Example #1
0
        public bool WouldBeInCheckAfter(Move move, Player player)
        {
            ChessUtilities.ThrowIfNull(move, nameof(move));
            var gcd = new GameCreationData();

            gcd.Board = Board;
            gcd.CanWhiteCastleKingSide  = !_whiteRookHMoved && !_whiteKingMoved;
            gcd.CanWhiteCastleQueenSide = !_whiteRookAMoved && !_whiteKingMoved;
            gcd.CanBlackCastleKingSide  = !_blackRookHMoved && !_blackKingMoved;
            gcd.CanBlackCastleQueenSide = !_blackRookAMoved && !_blackKingMoved;
            gcd.EnPassant = null;

            if (_moves.Count > 0)
            {
                var last = _moves.Last();
                if (last.Piece is Pawn && new SquareDistance(last.OriginalPosition, last.NewPosition).DistanceY == 2)
                {
                    gcd.EnPassant = new Square(last.NewPosition.File, last.Player == Player.White ? 3 : 6);
                }
            }

            gcd.HalfMoveClock  = _halfMoveClock;
            gcd.FullMoveNumber = _fullMoveNumber;

            var copy = new ChessGame(gcd);

            copy.ApplyMove(move, true);

            var status = copy.CalculateStatus(player, false);

            return(status.Event == GameEvent.Check && status.PlayerWhoCausedEvent != player);
        }
Example #2
0
        protected virtual bool WouldBeInCheckAfter(Move move, Player player)
        {
            Utilities.ThrowIfNull(move, "move");
            ChessGame copy = new ChessGame(Board, player, false);

            copy.ApplyMove(move, true, false);
            GameStatus status = copy.CalculateStatus(player, false);

            return(status.Event == GameEvent.Check && status.PlayerWhoCausedEvent != player);
        }
Example #3
0
 protected virtual bool WouldBeInCheckAfter(Move move, Player player)
 {
     Utilities.ThrowIfNull(move, "move");
     ChessGame copy = new ChessGame(Board, player, false);
     copy.ApplyMove(move, true, false);
     GameStatus status = copy.CalculateStatus(player, false);
     return status.Event == GameEvent.Check && status.PlayerWhoCausedEvent != player;
 }