Example #1
0
        public override bool[,] PossibleMovments()
        {
            bool[,] mat = new bool[Chess.Linhas, Chess.Colunas];
            Posicao pos = new Posicao(0, 0);



            pos.DefinaValues(Position.Linha - 1, Position.Coluna - 2);
            if (Chess.ValidPosition(pos) && CanMove(pos))
            {
                mat[pos.Linha, pos.Coluna] = true;
            }
            pos.DefinaValues(Position.Linha - 2, Position.Coluna - 1);
            if (Chess.ValidPosition(pos) && CanMove(pos))
            {
                mat[pos.Linha, pos.Coluna] = true;
            }
            pos.DefinaValues(Position.Linha - 2, Position.Coluna + 1);
            if (Chess.ValidPosition(pos) && CanMove(pos))
            {
                mat[pos.Linha, pos.Coluna] = true;
            }
            pos.DefinaValues(Position.Linha - 1, Position.Coluna + 2);
            if (Chess.ValidPosition(pos) && CanMove(pos))
            {
                mat[pos.Linha, pos.Coluna] = true;
            }
            pos.DefinaValues(Position.Linha - 2, Position.Coluna + 1);
            if (Chess.ValidPosition(pos) && CanMove(pos))
            {
                mat[pos.Linha, pos.Coluna] = true;
            }
            pos.DefinaValues(Position.Linha - 1, Position.Coluna + 2);
            if (Chess.ValidPosition(pos) && CanMove(pos))
            {
                mat[pos.Linha, pos.Coluna] = true;
            }
            pos.DefinaValues(Position.Linha + 1, Position.Coluna + 2);
            if (Chess.ValidPosition(pos) && CanMove(pos))
            {
                mat[pos.Linha, pos.Coluna] = true;
            }
            pos.DefinaValues(Position.Linha + 2, Position.Coluna + 1);
            if (Chess.ValidPosition(pos) && CanMove(pos))
            {
                mat[pos.Linha, pos.Coluna] = true;
            }
            pos.DefinaValues(Position.Linha + 2, Position.Coluna - 1);
            if (Chess.ValidPosition(pos) && CanMove(pos))
            {
                mat[pos.Linha, pos.Coluna] = true;
            }
            pos.DefinaValues(Position.Linha + 1, Position.Coluna - 2);
            if (Chess.ValidPosition(pos) && CanMove(pos))
            {
                mat[pos.Linha, pos.Coluna] = true;
            }

            return(mat);
        }
Example #2
0
        public override bool[,] PossibleMovments()
        {
            bool[,] mat = new bool[Chess.Linhas, Chess.Colunas];
            Posicao pos = new Posicao(0, 0);

            //ACIMA
            pos.DefinaValues(Position.Linha - 1, Position.Coluna);
            while (Chess.ValidPosition(pos) && CanMove(pos))
            {
                mat[pos.Linha, pos.Coluna] = true;
                if (Chess.Piece(pos) != null && Chess.Piece(pos).Cor != Cor)
                {
                    break;
                }
                pos.Linha = pos.Linha - 1;
            }
            //Down
            pos.DefinaValues(Position.Linha + 1, Position.Coluna);
            while (Chess.ValidPosition(pos) && CanMove(pos))
            {
                mat[pos.Linha, pos.Coluna] = true;
                if (Chess.Piece(pos) != null && Chess.Piece(pos).Cor != Cor)
                {
                    break;
                }
                pos.Linha = pos.Linha + 1;
            }
            //RIGHT
            pos.DefinaValues(Position.Linha, Position.Coluna + 1);
            while (Chess.ValidPosition(pos) && CanMove(pos))
            {
                mat[pos.Linha, pos.Coluna] = true;
                if (Chess.Piece(pos) != null && Chess.Piece(pos).Cor != Cor)
                {
                    break;
                }
                pos.Coluna = pos.Coluna + 1;
            }
            //LEFT
            pos.DefinaValues(Position.Linha, Position.Coluna - 1);
            while (Chess.ValidPosition(pos) && CanMove(pos))
            {
                mat[pos.Linha, pos.Coluna] = true;
                if (Chess.Piece(pos) != null && Chess.Piece(pos).Cor != Cor)
                {
                    break;
                }
                pos.Coluna = pos.Coluna - 1;
            }

            return(mat);
        }
Example #3
0
        public override bool[,] PossibleMovments()
        {
            bool[,] mat = new bool[Chess.Linhas, Chess.Colunas];

            Posicao pos = new Posicao(0, 0);


            if (Cor == Color.White)
            {
                pos.DefinaValues(Position.Linha - 1, Position.Coluna);
                if (Chess.ValidPosition(pos) && Open(pos))
                {
                    mat[pos.Linha, pos.Coluna] = true;
                }
                pos.DefinaValues(Position.Linha - 2, Position.Coluna);
                if (Chess.ValidPosition(pos) && Open(pos) && QuantidadeMovimentos == 0)
                {
                    mat[pos.Linha, pos.Coluna] = true;
                }
                pos.DefinaValues(Position.Linha - 1, Position.Coluna - 1);
                if (Chess.ValidPosition(pos) && ExistsEnemy(pos))
                {
                    mat[pos.Linha, pos.Coluna] = true;
                }
                pos.DefinaValues(Position.Linha - 1, Position.Coluna + 1);
                if (Chess.ValidPosition(pos) && ExistsEnemy(pos))
                {
                    mat[pos.Linha, pos.Coluna] = true;
                }
                //EN PASSANT
                if (Position.Linha == 3)
                {
                    Posicao left = new Posicao(Position.Linha, Position.Coluna - 1);
                    if (Chess.ValidPosition(left) && ExistsEnemy(left) && Chess.Piece(left) == Game.VulnerablyEnPassant)
                    {
                        mat[left.Linha - 1, left.Coluna] = true;
                    }
                    Posicao right = new Posicao(Position.Linha, Position.Coluna + 1);
                    if (Chess.ValidPosition(right) && ExistsEnemy(right) && Chess.Piece(right) == Game.VulnerablyEnPassant)
                    {
                        mat[right.Linha - 1, right.Coluna] = true;
                    }
                }
            }
            else
            {
                pos.DefinaValues(Position.Linha + 1, Position.Coluna);
                if (Chess.ValidPosition(pos) && Open(pos))
                {
                    mat[pos.Linha, pos.Coluna] = true;
                }
                pos.DefinaValues(Position.Linha + 2, Position.Coluna);
                if (Chess.ValidPosition(pos) && Open(pos) && QuantidadeMovimentos == 0)
                {
                    mat[pos.Linha, pos.Coluna] = true;
                }
                pos.DefinaValues(Position.Linha + 1, Position.Coluna - 1);
                if (Chess.ValidPosition(pos) && ExistsEnemy(pos))
                {
                    mat[pos.Linha, pos.Coluna] = true;
                }
                pos.DefinaValues(Position.Linha + 1, Position.Coluna + 1);
                if (Chess.ValidPosition(pos) && ExistsEnemy(pos))
                {
                    mat[pos.Linha, pos.Coluna] = true;
                }
                //EN PASSANT
                if (Position.Linha == 4)
                {
                    Posicao left = new Posicao(Position.Linha, Position.Coluna - 1);
                    if (Chess.ValidPosition(left) && ExistsEnemy(left) && Chess.Piece(left) == Game.VulnerablyEnPassant)
                    {
                        mat[left.Linha + 1, left.Coluna] = true;
                    }
                    Posicao right = new Posicao(Position.Linha, Position.Coluna + 1);
                    if (Chess.ValidPosition(right) && ExistsEnemy(right) && Chess.Piece(right) == Game.VulnerablyEnPassant)
                    {
                        mat[right.Linha + 1, right.Coluna] = true;
                    }
                }
            }
            return(mat);
        }
Example #4
0
        public override bool[,] PossibleMovments()
        {
            bool[,] mat = new bool[Chess.Linhas, Chess.Colunas];
            Posicao pos = new Posicao(0, 0);


            //UP
            pos.DefinaValues(Position.Linha - 1, Position.Coluna);
            if (Chess.ValidPosition(pos) && CanMove(pos))
            {
                mat[pos.Linha, pos.Coluna] = true;
            }
            //Ne
            pos.DefinaValues(Position.Linha - 1, Position.Coluna + 1);
            if (Chess.ValidPosition(pos) && CanMove(pos))
            {
                mat[pos.Linha, pos.Coluna] = true;
            }
            //Right
            pos.DefinaValues(Position.Linha, Position.Coluna + 1);
            if (Chess.ValidPosition(pos) && CanMove(pos))
            {
                mat[pos.Linha, pos.Coluna] = true;
            }
            //Se
            pos.DefinaValues(Position.Linha + 1, Position.Coluna + 1);
            if (Chess.ValidPosition(pos) && CanMove(pos))
            {
                mat[pos.Linha, pos.Coluna] = true;
            }
            //Down
            pos.DefinaValues(Position.Linha + 1, Position.Coluna);
            if (Chess.ValidPosition(pos) && CanMove(pos))
            {
                mat[pos.Linha, pos.Coluna] = true;
            }
            //So
            pos.DefinaValues(Position.Linha + 1, Position.Coluna - 1);
            if (Chess.ValidPosition(pos) && CanMove(pos))
            {
                mat[pos.Linha, pos.Coluna] = true;
            }
            //Left
            pos.DefinaValues(Position.Linha, Position.Coluna - 1);
            if (Chess.ValidPosition(pos) && CanMove(pos))
            {
                mat[pos.Linha, pos.Coluna] = true;
            }
            //No
            pos.DefinaValues(Position.Linha - 1, Position.Coluna - 1);
            if (Chess.ValidPosition(pos) && CanMove(pos))
            {
                mat[pos.Linha, pos.Coluna] = true;
            }
            //######Rockie
            if (QuantidadeMovimentos == 0 & !Game.Check)
            {
                //rockie Pequeno
                Posicao positionTower = new Posicao(Position.Linha, Position.Coluna + 3);
                if (TestTowerToRockie(positionTower))
                {
                    Posicao p1 = new Posicao(Position.Linha, Position.Coluna + 1);
                    Posicao p2 = new Posicao(Position.Linha, Position.Coluna + 2);

                    if (Chess.Piece(p1) == null && Chess.Piece(p2) == null)
                    {
                        mat[Position.Linha, Position.Coluna + 2] = true;
                    }
                }
                //rockie Grande
                Posicao positionTower2 = new Posicao(Position.Linha, Position.Coluna - 4);
                if (TestTowerToRockie(positionTower2))
                {
                    Posicao p1 = new Posicao(Position.Linha, Position.Coluna - 1);
                    Posicao p2 = new Posicao(Position.Linha, Position.Coluna - 2);
                    Posicao p3 = new Posicao(Position.Linha, Position.Coluna - 3);

                    if (Chess.Piece(p1) == null && Chess.Piece(p2) == null && Chess.Piece(p3) == null)
                    {
                        mat[Position.Linha, Position.Coluna - 2] = true;
                    }
                }
            }
            return(mat);
        }