Exemple #1
0
 /// <summary>
 /// Constructor that creates a new ChessMove object based on two ChessLocations and a ChessFlag
 /// </summary>
 /// <param name="from">From ChessLocation</param>
 /// <param name="to">To ChessLocation</param>
 /// <param name="flag">The ChessFlag to create the move with.</param>
 public ChessMove(ChessLocation from, ChessLocation to, ChessFlag flag)
 {
     Profiler.AddToMainProfile((int)ProfilerMethodKey.ChessMove_ctor_ChessLocation_ChessLocation_ChessFlag);
     From           = from;
     To             = to;
     Flag           = flag;
     ToStringPrefix = string.Empty;
 }
 /// <summary>
 /// Gets or sets the piece on the board in a specified location; 0,0 is the upper left hand corner of the board.
 /// </summary>
 /// <param name="location">Location of the desired piece</param>
 /// <returns>ChessPiece</returns>
 public ChessPiece this[ChessLocation location]
 {
     get
     {
         Profiler.AddToMainProfile((int)ProfilerMethodKey.ChessBoard_get_ChessLocationIndexer);
         return(this[location.X, location.Y]);
     }
     set
     {
         Profiler.AddToMainProfile((int)ProfilerMethodKey.ChessBoard_set_ChessLocationIndexer);
         this[location.X, location.Y] = value;
     }
 }
        public override bool Equals(object obj)
        {
            Profiler.AddToMainProfile((int)ProfilerMethodKey.ChessLocation_Equals);
            if (obj == null)
            {
                return(false);
            }

            if (!(obj is ChessLocation))
            {
                return(false);
            }

            ChessLocation tmpLoc = (ChessLocation)obj;

            if ((this.X == tmpLoc.X) &&
                (this.Y == tmpLoc.Y))
            {
                return(true);
            }

            return(false);
        }
Exemple #4
0
 /// <summary>
 /// gets move for a specfic piece
 /// </summary>
 public static List<ChessMove> getmovesofpiece(StudentAI ai,ChessColor color, ChessBoard board,ChessLocation location)
 {
     List<ChessMove> piecemoves = new List<ChessMove>();
     ChessMove move = new ChessMove(location,location);
     switch (board[location])
     {
         case ChessPiece.BlackPawn:
             ChessMove bdiag1 = new ChessMove(location,new ChessLocation((location.X)-1,(location.Y)+1));
             ChessMove bdown = new ChessMove(location,new ChessLocation((location.X),(location.Y)+1));
             ChessMove bdown2 = new ChessMove(location, new ChessLocation((location.X), (location.Y) + 2));
             ChessMove bdiag2 = new ChessMove(location,new ChessLocation((location.X)+1,(location.Y)+1));
             if (ai.IsValidMove(board, bdiag1, color))
                 piecemoves.Add(bdiag1);
             if (ai.IsValidMove(board, bdown, color))
                 piecemoves.Add(bdown);
             if (ai.IsValidMove(board, bdiag2, color))
                 piecemoves.Add(bdiag2);
             if (ai.IsValidMove(board, bdown2, color))
                 piecemoves.Add(bdown2);
             break;
         case ChessPiece.WhitePawn:
             ChessMove wdiag1 = new ChessMove(location,new ChessLocation((location.X)-1,(location.Y)-1));
             ChessMove wup = new ChessMove(location,new ChessLocation((location.X),(location.Y)-1));
             ChessMove wup2 = new ChessMove(location, new ChessLocation((location.X), (location.Y) - 2));
             ChessMove wdiag2 = new ChessMove(location,new ChessLocation((location.X)+1,(location.Y)-1));
             if (ai.IsValidMove(board, wdiag1, color))
                 piecemoves.Add(wdiag1);
             if (ai.IsValidMove(board, wup, color))
                 piecemoves.Add(wup);
             if (ai.IsValidMove(board, wdiag2, color))
                 piecemoves.Add(wdiag2);
             if (ai.IsValidMove(board, wup2, color))
                 piecemoves.Add(wup2);
             break;
         case ChessPiece.BlackKing:
             for (int i = -1; i < 2; i++)
             {
                 for (int j = -1; j < 2; j++)
                 {
                     move = new ChessMove(location, new ChessLocation(location.X + i, location.Y + j));
                     if(ai.IsValidMove(board,move,color))
                         piecemoves.Add(move);
                 }
             }
             break;
         case ChessPiece.WhiteKing:
             for (int i = -1; i < 2; i++)
             {
                 for (int j = -1; j < 2; j++)
                 {
                     move = new ChessMove(location, new ChessLocation(location.X + i, location.Y + j));
                     if (ai.IsValidMove(board, move, color))
                         piecemoves.Add(move);
                 }
             }
             break;
         case ChessPiece.BlackKnight:
             move = new ChessMove(location, new ChessLocation(location.X + 2, location.Y + 1));
             if(ai.IsValidMove(board,move,color))
                 piecemoves.Add(move);
             move = new ChessMove(location, new ChessLocation(location.X + 2, location.Y + -1));
             if(ai.IsValidMove(board,move,color))
                 piecemoves.Add(move);
             move = new ChessMove(location, new ChessLocation(location.X + 1, location.Y + 2));
             if(ai.IsValidMove(board,move,color))
                 piecemoves.Add(move);
             move = new ChessMove(location, new ChessLocation(location.X + 1, location.Y + -2));
             if(ai.IsValidMove(board,move,color))
                 piecemoves.Add(move);
             move = new ChessMove(location, new ChessLocation(location.X + -2, location.Y + 1));
             if(ai.IsValidMove(board,move,color))
                 piecemoves.Add(move);
             move = new ChessMove(location, new ChessLocation(location.X + -2, location.Y + -1));
             if(ai.IsValidMove(board,move,color))
                 piecemoves.Add(move);
             move = new ChessMove(location, new ChessLocation(location.X + -1, location.Y + 2));
             if(ai.IsValidMove(board,move,color))
                 piecemoves.Add(move);
             move = new ChessMove(location, new ChessLocation(location.X + -1, location.Y + -2));
             if(ai.IsValidMove(board,move,color))
                 piecemoves.Add(move);
             break;
         case ChessPiece.WhiteKnight:
             move = new ChessMove(location, new ChessLocation(location.X + 2, location.Y + 1));
             if (ai.IsValidMove(board, move, color))
                 piecemoves.Add(move);
             move = new ChessMove(location, new ChessLocation(location.X + 2, location.Y + -1));
             if (ai.IsValidMove(board, move, color))
                 piecemoves.Add(move);
             move = new ChessMove(location, new ChessLocation(location.X + 1, location.Y + 2));
             if (ai.IsValidMove(board, move, color))
                 piecemoves.Add(move);
             move = new ChessMove(location, new ChessLocation(location.X + 1, location.Y + -2));
             if (ai.IsValidMove(board, move, color))
                 piecemoves.Add(move);
             move = new ChessMove(location, new ChessLocation(location.X + -2, location.Y + 1));
             if (ai.IsValidMove(board, move, color))
                 piecemoves.Add(move);
             move = new ChessMove(location, new ChessLocation(location.X + -2, location.Y + -1));
             if (ai.IsValidMove(board, move, color))
                 piecemoves.Add(move);
             move = new ChessMove(location, new ChessLocation(location.X + -1, location.Y + 2));
             if (ai.IsValidMove(board, move, color))
                 piecemoves.Add(move);
             move = new ChessMove(location, new ChessLocation(location.X + -1, location.Y + -2));
             if (ai.IsValidMove(board, move, color))
                 piecemoves.Add(move);
             break;
         case ChessPiece.BlackBishop:
         case ChessPiece.WhiteBishop:
             bool flag = true;
             int x = 1;
             while(flag)
             {
                 move = new ChessMove(location, new ChessLocation(location.X + x, location.Y + x));
                 if(ai.IsValidMove(board,move,color))
                     piecemoves.Add(move);
                 else
                     flag = false;
                 x++;
             }
             x = 1;
             flag = true;
             while (flag)
             {
                 move = new ChessMove(location, new ChessLocation(location.X + x, location.Y - x));
                 if (ai.IsValidMove(board, move, color))
                     piecemoves.Add(move);
                 else
                     flag = false;
                 x++;
             }
             x = 1;
             flag = true;
             while (flag)
             {
                 move = new ChessMove(location, new ChessLocation(location.X - x, location.Y - x));
                 if (ai.IsValidMove(board, move, color))
                     piecemoves.Add(move);
                 else
                     flag = false;
                 x++;
             }
             x = 1;
             flag = true;
             while (flag)
             {
                 move = new ChessMove(location, new ChessLocation(location.X - x, location.Y + x));
                 if (ai.IsValidMove(board, move, color))
                     piecemoves.Add(move);
                 else
                     flag = false;
                 x++;
             }
             break;
         case ChessPiece.BlackRook:
         case ChessPiece.WhiteRook:
             flag = true;
             x = 1;
             while(flag)
             {
               move = new ChessMove(location, new ChessLocation(location.X + x, location.Y));
               if (ai.IsValidMove(board, move, color))
                   piecemoves.Add(move);
               else
                   flag = false;
               x++;
             }
             x = 1;
             flag = true;
             while(flag)
             {
               move = new ChessMove(location, new ChessLocation(location.X - x, location.Y));
               if (ai.IsValidMove(board, move, color))
                   piecemoves.Add(move);
               else
                   flag = false;
               x++;
             }
             x = 1;
             flag = true;
             while(flag)
             {
               move = new ChessMove(location, new ChessLocation(location.X, location.Y+x));
               if (ai.IsValidMove(board, move, color))
                   piecemoves.Add(move);
               else
                   flag = false;
               x++;
             }
             x = 1;
             flag = true;
             while(flag)
             {
               move = new ChessMove(location, new ChessLocation(location.X, location.Y-x));
               if (ai.IsValidMove(board, move, color))
                   piecemoves.Add(move);
               else
                   flag = false;
               x++;
             }
             break;
         case ChessPiece.BlackQueen:
         case ChessPiece.WhiteQueen:
             flag = true;
             x = 1;
             while (flag)
             {
                 move = new ChessMove(location, new ChessLocation(location.X + x, location.Y + x));
                 if (ai.IsValidMove(board, move, color))
                     piecemoves.Add(move);
                 else
                     flag = false;
                 x++;
             }
             x = 1;
             flag = true;
             while (flag)
             {
                 move = new ChessMove(location, new ChessLocation(location.X + x, location.Y - x));
                 if (ai.IsValidMove(board, move, color))
                     piecemoves.Add(move);
                 else
                     flag = false;
                 x++;
             }
             x = 1;
             flag = true;
             while (flag)
             {
                 move = new ChessMove(location, new ChessLocation(location.X - x, location.Y - x));
                 if (ai.IsValidMove(board, move, color))
                     piecemoves.Add(move);
                 else
                     flag = false;
                 x++;
             }
             x = 1;
             flag = true;
             while (flag)
             {
                 move = new ChessMove(location, new ChessLocation(location.X - x, location.Y + x));
                 if (ai.IsValidMove(board, move, color))
                     piecemoves.Add(move);
                 else
                     flag = false;
                 x++;
             }
             x = 1;
             flag = true;
             while (flag)
             {
                 move = new ChessMove(location, new ChessLocation(location.X + x, location.Y));
                 if (ai.IsValidMove(board, move, color))
                     piecemoves.Add(move);
                 else
                     flag = false;
                 x++;
             }
             x = 1;
             flag = true;
             while (flag)
             {
                 move = new ChessMove(location, new ChessLocation(location.X - x, location.Y));
                 if (ai.IsValidMove(board, move, color))
                     piecemoves.Add(move);
                 else
                     flag = false;
                 x++;
             }
             x = 1;
             flag = true;
             while (flag)
             {
                 move = new ChessMove(location, new ChessLocation(location.X, location.Y + x));
                 if (ai.IsValidMove(board, move, color))
                     piecemoves.Add(move);
                 else
                     flag = false;
                 x++;
             }
             x = 1;
             flag = true;
             while (flag)
             {
                 move = new ChessMove(location, new ChessLocation(location.X, location.Y - x));
                 if (ai.IsValidMove(board, move, color))
                     piecemoves.Add(move);
                 else
                     flag = false;
                 x++;
             }
             break;
         default:
             return piecemoves;
     }
     return piecemoves;
 }
Exemple #5
0
        private bool shouldAttemptToQueenPawn(int[,] state, ChessLocation pawnLocation)
        {
            if (state[pawnLocation.X, pawnLocation.Y] == SimpleState.Pawn)
                return false;

            for (int row = pawnLocation.Y + 1; row < state.GetLength(1); row++)
            {
                if (state[pawnLocation.X, row] != SimpleState.Empty)
                    return false;
            }

            return true;
        }
Exemple #6
0
 /// <summary>
 /// Gets or sets the piece on the board in a specified location; 0,0 is the upper left hand corner of the board.
 /// </summary>
 /// <param name="location">Location of the desired piece</param>
 /// <returns>ChessPiece</returns>
 public ChessPiece this[ChessLocation location]
 {
     get
     {
         Profiler.AddToMainProfile((int)ProfilerMethodKey.ChessBoard_get_ChessLocationIndexer);
         return this[location.X, location.Y];
     }
     set
     {
         Profiler.AddToMainProfile((int)ProfilerMethodKey.ChessBoard_set_ChessLocationIndexer);
         this[location.X, location.Y] = value;
     }
 }
        /// <summary>
        /// Determines if the specified piece is in danger of being killed by any enemy pieces.
        /// </summary>
        /// <param name="stateToCheck">The current state of the board</param>
        /// <param name="pieceLocation">The location of the piece to check check if it is in danger</param>
        /// <returns>True if the piece can be killed by any enemy pieces, otherwise false</returns>
        public bool InDanger(int[,] stateToCheck, ChessLocation pieceLocation)
        {
            int columnCount = stateToCheck.GetLength(0);
            int rowCount = stateToCheck.GetLength(1);

            bool enemy = stateToCheck[pieceLocation.X, pieceLocation.Y] < SimpleState.Empty;
            int multiplier = enemy ? -1 : 1;

            int attackingPawn = multiplier * -SimpleState.Pawn;
            int attackingKnight = multiplier * -SimpleState.Knight;
            int attackingBishop = multiplier * -SimpleState.Bishop;
            int attackingRook = multiplier * -SimpleState.Rook;
            int attackingQueen = multiplier * -SimpleState.Queen;
            int attackingKing = multiplier * -SimpleState.King;

            int col, row;

            bool checkUp = true;
            bool checkDown = true;
            bool checkUpLeft = true;
            bool checkUpRight = true;
            bool checkLeft = true;
            bool checkRight = true;
            bool checkDownLeft = true;
            bool checkDownRight = true;
            bool done = false;
            int distance = 1;

            while (!done)
            {
                col = pieceLocation.X;
                row = pieceLocation.Y;
                int up = row - distance;
                int down = row + distance;
                int left = col - distance;
                int right = col + distance;

                if (checkUp && up >= 0 && stateToCheck[col, up] != SimpleState.Empty)
                {
                    checkUp = false;
                    if (stateToCheck[col, up] == attackingQueen || stateToCheck[col, up] == attackingRook)
                        return true;

                    if (distance == 1 && stateToCheck[col, up] == attackingKing)
                        return true;
                }

                if (checkDown && down < rowCount && stateToCheck[col, down] != SimpleState.Empty)
                {
                    checkDown = false;
                    if (stateToCheck[col, down] == attackingQueen || stateToCheck[col, down] == attackingRook)
                        return true;

                    if (distance == 1 && stateToCheck[col, down] == attackingKing)
                        return true;
                }

                if (checkLeft && left >= 0 && stateToCheck[left, row] != SimpleState.Empty)
                {
                    checkLeft = false;
                    if (stateToCheck[left, row] == attackingQueen || stateToCheck[left, row] == attackingRook)
                        return true;

                    if (distance == 1 && stateToCheck[left, row] == attackingKing)
                        return true;
                }

                if (checkRight && right < columnCount && stateToCheck[right, row] != SimpleState.Empty)
                {
                    checkRight = false;
                    if (stateToCheck[right, row] == attackingQueen || stateToCheck[right, row] == attackingRook)
                        return true;

                    if (distance == 1 && stateToCheck[right, row] == attackingKing)
                        return true;
                }

                if (checkUpLeft && up >= 0 && left >= 0 && stateToCheck[left, up] != SimpleState.Empty)
                {
                    checkUpLeft = false;
                    if (stateToCheck[left, up] == attackingQueen || stateToCheck[left, up] == attackingBishop)
                        return true;

                    if (distance == 1 && (stateToCheck[left, up] == attackingKing || (enemy && stateToCheck[left, up] == attackingPawn)))
                        return true;
                }

                if (checkUpRight && up >= 0 && right < columnCount && stateToCheck[right, up] != SimpleState.Empty)
                {
                    checkUpRight = false;
                    if (stateToCheck[right, up] == attackingQueen || stateToCheck[right, up] == attackingBishop)
                        return true;

                    if (distance == 1 && (stateToCheck[right, up] == attackingKing || (enemy && stateToCheck[right, up] == attackingPawn)))
                        return true;
                }

                if (checkDownLeft && down < rowCount && left >= 0 && stateToCheck[left, down] != SimpleState.Empty)
                {
                    checkDownLeft = false;
                    if (stateToCheck[left, down] == attackingQueen || stateToCheck[left, down] == attackingBishop)
                        return true;

                    if (distance == 1 && (stateToCheck[left, down] == attackingKing || (!enemy && stateToCheck[left, down] == attackingPawn)))
                        return true;
                }

                if (checkDownRight && down < rowCount && right < columnCount && stateToCheck[right, down] != SimpleState.Empty)
                {
                    checkDownRight = false;
                    if (stateToCheck[right, down] == attackingQueen || stateToCheck[right, down] == attackingBishop)
                        return true;

                    if (distance == 1 && (stateToCheck[right, down] == attackingKing || (!enemy && stateToCheck[right, down] == attackingPawn)))
                        return true;
                }

                done = !(checkUp || checkDown || checkLeft || checkRight || checkUpLeft || checkUpRight || checkDownLeft || checkDownRight);
                done = done || (up < 0 && left < 0 && down >= rowCount && right >= columnCount);
                distance++;
            }

            // Check knight left up
            col = pieceLocation.X - 2;
            row = pieceLocation.Y - 1;

            if (col >= 0 && row >= 0 && stateToCheck[col, row] == attackingKnight)
                return true;

            // Check knight left down
            col = pieceLocation.X - 2;
            row = pieceLocation.Y + 1;

            if (col >= 0 && row < rowCount && stateToCheck[col, row] == attackingKnight)
                return true;

            // Check knight up left
            col = pieceLocation.X - 1;
            row = pieceLocation.Y - 2;

            if (col >= 0 && row >= 0 && stateToCheck[col, row] == attackingKnight)
                return true;

            // Check knight up right
            col = pieceLocation.X + 1;
            row = pieceLocation.Y - 2;

            if (col < columnCount && row >= 0 && stateToCheck[col, row] == attackingKnight)
                return true;

            // Check knight right up
            col = pieceLocation.X + 2;
            row = pieceLocation.Y - 1;

            if (col < columnCount && row >= 0 && stateToCheck[col, row] == attackingKnight)
                return true;

            // Check knight right down
            col = pieceLocation.X + 2;
            row = pieceLocation.Y + 1;

            if (col < columnCount && row < rowCount && stateToCheck[col, row] == attackingKnight)
                return true;

            // Check knight down left
            col = pieceLocation.X - 1;
            row = pieceLocation.Y + 2;

            if (col >= 0 && row < rowCount && stateToCheck[col, row] == attackingKnight)
                return true;

            // Check knight down right
            col = pieceLocation.X + 1;
            row = pieceLocation.Y + 2;

            if (col < columnCount && row < rowCount && stateToCheck[col, row] == attackingKnight)
                return true;

            return false;
        }
Exemple #8
0
 /// <summary>
 /// Constructor that creates a new ChessMove object based on two ChessLocations
 /// </summary>
 /// <param name="from">From ChessLocation</param>
 /// <param name="to">To ChessLocation</param>
 public ChessMove(ChessLocation from, ChessLocation to) : this(from, to, ChessFlag.NoFlag)
 {
     Profiler.AddToMainProfile((int)ProfilerMethodKey.ChessMove_ctor_ChessLocation_ChessLocation);
 }