Esempio n. 1
0
    //-------------------------------------------------------------------------
    public void UndoCommand(Command Cmd)
    {
        UChess chess = this[Cmd.To];

        // 记录老坐标
        Point lastChessPoint = chess.point;
        // 计算新坐标
        Point newChessPoint = ToChessPoint(Cmd.From, chess.campType);

        // 将棋子从原始位置移除
        this[chess.ToChessboardPoint()] = null;
        // 设置新坐标
        chess.point = newChessPoint;
        // 移动位置
        this[chess.ToChessboardPoint()] = chess;
        // 坐标还原
        chess.ResetPosition();

        // 如果吃掉了棋子,还原棋子
        if (Cmd.EatedHistory != null)
        {
            AddChess(Cmd.EatedHistory);
            Cmd.EatedHistory = null;
        }

        // 切换回合
        ToggleTun();

        History.RemoveAt(History.Count - 1);
    }
Esempio n. 2
0
 //-------------------------------------------------------------------------
 // 胜负判定
 bool Judge(UChess EatedChess)
 {
     if (EatedChess.chessType == EChessType.Shuai)
     {
         Winner = EatedChess.campType == ECampType.Red ? ECampType.Black : ECampType.Red;
         return(true);
     }
     return(false);
 }
Esempio n. 3
0
 //-------------------------------------------------------------------------
 // 添加一个棋子到棋盘上(如果指定坐标已经有棋子了,吃掉棋子)
 public void AddChess(UChess c)
 {
     if (this[c.ToChessboardPoint()] != null)
     {
         RemoveChess(this[c.ToChessboardPoint()]);
     }
     this[c.ToChessboardPoint()] = c;
     c.onAdded();
 }
Esempio n. 4
0
    public override List <Point> GetAvailablePoints()
    {
        List <Point> R = new List <Point>();


        Point  pt1    = new Point(point.x - 1, point.y - 1);
        Point  pt2    = new Point(point.x + 1, point.y - 1);
        Point  pt3    = new Point(point.x - 1, point.y + 1);
        Point  pt4    = new Point(point.x + 1, point.y + 1);
        UChess chess1 = null;
        UChess chess2 = null;
        UChess chess3 = null;
        UChess chess4 = null;

        if (ValidPoint(pt1))
        {
            chess1 = chessboard[chessboard.ToChessboardPoint(pt1, campType)];
        }
        if (IsValidPoint(pt2))
        {
            chess2 = chessboard[chessboard.ToChessboardPoint(pt2, campType)];
        }
        if (IsValidPoint(pt3))
        {
            chess3 = chessboard[chessboard.ToChessboardPoint(pt3, campType)];
        }
        if (IsValidPoint(pt4))
        {
            chess4 = chessboard[chessboard.ToChessboardPoint(pt4, campType)];
        }

        Point ptTarget1 = new Point(point.x - 2, point.y - 2);
        Point ptTarget2 = new Point(point.x + 2, point.y - 2);
        Point ptTarget3 = new Point(point.x - 2, point.y + 2);
        Point ptTarget4 = new Point(point.x + 2, point.y + 2);

        if (chess1 == null && ValidPoint(ptTarget1))
        {
            R.Add(ptTarget1);
        }
        if (chess2 == null && ValidPoint(ptTarget2))
        {
            R.Add(ptTarget2);
        }
        if (chess3 == null && ValidPoint(ptTarget3))
        {
            R.Add(ptTarget3);
        }
        if (chess4 == null && ValidPoint(ptTarget4))
        {
            R.Add(ptTarget4);
        }
        return(ModifyChessPoint(R));
    }
Esempio n. 5
0
    public override List <Point> GetAvailablePoints()
    {
        Point pt1 = new Point(point.x - 1, point.y);
        Point pt2 = new Point(point.x + 1, point.y);
        Point pt3 = new Point(point.x, point.y + 1);
        Point pt4 = new Point(point.x, point.y - 1);

        List <Point> R = new List <Point>();

        if (ValidPoint(pt1))
        {
            R.Add(pt1);
        }
        if (ValidPoint(pt2))
        {
            R.Add(pt2);
        }
        if (ValidPoint(pt3))
        {
            R.Add(pt3);
        }
        if (ValidPoint(pt4))
        {
            R.Add(pt4);
        }

        // 查看是否可以喝酒
        Point PT = point;

        // X轴负向
        while (PT.y < 10)
        {
            PT.y++;
            Point  cbPoint = chessboard.ToChessboardPoint(PT, campType);
            UChess chess   = chessboard[cbPoint];
            if (chess != null)
            {
                if (chess.chessType == EChessType.Shuai)
                {
                    R.Add(PT);
                    break;
                }
                else
                {
                    break;
                }
            }
        }

        return(ModifyChessPoint(R));
    }
Esempio n. 6
0
    // 返回可吃掉别人棋子的点
    public List <Point> GetEatPoints()
    {
        List <Point> R = new List <Point>();
        List <Point> AvailablePoints = GetAvailablePoints();

        for (int i = 0; i < AvailablePoints.Count; i++)
        {
            UChess chess = chessboard[chessboard.ToChessboardPoint(AvailablePoints[i], campType)];
            if (chess != null && chess.campType != campType)
            {
                R.Add(AvailablePoints[i]);
            }
        }
        return(R);
    }
Esempio n. 7
0
    //-------------------------------------------------------------------------
    public void DoCommand(Command Cmd)
    {
        UChess chess = this[Cmd.From];

        // 记录老坐标
        Point lastChessPoint = chess.point;
        // 计算新坐标
        Point newChessPoint = ToChessPoint(Cmd.To, chess.campType);

        // 吃掉新坐标的棋子
        if (this[Cmd.To] != null && this[Cmd.To] != chess)
        {
            Cmd.EatedHistory = this[Cmd.To];
            RemoveChess(this[Cmd.To]);

            // 胜负判定
            if (!game_over)
            {
                if (Judge(Cmd.EatedHistory))
                {
                    game_over = true;
                    if (onGameOver != null)
                    {
                        onGameOver(Winner);
                    }
                }
            }
        }

        // 将棋子从原始位置移除
        this[chess.ToChessboardPoint()] = null;

        // 设置新坐标
        chess.point = newChessPoint;
        // 移动位置
        this[chess.ToChessboardPoint()] = chess;
        // 事件通知
        chess.ResetPosition();

        // 切换玩家
        ToggleTun();

        // 记录
        History.Add(Cmd);
    }
Esempio n. 8
0
    // 辅助函数,修正可移动点中我方棋子占据的点,并且移除当前位置的点
    protected List <Point> ModifyChessPoint(List <Point> allAvailablePoints)
    {
        List <Point> R = new List <Point>();

        foreach (var pt in allAvailablePoints)
        {
            if (pt == point)
            {
                continue;
            }
            UChess ptChess = chessboard[chessboard.ToChessboardPoint(pt, campType)];
            if (ptChess != null && ptChess.campType == campType)
            {
                continue;
            }
            R.Add(pt);
        }
        return(R);
    }
Esempio n. 9
0
    //-------------------------------------------------------------------------
    // 创建棋盘
    void Init()
    {
        game_start_timer = 0.0f;

        // 初始化棋盘
        map = new UChess[9, 10];

        for (int i = 0; i < StartChessboard.Length; i++)
        {
            UChess chess = System.Activator.CreateInstance(ChessTypeFactory[StartChessboard[i].chessType]) as UChess;
            chess.InitData(StartChessboard[i], this);
            AddChess(chess);
        }

        // 默认为红方视角
        SetPlayerView(ECampType.Red);

        // 红方起手
        SetNowTun(ECampType.Red);
    }
Esempio n. 10
0
 public Command Update(UChess input)
 {
     return(null);
 }
Esempio n. 11
0
 //-------------------------------------------------------------------------
 // 从棋盘移除一个棋子
 public void RemoveChess(UChess c)
 {
     this[c.ToChessboardPoint()] = null;
     c.onRemoved();
 }
Esempio n. 12
0
    public override List <Point> GetAvailablePoints()
    {
        List <Point> R = new List <Point>();

        Point PT = point;

        // X轴负向
        while (PT.x > 1)
        {
            PT.x--;
            Point  cbPoint = chessboard.ToChessboardPoint(PT, campType);
            UChess chess   = chessboard[cbPoint];
            if (chess != null)
            {
                // 射击点
                while (PT.x > 1)
                {
                    PT.x--;
                    UChess chess2 = chessboard[chessboard.ToChessboardPoint(PT, campType)];
                    if (chess2 != null)
                    {
                        R.Add(PT);
                        break;
                    }
                }

                break;
            }
            R.Add(PT);
        }

        // X轴正向
        PT = point;
        while (PT.x < 9)
        {
            PT.x++;
            Point  cbPoint = chessboard.ToChessboardPoint(PT, campType);
            UChess chess   = chessboard[cbPoint];
            if (chess != null)
            {
                // 射击点
                while (PT.x < 9)
                {
                    PT.x++;
                    UChess chess2 = chessboard[chessboard.ToChessboardPoint(PT, campType)];
                    if (chess2 != null)
                    {
                        R.Add(PT);
                        break;
                    }
                }
                break;
            }
            R.Add(PT);
        }

        // Y轴负向
        PT = point;
        while (PT.y > 1)
        {
            PT.y--;
            Point  cbPoint = chessboard.ToChessboardPoint(PT, campType);
            UChess chess   = chessboard[cbPoint];
            if (chess != null)
            {
                // 射击点
                while (PT.y > 1)
                {
                    PT.y--;
                    UChess chess2 = chessboard[chessboard.ToChessboardPoint(PT, campType)];
                    if (chess2 != null)
                    {
                        R.Add(PT);
                        break;
                    }
                }
                break;
            }
            R.Add(PT);
        }

        // Y轴正向
        PT = point;
        while (PT.y < 10)
        {
            PT.y++;
            Point  cbPoint = chessboard.ToChessboardPoint(PT, campType);
            UChess chess   = chessboard[cbPoint];
            if (chess != null)
            {
                // 射击点
                while (PT.y < 10)
                {
                    PT.y++;
                    UChess chess2 = chessboard[chessboard.ToChessboardPoint(PT, campType)];
                    if (chess2 != null)
                    {
                        R.Add(PT);
                        break;
                    }
                }
                break;
            }
            R.Add(PT);
        }

        return(ModifyChessPoint(R));
    }
Esempio n. 13
0
    public override List <Point> GetAvailablePoints()
    {
        List <Point> R = new List <Point>();

        UChess leftchess  = null;
        UChess rightchess = null;
        UChess upchess    = null;
        UChess downchess  = null;
        // 日字型
        Point pt_left  = new Point(point.x - 1, point.y);
        Point pt_right = new Point(point.x + 1, point.y);
        Point pt_up    = new Point(point.x, point.y + 1);
        Point pt_down  = new Point(point.x, point.y - 1);

        if (IsValidPoint(pt_left))
        {
            leftchess = chessboard[chessboard.ToChessboardPoint(pt_left, campType)];
        }
        if (IsValidPoint(pt_right))
        {
            rightchess = chessboard[chessboard.ToChessboardPoint(pt_right, campType)];
        }
        if (IsValidPoint(pt_up))
        {
            upchess = chessboard[chessboard.ToChessboardPoint(pt_up, campType)];
        }
        if (IsValidPoint(pt_down))
        {
            downchess = chessboard[chessboard.ToChessboardPoint(pt_down, campType)];
        }

        if (leftchess == null)
        {
            Point left1 = new Point(point.x - 2, point.y - 1);
            Point left2 = new Point(point.x - 2, point.y + 1);
            if (IsValidPoint(left1))
            {
                R.Add(left1);
            }
            if (IsValidPoint(left2))
            {
                R.Add(left2);
            }
        }

        if (rightchess == null)
        {
            Point right1 = new Point(point.x + 2, point.y - 1);
            Point right2 = new Point(point.x + 2, point.y + 1);
            if (IsValidPoint(right1))
            {
                R.Add(right1);
            }
            if (IsValidPoint(right2))
            {
                R.Add(right2);
            }
        }

        if (upchess == null)
        {
            Point up1 = new Point(point.x - 1, point.y + 2);
            Point up2 = new Point(point.x + 1, point.y + 2);
            if (IsValidPoint(up1))
            {
                R.Add(up1);
            }
            if (IsValidPoint(up2))
            {
                R.Add(up2);
            }
        }

        if (downchess == null)
        {
            Point down1 = new Point(point.x - 1, point.y - 2);
            Point down2 = new Point(point.x + 1, point.y - 2);
            if (IsValidPoint(down1))
            {
                R.Add(down1);
            }
            if (IsValidPoint(down2))
            {
                R.Add(down2);
            }
        }

        return(ModifyChessPoint(R));
    }
    public override void Update()
    {
        //H键切换视图
        if (Input.GetKeyDown(KeyCode.H))
        {
            if (ViewType == ECampType.Red)
            {
                ViewType = ECampType.Black;
            }
            else
            {
                ViewType = ECampType.Red;
            }
            Gamer.Chessboard.SetPlayerView(ViewType);
        }

        switch (MyOperateStep)
        {
        case EOpStep.Select:
        {
            //选择棋子
            if (Input.GetMouseButtonDown(0))
            {
                RaycastHit HitInfo;
                if (Physics.Raycast(Gamer.Chessboard.GetViewCamera().ScreenPointToRay(Input.mousePosition), out HitInfo))
                {
                    UChess HitChess = Gamer.Chessboard[Gamer.Chessboard.WorldToPos(HitInfo.point)];
                    if (HitChess != null && HitChess.campType == MyCamp)
                    {
                        selectedChess = HitChess;
                        MyOperateStep = EOpStep.Push;
                        ShowMoveTargets();
                    }
                }
            }
        }
        break;

        case EOpStep.Push:
        {
            RaycastHit HitInfo;
            if (Physics.Raycast(Gamer.Chessboard.GetViewCamera().ScreenPointToRay(Input.mousePosition), out HitInfo))
            {
                if (selectedChess.gameObject != null)
                {
                    selectedChess.gameObject.transform.position = HitInfo.point;
                }


                if (Input.GetMouseButtonDown(0))
                {
                    Point NewPoint = Gamer.Chessboard.WorldToPos(HitInfo.point);
                    if (selectedChess.GetAvailablePoints().Contains(Gamer.Chessboard.ToChessPoint(NewPoint, selectedChess.campType)))
                    {
                        Command Cmd = new Command();
                        Cmd.Camp = MyCamp;
                        Cmd.From = selectedChess.ToChessboardPoint();
                        Cmd.To   = NewPoint;
                        Gamer.Chessboard.DoCommand(Cmd);
                    }
                    else
                    {
                        selectedChess.ResetPosition();
                    }

                    ClearMoveTargets();

                    MyOperateStep = EOpStep.Select;
                }
            }
        }
        break;

        default:
            break;
        }
    }