Exemple #1
0
 protected virtual void OnPieceMoveInEvent(Piece piece, Enums.ActionCollection actions, PositionPair pair)
 {
     if (PieceMoveInEvent != null)
     {
         PieceMoveInEvent(piece, actions, pair);
     }
 }
Exemple #2
0
        /// <summary>
        /// 内部方法:移动棋子,并更改FEN记录
        /// </summary>
        /// <param name="piece">被移动的棋子</param>
        /// <param name="srcPos">源棋格</param>
        /// <param name="tgtPos">目标棋格</param>
        private void PieceMoveIn(Piece piece, Enums.ActionCollection actions, Position srcPos, Position tgtPos)
        {
            switch (piece.PieceType)
            {
                #region case 王车易位,过路兵,升变
            case Enums.PieceType.WhiteKing:
            case Enums.PieceType.BlackKing:
            {
                //TODO:在这里实现王车易位
                break;
            }

            case Enums.PieceType.WhitePawn:
            case Enums.PieceType.BlackPawn:
            {
                //移走被吃的过路兵
                if (_piecePawnByEnPassanted != null)
                {
                    if (tgtPos.X == _piecePawnByEnPassanted.Position.X)
                    {
                        actions.Add(Enums.Action.EnPassant);
                        PieceMoveOut(_piecePawnByEnPassanted.Position);
                    }
                }
                //TODO:在这里实现“升变”
                break;
            }

            case Enums.PieceType.WhiteQueen:
            case Enums.PieceType.WhiteRook:
            case Enums.PieceType.WhiteBishop:
            case Enums.PieceType.WhiteKnight:
            case Enums.PieceType.BlackQueen:
            case Enums.PieceType.BlackRook:
            case Enums.PieceType.BlackBishop:
            case Enums.PieceType.BlackKnight:
            case Enums.PieceType.AllKings:
            case Enums.PieceType.AllQueens:
            case Enums.PieceType.AllRooks:
            case Enums.PieceType.AllBishops:
            case Enums.PieceType.AllKnights:
            case Enums.PieceType.AllPawns:
            case Enums.PieceType.All:
            case Enums.PieceType.None:
            default:
                break;
                #endregion
            }
            piece.Position = tgtPos;
            this.SetByPosition(srcPos.Dot, '1');
            this.SetByPosition(tgtPos.Dot, Enums.FromPieceType(piece.PieceType)[0]);
            this.GameSide = Enums.GetOtherGameSide(this.GameSide);
            if (this.GameSide == Enums.GameSide.White)
            {
                this.FullMoveNumber++;
            }
            this.HalfMoveClock++;
        }
Exemple #3
0
        /// <summary>
        /// 移动指定位置棋格的棋子
        /// </summary>
        /// <param name="pair">指定的成对的位置,First值为源棋格,Second值是目标棋格</param>
        public void PieceMoveIn(PositionPair pair)
        {
            Enums.ActionCollection actions = new Enums.ActionCollection();
            Piece piece;

            if (this.TryGetPiece(pair.First.Dot, out piece))
            {
                //第1步,判断一下过路兵的格子的逻辑
                if (piece is PiecePawn)
                {
                    if (pair.First.Y == pair.Second.Y)
                    {
                        return;
                    }
                }
                actions.Add(Enums.Action.General);
                //第2步,判断目标棋格中是否有棋子。
                //如果有棋子,更改Action,调用PieceMoveOut方法。
                if (this.ContainsPiece(pair.Second.Dot))
                {
                    actions.Add(Enums.Action.Capture);
                    this.PieceMoveOut(pair.Second);
                }

                //第3步,调用内部方法PieceMoveIn,移动棋子,并更改FEN记录
                this.PieceMoveIn(piece, actions, pair.First, pair.Second);

                //第4步,如上一步棋出现过“过路兵”的局面,而现在进行了新的一步棋了,故而取消上一步棋的“过路兵”局面。
                if (_piecePawnByEnPassanted != null)
                {
                    _piecePawnByEnPassanted.EnableEnPassanted = false;
                    _piecePawnByEnPassanted = null;
                }

                //第5步,判断是否过路兵的局面
                if (piece is PiecePawn)
                {
                    #region 过路兵
                    //成为能被吃过路兵的“兵”
                    if ((pair.First.Y == 1 && pair.Second.Y == 3) || (pair.First.Y == 6 && pair.Second.Y == 4))
                    {
                        char     pawnChar;
                        Position tmpPos = pair.Second.ShiftWest();
                        if (tmpPos != null)
                        {
                            if (this.TryGetPiece(tmpPos.Dot, out pawnChar))
                            {
                                Enums.GameSide side = char.IsLower(pawnChar) ? Enums.GameSide.Black : Enums.GameSide.White;
                                if (this.GameSide == side)
                                {
                                    _piecePawnByEnPassanted = piece as PiecePawn;
                                    _piecePawnByEnPassanted.EnableEnPassanted = true;
                                }
                            }
                        }
                        tmpPos = pair.Second.ShiftEast();
                        if (tmpPos != null)
                        {
                            if (this.TryGetPiece(tmpPos.Dot, out pawnChar))
                            {
                                Enums.GameSide side = char.IsLower(pawnChar) ? Enums.GameSide.Black : Enums.GameSide.White;
                                if (this.GameSide == side)
                                {
                                    _piecePawnByEnPassanted = piece as PiecePawn;
                                    _piecePawnByEnPassanted.EnableEnPassanted = true;
                                }
                            }
                        }
                    }
                    else
                    {
                        ((PiecePawn)piece).EnableEnPassanted = false;
                    }
                    #endregion
                }

                //第6步,移动棋子后,根据移动棋子后的局面生成Action,主要是判断另一战方的“王”是否被将军
                actions.Add(this.IsCheckPieceKing(piece));


                //第7步,注册棋子移动后事件
                OnPieceMoveInEvent(piece, actions, pair);
            }
        }