private void RemoveIllegalMoves(MoveSet ms) { ms.moves.RemoveAll(a => a.numTaken < ms.minScore); }
public List<Move> GetAllAllowedMoves(int minPiecesToTake = 0) { MoveSet ms = new MoveSet(); ms.minScore = minPiecesToTake; for (int i = 0; i < 50; i++) if (pieces1D[i].color == currentColor) pieces1D[i].GetAllMoves (this, ms); RemoveIllegalMoves(ms); if (ms.minScore > 0 && ms.moves.Count == 0) throw new Exception("Invalid minScore value"); return ms.moves; }
public bool GetAllMoves(Board b, MoveSet moveset, TakingMove tm = null, int depth = 0, bool needClone = false) { if (color == Color.None) return false; bool childNeedsClone = false; bool foundNewMove = false; //int direction = color == Color.White ? 1 : -1; int maxSteps = type == Type.Dam ? 10 : 1; for (int yDirection = -1; yDirection <= 1; yDirection += 2) { for (int xDirection = -1; xDirection <= 1; xDirection += 2) { for (int i = 1; i < maxSteps+1; i++) { int targetX = x + i * xDirection; int targetY = y + i * yDirection; if (targetX < 0 || targetX > 9 || targetY < 0 || targetY > 9) break; if (b.pieces [targetX, targetY].color == this.color) { // a piece of our own army break; } else if (b.pieces [targetX, targetY].color == Color.None) { // normal move, need to check y direction if ((type == Type.Dam || (yDirection == (color == Color.White ? 1 : -1))) && tm == null && moveset.minScore == 0) { moveset.moves.Add (new Move(x, y, targetX, targetY)); // normal move, not taking anything } } else // pieces of of opponent { if (b.pieces[targetX, targetY].taken || b.pieces[targetX, targetY] == this || targetX +xDirection < 0 || targetX + xDirection > 9 || targetY + yDirection < 0 || targetY + yDirection > 9) break; if (b.pieces [x + (i+1) * xDirection, y + (i+1) * yDirection].color != Color.None) break; foundNewMove = true; // we can take it! Color c = this.color; this.color = Color.None; int victimX = targetX; int victimY = targetY; bool z = b.pieces[victimX, victimY].taken; // mark it as taken so we cantb.pieces[victimX, victimY].taken jump over it again b.pieces[victimX, victimY].taken = true; // We need to find moves depth-first, or our taken scheme will not work do { targetX += xDirection; targetY += yDirection; if (targetX < 0 || targetX > 9 || targetY < 0 || targetY > 9 || b.pieces [targetX,targetY].color != Color.None) break; if (tm == null) { tm = new TakingMove(x, y); } else if (needClone) { tm = tm.Clone(depth); } #if DEBUG if (b.pieces[victimX,victimY].color == Color.None) throw new Exception(); #endif tm.AddHop(targetX,targetY, victimX, victimY, b.pieces [victimX, victimY].type); b.pieces [targetX,targetY].color = c; //TODO: type!!! b.pieces[targetX, targetY].type = type; childNeedsClone |= b.pieces [targetX,targetY].GetAllMoves(b, moveset, tm, depth + 1, childNeedsClone); b.pieces [targetX,targetY].color = Color.None; needClone = true; } while (++i < maxSteps); #if DEBUG if (b.pieces[victimX, victimY].taken == false) throw new Exception(); #endif b.pieces[victimX, victimY].taken = false; this.color = c; } } } } if (!foundNewMove && tm != null && tm.numTaken >= moveset.minScore) { moveset.moves.Add(tm); moveset.minScore = tm.numTaken; } return foundNewMove; }