Exemple #1
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        private void SetPiece(Piece piece, Player player, int letter, int number)
        {
            // if a thread called this, invoke recursion
            if (this.InvokeRequired)
            {
                this.Invoke(new Action(() => SetPiece(piece, player, letter, number)));
                return;
            }

            // out of bounds
            if (letter < 0 || letter > 7 || number < 0 || number > 7)
                return; // throw new IndexOutOfRangeException("Chess board letter or number out of range");

            // clear tile
            if (piece == Piece.NONE)
            {
                Board[number][letter].Image = null;
                Board[number][letter].Invalidate();
                return;
            }

            // update our render
            Board[number][letter].Image = graphics.Pieces[player][piece];
            Board[number][letter].Invalidate();
        }
Exemple #2
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 // Constructor
 public Message(bool error, string msg, string action, Player player)
 {
     this.error = error;
       this.msg = msg;
       this.player = player;
       this.action = action;
 }
Exemple #3
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 // Method for the opening of popup
 public void open(Player player, coord position)
 {
     close ();
       foreach (Figure fig in this.figures) {
     TileWidget tile = new TileWidget ("", fig.name (), player.ToString (), this.tileSize);
     tile.position = position;
     fig.color = player.ToString ();
     box.PackStart (tile);
     tile.ButtonPressEvent += onTileClicked;
       }
       this.ShowAll ();
 }
Exemple #4
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        /// <summary>
        /// Calculate and return the boards fitness value.
        /// </summary>
        /// <param name="max">Who's side are we viewing from.</param>
        /// <returns>The board fitness value, what else?</returns>
        public int fitness(Player max)
        {
            int fitness = 0;
            int[] blackPieces = { 0, 0, 0, 0, 0, 0 };
            int[] whitePieces = { 0, 0, 0, 0, 0, 0 };
            int blackMoves = 0;
            int whiteMoves = 0;

            // sum up the number of moves and pieces
            foreach (position_t pos in Pieces[Player.BLACK])
            {
                blackMoves += LegalMoveSet.getLegalMove(this, pos).Count;
                blackPieces[(int)Grid[pos.number][pos.letter].piece]++;
            }

            // sum up the number of moves and pieces
            foreach (position_t pos in Pieces[Player.WHITE])
            {
                whiteMoves += LegalMoveSet.getLegalMove(this, pos).Count;
                whitePieces[(int)Grid[pos.number][pos.letter].piece]++;
            }

            // if viewing from black side
            if (max == Player.BLACK)
            {
                // apply weighting to piece counts
                for (int i = 0; i < 6; i++)
                {
                    fitness += pieceWeights[i] * (blackPieces[i] - whitePieces[i]);
                }

                // apply move value
                fitness += (int)(0.5 * (blackMoves - whiteMoves));
            }
            else
            {
                // apply weighting to piece counts
                for (int i = 0; i < 6; i++)
                {
                    fitness += pieceWeights[i] * (whitePieces[i] - blackPieces[i]);
                }

                // apply move value
                fitness += (int)(0.5 * (whiteMoves - blackMoves));
            }

            return fitness;
        }
Exemple #5
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        private static int mimaab(ChessBoard board, Player turn, int depth, int alpha, int beta)
        {
            // base case, at maximum depth return board fitness
            if (depth >= DEPTH)
                return board.fitness(MAX);
            else
            {
                List<ChessBoard> boards = new List<ChessBoard>();

                // get available moves / board states from moves for the current player
                foreach (position_t pos in board.Pieces[turn])
                {
                    if (STOP) return -1; // interupts
                    List<position_t> moves = LegalMoveSet.getLegalMove(board, pos);
                    foreach (position_t move in moves)
                    {
                        if (STOP) return -1; // interupts
                        ChessBoard b2 = LegalMoveSet.move(board, new move_t(pos, move));
                        boards.Add(b2);
                    }
                }

                int a = alpha, b = beta;
                if (turn != MAX) // minimize
                {
                    foreach (ChessBoard b2 in boards)
                    {
                        if (STOP) return -1; // interupt
                        b = Math.Min(b, mimaab(b2, (turn == Player.WHITE) ? Player.BLACK : Player.WHITE, depth + 1, a, b));
                        if (a >= b)
                            return a;
                    }
                    return b;
                }
                else // maximize
                {
                    foreach (ChessBoard b2 in boards)
                    {
                        if (STOP) return -1; // interupt
                        a = Math.Max(a, mimaab(b2, (turn == Player.WHITE) ? Player.BLACK : Player.WHITE, depth + 1, a, b));
                        if (a >= b)
                            return b;
                    }
                    return a;
                }
            }
        }
Exemple #6
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        public Board(Player whitePlayer, Player blackPlayer, string fenString = DEFAULT_STARTING_FEN)
        {
            this.StartFen = fenString;
            var config = FEN.Parse(fenString);

            this.Turn = config.Turn;
            foreach (var piece in config.Pieces)
                this[piece.Square] = piece.CreatePiece(this);

            this.castleAvailability.Add(PlayerColor.Black, config.BlackCastleAvailability);
            this.castleAvailability.Add(PlayerColor.White, config.WhiteCastleAvailability);

            this.History = new List<PieceMove>();
            whitePlayer.Board = this;
            whitePlayer.PlayerColor = PlayerColor.White;

            blackPlayer.Board = this;
            blackPlayer.PlayerColor = PlayerColor.Black;
            this.Players = new Dictionary<PlayerColor, Player> { { PlayerColor.White, whitePlayer }, { PlayerColor.Black, blackPlayer } };

            this.Players[PlayerColor.White].OnPreInit();
            this.Players[PlayerColor.Black].OnPreInit();
        }
Exemple #7
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        public void SetTurn(Player p)
        {
            // if a thread called this, invoke recursion
            if (this.InvokeRequired)
            {
                this.Invoke(new Action(() => SetTurn(p)));
                return;
            }

            // update the turn indicator
            if (chess != null)
            {
                picTurn.Image = graphics.TurnIndicator[chess.Turn];
            }
            else
            {
                picTurn.Image = graphics.TurnIndicator[Player.WHITE];
            }

            // if not creating a board
            if (!m_manualBoard)
            {
                // toggle whos timer is running
                if (p == Player.WHITE)
                {
                    tmrBlack.Stop();
                    tmrWhite.Start();
                }
                else
                {
                    tmrWhite.Stop();
                    tmrBlack.Start();
                }

                // if game over just stop timers
                if (chess != null && (m_checkmate || chess.detectCheckmate()))
                {
                    tmrWhite.Stop();
                    tmrBlack.Stop();
                }
            }
        }
        public ChessBoard(Player p1, Player p2)
        {
            //all white pieces
            whiteKing = new King(p1, 3, 0);
            ChessPiece whiteQueen = new Queen(p1, 4, 0);
            ChessPiece whiteRunner1 = new Runner(p1, 2, 0);
            ChessPiece whiteRunner2 = new Runner(p1, 5, 0);
            ChessPiece whiteHorse1 = new Horse(p1, 1, 0);
            ChessPiece whiteHorse2 = new Horse(p1, 6, 0);
            ChessPiece whiteTower1 = new Tower(p1, 0, 0);
            ChessPiece whiteTower2 = new Tower(p1, 7, 0);
            ChessPiece whiteFarmer1 = new Farmer(p1, 0, 1);
            ChessPiece whiteFarmer2 = new Farmer(p1, 1, 1);
            ChessPiece whiteFarmer3 = new Farmer(p1, 2, 1);
            ChessPiece whiteFarmer4 = new Farmer(p1, 3, 1);
            ChessPiece whiteFarmer5 = new Farmer(p1, 4, 1);
            ChessPiece whiteFarmer6 = new Farmer(p1, 5, 1);
            ChessPiece whiteFarmer7 = new Farmer(p1, 6, 1);
            ChessPiece whiteFarmer8 = new Farmer(p1, 7, 1);

            //all black pieces
            blackKing = new King(p2, 4, 7);
            ChessPiece blackQueen = new Queen(p2, 3, 7);
            ChessPiece blackRunner1 = new Runner(p2, 2, 7);
            ChessPiece blackRunner2 = new Runner(p2, 5, 7);
            ChessPiece blackHorse1 = new Horse(p2, 1, 7);
            ChessPiece blackHorse2 = new Horse(p2, 6, 7);
            ChessPiece blackTower1 = new Tower(p2, 0, 7);
            ChessPiece blackTower2 = new Tower(p2, 7, 7);
            ChessPiece blackFarmer1 = new Farmer(p2, 0, 6);
            ChessPiece blackFarmer2 = new Farmer(p2, 1, 6);
            ChessPiece blackFarmer3 = new Farmer(p2, 2, 6);
            ChessPiece blackFarmer4 = new Farmer(p2, 3, 6);
            ChessPiece blackFarmer5 = new Farmer(p2, 4, 6);
            ChessPiece blackFarmer6 = new Farmer(p2, 5, 6);
            ChessPiece blackFarmer7 = new Farmer(p2, 6, 6);
            ChessPiece blackFarmer8 = new Farmer(p2, 7, 6);

            //add all chesspieces to twodimensional array
            board[3, 0] = whiteKing;
            board[4, 0] = whiteQueen;
            board[2, 0] = whiteRunner1;
            board[5, 0] = whiteRunner2;
            board[1, 0] = whiteHorse1;
            board[6, 0] = whiteHorse2;
            board[0, 0] = whiteTower1;
            board[7, 0] = whiteTower2;
            board[0, 1] = whiteFarmer1;
            board[1, 1] = whiteFarmer2;
            board[2, 1] = whiteFarmer3;
            board[3, 1] = whiteFarmer4;
            board[4, 1] = whiteFarmer5;
            board[5, 1] = whiteFarmer6;
            board[6, 1] = whiteFarmer7;
            board[7, 1] = whiteFarmer8;

            board[4, 7] = blackKing;
            board[3, 7] = blackQueen;
            board[2, 7] = blackRunner1;
            board[5, 7] = blackRunner2;
            board[1, 7] = blackHorse1;
            board[6, 7] = blackHorse2;
            board[0, 7] = blackTower1;
            board[7, 7] = blackTower2;
            board[0, 6] = blackFarmer1;
            board[1, 6] = blackFarmer2;
            board[2, 6] = blackFarmer3;
            board[3, 6] = blackFarmer4;
            board[4, 6] = blackFarmer5;
            board[5, 6] = blackFarmer6;
            board[6, 6] = blackFarmer7;
            board[7, 6] = blackFarmer8;
        }
Exemple #9
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 public Runner(Player p, int posX, int posY)
     : base(p, posX, posY)
 {
 }
Exemple #10
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 public static Board Load(string fen, Player white = null, Player black = null)
 {
     return new Board(white ?? new Player(), black ?? new Player(), fen);
 }
Exemple #11
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        /// <summary>
        /// Slide along the path steps until you hit something. Return path to point and if it ends attacking with the attack.
        /// </summary>
        private static List<position_t> Slide(ChessBoard board, Player p, position_t pos, position_t step)
        {
            List<position_t> moves = new List<position_t>();
            for (int i = 1; i < 8; i++)
            {
                position_t moved = new position_t(pos.letter + i * step.letter, pos.number + i * step.number);

                if (moved.letter < 0 || moved.letter > 7 || moved.number < 0 || moved.number > 7)
                    break;

                if (board.Grid[moved.number][moved.letter].piece != Piece.NONE)
                {
                    if (board.Grid[moved.number][moved.letter].player != p)
                        moves.Add(moved);
                    break;
                }
                moves.Add(moved);
            }
            return moves;
        }
Exemple #12
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 /// <summary>
 /// Determine if the provided player has any valid moves.
 /// </summary>
 /// <param name="b">The state of the game.</param>
 /// <param name="player">The player.</param>
 /// <returns>True if the player has moves.</returns>
 public static bool hasMoves(ChessBoard b, Player player)
 {
     foreach(position_t pos in b.Pieces[player])
         if (b.Grid[pos.number][pos.letter].piece != Piece.NONE && 
             b.Grid[pos.number][pos.letter].player == player && 
             getLegalMove(b, pos).Count > 0) return true;
     return false;
 }
Exemple #13
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        public static move_t MiniMaxAB(ChessBoard board, Player turn)
        {
            RUNNING = true; // we've started running
            STOP = false; // no interupt command sent
            MAX = turn; // who is maximizing

            // gather all possible moves
            Dictionary<position_t, List<position_t>> moves = LegalMoveSet.getPlayerMoves(board, turn);

            // because we're threading safely store best result from each thread
            int[] bestresults = new int[moves.Count];
            move_t[] bestmoves = new move_t[moves.Count];

            // thread the generation of each move
            Parallel.ForEach(moves, (movelist,state,index) =>
            {
                if (STOP) // interupt
                {
                    state.Stop();
                    return;
                }

                // initialize thread best
                bestresults[index] = int.MinValue;
                bestmoves[index] = new move_t(new position_t(-1, -1), new position_t(-1, -1));

                // for each move for the current piece(thread)
                foreach (position_t move in movelist.Value)
                {
                    if (STOP) // interupt
                    {
                        state.Stop();
                        return;
                    }

                    // make initial move and start recursion
                    ChessBoard b2 = LegalMoveSet.move(board, new move_t(movelist.Key, move));
                    int result = mimaab(b2, (turn == Player.WHITE) ? Player.BLACK : Player.WHITE, 1, Int32.MinValue, Int32.MaxValue);

                    // if result is better or best hasn't been set yet
                    if (bestresults[index] < result || (bestmoves[index].to.Equals(new position_t(-1, -1)) && bestresults[index] == int.MinValue))
                    {
                        bestresults[index] = result;
                        bestmoves[index].from = movelist.Key;
                        bestmoves[index].to = move;
                    }
                }
            });

            // interupted
            if (STOP)
                return new move_t(new position_t(-1, -1), new position_t(-1, -1)); 

            // find the best of the thread results
            int best = int.MinValue;
            move_t m = new move_t(new position_t(-1, -1), new position_t(-1, -1));
            for(int i = 0; i < bestmoves.Length; i++)
            {
                if (best < bestresults[i] || (m.to.Equals(new position_t(-1,-1)) && !bestmoves[i].to.Equals(new position_t(-1,-1))))
                {
                    best = bestresults[i];
                    m = bestmoves[i];
                }
            }
            return m;
        }
Exemple #14
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        public void SetPiece(Piece piece, Player player, int letter, int number)
        {
            // set grid values
            Grid[number][letter].piece = piece;
            Grid[number][letter].player = player;

            // add piece to list
            Pieces[player].Add(new position_t(letter, number));

            // update king position
            if (piece == Piece.KING)
            {
                Kings[player] = new position_t(letter, number);
            }
        }
Exemple #15
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        private static bool allowCastle(ChessBoard board, Player player, position_t pos, bool isRight)
        {
            bool isValid = true;
            int rookPos;
            int kingDirection;
            if (isRight)
            {
                rookPos = 7;
                kingDirection = 1;
            }
            else
            {
                rookPos = 0;
                kingDirection = -1;
            }

            //Check for valid right castling
            // Is the peice at H,7 a rook owned by the player and has it moved
            if (board.Grid[pos.number][rookPos].piece == Piece.ROOK &&
                board.Grid[pos.number][rookPos].player == player && board.Grid[pos.number][rookPos].lastPosition.Equals(new position_t(-1,-1)))
            {
                // Check that the adjacent two squares are empty
                for (int i = 0; i < 2; i++)
                {
                    if (board.Grid[pos.number][pos.letter + (i + 1) * kingDirection].piece != Piece.NONE)
                    {
                        isValid = false;
                        break;
                    }
                }

                // Don't bother running secondary checks if the way isn't even clear
                if (isValid)
                {
                    for (int i = 0; i < 2; i++)
                    {
                        // Move kings postion over i squares to check if king is passing over an attackable
                        // square
                        ChessBoard b2 = LegalMoveSet.move(board, new move_t(pos, new position_t(pos.letter + (i + 1) * kingDirection, pos.number)));

                        // Attackable square is in between king and rook so
                        // its not possible to castle to the right rook
                        if (isCheck(b2, player))
                        {
                            isValid = false;
                            break;
                        }
                    }
                }
            }
            else
            {
                isValid = false;
            }
            return isValid;
        }
Exemple #16
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        /// <summary>
        /// Checks to see if the king for a player is in check. This function
        /// works by pretending the king is each of the different board pieces and seeing if it can attack
        /// any of the same type of price from its current position.
        /// </summary>
        /// <param name="b">Board state</param>
        /// <param name="king">the currnet player</param>
        /// <returns>Is in check</returns>
        public static bool isCheck(ChessBoard b, Player king)
        {
            if (b.Kings.Count == 0) return true;

            position_t king_pos = b.Kings[king];
            if (king_pos.number < 0 || king_pos.letter < 0) return true;

            Piece[] pieces = { Piece.PAWN, Piece.ROOK, Piece.KNIGHT, Piece.BISHOP, Piece.QUEEN, Piece.KING };

            ChessBoard tempBoard = new ChessBoard(b);

            for (int i = 0; i < 6; i++)
            {
                tempBoard.Grid[king_pos.number][king_pos.letter] = new piece_t(pieces[i], king);
                List<position_t> moves = getLegalMove(tempBoard, king_pos, false);
                foreach (var move in moves)
                {
                    if (b.Grid[move.number][move.letter].piece == pieces[i] &&
                        b.Grid[move.number][move.letter].player != king)
                    {
                        return true;
                    }
                }
            }

            return false;
        }
Exemple #17
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 public King(Player p, int posX, int posY)
     : base(p, posX, posY)
 {
 }
Exemple #18
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 public Horse(Player p, int posX, int posY)
     : base(p, posX, posY)
 {
 }
Exemple #19
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 public Farmer(Player p, int posX, int posY)
     : base(p, posX, posY)
 {
 }
Exemple #20
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 public Queen(Player p, int posX, int posY)
     : base(p, posX, posY)
 {
 }
Exemple #21
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 public Tower(Player p, int posX, int posY)
     : base(p, posX, posY)
 {
 }
Exemple #22
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 /// <summary>
 /// Get all legal moves for the player on the current board.
 /// </summary>
 /// <param name="b">The state of the game.</param>
 /// <param name="player">The player whose moves you want.</param>
 /// <returns>A 1-to-many dictionary of moves from one position to many</returns>
 public static Dictionary<position_t, List<position_t>> getPlayerMoves(ChessBoard b, Player player)
 {
     Dictionary<position_t, List<position_t>> moves = new Dictionary<position_t, List<position_t>>();
     foreach (position_t pos in b.Pieces[player])
         if (b.Grid[pos.number][pos.letter].piece != Piece.NONE)
         {
             if (!moves.ContainsKey(pos)) moves[pos] = new List<position_t>();
             moves[pos].AddRange(LegalMoveSet.getLegalMove(b, pos));
         }
     return moves;
 }