Exemple #1
0
    /// <summary>
    /// The user has released a dragged piece. Verify that its a legal move, if so perform the move and perform the next move if appropriate mode.
    /// </summary>
    /// <param name="piece"></param>
    private void _pieceUp(cgChessPieceScript piece)
    {
        if (_downPiece != null)
        {
            if (playerCanMove || Mode == BoardMode.PlayerVsPlayer)
            {
                cgSimpleMove        legalMove     = null;
                cgSquareScript      closestSquare = _findSquareAt(_downPiece.transform.position);
                List <cgSimpleMove> legalMoves    = _abstractBoard.findLegalMoves(whiteTurnToMove);
                foreach (cgSimpleMove move in legalMoves)
                {
                    if (cgGlobal.SquareNames[move.from] == _downPiece.square.uniqueName && cgGlobal.SquareNames[move.to] == closestSquare.uniqueName)
                    {
                        legalMove = move;
                    }
                }
                //test legality of move here.

                if (legalMove != null && _abstractBoard.verifyLegality(legalMove))
                {
                    //piece.moveToSquare(closestSquare);
                    _makeMove(legalMove);
                    if (Mode == BoardMode.PlayerVsEngine)
                    {
                        _engine.MakeMove(_abstractBoard, false, _engineCallback);
                    }
                    else if (Mode == BoardMode.EngineVsPlayer)
                    {
                        _engine.MakeMove(_abstractBoard, true, _engineCallback);
                    }
                }
                else
                {
                    piece.moveToSquare(piece.square);
                }
            }
            else
            {
                piece.moveToSquare(piece.square);
            }
            _downPiece = null;
        }
        else
        {
            piece.moveToSquare(piece.square);
            _downPiece = null;
        }
        if (highlightLastMove)
        {//revert colors if highlighting is active
            foreach (cgSquareScript square in _squares)
            {
                square.changeColor(square.startColor);
            }
        }
    }
    /// <summary>
    /// Peform the provided move on the visual board and the abstract board, with no legality checks - thus should be performed prior to calling this.
    /// </summary>
    /// <param name="move"></param>
    private void _makeMove(cgSimpleMove move)
    {
        UnityEngine.Debug.Log("White: " + _abstractBoard.whiteTurnToMove);
        movesMade++;
        playSound(moveSound);
        _abstractBoard.move(move);
        _writeLog(move);
        //_abstractBoard.debugReadBoard();
        if (_getPieceOn(_abstractBoard.SquareNames[move.to]) != null && !(move is cgCastlingMove))
        {
            _setDeadPiece(_getPieceOn(_abstractBoard.SquareNames[move.to]));
        }
        cgChessPieceScript piece = _getPieceOn(_abstractBoard.SquareNames[move.from]);

        if (move.queened)
        {
            piece.SetType(_abstractBoard.squares[move.to] > 0 ? cgChessPieceScript.Type.WhiteQueen : cgChessPieceScript.Type.BlackQueen);
        }
        if (move is cgCastlingMove)
        {
            cgChessPieceScript piece2 = _getPieceOn(_abstractBoard.SquareNames[(move as cgCastlingMove).secondFrom]);
            if (piece2)
            {
                piece2.moveToSquare(_getSquare(_abstractBoard.SquareNames[(move as cgCastlingMove).secondTo]));
            }
        }
        else if (move is cgEnPassantMove)
        {
            cgChessPieceScript piece2 = _getPieceOn(_abstractBoard.SquareNames[(move as cgEnPassantMove).attackingSquare]);
            piece2.dead = true;
        }
        piece.moveToSquare(_getSquare(_abstractBoard.SquareNames[move.to]));

        whiteTurnToMove = _abstractBoard.whiteTurnToMove;
        _checkGameOver();
        if (highlightLastMove)
        {
            //Color copyFrom = _getSquare(cgGlobal.SquareNames[move.to]).startColor;
            Color color = _getSquare(_abstractBoard.SquareNames[move.to]).recentMoveColor;

            _getSquare(_abstractBoard.SquareNames[move.to]).highlightTemporarily(color);
        }

        //Debug.Log("making move. " + _abstractBoard.whiteTurnToMove+" moves "+_abstractBoard.moves.Count);
        //UnityEngine.Debug.Log("Time elapsed: " + stopwatch.Elapsed);

        if (Mode == BoardMode.EngineVsEngine)
        {
            MakeEngineMove(_abstractBoard.duplicate(), _abstractBoard.whiteTurnToMove, _engineCallback);
        }
    }
Exemple #3
0
    /// <summary>
    /// Peform the provided move on the visual board and the abstract board, with no legality checks - thus should be performed prior to calling this.
    /// </summary>
    /// <param name="move"></param>
    private void _makeMove(cgSimpleMove move)
    {
        //Debug.Log("making move:" + cgGlobal.MoveToString(move));

        movesMade++;
        playSound(moveSound);
        _abstractBoard.move(move);
        _writeLog(move);
        //_abstractBoard.debugReadBoard();
        if (_getPieceOn(cgGlobal.SquareNames[move.to]) != null)
        {
            _setDeadPiece(_getPieceOn(cgGlobal.SquareNames[move.to]));
        }
        cgChessPieceScript piece = _getPieceOn(cgGlobal.SquareNames[move.from]);

        piece.moveToSquare(_getSquare(cgGlobal.SquareNames[move.to]));
        if (move.promoted)
        {
            piece.SetType(_abstractBoard.squares[move.to] > 0 ? cgChessPieceScript.Type.WhiteQueen : cgChessPieceScript.Type.BlackQueen);
        }
        if (move is cgCastlingMove)
        {
            cgChessPieceScript piece2 = _getPieceOn(cgGlobal.SquareNames[(move as cgCastlingMove).secondFrom]);
            if (piece2)
            {
                piece2.moveToSquare(_getSquare(cgGlobal.SquareNames[(move as cgCastlingMove).secondTo]));
            }
        }
        else if (move is cgEnPassantMove)
        {
            cgChessPieceScript piece2 = _getPieceOn(cgGlobal.SquareNames[(move as cgEnPassantMove).attackingSquare]);
            piece2.dead = true;
        }

        whiteTurnToMove = _abstractBoard.whiteTurnToMove;
        _checkGameOver();
        if (highlightLastMove)
        {
            //Color copyFrom = _getSquare(cgGlobal.SquareNames[move.to]).startColor;
            Color color = _getSquare(cgGlobal.SquareNames[move.to]).recentMoveColor;

            _getSquare(cgGlobal.SquareNames[move.to]).highlightTemporarily(color);
        }
    }