Example #1
0
 public ChessSquare(int x, int y, ChessColor color)
 {
     Loc = new Location();
     Loc.X = x;
     Loc.Y = y;
     Color = color;
 }
Example #2
0
 public Controller()
 {
     _board = new ChessBoard();
     _startLoc = new Location();
     _endLoc = new Location();
     _turn = 1;
     _selectedSquare = null;
     _promotion = 0;
 }
Example #3
0
        public Square(string image)
        {
            Pic = new Image();
            loc = new Location();
            _panel = new StackPanel();
            _panel.Orientation = Orientation.Horizontal;

            _panel.Margin = new System.Windows.Thickness(5);

            BitmapImage source = new BitmapImage();
            source.BeginInit();
            source.UriSource = new Uri("Images/" + image, UriKind.RelativeOrAbsolute);
            source.EndInit();

            Pic.Source = source;
            _panel.Children.Add(Pic);

            this.Content = _panel;
        }
Example #4
0
 /// <summary>
 /// Checks if a player is in check.
 /// If they are, then it determines if the king has no way to get out of check.
 /// Prints out checkmate if the king can not get out of check.
 /// </summary>
 /// <param name="turn">An int representing a player's turn.</param>
 public void IsInCheckMate(int turn)
 {
     List<int[]> kingsMoves = new List<int[]>();
     List<int[]> enemyMoves = new List<int[]>();
     bool inCheck = IsInCheck(turn);
     int[] king = new int[2];//The king(that is in check)'s location.
     if (inCheck == true)//If check has occurred.
     {
         inCheck = CantBeSaved();
         if (inCheck == true)//If the piece could be saved.
         {
             for (int x = 0; x < 8; ++x)
             {
                 for (int y = 0; y < 8; y++)
                 {
                     if (Board.Squares[x, y].Piece.GetType() == typeof(King))//Loops through every piece searching for the king in check.
                     {
                         if ((int)Board.Squares[x, y].Piece.Color == turn)//Makes sure the color of the king is that of the current player's turn.
                         {
                             king = new int[] { x, y };//Stores the king's location.
                         }
                     }
                 }
             }//End of the for loop
             kingsMoves = Board.Squares[king[0], king[1]].Piece.RestrictMovement(Board.Squares, king[0], king[1]);//Stores the kings movements.
             for (int x = 0; x < 8; ++x)
             {
                 for (int y = 0; y < 8; y++)
                 {
                     if ((int)Board.Squares[x, y].Piece.Color != turn)
                     {
                         Location pieceLoc = new Location();//Gets the current piece's location, which will eventually loop through all pieces.
                         pieceLoc.X = x;
                         pieceLoc.Y = y;
                         //Gets all possible legal moves for current enemy piece.
                         List<int[]> placeHold = Board.Squares[x, y].Piece.RestrictMovement(Board.Squares, pieceLoc.X, pieceLoc.Y);
                         for (int j = 0; j < placeHold.Count; ++j)
                         {
                             enemyMoves.Add(placeHold[j]);//Adds all possible legal movements from the enemy piece being looped through.
                         }
                     }
                 }
             }//End of the for loop
             bool[] cantMove = new bool[kingsMoves.Count];//Sets a bool array length to the length of kingsMoves.
             for (int j = 0; j < enemyMoves.Count; ++j)
             {
                 for (int k = 0; k < kingsMoves.Count; ++k)
                 {
                     //Checks if any of the kings movements will make the king go back in check
                     if (enemyMoves[j][0] == kingsMoves[k][0] && enemyMoves[j][1] == kingsMoves[k][1])
                     {
                         cantMove[k] = true;
                     }
                 }
             }//End of the for loop
             int num = 0;
             for (int z = 0; z < cantMove.Count(); ++z)
             {
                 //Checks if all of kings moves will make him captured
                 if (cantMove[z] == true)
                 {
                     ++num;
                 }
             }//End of the for loop
             if (num == cantMove.Length)//If all the kings movements will cause the king to get captures.
             {
                 PrintWinner();
             }
         }
     }
 }
Example #5
0
        /// <summary>
        /// Grabs all available legal moves from every piece and checks if an
        /// available legal move from that piece can kill the opposite colored king.
        /// Prints out the kings status.
        /// </summary>
        ///<returns>
        ///True: If a piece can move to kill a king.
        ///False: If no move can capture a king.
        /// </returns>
        public bool IsInCheck(int turn)
        {
            List<int[]> movements = new List<int[]>();//A storage for all possible legal move for the pieces.
            List<int[]> Pieces = new List<int[]>();
            int[] lKing = new int[2];//Light king's location.
            int[] dKing = new int[2];//Dark king's location.
            inCheck = false;
            for (int x = 0; x < 8; ++x)
            {
                for (int y = 0; y < 8; y++)
                {
                    Location pieceLoc = new Location();//Gets the current piece's location, which will eventually loop through all pieces.
                    pieceLoc.X = x;
                    pieceLoc.Y = y;
                    List<int[]> placeHold = Board.Squares[x, y].Piece.RestrictMovement(Board.Squares, pieceLoc.X, pieceLoc.Y);//Gets all possible legal moves for current piece.
                    for (int j = 0; j < placeHold.Count; ++j)
                    {
                        movements.Add(placeHold[j]);//Adds all possible legal movements from the current piece being looped through.
                        Pieces.Add(new int[] { pieceLoc.X, pieceLoc.Y });//Contains all piece's that have legal moves.
                    }
                    if (Board.Squares[x, y].Piece.GetType() == typeof(King))
                    {
                        if (Board.Squares[x, y].Piece.Color == ChessColor.LIGHT)
                        {
                            lKing = new int[] { x, y };//Stores the light king's location.
                        }
                        else
                        {
                            dKing = new int[] { x, y };//Stores the dark king's location.
                        }
                    }
                }
            }
            for (int x = 0; x < movements.Count; ++x)//Loops through all possible legal moves.
            {
                string[] word = GrabPiece(movements[x][0], movements[x][1]);//Word is equal to a move.

                if (movements[x][0] == lKing[0] && movements[x][1] == lKing[1])//If a move is the same as the light king's location.
                {
                    MessageBox.Show("Light King is In danger!!!", "Check");
                    inCheck = true;
                }
                else if (movements[x][0] == dKing[0] && movements[x][1] == dKing[1])//If a move is the same as the dark king's location.
                {
                    MessageBox.Show("Dark King is In danger!!!", "Check");
                    inCheck = true;
                }
            }
            return inCheck;
        }
Example #6
0
        /// <summary>
        /// Checks if a piece can save the the same colored king from checkmate.
        /// </summary>
        /// <returns>
        /// True: If no piece can take the king out of check.
        /// False: If the king can be taken out of check.
        /// </returns>
        public bool CantBeSaved()
        {
            List<int[]> movements = new List<int[]>();//A storage for all possible legal move for the pieces.
            List<int[]> Pieces = new List<int[]>();//a list
            List<int[]> placeHold = new List<int[]>();//A placeholder for a piece's movements
            List<int[]> placeHold2 = new List<int[]>();//A placeholder for a piece's movements
            int[] lKing = new int[2];//Light king's location.
            int[] dKing = new int[2];//Dark king's location.
            bool inCheck = true;

            for (int x = 0; x < 8; ++x)
            {
                for (int y = 0; y < 8; y++)
                {
                    Location pieceLoc = new Location();//Gets the current piece's location, which will eventually loop through all pieces.
                    pieceLoc.X = x;
                    pieceLoc.Y = y;
                    placeHold = Board.Squares[x, y].Piece.RestrictMovement(Board.Squares, pieceLoc.X, pieceLoc.Y);//Gets all possible legal moves for current piece.
                    for (int j = 0; j < placeHold.Count; ++j)
                    {
                        movements.Add(placeHold[j]);//Adds all possible legal movements from the current piece being looped through.
                        Pieces.Add(new int[] { pieceLoc.X, pieceLoc.Y });//Contains all piece's that have legal moves.
                    }
                    if (Board.Squares[x, y].Piece.GetType() == typeof(King))
                    {
                        if (Board.Squares[x, y].Piece.Color == ChessColor.LIGHT)
                        {
                            lKing = new int[] { x, y };//Stores the light king's location.
                        }
                        else
                        {
                            dKing = new int[] { x, y };//Stores the dark king's location.
                        }
                    }
                }
            }
            placeHold = new List<int[]>();
            for (int x = 0; x < movements.Count; ++x)//Loops through all possible legal moves.
            {
                if (movements[x][0] == lKing[0] && movements[x][1] == lKing[1])//If an enemy movement is the same as the light king's location.
                {
                    //Returns moves leading to the king's location.
                    placeHold = Board.Squares[Pieces[x][0], Pieces[x][1]].Piece.Search(Board.Squares, Pieces[x][0], Pieces[x][1], lKing[0], lKing[1]);
                    for (int v = 0; v < movements.Count; ++v)//Loops through all possible legal moves.
                    {
                        //If the king is the same color as a piece.
                        if (Board.Squares[lKing[0], lKing[1]].Piece.Color == Board.Squares[movements[v][0], movements[v][1]].Piece.Color)
                        {
                            //Returns moves that can protect the king from check mate.
                            placeHold2 = Board.Squares[movements[x][0], movements[x][1]].Piece.RestrictMovement(Board.Squares, movements[x][0], movements[x][1]);
                        }
                        for (int y = 0; y < placeHold2.Count; ++y)
                        {
                            for (int z = 0; z < placeHold.Count; ++z)
                            {
                                if (placeHold[z] == placeHold2[y])
                                {
                                    inCheck = false;
                                }
                            }
                        }
                    }
                }
                if (movements[x][0] == dKing[0] && movements[x][1] == dKing[1])//If an enemy movement is the same as the dark king's location.
                {
                    //Returns moves leading to the king's location.
                    placeHold = Board.Squares[Pieces[x][0], Pieces[x][1]].Piece.Search(Board.Squares, Pieces[x][0], Pieces[x][1], dKing[0], dKing[1]);
                    for (int v = 0; v < movements.Count; ++v)//Loops through all possible legal moves.
                    {
                        //If the king is the same color as a piece.
                        if (Board.Squares[dKing[0], dKing[1]].Piece.Color == Board.Squares[movements[v][0], movements[v][1]].Piece.Color)
                        {
                            //Returns moves that can protect the king from check mate.
                            placeHold2 = Board.Squares[movements[x][0], movements[x][1]].Piece.RestrictMovement(Board.Squares, movements[x][0], movements[x][1]);
                        }
                        for (int y = 0; y < placeHold2.Count; ++y)
                        {
                            for (int z = 0; z < placeHold.Count; ++z)
                            {
                                if (placeHold[z][0] == placeHold2[y][0] && placeHold[z][1] == placeHold2[y][1])
                                {
                                    inCheck = false;
                                }
                            }
                        }
                    }
                }
            }
            return inCheck;
        }
Example #7
0
 /// <summary>
 /// Checks if the selected piece's desired location willl take the king out of check.
 /// </summary>
 /// <param name="endX"></param>
 /// <param name="endY"></param>
 /// <returns>
 /// True: If the desired location for the piece will take the king out of chess.
 /// False: If the desired location for the piece will not take the king out of chess.
 /// </returns>
 public bool WillSaveTheKing(int startX, int startY, int endX, int endY)
 {
     List<int[]> enemyMovement;
     List<int[]> ally = new List<int[]>();
     List<int[]> movement = new List<int[]>();
     Location l = new Location();
     bool temp = true;
     enemyMovement = StoreEnemyMovements();
     bool isValid = false;
     for (int x = 0; x < 8; ++x)
     {
         for (int y = 0; y < 8; ++y)
         {
             if ((int)Board.Squares[x, y].Piece.Color == Turn)
             {
                 if (Board.Squares[x, y].Piece.GetType() != typeof(King))
                 {
                     for (int w = 0; w < enemyMovement.Count; ++w)
                     {
                         l.X = enemyMovement[w][0];
                         l.Y = enemyMovement[w][1];
                         if (endX == enemyMovement[w][0] && endY == enemyMovement[w][1])
                         {
                             isValid = true;
                         }
                     }
                 }
                 else
                 {
                     if (Board.Squares[startX, startY].Piece.GetType() == typeof(King))
                     {
                         bool valid = WillKingCheck(startX, startY, endX, endY);
                         if (valid == true)
                         {
                             for (int w = 0; w < enemyMovement.Count; ++w)
                             {
                                 if (endX == enemyMovement[w][0] && endY == enemyMovement[w][1])
                                 {
                                     if (Board.Squares[enemyMovement[w][0], enemyMovement[w][1]].Piece.GetType() == typeof(Space))
                                     {
                                         temp = false;
                                     }
                                     else
                                     {
                                         isValid = true;
                                     }
                                 }
                                 else if (endX != enemyMovement[w][0] || endY != enemyMovement[w][1])
                                 {
                                     isValid = true;
                                 }
                             }
                         }
                         else
                         {
                             temp = false;
                         }
                     }
                 }
             }
         }
     }
     if (temp == false)
     {
         isValid = temp;
     }
     return isValid;
 }
Example #8
0
        /// <summary>
        /// Loops through, getting enemy movements, and storing them.
        /// Looks for the king of the current player and stores his location.
        /// </summary>
        /// <param name="a"></param>
        /// <param name="b"></param>
        /// <returns>Returns a list of movements thats are directed to the king.</returns>
        public List<int[]> StoreEnemyMovements()
        {
            List<int[]> enemyMovement = new List<int[]>();//A storage for all possible legal move for enemy pieces.
            List<int[]> allyMovement = new List<int[]>();//A storage for all possible legal move for ally pieces.
            List<int[]> enemy = new List<int[]>();//A placeholder for enemy movements
            List<int[]> Pieces = new List<int[]>();//a list
            int[] king = new int[2];//King's location.

            for (int x = 0; x < 8; ++x)
            {
                for (int y = 0; y < 8; y++)
                {
                    if ((int)Board.Squares[x, y].Piece.Color != Turn && Board.Squares[x, y].Piece.Color != ChessColor.NONE)
                    {
                        if (Board.Squares[x, y].Piece.GetType() != typeof(Pawn))
                        {
                            Location pieceLoc = new Location();//Gets the current piece's location, which will eventually loop through all pieces.
                            pieceLoc.X = x;
                            pieceLoc.Y = y;
                            enemy = Board.Squares[x, y].Piece.RestrictMovement(Board.Squares, pieceLoc.X, pieceLoc.Y);//Gets all possible legal moves for current piece.
                            for (int j = 0; j < enemy.Count; ++j)
                            {
                                enemyMovement.Add(enemy[j]);//Adds all possible legal enemy movements from the current piece being looped through.
                                Pieces.Add(new int[] { pieceLoc.X, pieceLoc.Y });//Contains all piece's that have legal moves.
                            }
                        }
                        else
                        {
                            Location pieceLoc = new Location();//Gets the current piece's location, which will eventually loop through all pieces.
                            pieceLoc.X = x;
                            pieceLoc.Y = y;
                            enemy = ((Pawn)Board.Squares[x, y].Piece).Attacks(Board.Squares, pieceLoc.X, pieceLoc.Y);//Gets all possible legal moves for current piece.
                            for (int j = 0; j < enemy.Count; ++j)
                            {
                                enemyMovement.Add(enemy[j]);//Adds all possible legal enemy movements from the current piece being looped through.
                                Pieces.Add(new int[] { pieceLoc.X, pieceLoc.Y });//Contains all piece's that have legal moves.
                            }
                        }
                    }
                    else if ((int)Board.Squares[x, y].Piece.Color == Turn)
                    {
                        if (Board.Squares[x, y].Piece.GetType() == typeof(King))
                        {
                            king = new int[] { x, y };//Stores the king's location.
                        }
                    }
                }
            }
            for (int x = 0; x < enemyMovement.Count; ++x)//Loops through all possible legal moves.
            {
                if (enemyMovement[x][0] == king[0] && enemyMovement[x][1] == king[1])//If an enemy movement is the same as the king's location.
                {
                    //Returns moves leading to the king's location.
                    enemy = Board.Squares[Pieces[x][0], Pieces[x][1]].Piece.Search(Board.Squares, Pieces[x][0], Pieces[x][1], king[0], king[1]);
                    enemy.Add(new int[] { Pieces[x][0], Pieces[x][1] });
                    break;
                }
            }
            return enemy;
        }
Example #9
0
        /// <summary>
        /// Gets all possible enemy moves.
        /// </summary>
        /// <returns></returns>
        public List<int[]> StoreAllEnemyMovements()
        {
            List<int[]> enemyMovement = new List<int[]>();//A storage for all possible legal move for enemy pieces.
            List<int[]> enemy = new List<int[]>();//A placeholder for enemy movements
            List<int[]> Pieces = new List<int[]>();//a list

            for (int x = 0; x < 8; ++x)
            {
                for (int y = 0; y < 8; y++)
                {
                    if ((int)Board.Squares[x, y].Piece.Color != Turn && Board.Squares[x, y].Piece.Color != ChessColor.NONE)
                    {
                        if (Board.Squares[x, y].Piece.GetType() != typeof(Pawn))
                        {
                            Location pieceLoc = new Location();//Gets the current piece's location, which will eventually loop through all pieces.
                            pieceLoc.X = x;
                            pieceLoc.Y = y;
                            enemy = Board.Squares[x, y].Piece.RestrictMovement(Board.Squares, pieceLoc.X, pieceLoc.Y);//Gets all possible legal moves for current piece.
                            for (int j = 0; j < enemy.Count; ++j)
                            {
                                enemyMovement.Add(enemy[j]);//Adds all possible legal enemy movements from the current piece being looped through.
                            }
                        }
                        else
                        {
                            Location pieceLoc = new Location();//Gets the current piece's location, which will eventually loop through all pieces.
                            pieceLoc.X = x;
                            pieceLoc.Y = y;
                            enemy = ((Pawn)Board.Squares[x, y].Piece).Attacks(Board.Squares, pieceLoc.X, pieceLoc.Y);//Gets all possible legal moves for current piece.
                            for (int j = 0; j < enemy.Count; ++j)
                            {
                                enemyMovement.Add(enemy[j]);//Adds all possible legal enemy movements from the current piece being looped through.
                            }
                        }
                    }
                }
            }
            return enemyMovement;
        }
Example #10
0
 public void ResetGame()
 {
     _board = new ChessBoard();
     g.Children.Clear();
     inCheck = false;
     CreateBoard(g, l, l2);
     _startLoc = new Location();
     _endLoc = new Location();
     ChangeTurn();
     _startSquare = null;
     _selectedSquare = null;
 }
Example #11
0
 /// <summary>
 /// If the piece contains a movement that can save the king, then the piece if selected,
 /// will have it's movements that will save the king highlighted.
 /// </summary>
 /// <param name="j"></param>
 /// <param name="k"></param>
 public void CanSaveKing(int j, int k)
 {
     List<int[]> enemyMovement;
     List<int[]> allyMovement = new List<int[]>();
     List<int[]> kingMovement = new List<int[]>();
     List<int[]> ally = new List<int[]>();
     List<int[]> movement = new List<int[]>();
     Location l = new Location();
     Location l2 = new Location();
     enemyMovement = StoreEnemyMovements();
     for (int x = 0; x < 8; ++x)
     {
         for (int y = 0; y < 8; ++y)
         {
             if ((int)Board.Squares[x, y].Piece.Color == Turn)
             {
                 if (Board.Squares[x, y].Piece.GetType() != typeof(King))
                 {
                     List<int[]> temp = Board.Squares[x, y].Piece.RestrictMovement(Board.Squares, x, y);
                     for (int z = 0; z < temp.Count; ++z)
                     {
                         for (int w = 0; w < enemyMovement.Count; ++w)
                         {
                             if (temp[z][0] == enemyMovement[w][0] && temp[z][1] == enemyMovement[w][1])
                             {
                                 ally.Add(new int[] { x, y });
                                 allyMovement.Add(temp[z]);
                             }
                         }
                     }
                 }
                 else
                 {
                     List<int[]> kingMoves = Board.Squares[x, y].Piece.RestrictMovement(Board.Squares, x, y);
                     for (int z = 0; z < kingMoves.Count; ++z)
                     {
                         for (int w = 0; w < enemyMovement.Count; ++w)
                         {
                             //if (kingMoves[z][0] == enemyMovement[w][0] && kingMoves[z][1] == enemyMovement[w][1])
                             //{
                             //    if (Board.Squares[enemyMovement[w][0], enemyMovement[w][1]].Piece.GetType() != typeof(Space))
                             //    {
                             //        ((Square)g.Children[(kingMoves[z][0] * 8) + kingMoves[z][1]]).Background = Brushes.LightYellow;
                             //    }
                             //}
                             /*else*/ if (kingMoves[z][0] != enemyMovement[w][0] || kingMoves[z][1] != enemyMovement[w][1])
                             {
                                 kingMovement.Add(kingMoves[z]);
                             }
                         }
                     }
                 }
             }
         }
     }
     a = ally;
     if (Board.Squares[j, k].Piece.GetType() != typeof(King))
     {
         movement = Board.Squares[j, k].Piece.RestrictMovement(Board.Squares, j, k);
         for (int x = 0; x < allyMovement.Count; ++x)
         {
             for (int y = 0; y < movement.Count; ++y)
             {
                 l.X = allyMovement[x][0];
                 l.Y = allyMovement[x][1];
                 l2.X = movement[y][0];
                 l2.Y = movement[y][1];
                 if (allyMovement[x][0] == movement[y][0] && allyMovement[x][1] == movement[y][1])
                 {
                     ((Square)g.Children[(allyMovement[x][0] * 8) + allyMovement[x][1]]).Background = Brushes.Plum;
                 }
             }
         }
     }
     else
     {
         PrintKingMoves(j, k);
     }
 }