Exemple #1
0
        /// <summary>
        /// Verifies the legality of a move. Places the stone on the board. Finds prisoners and remove them.
        /// </summary>
        /// <param name="currentNode">Node of tree representing the previous move.</param>
        /// <param name="moveToMake">Move to check.</param>
        /// <returns>Object, which contains: the result of legality check, list of prisoners, the new state of game board, the new state of groups.</returns>
        public MoveProcessingResult ProcessMove(GameTreeNode currentNode, Move moveToMake)
        {
            lock (RulesetInfo)
            {
                StoneColor  player = moveToMake.WhoMoves;
                Position    position = moveToMake.Coordinates;
                GameBoard[] history = new GameBoard[0];
                GroupState  previousGroupState, currentGroupState;
                GameBoard   previousBoard, currentBoard;
                if (currentNode == null)
                {
                    previousGroupState = new GroupState(RulesetInfo);
                    currentGroupState  = new GroupState(RulesetInfo);
                    previousBoard      = new GameBoard(RulesetInfo.BoardSize);
                    currentBoard       = new GameBoard(RulesetInfo.BoardSize);
                }
                else
                {
                    history = currentNode.GetGameBoardHistory().ToArray();
                    //set Ruleset state
                    previousGroupState = new GroupState(currentNode.GroupState, RulesetInfo);
                    currentGroupState  = new GroupState(currentNode.GroupState, RulesetInfo);
                    previousBoard      = new GameBoard(currentNode.BoardState);
                    currentBoard       = new GameBoard(currentNode.BoardState);
                }

                SetRulesetInfo(currentBoard, currentGroupState);

                MoveProcessingResult processingResult = new MoveProcessingResult
                {
                    Captures      = new List <Position>(),
                    NewBoard      = previousBoard,
                    NewGroupState = previousGroupState
                };

                //1. step: check intersection
                if (moveToMake.Kind == MoveKind.Pass)
                {
                    processingResult.Result = Pass(currentNode);
                    return(processingResult);
                }
                else if (IsOutsideTheBoard(position) == MoveResult.OutsideTheBoard)
                {
                    processingResult.Result = MoveResult.OutsideTheBoard;
                    return(processingResult);
                }
                else if (IsPositionOccupied(position) == MoveResult.OccupiedPosition)
                {
                    processingResult.Result = MoveResult.OccupiedPosition;
                    return(processingResult);
                }
                else
                {
                    //2. step: add stone
                    RulesetInfo.GroupState.AddStoneToBoard(moveToMake.Coordinates, moveToMake.WhoMoves);

                    //3. step: find captures and remove prisoners
                    List <int> capturedGroups = CheckCapturedGroups(moveToMake);
                    foreach (int groupID in capturedGroups)
                    {
                        processingResult.Captures.AddRange(RulesetInfo.GroupState.Groups[groupID].Members);
                        RulesetInfo.GroupState.Groups[groupID].DeleteGroup();
                    }

                    //4. step: check selfcapture, ko
                    MoveResult r = CheckSelfCaptureKoSuperko(moveToMake, history);

                    if (r == MoveResult.Legal)
                    {
                        RulesetInfo.GroupState.CountLiberties();
                        processingResult.NewBoard      = currentBoard;
                        processingResult.NewGroupState = currentGroupState;
                    }
                    else
                    {
                        SetRulesetInfo(previousBoard, previousGroupState);
                    }

                    processingResult.Result = r;
                    return(processingResult);
                }
            }
        }
Exemple #2
0
        /// <summary>
        /// Determines whether a move is legal. Information about any captures and the new board state are discarded.
        /// </summary>
        /// <param name="currentNode">Node of tree representing the previous move.</param>
        /// <param name="moveToMake">The move of a player.</param>
        /// <returns>The result of legality check.</returns>
        public MoveResult IsLegalMove(GameTreeNode currentNode, Move moveToMake)
        {
            MoveProcessingResult result = ProcessMove(currentNode, moveToMake);

            return(result.Result);
        }