Exemple #1
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        /// <summary>
        /// Performs the move. I move is only pseudo legal (putting own king in check)
        /// the move isn't executed.
        /// </summary>
        /// <returns>True if move could be carried out, false otherwise.</returns>
        private bool CastlingExecute(Board board)
        {
            BoardState afterState = m_beforeState = board.State;

            //Kings move
            board.MovePiece(m_from, m_to);

            //Rooks move
            board.MovePiece(m_rookFrom, m_rookTo);

            SetCastlingAvailabilety(ref afterState);
            SetEnPassentTarget(ref afterState);
            EndTurn(ref afterState);

            board.State = afterState;
            board.AddToHistory();

            if (board.IsCheck(m_beforeState.ColorToPlay))
            {
                CastlingUnExecute(board);
                return(false);
            }

            return(true);
        }
Exemple #2
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        /// <summary>
        /// Takes back (undo) the castling move. Nothing is done to verify if undoing the move is actually
        /// valid for the board associated to this move.
        /// </summary>
        private void CastlingUnExecute(Board board)
        {
            board.RemoveFromHistory();

            //Undoing rooks move
            board.MovePiece(m_rookTo, m_rookFrom);

            //Undoing kings move
            board.MovePiece(m_to, m_from);

            board.State = m_beforeState;
        }
Exemple #3
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        /// <summary>
        /// Takes back (undo) the En-Passant capture move. Nothing is done to verify if undoing the move is actually
        /// valid for the board associated to this move.
        /// </summary>
        private void EnPassantUnExecute(Board board)
        {
            board.RemoveFromHistory();

            board.MovePiece(m_to, m_from);
            board.PlacePiece(m_beforeState.EnPassantTarget, m_capture);

            board.State = m_beforeState;
        }
Exemple #4
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        /// <summary>
        /// Takes back (undo) the move. Nothing is done to verify if undoing the move is actually
        /// valid for the board associated to this move.
        /// </summary>
        private void StandardUnExecute(Board board)
        {
            board.RemoveFromHistory();

            board.MovePiece(m_to, m_from);
            board.PlacePiece(m_to, m_capture);

            board.State = m_beforeState;
        }
Exemple #5
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        /// <summary>
        /// Performs the move. I move is only pseudo legal (putting own king in check)
        /// the move isn't executed.
        /// </summary>
        /// <returns>True if move could be carried out, false otherwise.</returns>
        public virtual bool Execute()
        {
            BoardState afterState = m_beforeState = m_board.State;

            m_board.MovePiece(m_from, m_to);

            SetCastlingAvailabilety(ref afterState);
            SetEnPassentTarget(ref afterState);
            EndTurn(ref afterState);

            m_board.State = afterState;
            m_board.AddToHistory();

            if (m_board.IsCheck(m_beforeState.ColorToPlay))
            {
                UnExecute();
                return(false);
            }

            return(true);
        }
Exemple #6
0
        /// <summary>
        /// Performs the move. I move is only pseudo legal (putting own king in check)
        /// the move isn't executed.
        /// </summary>
        /// <returns>True if move could be carried out, false otherwise.</returns>
        private bool EnPassantExecute(Board board)
        {
            BoardState afterState = m_beforeState = board.State;

            board.PlacePiece(m_beforeState.EnPassantTarget, Piece.None);
            board.MovePiece(m_from, m_to);

            SetCastlingAvailabilety(ref afterState);
            SetEnPassentTarget(ref afterState);
            EndTurn(ref afterState);

            board.State = afterState;
            board.AddToHistory();

            if (board.IsCheck(m_beforeState.ColorToPlay))
            {
                EnPassantUnExecute(board);
                return(false);
            }

            return(true);
        }
Exemple #7
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        /// <summary>
        /// Takes back (undo) the move. Nothing is done to verify if undoing the move is actually
        /// valid for the board associated to this move.
        /// </summary>
        private void StandardUnExecute(Board board)
        {
            board.RemoveFromHistory();

              board.MovePiece(m_to, m_from);
              board.PlacePiece(m_to, m_capture);

              board.State = m_beforeState;
        }
Exemple #8
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        /// <summary>
        /// Performs the move. If move is only pseudo legal (putting own king in check)
        /// the move isn't executed.
        /// </summary>
        /// <returns>True if move could be carried out, false otherwise.</returns>
        private bool StandardExecute(Board board)
        {
            BoardState afterState = m_beforeState = board.State;

              board.MovePiece(m_from, m_to);

              SetCastlingAvailabilety(ref afterState);
              SetEnPassentTarget(ref afterState);
              EndTurn(ref afterState);

              board.State = afterState;
              board.AddToHistory();

              if (board.IsCheck(m_beforeState.ColorToPlay))
              {
            StandardUnExecute(board);
            return false;
              }

              return true;
        }
Exemple #9
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        /// <summary>
        /// Takes back (undo) the En-Passant capture move. Nothing is done to verify if undoing the move is actually
        /// valid for the board associated to this move.
        /// </summary>
        private void EnPassantUnExecute(Board board)
        {
            board.RemoveFromHistory();

              board.MovePiece(m_to, m_from);
              board.PlacePiece(m_beforeState.EnPassantTarget, m_capture);

              board.State = m_beforeState;
        }
Exemple #10
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        /// <summary>
        /// Takes back (undo) the castling move. Nothing is done to verify if undoing the move is actually
        /// valid for the board associated to this move.
        /// </summary>
        private void CastlingUnExecute(Board board)
        {
            board.RemoveFromHistory();

              //Undoing rooks move
              board.MovePiece(m_rookTo, m_rookFrom);

              //Undoing kings move
              board.MovePiece(m_to, m_from);

              board.State = m_beforeState;
        }