private static void AnalyzeMovePawn(Board board, byte dstPos, Piece pcMoving)
        {
            //Because Pawns only kill diagonaly we handle the En Passant scenario specialy
            if (board.EnPassantPosition > 0)
            {
                if (pcMoving.PieceColor != board.EnPassantColor)
                {
                    if (board.EnPassantPosition == dstPos)
                    {
                        //We have an En Passant Possible
                        pcMoving.ValidMoves.Push(dstPos);

                        if (pcMoving.PieceColor == ChessPieceColor.White)
                        {
                            WhiteAttackBoard[dstPos] = true;
                        }
                        else
                        {
                            BlackAttackBoard[dstPos] = true;
                        }
                    }
                }
            }

            Piece pcAttacked = board.Squares[dstPos].Piece;

            //If there no piece there I can potentialy kill
            if (pcAttacked == null)
                return;

            //Regardless of what is there I am attacking this square
            if (pcMoving.PieceColor == ChessPieceColor.White)
            {
                WhiteAttackBoard[dstPos] = true;

                //if that piece is the same color
                if (pcAttacked.PieceColor == pcMoving.PieceColor)
                {
                    pcAttacked.DefendedValue += pcMoving.PieceActionValue;
                    return;
                }

                pcAttacked.AttackedValue += pcMoving.PieceActionValue;

                //If this is a king set it in check
                if (pcAttacked.PieceType == ChessPieceType.King)
                {
                    board.BlackCheck = true;
                }
                else
                {
                    //Add this as a valid move
                    pcMoving.ValidMoves.Push(dstPos);
                }
            }
            else
            {
                BlackAttackBoard[dstPos] = true;

                //if that piece is the same color
                if (pcAttacked.PieceColor == pcMoving.PieceColor)
                {
                    pcAttacked.DefendedValue += pcMoving.PieceActionValue;
                    return;
                }

                pcAttacked.AttackedValue += pcMoving.PieceActionValue;

                //If this is a king set it in check
                if (pcAttacked.PieceType == ChessPieceType.King)
                {
                    board.WhiteCheck = true;
                }
                else
                {
                    //Add this as a valid move
                    pcMoving.ValidMoves.Push(dstPos);
                }
            }

            return;
        }
        private static void CheckValidMovesPawn(List<byte> moves, Piece pcMoving, byte srcPosition,
                                                Board board, byte count)
        {
            for (byte i = 0; i < count; i++)
            {
                byte dstPos = moves[i];

                if (dstPos%8 != srcPosition%8)
                {
                    //If there is a piece there I can potentialy kill
                    AnalyzeMovePawn(board, dstPos, pcMoving);

                    if (pcMoving.PieceColor == ChessPieceColor.White)
                    {
                        WhiteAttackBoard[dstPos] = true;
                    }
                    else
                    {
                        BlackAttackBoard[dstPos] = true;
                    }
                }
                    // if there is something if front pawns can't move there
                else if (board.Squares[dstPos].Piece != null)
                {
                    return;
                }
                    //if there is nothing in front of me (blocked == false)
                else
                {
                    pcMoving.ValidMoves.Push(dstPos);
                }
            }
        }
        internal static void GenerateValidMoves(Board board)
        {
            // Reset Board
            board.BlackCheck = false;
            board.WhiteCheck = false;

            WhiteAttackBoard = new bool[64];
            BlackAttackBoard = new bool[64];

            //Generate Moves
            for (byte x = 0; x < 64; x++)
            {
                Square sqr = board.Squares[x];

                if (sqr.Piece == null)
                    continue;

                sqr.Piece.ValidMoves = new Stack<byte>(sqr.Piece.LastValidMoveCount);

                switch (sqr.Piece.PieceType)
                {
                    case ChessPieceType.Pawn:
                        {
                            if (sqr.Piece.PieceColor == ChessPieceColor.White)
                            {
                                CheckValidMovesPawn(MoveArrays.WhitePawnMoves[x].Moves, sqr.Piece, x,
                                                    board,
                                                    MoveArrays.WhitePawnTotalMoves[x]);
                                break;
                            }
                            if (sqr.Piece.PieceColor == ChessPieceColor.Black)
                            {
                                CheckValidMovesPawn(MoveArrays.BlackPawnMoves[x].Moves, sqr.Piece, x,
                                                    board,
                                                    MoveArrays.BlackPawnTotalMoves[x]);
                                break;
                            }

                            break;
                        }
                    case ChessPieceType.Knight:
                        {
                            for (byte i = 0; i < MoveArrays.KnightTotalMoves[x]; i++)
                            {
                                AnalyzeMove(board, MoveArrays.KnightMoves[x].Moves[i], sqr.Piece);
                            }

                            break;
                        }
                    case ChessPieceType.Bishop:
                        {
                            for (byte i = 0; i < MoveArrays.BishopTotalMoves1[x]; i++)
                            {
                                if (
                                    AnalyzeMove(board, MoveArrays.BishopMoves1[x].Moves[i],
                                                sqr.Piece) ==
                                    false)
                                {
                                    break;
                                }
                            }
                            for (byte i = 0; i < MoveArrays.BishopTotalMoves2[x]; i++)
                            {
                                if (
                                    AnalyzeMove(board, MoveArrays.BishopMoves2[x].Moves[i],
                                                sqr.Piece) ==
                                    false)
                                {
                                    break;
                                }
                            }
                            for (byte i = 0; i < MoveArrays.BishopTotalMoves3[x]; i++)
                            {
                                if (
                                    AnalyzeMove(board, MoveArrays.BishopMoves3[x].Moves[i],
                                                sqr.Piece) ==
                                    false)
                                {
                                    break;
                                }
                            }
                            for (byte i = 0; i < MoveArrays.BishopTotalMoves4[x]; i++)
                            {
                                if (
                                    AnalyzeMove(board, MoveArrays.BishopMoves4[x].Moves[i],
                                                sqr.Piece) ==
                                    false)
                                {
                                    break;
                                }
                            }

                            break;
                        }
                    case ChessPieceType.Rook:
                        {
                            for (byte i = 0; i < MoveArrays.RookTotalMoves1[x]; i++)
                            {
                                if (
                                    AnalyzeMove(board, MoveArrays.RookMoves1[x].Moves[i], sqr.Piece) ==
                                    false)
                                {
                                    break;
                                }
                            }
                            for (byte i = 0; i < MoveArrays.RookTotalMoves2[x]; i++)
                            {
                                if (
                                    AnalyzeMove(board, MoveArrays.RookMoves2[x].Moves[i], sqr.Piece) ==
                                    false)
                                {
                                    break;
                                }
                            }
                            for (byte i = 0; i < MoveArrays.RookTotalMoves3[x]; i++)
                            {
                                if (
                                    AnalyzeMove(board, MoveArrays.RookMoves3[x].Moves[i], sqr.Piece) ==
                                    false)
                                {
                                    break;
                                }
                            }
                            for (byte i = 0; i < MoveArrays.RookTotalMoves4[x]; i++)
                            {
                                if (
                                    AnalyzeMove(board, MoveArrays.RookMoves4[x].Moves[i], sqr.Piece) ==
                                    false)
                                {
                                    break;
                                }
                            }

                            break;
                        }
                    case ChessPieceType.Queen:
                        {
                            for (byte i = 0; i < MoveArrays.QueenTotalMoves1[x]; i++)
                            {
                                if (
                                    AnalyzeMove(board, MoveArrays.QueenMoves1[x].Moves[i], sqr.Piece) ==
                                    false)
                                {
                                    break;
                                }
                            }
                            for (byte i = 0; i < MoveArrays.QueenTotalMoves2[x]; i++)
                            {
                                if (
                                    AnalyzeMove(board, MoveArrays.QueenMoves2[x].Moves[i], sqr.Piece) ==
                                    false)
                                {
                                    break;
                                }
                            }
                            for (byte i = 0; i < MoveArrays.QueenTotalMoves3[x]; i++)
                            {
                                if (
                                    AnalyzeMove(board, MoveArrays.QueenMoves3[x].Moves[i], sqr.Piece) ==
                                    false)
                                {
                                    break;
                                }
                            }
                            for (byte i = 0; i < MoveArrays.QueenTotalMoves4[x]; i++)
                            {
                                if (
                                    AnalyzeMove(board, MoveArrays.QueenMoves4[x].Moves[i], sqr.Piece) ==
                                    false)
                                {
                                    break;
                                }
                            }

                            for (byte i = 0; i < MoveArrays.QueenTotalMoves5[x]; i++)
                            {
                                if (
                                    AnalyzeMove(board, MoveArrays.QueenMoves5[x].Moves[i], sqr.Piece) ==
                                    false)
                                {
                                    break;
                                }
                            }
                            for (byte i = 0; i < MoveArrays.QueenTotalMoves6[x]; i++)
                            {
                                if (
                                    AnalyzeMove(board, MoveArrays.QueenMoves6[x].Moves[i], sqr.Piece) ==
                                    false)
                                {
                                    break;
                                }
                            }
                            for (byte i = 0; i < MoveArrays.QueenTotalMoves7[x]; i++)
                            {
                                if (
                                    AnalyzeMove(board, MoveArrays.QueenMoves7[x].Moves[i], sqr.Piece) ==
                                    false)
                                {
                                    break;
                                }
                            }
                            for (byte i = 0; i < MoveArrays.QueenTotalMoves8[x]; i++)
                            {
                                if (
                                    AnalyzeMove(board, MoveArrays.QueenMoves8[x].Moves[i], sqr.Piece) ==
                                    false)
                                {
                                    break;
                                }
                            }

                            break;
                        }
                    case ChessPieceType.King:
                        {
                            if (sqr.Piece.PieceColor == ChessPieceColor.White)
                            {
                                whiteKingPosition = x;
                            }
                            else
                            {
                                blackKingPosition = x;
                            }

                            break;
                        }
                }
            }

            if (board.WhoseMove == ChessPieceColor.White)
            {
                GenerateValidMovesKing(board.Squares[blackKingPosition].Piece, board,
                                       blackKingPosition);
                GenerateValidMovesKing(board.Squares[whiteKingPosition].Piece, board,
                                       whiteKingPosition);
            }
            else
            {
                GenerateValidMovesKing(board.Squares[whiteKingPosition].Piece, board,
                                       whiteKingPosition);
                GenerateValidMovesKing(board.Squares[blackKingPosition].Piece, board,
                                       blackKingPosition);
            }

            //Now that all the pieces were examined we know if the king is in check
            GenerateValidMovesKingCastle(board, board.Squares[whiteKingPosition].Piece);
            GenerateValidMovesKingCastle(board, board.Squares[blackKingPosition].Piece);
        }
        private static bool AnalyzeMove(Board board, byte dstPos, Piece pcMoving)
        {
            //If I am not a pawn everywhere I move I can attack
            if (pcMoving.PieceColor == ChessPieceColor.White)
            {
                WhiteAttackBoard[dstPos] = true;
            }
            else
            {
                BlackAttackBoard[dstPos] = true;
            }

            //If there no piece there I can potentialy kill just add the move and exit
            if (board.Squares[dstPos].Piece == null)
            {
                pcMoving.ValidMoves.Push(dstPos);

                return true;
            }

            Piece pcAttacked = board.Squares[dstPos].Piece;

            //if that piece is a different color
            if (pcAttacked.PieceColor != pcMoving.PieceColor)
            {
                pcAttacked.AttackedValue += pcMoving.PieceActionValue;

                //If this is a king set it in check
                if (pcAttacked.PieceType == ChessPieceType.King)
                {
                    if (pcAttacked.PieceColor == ChessPieceColor.Black)
                    {
                        board.BlackCheck = true;
                    }
                    else
                    {
                        board.WhiteCheck = true;
                    }
                }
                else
                {
                    //Add this as a valid move
                    pcMoving.ValidMoves.Push(dstPos);
                }

                //We don't continue movement past this piece
                return false;
            }
            //Same Color I am defending
            pcAttacked.DefendedValue += pcMoving.PieceActionValue;

            //Since this piece is of my kind I can't move there
            return false;
        }
        public static bool SearchForMate(ChessPieceColor movingSide, Board examineBoard, ref bool blackMate, ref bool whiteMate, ref bool staleMate)
        {
            bool foundNonCheckBlack = false;
            bool foundNonCheckWhite = false;

            for (byte x = 0; x < 64; x++)
            {
                Square sqr = examineBoard.Squares[x];

                //Make sure there is a piece on the square
                if (sqr.Piece == null)
                    continue;

                //Make sure the color is the same color as the one we are moving.
                if (sqr.Piece.PieceColor != movingSide)
                    continue;

                //For each valid move for this piece
                foreach (byte dst in sqr.Piece.ValidMoves)
                {

                    //We make copies of the board and move so we don't change the original
                    Board board = examineBoard.FastCopy();

                    //Make move so we can examine it
                    Board.MovePiece(board, x, dst, ChessPieceType.Queen);

                    //We Generate Valid Moves for Board
                    PieceValidMoves.GenerateValidMoves(board);

                    if (board.BlackCheck == false)
                    {
                        foundNonCheckBlack = true;
                    }
                    else if (movingSide == ChessPieceColor.Black)
                    {
                        continue;
                    }

                    if (board.WhiteCheck == false)
                    {
                        foundNonCheckWhite = true;
                    }
                    else if (movingSide == ChessPieceColor.White)
                    {
                        continue;
                    }
                }
            }

            if (foundNonCheckBlack == false)
            {
                if (examineBoard.BlackCheck)
                {
                    blackMate = true;
                    return true;
                }
                if (!examineBoard.WhiteMate && movingSide != ChessPieceColor.White)
                {
                    staleMate = true;
                    return true;
                }
            }

            if (foundNonCheckWhite == false)
            {
                if (examineBoard.WhiteCheck)
                {
                    whiteMate = true;
                    return true;
                }
                if (!examineBoard.BlackMate && movingSide != ChessPieceColor.Black)
                {
                    staleMate = true;
                    return true;
                }
            }

            return false;
        }
        /*
         *  Parse the board to the FEN
         */
        private static string Fen(bool boardOnly, Board board)
        {
            string output = String.Empty;
            byte blankSquares = 0;

            for (byte x = 0; x < 64; x++)
            {
                byte index = x;

                if (board.Squares[index].Piece != null)
                {
                    if (blankSquares > 0)
                    {
                        output += blankSquares.ToString();
                        blankSquares = 0;
                    }

                    if (board.Squares[index].Piece.PieceColor == ChessPieceColor.Black)
                    {
                        output += Piece.GetPieceTypeShort(board.Squares[index].Piece.PieceType).ToLower();
                    }
                    else
                    {
                        output += Piece.GetPieceTypeShort(board.Squares[index].Piece.PieceType);
                    }
                }
                else
                {
                    blankSquares++;
                }

                if (x % 8 == 7)
                {
                    if (blankSquares > 0)
                    {
                        output += blankSquares.ToString();
                        output += "/";
                        blankSquares = 0;
                    }
                    else
                    {
                        if (x > 0 && x != 63)
                        {
                            output += "/";
                        }
                    }
                }
            }

            if (board.WhoseMove == ChessPieceColor.White)
            {
                output += " w ";
            }
            else
            {
                output += " b ";
            }

            string spacer = "";

            if (board.WhiteCastled == false)
            {
                if (board.Squares[60].Piece != null)
                {
                    if (board.Squares[60].Piece.Moved == false)
                    {
                        if (board.Squares[63].Piece != null)
                        {
                            if (board.Squares[63].Piece.Moved == false)
                            {
                                output += "K";
                                spacer = " ";
                            }
                        }
                        if (board.Squares[56].Piece != null)
                        {
                            if (board.Squares[56].Piece.Moved == false)
                            {
                                output += "Q";
                                spacer = " ";
                            }
                        }
                    }
                }
            }

            if (board.BlackCastled == false)
            {
                if (board.Squares[4].Piece != null)
                {
                    if (board.Squares[4].Piece.Moved == false)
                    {
                        if (board.Squares[7].Piece != null)
                        {
                            if (board.Squares[7].Piece.Moved == false)
                            {
                                output += "k";
                                spacer = " ";
                            }
                        }
                        if (board.Squares[0].Piece != null)
                        {
                            if (board.Squares[0].Piece.Moved == false)
                            {
                                output += "q";
                                spacer = " ";
                            }
                        }
                    }
                }

            }

            if (output.EndsWith("/"))
            {
                output.TrimEnd('/');
            }

            if (board.EnPassantPosition != 0)
            {
                output += spacer + GetColumnFromByte((byte)(board.EnPassantPosition % 8)) + "" + (byte)(8 - (byte)(board.EnPassantPosition / 8)) + " ";
            }
            else
            {
                output += spacer + "- ";
            }

            if (!boardOnly)
            {
                output += board.FiftyMove + " ";
                output += board.MoveCount + 1;
            }
            return output.Trim();
        }
        private static void RecordEnPassant(ChessPieceColor pcColor, ChessPieceType pcType, Board board, byte srcPosition, byte dstPosition)
        {
            //Record En Passant if Pawn Moving
            if (pcType == ChessPieceType.Pawn)
            {
                //Reset FiftyMoveCount if pawn moved
                board.FiftyMove = 0;

                int difference = srcPosition - dstPosition;

                if (difference == 16 || difference == -16)
                {
                    board.EnPassantPosition = (byte)(dstPosition + (difference / 2));
                    board.EnPassantColor = pcColor;
                }
            }
        }
 private void InitiateBoard(string fen)
 {
     HumanPlayer = ChessPieceColor.White;
     ChessBoard = new Board(fen);
        // ChessBoard.WhoseMove = ChessPieceColor.White;
     PieceMoves.InitiateChessPieceMotion();
     GenerateValidMoves();
 }
        private static void KingCastle(Board board, Piece piece, byte srcPosition, byte dstPosition)
        {
            if (piece.PieceType != ChessPieceType.King)
            {
                return;
            }

            //Lets see if this is a casteling move.
            if (piece.PieceColor == ChessPieceColor.White && srcPosition == 60)
            {
                //Castle Right
                if (dstPosition == 62)
                {
                    //Ok we are casteling we need to move the Rook
                    if (board.Squares[63].Piece != null)
                    {
                        board.Squares[61].Piece = board.Squares[63].Piece;
                        board.Squares[63].Piece = null;
                        board.WhiteCastled = true;
                        board.LastMove.MovingPieceSecondary = new PieceMoving(board.Squares[61].Piece.PieceColor, board.Squares[61].Piece.PieceType, board.Squares[61].Piece.Moved, 63, 61);
                        board.Squares[61].Piece.Moved = true;
                        return;
                    }
                }
                //Castle Left
                else if (dstPosition == 58)
                {
                    //Ok we are casteling we need to move the Rook
                    if (board.Squares[56].Piece != null)
                    {
                        board.Squares[59].Piece = board.Squares[56].Piece;
                        board.Squares[56].Piece = null;
                        board.WhiteCastled = true;
                        board.LastMove.MovingPieceSecondary = new PieceMoving(board.Squares[59].Piece.PieceColor, board.Squares[59].Piece.PieceType, board.Squares[59].Piece.Moved, 56, 59);
                        board.Squares[59].Piece.Moved = true;
                        return;
                    }
                }
            }
            else if (piece.PieceColor == ChessPieceColor.Black && srcPosition == 4)
            {
                if (dstPosition == 6)
                {
                    //Ok we are casteling we need to move the Rook
                    if (board.Squares[7].Piece != null)
                    {
                        board.Squares[5].Piece = board.Squares[7].Piece;
                        board.Squares[7].Piece = null;
                        board.BlackCastled = true;
                        board.LastMove.MovingPieceSecondary = new PieceMoving(board.Squares[5].Piece.PieceColor, board.Squares[5].Piece.PieceType, board.Squares[5].Piece.Moved, 7, 5);
                        board.Squares[5].Piece.Moved = true;
                        return;
                    }
                }
                    //Castle Left
                else if (dstPosition == 2)
                {
                    //Ok we are casteling we need to move the Rook
                    if (board.Squares[0].Piece != null)
                    {
                        board.Squares[3].Piece = board.Squares[0].Piece;
                        board.Squares[0].Piece = null;
                        board.BlackCastled = true;
                        board.LastMove.MovingPieceSecondary = new PieceMoving(board.Squares[3].Piece.PieceColor, board.Squares[3].Piece.PieceType, board.Squares[3].Piece.Moved, 0, 3);
                        board.Squares[3].Piece.Moved = true;
                        return;
                    }
                }
            }

            return;
        }
Example #10
0
        private static bool PromotePawns(Board board, Piece piece, byte dstPosition, ChessPieceType promoteToPiece)
        {
            if (piece.PieceType == ChessPieceType.Pawn)
            {
                if (dstPosition < 8)
                {
                    board.Squares[dstPosition].Piece.PieceType = promoteToPiece;
                    return true;
                }
                if (dstPosition > 55)
                {
                    board.Squares[dstPosition].Piece.PieceType = promoteToPiece;
                    return true;
                }
            }

            return false;
        }
Example #11
0
        //Fast Copy
        internal Board FastCopy()
        {
            Board clonedBoard = new Board(Squares);

            clonedBoard.EndGamePhase = EndGamePhase;
            clonedBoard.WhoseMove = WhoseMove;
            clonedBoard.MoveCount = MoveCount;
            clonedBoard.FiftyMove = FiftyMove;
            clonedBoard.ZobristHash = ZobristHash;
            clonedBoard.BlackCastled = BlackCastled;
            clonedBoard.WhiteCastled = WhiteCastled;
            return clonedBoard;
        }
Example #12
0
        internal static MoveContent MovePiece(Board board, byte srcPosition, byte dstPosition, ChessPieceType promoteToPiece)
        {
            Piece piece = board.Squares[srcPosition].Piece;

            //Record my last move
            board.LastMove = new MoveContent();

            //Add One to FiftyMoveCount to check for tie.
            board.FiftyMove++;

            if (piece.PieceColor == ChessPieceColor.Black)
            {
                board.MoveCount++;
            }

            //En Passant
            if (board.EnPassantPosition > 0)
            {
                board.LastMove.EnPassantOccured = SetEnpassantMove(board, dstPosition, piece.PieceColor);
            }

            if (!board.LastMove.EnPassantOccured)
            {
                Square sqr = board.Squares[dstPosition];

                if (sqr.Piece != null)
                {
                    board.LastMove.TakenPiece = new PieceTaken(sqr.Piece.PieceColor, sqr.Piece.PieceType,
                                                               sqr.Piece.Moved, dstPosition);
                    board.FiftyMove = 0;
                }
                else
                {
                    board.LastMove.TakenPiece = new PieceTaken(ChessPieceColor.White, ChessPieceType.None, false,
                                                               dstPosition);

                }
            }

            board.LastMove.MovingPiecePrimary = new PieceMoving(piece.PieceColor, piece.PieceType, piece.Moved, srcPosition, dstPosition);

            //Delete the piece in its source position
            board.Squares[srcPosition].Piece = null;

            //Add the piece to its new position
            piece.Moved = true;
            piece.Selected = false;
            board.Squares[dstPosition].Piece = piece;

            //Reset EnPassantPosition
            board.EnPassantPosition = 0;

            //Record En Passant if Pawn Moving
            if (piece.PieceType == ChessPieceType.Pawn)
            {
               board.FiftyMove = 0;
               RecordEnPassant(piece.PieceColor, piece.PieceType, board, srcPosition, dstPosition);
            }

            board.WhoseMove = board.WhoseMove == ChessPieceColor.White ? ChessPieceColor.Black : ChessPieceColor.White;

            KingCastle(board, piece, srcPosition, dstPosition);

            //Promote Pawns
            if (PromotePawns(board, piece, dstPosition, promoteToPiece))
            {
                board.LastMove.PawnPromoted = true;
            }
            else
            {
                board.LastMove.PawnPromoted = false;
            }

            if ( board.FiftyMove >= 50)
            {
                board.StaleMate = true;
            }

            return board.LastMove;
        }
Example #13
0
        //Copy Constructor
        internal Board(Board board)
        {
            Squares = new Square[64];

            for (byte x = 0; x < 64; x++)
            {
                if (board.Squares[x].Piece != null)
                {
                    Squares[x] = new Square(board.Squares[x].Piece);
                }
            }
            EndGamePhase = board.EndGamePhase;

            FiftyMove = board.FiftyMove;
            RepeatedMove = board.RepeatedMove;

            WhiteCastled = board.WhiteCastled;
            BlackCastled = board.BlackCastled;

            BlackCheck = board.BlackCheck;
            WhiteCheck = board.WhiteCheck;
            StaleMate = board.StaleMate;
            WhiteMate = board.WhiteMate;
            BlackMate = board.BlackMate;
            WhoseMove = board.WhoseMove;
            EnPassantPosition = board.EnPassantPosition;
            EnPassantColor = board.EnPassantColor;

            ZobristHash = board.ZobristHash;

            Score = board.Score;

            LastMove = new MoveContent(board.LastMove);

            MoveCount = board.MoveCount;
        }
        private static void GenerateValidMovesKing(Piece piece, Board board, byte srcPosition)
        {
            if (piece == null)
            {
                return;
            }

            for (byte i = 0; i < MoveArrays.KingTotalMoves[srcPosition]; i++)
            {
                byte dstPos = MoveArrays.KingMoves[srcPosition].Moves[i];

                if (piece.PieceColor == ChessPieceColor.White)
                {
                    //I can't move where I am being attacked
                    if (BlackAttackBoard[dstPos])
                    {
                        WhiteAttackBoard[dstPos] = true;
                        continue;
                    }
                }
                else
                {
                    if (WhiteAttackBoard[dstPos])
                    {
                        BlackAttackBoard[dstPos] = true;
                        continue;
                    }
                }

                AnalyzeMove(board, dstPos, piece);
            }
        }
Example #15
0
        private static bool SetEnpassantMove(Board board, byte dstPosition, ChessPieceColor pcColor)
        {
            //En Passant
            if (board.EnPassantPosition == dstPosition)
            {
                //We have an En Passant Possible
                if (pcColor != board.EnPassantColor)
                {
                    int pieceLocationOffset = 8;

                    if (board.EnPassantColor == ChessPieceColor.White)
                    {
                        pieceLocationOffset = -8;
                    }

                    dstPosition = (byte)(dstPosition + pieceLocationOffset);

                    Square sqr = board.Squares[dstPosition];

                    board.LastMove.TakenPiece = new PieceTaken(sqr.Piece.PieceColor, sqr.Piece.PieceType, sqr.Piece.Moved, dstPosition);

                    board.Squares[dstPosition].Piece = null;

                    //Reset FiftyMoveCount if capture
                    board.FiftyMove = 0;

                    return true;
                }
            }

            return false;
        }
        private static void GenerateValidMovesKingCastle(Board board, Piece king)
        {
            if (king == null)
            {
                return;
            }

            if (king.Moved)
            {
                return;
            }
            if (king.PieceColor == ChessPieceColor.White &&
                board.WhiteCastled)
            {
                return;
            }
            if (king.PieceColor == ChessPieceColor.Black &&
                board.BlackCastled)
            {
                return;
            }
            if (king.PieceColor == ChessPieceColor.Black &&
                board.BlackCheck)
            {
                return;
            }
            if (king.PieceColor == ChessPieceColor.White &&
                board.WhiteCheck)
            {
                return;
            }

            //This code will add the castleling move to the pieces available moves
            if (king.PieceColor == ChessPieceColor.White)
            {
                if (board.WhiteCheck)
                {
                    return;
                }

                if (board.Squares[63].Piece != null)
                {
                    //Check if the Right Rook is still in the correct position
                    if (board.Squares[63].Piece.PieceType == ChessPieceType.Rook)
                    {
                        if (board.Squares[63].Piece.PieceColor == king.PieceColor)
                        {
                            //Move one column to right see if its empty
                            if (board.Squares[62].Piece == null)
                            {
                                if (board.Squares[61].Piece == null)
                                {
                                    if (BlackAttackBoard[61] == false &&
                                        BlackAttackBoard[62] == false)
                                    {
                                        //Ok looks like move is valid lets add it
                                        king.ValidMoves.Push(62);
                                        WhiteAttackBoard[62] = true;
                                    }
                                }
                            }
                        }
                    }
                }

                if (board.Squares[56].Piece != null)
                {
                    //Check if the Left Rook is still in the correct position
                    if (board.Squares[56].Piece.PieceType == ChessPieceType.Rook)
                    {
                        if (board.Squares[56].Piece.PieceColor == king.PieceColor)
                        {
                            //Move one column to right see if its empty
                            if (board.Squares[57].Piece == null)
                            {
                                if (board.Squares[58].Piece == null)
                                {
                                    if (board.Squares[59].Piece == null)
                                    {
                                        if (BlackAttackBoard[58] == false &&
                                            BlackAttackBoard[59] == false)
                                        {
                                            //Ok looks like move is valid lets add it
                                            king.ValidMoves.Push(58);
                                            WhiteAttackBoard[58] = true;
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
            else if (king.PieceColor == ChessPieceColor.Black)
            {
                if (board.BlackCheck)
                {
                    return;
                }

                //There are two ways to castle, scenario 1:
                if (board.Squares[7].Piece != null)
                {
                    //Check if the Right Rook is still in the correct position
                    if (board.Squares[7].Piece.PieceType == ChessPieceType.Rook
                        && !board.Squares[7].Piece.Moved)
                    {
                        if (board.Squares[7].Piece.PieceColor == king.PieceColor)
                        {
                            //Move one column to right see if its empty

                            if (board.Squares[6].Piece == null)
                            {
                                if (board.Squares[5].Piece == null)
                                {
                                    if (WhiteAttackBoard[5] == false && WhiteAttackBoard[6] == false)
                                    {
                                        //Ok looks like move is valid lets add it
                                        king.ValidMoves.Push(6);
                                        BlackAttackBoard[6] = true;
                                    }
                                }
                            }
                        }
                    }
                }
                //There are two ways to castle, scenario 2:
                if (board.Squares[0].Piece != null)
                {
                    //Check if the Left Rook is still in the correct position
                    if (board.Squares[0].Piece.PieceType == ChessPieceType.Rook &&
                        !board.Squares[0].Piece.Moved)
                    {
                        if (board.Squares[0].Piece.PieceColor ==
                            king.PieceColor)
                        {
                            //Move one column to right see if its empty
                            if (board.Squares[1].Piece == null)
                            {
                                if (board.Squares[2].Piece == null)
                                {
                                    if (board.Squares[3].Piece == null)
                                    {
                                        if (WhiteAttackBoard[2] == false &&
                                            WhiteAttackBoard[3] == false)
                                        {
                                            //Ok looks like move is valid lets add it
                                            king.ValidMoves.Push(2);
                                            BlackAttackBoard[2] = true;
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
        public bool MovePiece(byte sourceColumn, byte sourceRow, byte destinationColumn, byte destinationRow)
        {
            byte srcPosition = (byte)(sourceColumn + (sourceRow * 8));
            byte dstPosition = (byte)(destinationColumn + (destinationRow * 8));

            Piece piece = ChessBoard.Squares[srcPosition].Piece;

            PreviousChessBoard = new Board(ChessBoard);

            Board.MovePiece(ChessBoard, srcPosition, dstPosition, ChessPieceType.Queen);

            PieceValidMoves.GenerateValidMoves(ChessBoard);

            //If there is a check in place, check if this is still true;
            if (piece.PieceColor == ChessPieceColor.White)
            {
                if (ChessBoard.WhiteCheck)
                {
                    //Invalid Move
                    ChessBoard = new Board(PreviousChessBoard);
                    PieceValidMoves.GenerateValidMoves(ChessBoard);
                    return false;
                }
            }
            else if (piece.PieceColor == ChessPieceColor.Black)
            {
                if (ChessBoard.BlackCheck)
                {
                    //Invalid Move
                    ChessBoard = new Board(PreviousChessBoard);
                    PieceValidMoves.GenerateValidMoves(ChessBoard);
                    return false;
                }
            }

            return true;
        }