Esempio n. 1
0
        private static bool InCheckmate(ChessMoveData moveData)
        {
            //get all enemy moves
            var enemyMoves = GetMyMoves(moveData.NewBoard, EnemyColor(moveData.Color));

            //if any enemy move results in a board where i can't take the king, is not checkmate
            var checkmate = true;

            foreach (var enemyMove in enemyMoves)
            {
                var myCounterMoves = GetMyMoves(enemyMove.NewBoard, moveData.Color);
                var canTakeKing    = false;
                foreach (var counterMove in myCounterMoves)
                {
                    var toTile = counterMove.OldBoard[counterMove.Move.To.X, counterMove.Move.To.Y];
                    if ((moveData.Color == ChessColor.Black && toTile == ChessPiece.WhiteKing) ||
                        (moveData.Color == ChessColor.White && toTile == ChessPiece.BlackKing))
                    {
                        canTakeKing = true;
                        break;
                    }
                }
                if (!canTakeKing)
                {
                    checkmate = false;
                    break;
                }
            }

            return(checkmate);
        }
Esempio n. 2
0
 public GameEventOpponentTurn(Session session, ObjectGuid boardGuid, ChessMoveData moveData)
     : base(GameEventType.OpponentTurn, GameMessageGroup.UIQueue, session)
 {
     Writer.Write(boardGuid.Full);
     Writer.Write((int)moveData.Color);
     Writer.Write(moveData);
 }
        public async Task <string> ConfirmChessMove([FromBody] ChessMoveData data)
        {
            try
            {
                if (string.IsNullOrEmpty(data.gameId))
                {
                    throw new HttpResponseException((HttpStatusCode)501, "Cannot write move, wrong game Id!");
                }

                if (string.IsNullOrEmpty(data.player1Address) || string.IsNullOrEmpty(data.player2Address))
                {
                    throw new HttpResponseException((HttpStatusCode)501, "Cannot write move, wrong account address!");
                }

                if (MainGameDataContext.Games.TryGetValue(data.gameId, out var game))
                {
                    var res = await(game as ChessGame).WriteMove(data.chessboardState, data.player1Address, data.player2Address, data.password);
                    return(res);
                }
                else
                {
                    throw new HttpResponseException((HttpStatusCode)501, "Cannot write move, game does not exists!");
                }
            }
            catch (Exception ex)
            {
                log.Error("Cannot create chess move", ex);
                throw new HttpResponseException((HttpStatusCode)501, "Cannot write chess move!");
            }
        }
Esempio n. 4
0
 public bool ValidateMove(ChessMoveData move, Color color)
 {
     return(move.FromRow >= 0 && move.FromRow < ChessboardSize && move.FromColumn >= 0 &&
            move.FromColumn < ChessboardSize &&
            move.ToRow >= 0 && move.ToRow < ChessboardSize && move.ToColumn >= 0 &&
            move.ToColumn < ChessboardSize &&
            !board[move.FromRow, move.FromColumn].Empty &&
            board[move.FromRow, move.FromColumn].Piece !.Color == color);
 }
Esempio n. 5
0
        private void HandleTap(int row, int column, Rectangle field)
        {
            if (Match.State != Core.Enums.GameState.YourTurn)
            {
                return;
            }

            var board        = Match.CurrentBoard.Content as ChessMoveResult;
            var playerIndex  = Match.PlayerIndex;
            var clickedPiece = board.PieceInfos.FirstOrDefault(p => p.Row == row && p.Column == column);

            // We clicked on an empty field
            if (clickedPiece == null)
            {
                // ... and haven't selected any pieces to move, so we return early
                if (lastTapped == null)
                {
                    return;
                }
            }
            // If we clicked on our own piece
            else if ((playerIndex == 0 && clickedPiece.Color == Core.DTOs.Chess.Color.White) || (playerIndex == 1 && clickedPiece.Color == Core.DTOs.Chess.Color.Black))
            {
                // Save the position as our selected piece and return
                lastTapped = new Field()
                {
                    Column = column, Row = row
                };
                if (lastTappedRect != null)
                {
                    lastTappedRect.Fill = new SolidColorBrush(lastTappedRectColor);
                }
                lastTappedRect = field;
                var fieldColor = (row + column) % 2 == 0 ? Colors.White : Colors.DarkGray;
                lastTappedRectColor       = fieldColor;
                (field as Rectangle).Fill = new SolidColorBrush(Colors.Yellow);
                return;
            }
            // Else if we clicked on the opponent's piece
            else if ((playerIndex == 0 && clickedPiece.Color == Core.DTOs.Chess.Color.Black) || (playerIndex == 1 && clickedPiece.Color == Core.DTOs.Chess.Color.White))
            {
                // Do nothing if we haven't selected our piece to move yet
                if (lastTapped == null)
                {
                    return;
                }
            }
            // Perform the move, then reset highlight
            var moveData = new ChessMoveData()
            {
                FromColumn = lastTapped.Column,
                FromRow    = lastTapped.Row,
                ToColumn   = column,
                ToRow      = row,
                MatchId    = Match.Id
            };

            MoveCommand.Execute(moveData);
            lastTapped          = null;
            lastTappedRect.Fill = new SolidColorBrush(lastTappedRectColor);
            lastTappedRect      = null;
        }
    IEnumerator TweenMoveChessAndBeat(ChessHeroData heroChoosed, ChessHeroData hero, ChessMoveResult resultR, ChessMoveData moveData)
    {
        m_MyChessIsMoving = true;
        if ((resultR == ChessMoveResult.CANNOT_MOVE && moveData.crashType <= 0) || (resultR == ChessMoveResult.CAN_MOVE && moveData.crashType > 0))
        {
            ChessDataHasProblem();
        }
        else
        {
            if (moveData.crashType > 0)
            {
                App.Package.ChessGame.MyselfChooseChessId = hero.id;
                Debugger.Warn("ChessHeroItem Cant MoveTo " + hero.point.ToString() + " : " + moveData.crashType);
                m_MyChessIsMoving = false;
            }
            else
            {
                Push("_cleanArrow");
                m_lastPath = moveData.points;
                ChessMoveResult result = resultR;//ChessAgainst.ChessCanBeat(heroChoosed, hero);
                float           dur    = 0.4f / moveData.points.Length;
                for (int i = 1; i < moveData.points.Length - 1; i++)
                {
                    ShowChessMoveTo(heroChoosed.point, moveData.points[i]);
                    ChessMoveTo(heroChoosed, moveData.points[i]);
                    yield return(new WaitForSeconds(dur));
                }
                //加入历史走子
                App.Package.ChessGame.ChessHistorySteps.Insert(0,
                                                               App.Package.ChessGame.BuildHistoryStep(
                                                                   App.Package.ChessGame.GameRoundCounter,
                                                                   heroChoosed,
                                                                   hero,
                                                                   App.Package.ChessGame.BuildChessDataPathFromPoints(moveData.points),
                                                                   (int)result
                                                                   )
                                                               );
                Push("_updateHistory");
                switch (result)
                {
                case ChessMoveResult.LOSE:
                    heroChoosed.state = ChessHeroState.Died;
                    heroChoosed.gameObject.SetActive(false);
                    break;

                case ChessMoveResult.TIE:
                    heroChoosed.state = ChessHeroState.Died;
                    heroChoosed.gameObject.SetActive(false);
                    hero.state = ChessHeroState.Died;
                    hero.gameObject.SetActive(false);
                    break;

                case ChessMoveResult.WIN:
                    hero.state = ChessHeroState.Died;
                    hero.gameObject.SetActive(false);
                    break;
                }
                ShowChessMoveTo(heroChoosed.point, moveData.points[moveData.points.Length - 1]);
                ChessMoveTo(heroChoosed, moveData.points[moveData.points.Length - 1]);
                if (result > 0)
                {
                    //UIWChessHeroItem uiChess = heroChoosed.gameObject.GetComponent<UIWChessHeroItem>();
                    //uiChess.isChoosed = true;
                    //uiChess.UpdateView();
                }
                else
                {
                    //App.Package.ChessGame.MyselfChooseChessId = -1;
                }
                int  cid = -1;
                bool resultS;
                if (heroChoosed.group == ChessHeroGroup.Myself)
                {
                    cid     = heroChoosed.realChessType;
                    resultS = result == ChessMoveResult.WIN;
                    if (cid > 0 && cid < 11 && cid != 1)
                    {
                        m_roundOver.SetState(cid, resultS);
                    }
                }
                else
                {
                    cid     = hero.realChessType;
                    resultS = result == ChessMoveResult.WIN;
                    if (cid > 0 && cid < 11 && cid != 1)
                    {
                        switch (result)
                        {
                        case ChessMoveResult.WIN:
                        case ChessMoveResult.TIE:
                            m_roundOver.SetState(cid, false);
                            break;

                        case ChessMoveResult.LOSE:
                            m_roundOver.SetState(cid, true);
                            break;
                        }
                    }
                }

                App.Package.ChessGame.MyselfChooseChessId = heroChoosed.id;
                Push("_chessHeroChoosed", heroChoosed.id);
                m_MyChessIsMoving = false;
                NextGameRound();
            }
        }
    }
    IEnumerator TweenMoveChess(ChessHeroData heroChoosed, ChessPoint moveToPoint, ChessMoveResult result, ChessMoveData moveData)
    {
        m_MyChessIsMoving = true;

        //if((ChessMoveResult.CANNOT_MOVE == result && moveData.crashType > 0) || (ChessMoveResult.CAN_MOVE == result && moveData.crashType == 0))
        //{
        Push("_cleanArrow");
        m_lastPath = moveData.points;
        float dur = 0.2f / moveData.points.Length;

        for (int i = 1; i < moveData.points.Length; i++)
        {
            ShowChessMoveTo(heroChoosed.point, moveData.points[i]);
            ChessMoveTo(heroChoosed, moveData.points[i]);
            yield return(new WaitForSeconds(dur));
        }
        //加入历史走子
        App.Package.ChessGame.ChessHistorySteps.Insert(0,
                                                       App.Package.ChessGame.BuildHistoryStep(
                                                           App.Package.ChessGame.GameRoundCounter,
                                                           heroChoosed,
                                                           moveToPoint,
                                                           App.Package.ChessGame.BuildChessDataPathFromPoints(moveData.points),
                                                           (int)result
                                                           )
                                                       );
        Push("_updateHistory");

        heroChoosed.point = moveToPoint;
        m_MyChessIsMoving = false;
        NextGameRound();
        //}

        /*else
         * {
         *  ChessDataHasProblem();
         * }*/
    }
    void RequestToMove(ChessHeroData heroChoosed, ChessPoint moveToPoint, ChessHeroData hero, ChessMoveData moveData)
    {
        m_MyChessIsMoving = true;
        MoveChessRequest request = new MoveChessRequest();

        request.Source = ChessHeroDataToChessData(App.Package.Player.playerInfo, heroChoosed);
        if (hero != null)
        {
            request.Target = ChessHeroDataToChessData(App.Package.ChessGame.EnemyPlayerList[0], hero);//多人的时候要修改
        }
        else
        {
            request.Target       = new ChessData();
            request.Target.Point = moveToPoint.ParseToRpc();
        }
        App.Manager.Network.Request("MoveChess", request, delegate(IMessage responseData) {
            MoveChessResponse response = (MoveChessResponse)responseData;
            int result = response.ChessMoveResult;
            //强制回合同步
            App.Package.ChessGame.GameRoundCounter = response.Counter - 1;

            if (response.Counter == App.Package.ChessGame.GameRoundCounter + 1)
            {
                if (hero == null)
                {
                    StartCoroutine(TweenMoveChess(heroChoosed, moveToPoint, (ChessMoveResult)result, moveData));
                }
                else
                {
                    StartCoroutine(TweenMoveChessAndBeat(heroChoosed, hero, (ChessMoveResult)result, moveData));
                }
            }
            else
            {
                ChessDataHasProblem();
            }
        }, true, false, false);
    }
    private void OnChessHeroClick(object content)//吃子移动
    {
        if (App.Package.ChessGame.IsGameStart)
        {
            if (!App.Package.ChessGame.IsMyRound)
            {
                Common.UI.OpenTips("敌方回合,无法行动");
                return;
            }
            if (m_MyChessIsMoving)
            {
                return;                   //正在移动
            }
            Intent         intent = (Intent)content;
            int            id     = (int)intent.Value("id");
            GameObject     go     = (GameObject)intent.Value("gameObject");
            ChessHeroData  hero   = App.Package.ChessGame.GetChessHeroDataById(id);
            ChessHeroGroup group  = hero.group;
            Push("_chessHeroChoosed", id);

            //明棋模式提醒
            if (group == ChessHeroGroup.Myself)
            {
                for (int i = 0; i < App.Package.ChessGame.ChessDataIds.Count; i++)
                {
                    int           chessId = App.Package.ChessGame.ChessDataIds[i];
                    ChessHeroData heroPre = App.Package.ChessGame.GetChessHeroDataById(chessId);
                    if (heroPre.group == ChessHeroGroup.Myself)
                    {
                        continue;
                    }

                    UIWChessHeroItem uiChess = heroPre.gameObject.GetComponent <UIWChessHeroItem>();
                    uiChess.willLose.SetActive(false);
                    uiChess.willWin.SetActive(false);
                    uiChess.willTie.SetActive(false);
                    if (heroPre.heroTypeId > -1 && ChessAgainst.ChessHeroCanMove(hero))
                    {
                        ChessMoveResult result = ChessAgainst.ChessCanBeat(hero, heroPre);

                        switch (result)
                        {
                        case ChessMoveResult.LOSE:
                            uiChess.willLose.SetActive(true);
                            break;

                        case ChessMoveResult.TIE:
                            uiChess.willTie.SetActive(true);
                            break;

                        case ChessMoveResult.WIN:
                            uiChess.willWin.SetActive(true);
                            break;
                        }
                    }
                }
            }
            else
            {
                for (int i = 0; i < App.Package.ChessGame.ChessDataIds.Count; i++)
                {
                    int           chessId = App.Package.ChessGame.ChessDataIds[i];
                    ChessHeroData heroPre = App.Package.ChessGame.GetChessHeroDataById(chessId);
                    if (heroPre.group == ChessHeroGroup.Myself)
                    {
                        continue;
                    }

                    UIWChessHeroItem uiChess = heroPre.gameObject.GetComponent <UIWChessHeroItem>();
                    uiChess.willLose.SetActive(false);
                    uiChess.willWin.SetActive(false);
                    uiChess.willTie.SetActive(false);
                }
            }


            if (App.Package.ChessGame.MyselfChooseChessId > -1)
            {
                ChessHeroData heroChoosed = App.Package.ChessGame.GetChessHeroDataById(App.Package.ChessGame.MyselfChooseChessId);
                if (heroChoosed.group == ChessHeroGroup.Myself && group != ChessHeroGroup.Myself) //之前有选择自己,当前非己方的棋
                {
                    if (App.Package.ChessGame.IsGameStart)                                        //游戏开始了之后才能走并吃子
                    {
                        if (ChessAgainst.IsBarrack(hero.point) && hero.point.y > 5)               //敌方的军营
                        {
                            Common.UI.OpenTips("敌军在行营里,不要浪啊~");
                        }
                        else
                        {
                            if (ChessAgainst.IsStronghold(heroChoosed.point))
                            {
                                Common.UI.OpenTips("大本营的棋子无法移动!");
                            }
                            else
                            {
                                ChessMoveData moveData = ChessAgainst.ChessHeroCanMoveTo(heroChoosed, hero.point);
                                if (moveData.crashType > 0)
                                {
                                    if (moveData.crashType == 1)
                                    {
                                        switch (moveData.crashHero.heroTypeId)
                                        {
                                        case 0:
                                            Common.UI.OpenTips("地雷无法移动!");
                                            break;

                                        case 11:
                                            Common.UI.OpenTips("军旗无法移动!");
                                            break;

                                        default:
                                            Common.UI.OpenTips("嗷!走不过去啊!");
                                            break;
                                        }
                                    }
                                    else
                                    {
                                        Common.UI.OpenTips("嗷!走不过去啊!");
                                    }
                                }
                                else
                                {
                                    RequestToMove(heroChoosed, hero.point, hero, moveData);
                                }
                            }
                        }
                    }
                }
            }
            App.Package.ChessGame.MyselfChooseChessId = id;
        }
        else
        {
            if (App.Package.ChessGame.IsReadyGame)
            {
                Common.UI.OpenTips("比赛还没开始哦,不要心急");
            }
            else
            {
                Common.UI.OpenTips("赶紧布兵吧!你还没有准备呢\n长按拖动可以交换棋子!");
            }
        }
    }
    private void OnChessClick(object content)  //移动
    {
        if (App.Package.ChessGame.IsGameStart) //游戏开始了之后才能走
        {
            if (!App.Package.ChessGame.IsMyRound)
            {
                Common.UI.OpenTips("敌方回合,无法行动");
                return;
            }
            if (m_MyChessIsMoving)
            {
                return;                   //正在移动
            }
            Intent     intent = (Intent)content;
            ChessPoint point  = (ChessPoint)intent.Value("point");
            GameObject go     = (GameObject)intent.Value("gameObject");
            //Debugger.Warn("ChessItem Click:" + id +"|"+ App.Package.ChessGame.MyselfChooseChessId + "|" +App.Package.ChessGame.GetFieldRoadStationByPoint(point).type);
            if (App.Package.ChessGame.MyselfChooseChessId > -1)
            {
                ChessHeroData heroChoosed = App.Package.ChessGame.GetChessHeroDataById(App.Package.ChessGame.MyselfChooseChessId);
                if (heroChoosed.group == ChessHeroGroup.Myself)
                {
                    if (ChessAgainst.IsStronghold(heroChoosed.point))
                    {
                        Common.UI.OpenTips("大本营的棋子无法移动!");
                    }
                    else
                    {
                        ChessMoveData moveData = ChessAgainst.ChessHeroCanMoveTo(heroChoosed, point);
                        if (moveData.crashType > 0)
                        {
                            if (moveData.crashType == 1)
                            {
                                switch (moveData.crashHero.heroTypeId)
                                {
                                case 0:
                                    Common.UI.OpenTips("地雷无法移动!");
                                    break;

                                case 11:
                                    Common.UI.OpenTips("军旗无法移动!");
                                    break;

                                default:
                                    Common.UI.OpenTips("嗷!走不过去啊!");
                                    break;
                                }
                            }
                            else
                            {
                                Common.UI.OpenTips("嗷!走不过去啊!");
                            }
                        }
                        else
                        {
                            RequestToMove(heroChoosed, point, null, moveData);
                        }
                    }
                }
            }
        }
        else
        {
            if (App.Package.ChessGame.IsReadyGame)
            {
                Common.UI.OpenTips("比赛还没开始哦,不要心急");
            }
            else
            {
                Common.UI.OpenTips("赶紧布兵吧!你还没有准备呢\n长按拖动可以交换棋子!");
            }
        }
    }
    /// <summary>
    /// 走子情况
    /// </summary>
    void OnReceiveChessMove(object data)
    {
        ChessMovePush   push       = (ChessMovePush)data;
        ChessData       source     = push.Source;
        ChessData       target     = push.Target;
        ChessMoveResult result     = (ChessMoveResult)push.ChessMoveResult;
        ChessHeroData   sourceReal = App.Package.ChessGame.GetChessHeroDataByRemoteId(source.ChessRemoteId);

        //强制回合同步
        App.Package.ChessGame.GameRoundCounter = push.Counter - 1;
        if (target != null)
        {
            ChessHeroData targetReal = App.Package.ChessGame.GetChessHeroDataByRemoteId(target.ChessRemoteId);

            if (sourceReal == null || (targetReal == null && result != ChessMoveResult.CAN_MOVE && result != ChessMoveResult.CANNOT_MOVE) || push.Counter != App.Package.ChessGame.GameRoundCounter + 1)
            {
                ChessDataHasProblem();
                return;
            }
            ChessHeroData fake = ChessDataToChessHeroData(target, true);
            if (targetReal != null)
            {
                fake = targetReal;
            }
            ChessMoveData moveData = ChessAgainst.ChessHeroCanMoveTo(sourceReal, fake.point);
            switch (result)
            {
            case ChessMoveResult.LOSE:
                fake.heroTypeId = 12;
                StartCoroutine(TweenMoveChessAndBeat(sourceReal, fake, result, moveData));
                break;

            case ChessMoveResult.WIN:
                fake.heroTypeId = -2;
                StartCoroutine(TweenMoveChessAndBeat(sourceReal, fake, result, moveData));
                break;

            case ChessMoveResult.TIE:
                fake.heroTypeId = -3;
                StartCoroutine(TweenMoveChessAndBeat(sourceReal, fake, result, moveData));
                break;

            case ChessMoveResult.CAN_MOVE:
                StartCoroutine(TweenMoveChess(sourceReal, fake.point, result, moveData));
                break;

            case ChessMoveResult.CANNOT_MOVE:
                break;
            }
        }
        else
        {
            NextGameRound();
            if (source.Belong == App.Package.Player.GetBelong())
            {
                Common.UI.OpenTips("超时跳过");
            }
            else
            {
                Common.UI.OpenTips("敌方超时跳过");
            }
            Debugger.Error("skip");
        }
    }
Esempio n. 12
0
        private void SetMoveFlagAndValue(ChessMoveData moveData)
        {
            var myMoves = StudentAI.GetMyMoves(moveData.NewBoard, moveData.Color);

            //see if checking other player
            bool any = false;

            foreach (var move in myMoves)
            {
                var oldToTile = move.OldBoard[move.Move.To.X, move.Move.To.Y];
                if ((moveData.Color == ChessColor.Black && oldToTile == ChessPiece.WhiteKing) || (moveData.Color == ChessColor.White && oldToTile == ChessPiece.BlackKing))
                {
                    any = true;
                    break;
                }
            }
            moveData.Move.Flag = any
                ? ChessFlag.Check : ChessFlag.NoFlag;

            //see if in checkmate
            if (moveData.Move.Flag == ChessFlag.Check)
            {
                if (InCheckmate(moveData))
                {
                    moveData.Move.Flag = ChessFlag.Checkmate;
                }
            }

            moveData.Move.ValueOfMove = GetBoardValue(moveData.NewBoard, moveData.Color);

            var otherMoves = StudentAI.GetMyMoves(moveData.NewBoard, EnemyColor(moveData.Color));

            foreach (var otherMove in otherMoves)
            {
                if (otherMove.Move.To.X != moveData.Move.To.X || otherMove.Move.To.Y != moveData.Move.To.Y)
                {
                    continue;
                }

                var currentPiece = moveData.NewBoard[moveData.Move.To.X, moveData.Move.To.Y];
                if (currentPiece == ChessPiece.Empty)
                {
                    continue;
                }
                var colorMulti = (GetChessPieceColor(currentPiece) == moveData.Color) ? 1 : -1;
                var value      = 0;
                switch (currentPiece)
                {
                case ChessPiece.BlackPawn:
                    value += colorMulti * pawnValue;
                    value += colorMulti * (pawnValue / PawnRankModifier) * (moveData.Move.To.Y - 1);
                    break;

                case ChessPiece.WhitePawn:
                    value += colorMulti * pawnValue;
                    value += colorMulti * (pawnValue / PawnRankModifier) * (6 - moveData.Move.To.Y);
                    break;

                case ChessPiece.BlackRook:
                case ChessPiece.WhiteRook:
                    value += colorMulti * rookValue;
                    break;

                case ChessPiece.BlackKnight:
                case ChessPiece.WhiteKnight:
                    value += colorMulti * knightValue;
                    break;

                case ChessPiece.BlackBishop:
                case ChessPiece.WhiteBishop:
                    value += colorMulti * bishopValue;
                    break;

                case ChessPiece.BlackQueen:
                case ChessPiece.WhiteQueen:
                    value += colorMulti * queenValue;
                    break;

                case ChessPiece.BlackKing:
                case ChessPiece.WhiteKing:
                    break;

                default:
                    throw new Exception("Somehow not catching a specific piece? Empty?");
                    break;
                }
                value = (int)(value * 1.5f);
                moveData.Move.ValueOfMove -= value;
                break;
            }

            var random = new Random();

            moveData.Move.ValueOfMove += random.Next(randomValue * 2) - randomValue;

            if (moveData.Move.Flag == ChessFlag.Check)
            {
                moveData.Move.ValueOfMove += checkValue;
            }
            if (moveData.Move.Flag == ChessFlag.Checkmate)
            {
                moveData.Move.ValueOfMove += checkmateValue;
            }
        }
Esempio n. 13
0
    public static ChessMoveData ChessHeroCanMoveTo(ChessHeroData heroData, ChessPoint point)
    {
        ChessMoveData    moveData     = new ChessMoveData();
        FieldRoadStation roadStationS = App.Package.ChessGame.GetFieldRoadStationByPoint(heroData.point);
        FieldRoadStation roadStationT = App.Package.ChessGame.GetFieldRoadStationByPoint(point);

        if (ChessHeroCanMove(heroData))//检测棋子本身,地雷、军旗不能走
        {
            //检测目的地是否禁止

            /*for(int i = 0; i < roadStationT.forbidChessHeros.Length; i++)
             * {
             *  if(heroData.heroTypeId == roadStationT.forbidChessHeros[i])
             *  {
             *      moveData.crashType = 2;
             *      moveData.crashHero = heroData;
             *      return moveData;
             *  }
             * }*/

            ///
            for (int i = 0; i < roadStationS.connectedPointIds.Length; i++)
            {
                FieldRoadStation roadStation = App.Package.ChessGame.GetFieldRoadStationById(roadStationS.connectedPointIds[i]);
                if (roadStation == roadStationT)
                {
                    moveData.crashType = 0;
                    moveData.points    = new ChessPoint[] { roadStationS.point, roadStationT.point };
                    return(moveData);
                }
            }
            if (roadStationS.type == FieldRoadStationType.Rail && roadStationT.type == FieldRoadStationType.Rail)
            {
                if (heroData.heroTypeId == 2)//工兵行走
                {
                    List <FieldRoadPath> paths        = new List <FieldRoadPath>();
                    List <int>           usedStations = new List <int>();
                    usedStations.Add(roadStationS.id);
                    FieldRoadPath pathStart = new FieldRoadPath();
                    pathStart.pathStations.Add(roadStationS.id);
                    paths.Add(pathStart);
                    LookForRailWayPath(roadStationT, paths, usedStations, 1, 32);
                    for (int i = 0; i < paths.Count; i++)
                    {
                        FieldRoadPath path = paths[i];
                        if (path.pathStations[path.pathStations.Count - 1] != roadStationT.id)
                        {
                            continue;
                        }
                        ChessPoint[]  points    = path.ToChessPoints();
                        ChessHeroData crashHero = HasChessHeroOnPathPoints(points);
                        if (crashHero == null)
                        {
                            moveData.crashType = 0;
                            moveData.crashHero = null;
                            moveData.points    = points;
                            return(moveData);
                        }
                        else
                        {
                            moveData.crashHero = heroData;
                        }
                    }
                    moveData.crashType = 3;
                    moveData.crashHero = heroData;
                    return(moveData);
                }
                else if (roadStationS.point.x == roadStationT.point.x)//这里要特别注意
                {
                    ChessPoint[] points = new ChessPoint[Mathf.Abs(roadStationS.point.y - roadStationT.point.y) + 1];
                    int          d      = (roadStationS.point.y < roadStationT.point.y) ? 1 : -1;
                    points[0] = roadStationS.point;
                    for (int i = 1; i < points.Length; i++)
                    {
                        points[i] = new ChessPoint(roadStationS.point.x, roadStationS.point.y + d * i);
                        if (!IsConnected(points[i - 1], points[i]) || !IsRailWay(points[i - 1], points[i]))//要判断是否相连啊,且都是铁路
                        {
                            moveData.crashType = 2;
                            return(moveData);
                        }
                    }
                    ChessHeroData crashHero = HasChessHeroOnPathPoints(points);
                    if (crashHero == null)
                    {
                        moveData.crashType = 0;
                        moveData.points    = points;
                    }
                    else
                    {
                        moveData.crashType = 3;
                        moveData.crashHero = crashHero;
                    }
                    return(moveData);
                }
                else if (roadStationS.point.y == roadStationT.point.y)
                {
                    ChessPoint[] points = new ChessPoint[Mathf.Abs(roadStationS.point.x - roadStationT.point.x) + 1];
                    int          d      = (roadStationS.point.x < roadStationT.point.x) ? 1 : -1;
                    points[0] = roadStationS.point;
                    for (int i = 1; i < points.Length; i++)
                    {
                        points[i] = new ChessPoint(roadStationS.point.x + d * i, roadStationS.point.y);
                        if (!IsConnected(points[i - 1], points[i]) || !IsRailWay(points[i - 1], points[i]))//要判断是否相连啊,且都是铁路
                        {
                            moveData.crashType = 2;
                            return(moveData);
                        }
                    }
                    ChessHeroData crashHero = HasChessHeroOnPathPoints(points);
                    if (crashHero == null)
                    {
                        moveData.crashType = 0;
                        moveData.points    = points;
                    }
                    else
                    {
                        moveData.crashType = 3;
                        moveData.crashHero = crashHero;
                    }
                    return(moveData);
                }
                else
                {
                    //不能走直角
                }
            }
        }
        moveData.crashType = 1;
        moveData.crashHero = heroData;
        return(moveData);
    }