         * The King asks the Move Validator if it is allowed to Castle.
         * It is only a valid move if it can Castle, or if the square it's moving from has a piece and it is not
         * moving to itself. Also need to check if the space it's moving to is not occupied by it's own colored pieces.
         */
        public bool IsValidMove(GameBoard gb, Square fromSquare, Square toSquare)
        {
            int  fromRow    = fromSquare.RowID;
            int  fromCol    = fromSquare.ColID;
            int  toRow      = toSquare.RowID;
            int  toCol      = toSquare.ColID;
            bool isOccupied = MoveValidator.IsOccupied(toSquare);
            bool isEnemy    = MoveValidator.IsEnemy(fromSquare, toSquare);

            if (fromSquare.Piece == null || fromSquare.Piece == toSquare.Piece)
            {
                return(false);
            }

            bool isCastle = MoveValidator.IsCastle(gb, fromSquare, toSquare);

            if (isCastle)
            {
                return(true);
            }

            if (((toRow == fromRow + 1 && toCol == fromCol) || (toCol == fromCol + 1 && toRow == fromRow) ||
                 (toRow == fromRow - 1 && toCol == fromCol) || (toCol == fromCol - 1 && toRow == fromRow) ||
                 (toRow == fromRow + 1 && toCol == fromCol + 1) || (toRow == fromRow - 1 && toCol == fromCol - 1) ||
                 (toRow == fromRow + 1 && toCol == fromCol - 1) || (toRow == fromRow - 1 && toCol == fromCol + 1)) &&
                (!isOccupied || isEnemy))
            {
                return(true);
            }

            return(false);
        }
        public void IsOccupiedTest()
        {
            GameBoard gb = new GameBoard(8, 8);

            bool actual = MoveValidator.IsOccupied(gb.squares[1, 0]);

            Assert.AreEqual(true, actual);

            actual = MoveValidator.IsOccupied(gb.squares[2, 0]);
            Assert.AreEqual(false, actual);
        }
Example #3
0
        /*
         * The knight moves in horizontally or vertically 2 spaces, then the other direction
         * 1 space. It is only a valid move if the square it's moving from has a piece and it is not moving to
         * itself. Also need to check if the space it's moving to is not occupied by it's own colored pieces.
         */
        public bool IsValidMove(GameBoard gb, Square fromSquare, Square toSquare)
        {
            int  fromRow    = fromSquare.RowID;
            int  fromCol    = fromSquare.ColID;
            int  toRow      = toSquare.RowID;
            int  toCol      = toSquare.ColID;
            bool isOccupied = MoveValidator.IsOccupied(toSquare);
            bool isEnemy    = MoveValidator.IsEnemy(fromSquare, toSquare);

            if (fromSquare.Piece == null || fromSquare.Piece == toSquare.Piece)
            {
                return(false);
            }

            if (toRow == fromRow + 1 && fromCol == toCol + 2 && (!isOccupied || isEnemy))
            {
                return(true);
            }
            else if (toRow == fromRow + 1 && fromCol == toCol - 2 && (!isOccupied || isEnemy))
            {
                return(true);
            }
            else if (toRow == fromRow - 1 && fromCol == toCol + 2 && (!isOccupied || isEnemy))
            {
                return(true);
            }
            else if (toRow == fromRow - 1 && fromCol == toCol - 2 && (!isOccupied || isEnemy))
            {
                return(true);
            }
            else if (toRow == fromRow + 2 && fromCol == toCol + 1 && (!isOccupied || isEnemy))
            {
                return(true);
            }
            else if (toRow == fromRow - 2 && fromCol == toCol + 1 && (!isOccupied || isEnemy))
            {
                return(true);
            }
            else if (toRow == fromRow + 2 && fromCol == toCol - 1 && (!isOccupied || isEnemy))
            {
                return(true);
            }
            else if (toRow == fromRow - 2 && fromCol == toCol - 1 && (!isOccupied || isEnemy))
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }
Example #4
0
        /*
         * The Pawn has 4 different moves it can make. A Pawn can only move forward, never backward.
         * It may move 1 space forward as long as that space is not occupied by any other piece. It can
         * move 2 spaces forward as long as it has never moved before. It can move diagonally forward 1
         * space as long as that space is an enemy. It asks the MoveValidator if it can En Passant.
         * Under these conditions it is a Valid Move and if the square it's moving from has a piece and it is not
         * moving to itself. Also need to check if the space it's moving to is not occupied by it's own colored pieces.
         */
        public bool IsValidMove(GameBoard gb, Square fromSquare, Square toSquare)
        {
            int  fromRow    = fromSquare.RowID;
            int  fromCol    = fromSquare.ColID;
            int  toRow      = toSquare.RowID;
            int  toCol      = toSquare.ColID;
            bool isOccupied = MoveValidator.IsOccupied(toSquare);
            bool isEnemy    = MoveValidator.IsEnemy(fromSquare, toSquare);

            if (fromSquare.Piece == null || fromSquare.Piece == toSquare.Piece)
            {
                return(false);
            }


            bool enPassant = MoveValidator.IsEnPassant(gb, fromSquare, toSquare);
            int  sign      = fromSquare.Piece.Color == ChessColor.White ? 1 : -1;

            if (MoveCount == 0)
            {
                if ((toRow == fromRow + (2 * sign) && fromCol == toCol && !isOccupied) &&
                    (!MoveValidator.IsOccupied(gb.squares[fromRow + (1 * sign), fromCol])))
                {
                    return(true);
                }
            }

            if (toRow == fromRow + (1 * sign) && fromCol == toCol && !isOccupied)
            {
                return(true);
            }
            else if (toRow == fromRow + (1 * sign) && toCol == fromCol + 1 && (isEnemy || enPassant))
            {
                return(true);
            }
            else if (toRow == fromRow + (1 * sign) && toCol == fromCol - 1 && (isEnemy || enPassant))
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }