public void Prepare(FastBoardNode node) { White.Clear(); Black.Clear(); for (byte b = 0; b < node.positions.Length; ++b) { var piece = node.positions[b]; BoardCollection board; if (piece.team == Team.None) { continue; } else if (piece.team == Team.White) { board = White; } else { board = Black; } board.Pieces[b] = true; board.MaterialValue += GetMaterialValue(piece.piece); if (piece.piece == FastPiece.Pawn) { board.Pawns[b] = true; } else { AddThreats(ref board.Threats, node, b); } } White.PawnThreats = White.Pawns.Shift(HexNeighborDirection.UpLeft) | White.Pawns.Shift(HexNeighborDirection.UpRight); Black.PawnThreats = Black.Pawns.Shift(HexNeighborDirection.DownLeft) | Black.Pawns.Shift(HexNeighborDirection.DownRight); White.Threats = White.Threats | White.PawnThreats; Black.Threats = Black.Threats | Black.PawnThreats; }
public void ClearBoard() { _privateBoard.Clear(); //hopefully this simple. }
public void Clear() { _privateBoard.Clear(); }
public void ClearBoard(BingoVMData model) //i like this way better. { _privateBoard.Clear(); //hopefully this works model.NumberCalled = ""; }
internal void ClearBoard() { _privateBoard.Clear(); }