Exemple #1
0
        /// <summary>
        /// Generate moves a FlyweightPiece can make.
        /// This method does not varifies if a move puts its own king in check.
        /// This is done by a move when its carried out.
        /// </summary>
        /// <param name="board">Board to generate moves for.</param>
        /// <param name="location">Location of the piece.</param>
        /// <param name="moves">Container class to which all generated moves are added.</param>
        public void GenerateMoves(Board board, Square location, MoveOrganizer moves)
        {
            if (m_color == board.State.ColorToPlay)
            {
                //Basic moves
                for (int i = 0; i < m_directions.Length; ++i)
                {
                    m_iterator.Reset(board, location, m_directions[i]);
                    if (m_iterator.Next())
                    {
                        if (m_iterator.CurrentPieceColor() != m_color)
                        {
                            moves.Add(new Move(board, location, m_iterator.CurrentSquare()));
                        }
                    }
                }

                //Castling moves
                switch (m_color)
                {
                case PieceColor.White:
                    if (board.State.WhiteCanCastleLong &&
                        board.IsPathClear(Square.E1, Square.A1) &&
                        !board.IsSquareAttacted(PieceColor.Black, Square.E1) &&
                        !board.IsSquareAttacted(PieceColor.Black, Square.D1))
                    {
                        moves.Add(new Move(board, Square.E1, Square.C1, Square.A1, Square.D1));
                    }

                    if (board.State.WhiteCanCastleShort &&
                        board.IsPathClear(Square.E1, Square.H1) &&
                        !board.IsSquareAttacted(PieceColor.Black, Square.E1) &&
                        !board.IsSquareAttacted(PieceColor.Black, Square.F1))
                    {
                        moves.Add(new Move(board, Square.E1, Square.G1, Square.H1, Square.F1));
                    }
                    break;

                case PieceColor.Black:
                    if (board.State.BlackCanCastleLong &&
                        board.IsPathClear(Square.E8, Square.A8) &&
                        !board.IsSquareAttacted(PieceColor.White, Square.E8) &&
                        !board.IsSquareAttacted(PieceColor.White, Square.D8))
                    {
                        moves.Add(new Move(board, Square.E8, Square.C8, Square.A8, Square.D8));
                    }

                    if (board.State.BlackCanCastleShort &&
                        board.IsPathClear(Square.E8, Square.H8) &&
                        !board.IsSquareAttacted(PieceColor.White, Square.E8) &&
                        !board.IsSquareAttacted(PieceColor.White, Square.F8))
                    {
                        moves.Add(new Move(board, Square.E8, Square.G8, Square.H8, Square.F8));
                    }
                    break;
                }
            }
        }
Exemple #2
0
        /// <summary>
        /// Generate moves a FlyweightPiece can make.
        /// This method does not varifies if a move puts its own king in check.
        /// This is done in MoveOrganizer when adding a move.
        /// </summary>
        /// <param name="board">Board to generate moves for.</param>
        /// <param name="location">Location of the piece.</param>
        /// <param name="moves">Container class to which all generated moves are added.</param>
        public void GenerateMoves(Board board, Square location, MoveOrganizer moves)
        {
            if (m_color == board.State.ColorToPlay)
            {
                //Basic moves
                for (int i = 0; i < m_directions.Length; i++)
                {
                    m_iterator.Reset(board, location, m_directions[i]);
                    if (m_iterator.Next())
                        if (m_iterator.CurrentPieceColor() != m_color)
                            moves.Add(new Move(board, location, m_iterator.CurrentSquare()));
                }

                //Castling moves
                switch (m_color)
                {
                    case PieceColor.White:
                        if (board.State.WhiteCanCastleLong &&
                            board.IsPathClear(Square.E1, Square.A1) &&
                            !board.IsSquareAttacted(PieceColor.Black, Square.E1) &&
                            !board.IsSquareAttacted(PieceColor.Black, Square.D1))
                        {
                            moves.Add(new CastlingMove(board, Square.E1, Square.C1));
                        }

                        if (board.State.WhiteCanCastleShort &&
                            board.IsPathClear(Square.E1, Square.H1) &&
                            !board.IsSquareAttacted(PieceColor.Black, Square.E1) &&
                            !board.IsSquareAttacted(PieceColor.Black, Square.F1))
                        {
                            moves.Add(new CastlingMove(board, Square.E1, Square.G1));
                        }
                    break;

                    case PieceColor.Black:
                        if (board.State.BlackCanCastleLong &&
                            board.IsPathClear(Square.E8, Square.A8) &&
                            !board.IsSquareAttacted(PieceColor.White, Square.E8) &&
                            !board.IsSquareAttacted(PieceColor.White, Square.D8))
                        {
                            moves.Add(new CastlingMove(board, Square.E8, Square.C8));
                        }

                        if (board.State.BlackCanCastleShort &&
                            board.IsPathClear(Square.E8, Square.H8) &&
                            !board.IsSquareAttacted(PieceColor.White, Square.E8) &&
                            !board.IsSquareAttacted(PieceColor.White, Square.F8))
                        {
                            moves.Add(new CastlingMove(board, Square.E8, Square.G8));
                        }
                    break;
                }
            }
        }