public PieceBishop(Enums.GameSide manSide, Position position)
     : base(position)
 {
     this.GameSide = manSide;
     switch (manSide)
     {
         case Enums.GameSide.White:
             this.PieceType = Enums.PieceType.WhiteBishop;
             break;
         case Enums.GameSide.Black:
             this.PieceType = Enums.PieceType.BlackBishop;
             break;
     }
 }
 public PieceQueen(Enums.GameSide side, Position position)
     : base(position)
 {
     this.GameSide = side;
     switch (side)
     {
         case Enums.GameSide.White:
             this.PieceType = Enums.PieceType.WhiteQueen;
             break;
         case Enums.GameSide.Black:
             this.PieceType = Enums.PieceType.BlackQueen;
             break;
     }
 }
 public PiecePawn(Enums.GameSide side, Position position)
     : base(position)
 {
     this.GameSide = side;
     this.EnableEnPassanted = false;
     switch (side)
     {
         case Enums.GameSide.White:
             this.PieceType = Enums.PieceType.WhitePawn;
             break;
         case Enums.GameSide.Black:
             this.PieceType = Enums.PieceType.BlackPawn;
             break;
     }
 }
 public PieceKing(Enums.GameSide side, Position position)
     : base(position)
 {
     this.GameSide = side;
     this.IsMoved = false;
     switch (side)
     {
         case Enums.GameSide.White:
             this.PieceType = Enums.PieceType.WhiteKing;
             break;
         case Enums.GameSide.Black:
             this.PieceType = Enums.PieceType.BlackKing;
             break;
     }
 }
 protected override Position InitPosition(Position position)
 {
     if (position == Position.Empty)
     {
         switch (this.GameSide)
         {
             case Enums.GameSide.White:
                 return new Position(4, 1);
             case Enums.GameSide.Black:
                 return new Position(4, 8);
             default:
                 throw new PieceException(ExString.PositionIsEmpty);
         }
     }
     else
         return position;
 }
        /// <summary>
        /// 象的基本路线(即斜向)
        /// </summary>
        internal static void BishopShift(
            Enums.GameSide side, ISituation situation, Position position,
            Positions moveInPs, Positions capturePs)
        {
            bool canContine = true;
            Position tgtPos = Position.Empty;

            canContine = true;
            tgtPos = position;
            while (canContine)
            {
                tgtPos = tgtPos.ShiftEastNorth();
                canContine = Position.Shift(side, situation, tgtPos, moveInPs, capturePs);
            }

            canContine = true;
            tgtPos = position;
            while (canContine)
            {
                tgtPos = tgtPos.ShiftEastSouth();
                canContine = Position.Shift(side, situation, tgtPos, moveInPs, capturePs);
            }

            canContine = true;
            tgtPos = position;
            while (canContine)
            {
                tgtPos = tgtPos.ShiftWestNorth();
                canContine = Position.Shift(side, situation, tgtPos, moveInPs, capturePs);
            }

            canContine = true;
            tgtPos = position;
            while (canContine)
            {
                tgtPos = tgtPos.ShiftWestSouth();
                canContine = Position.Shift(side, situation, tgtPos, moveInPs, capturePs);
            }
        }
Exemple #7
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 /// <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++;
 }
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 protected virtual void OnPieceMoveOutEvent(Piece piece, Position pos)
 {
     if (PieceMoveOutEvent != null)
     {
         PieceMoveOutEvent(piece, pos);
     }
 }
Exemple #9
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 /// <summary>
 /// 移除指定位置棋格的棋子
 /// </summary>
 /// <param name="pos">指定位置</param>
 public void PieceMoveOut(Position pos)
 {
     Piece piece = this.ActivedPieces[pos.Dot];
     piece.IsCaptured = true;
     this.ActivedPieces.Remove(piece);
     this.MovedPieces.Add(piece);
     this.HalfMoveClock = 0;
     OnPieceMoveOutEvent(piece, pos);//注册棋子被俘事件
 }
 public static bool Shift(
     Enums.GameSide side, ISituation situation,
     Position tgtPos, Positions moveInPs, Positions capturePs)
 {
     return Shift(side, situation, tgtPos, moveInPs, capturePs, true);
 }
        /// <summary>
        /// 从当前的位置移动到新位置。
        /// 而后,判断该位置中是否有棋子,并根据判断结果更新两个Position集合(可移动"位置"集合,可杀棋"位置"集合)。
        /// 并返回是否可以继续移动的判断。
        /// </summary>
        /// <param name="situation">当前局面</param>
        /// <param name="tgtPos">目标位置</param>
        /// <param name="moveInPs">可移动"位置"集合</param>
        /// <param name="capturePs">可杀棋"位置"集合</param>
        /// <param name="enableToMoved">该棋格为空时,是否可以移入,一般是指“兵”,“兵”的斜向的两个棋格对于“兵”来讲能吃子不能移入。</param>
        /// <returns>移动到新位置后是否可以继续移动(当目标棋格中无棋子)</returns>
        public static bool Shift(
            Enums.GameSide side, ISituation situation,
            Position tgtPos, Positions moveInPs, Positions capturePs, bool enableToMoved)
        {
            if (tgtPos == Position.Empty) return false;

            char pieceChar;
            if (situation.TryGetPiece(tgtPos.Dot, out pieceChar))
            {
                if (char.IsLower(pieceChar) && side == Enums.GameSide.White)
                    capturePs.Add(tgtPos);
                if (char.IsUpper(pieceChar) && side == Enums.GameSide.Black)
                    capturePs.Add(tgtPos);
                return false;
            }
            else
            {
                if (enableToMoved)
                {
                    moveInPs.Add(tgtPos);
                    return true;
                }
                else
                    return false;
            }
        }