Example #1
0
        /// <summary>
        /// Given a pice and its new location, check if the move is allowed based on obstructions, limits, etc
        /// </summary>
        /// <param name="p"></param>
        /// <param name="targetCoord"></param>
        /// <param name="currentBoard"></param>
        private bool InitializeAndValidateMove(Piece p, CoordAbs targetCoord, Board currentBoard, GameRules rules)
        {
            FromCoord     = new CoordAbs(p.pos.X, p.pos.Y);
            movingPiece   = p;
            outcome       = GameRules.MoveOutcomes.Unknown;
            opponentPiece = null;
            ToCoord       = targetCoord;

            // finish populating the Move and check the legality

            Legal = false;

            // ensure the move stays on the board
            if (ToCoord.X >= currentBoard.Width ||
                ToCoord.X < 0 ||
                ToCoord.Y >= currentBoard.Height ||
                ToCoord.Y < 0)
            {
                return(false);
            }

            opponentPiece = currentBoard.GetPieceAtCoord(ToCoord); // may be null

            if (opponentPiece?.Owner == movingPiece.Owner || // cannot move into owned space
                currentBoard.GetLocationAtCoord(ToCoord)?.Passable == false)    // cannot move into obstacles
            {
                return(false);
            }

            // check if theres is an empty line to the target location
            if (p.Type.CanJump == false)
            {
                if (rules.LoggingSettings.debugJumpchecks)
                {
                    Console.WriteLine($"Checking space between {FromCoord} to {ToCoord}...");
                }

                int xmin = Math.Min(FromCoord.X, ToCoord.X);
                int xmax = Math.Max(FromCoord.X, ToCoord.X);
                int ymin = Math.Min(FromCoord.Y, ToCoord.Y);
                int ymax = Math.Max(FromCoord.Y, ToCoord.Y);

                for (int y = ymin; y <= ymax; y++)
                {
                    for (int x = xmin; x <= xmax; x++)
                    {
                        // dont include the coords of FromCoord nor ToCoord, just between
                        if (FromCoord.X == x && FromCoord.Y == y ||
                            ToCoord.X == x && ToCoord.Y == y)
                        {
                            continue;
                        }

                        // check if the path is clear of empty pieces and is traversable
                        if (currentBoard.PiecesLayout[x, y] != null || !currentBoard.LocationsLayout[x, y].Passable)
                        {
                            Legal = false;
                            return(false);
                        }

                        if (rules.LoggingSettings.debugJumpchecks)
                        {
                            Console.WriteLine($"{x} {y} is " + currentBoard.PiecesLayout[x, y]
                                              + " / " + currentBoard.LocationsLayout[x, y].Passable);
                        }
                    }
                }
            }


            // todo: is legality and battle result predictions premature at this stage?
            // outcome = movingPiece.PredictWinner(opponentPiece, rules);//defaults to "move" if nothing is in the way

            Legal = true;
            return(true);
        }
Example #2
0
 public Piece GetPieceAtCoord(CoordAbs c) => PiecesLayout.TryIndex(c.X, c.Y);              // can return null
 public LocationType GetLocationAtCoord(CoordAbs c) => LocationsLayout.TryIndex(c.X, c.Y); // can return null
Example #3
0
 public Move(Piece p, CoordAbs targetCoord, Board currentBoard, GameRules rules)
 {
     InitializeAndValidateMove(p, targetCoord, currentBoard, rules);
 }
Example #4
0
        }                                                    // probably static per session


        public Piece GetPieceAtCoord(CoordAbs c) => PiecesLayout.TryIndex(c.X, c.Y);              // can return null