Esempio n. 1
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 /* Used when a new chess position is created. The property copies are made
 and then this constructor is called with the copies. */
 public ChessPosition(int size,
                      Tile[,] board,
                      Player player,
                      Dictionary<char, bool> castle,
                      Tuple<int, int> enPassantSq,
                      int halfmoveClock,
                      List<EGamePieces> piecesCapd)
 {
     this.Size = size;
     this.Board = board;
     this.Player = player;
     this.Castle = castle;
     this.EnPassantSq = enPassantSq;
     this.HalfMoveClock = halfmoveClock;
     this.PiecesCapd = piecesCapd;
 }
Esempio n. 2
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        /* Takes a move object and a chess board object and returns true if
        the piece on the B position of the move belongs to the other player.

        TODO: replace with alternate call to previous functions*/
        private bool IsMoveBPieceOtherPlayer(FormedMove move, ChessPosition cpm, ref Tile tileB)
        {
            bool result = false;
            tileB = cpm.Board[move.PosB.Item1, move.PosB.Item2];
            if (!tileB.IsEmpty())
                if (!cpm.Player.Owns(tileB.piece))
                    result = true;
            return result;
        }
Esempio n. 3
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 /* Takes a move object and a chess board object and returns true if
 the tile on the B position of the move is empty. */
 private bool IsMoveBEmpty(FormedMove move, ChessPosition cpm, ref Tile tileB)
 {
     tileB = cpm.Board[move.PosB.Item1, move.PosB.Item2];
     return tileB.IsEmpty();
 }
Esempio n. 4
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 /* Takes a move object and a chess board object and returns true if
 the piece on the A position of the move belongs to the current player. */
 private bool IsMoveAPieceCurPlayer(FormedMove move, ChessPosition cpm, ref Tile tileA)
 {
     bool result = false;
     tileA = cpm.Board[move.PosA.Item1, move.PosA.Item2];
     if (!tileA.IsEmpty())
         if (cpm.Player.Owns(tileA.piece))
             result = true;
     return result;
 }
Esempio n. 5
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        /* Take a valid-format move object and check if it may be legally
        applied to the current chess game. It must pass the following checks:
        -the locations are distinct and
        -the A tile contains a piece of the current player
        Also one of the following:
            -the B tile contains a piece of the current player (further castle checks) or
            -the B tile contains a piece of the opponent player (further capture checks) or
            -the B tile is empty:
                -(further en passant checks)
                -(further movement checks)
        Finally it must check, if the move were to be applied, that it does not leave the
        current player's king in check.*/
        public bool IsValidMove(ref FormedMove move, ChessPositionModel cpm, ref List<Tuple<int, int>> kingCheckedBy)
        {
            bool validMove = false;
            Tile tileA = new Tile();
            Tile tileB = new Tile();

            if (IsMovePositionsDistinct(move))
            {
                if (IsMoveAPieceCurPlayer(move, cpm, ref tileA))
                {
                    // check if its a castling
                    if (IsMoveBPieceCurPlayer(move, cpm, ref tileB))
                    {
                        validMove = false; // IsLegalCastle? - this involves calls to isKingInCheck
                        move.MoveType = EChessMoveTypes.Castle;
                    }
                    // check if its a capture
                    else if (IsMoveBPieceOtherPlayer(move, cpm, ref tileB))
                    {
                        validMove = IsCaptureLegal(move, cpm);
                        move.MoveType = EChessMoveTypes.Capture;
                    }
                    // check if its a movement
                    else if (IsMoveBEmpty(move, cpm, ref tileB))
                    {
                        if (validMove = IsPieceMovementLegal(move, cpm))
                        {
                            move.MoveType = EChessMoveTypes.Movement;
                        }
                        else if (validMove = IsEnPassantCaptureLegal(move, cpm))
                        {
                            move.MoveType = EChessMoveTypes.EpMovement;
                        }
                    }
                }
            }
            // if its a valid move so far, check if there is a pawn promotion,
            // then apply the move to a copy of the chess position and
            // finally check it passes a check test
            if (validMove)
            {
                // if there is a pawn promotion the player is prompted for the promotion piece and it is added to the move object
                MoveIncludesPawnPromotion(ref move, cpm);

                // a copy of the chess position is made so that the move may
                // be applied in order for the king-check to be checked without
                // causing the chess position to update the display
                ChessPosition cpCopy = cpm.getChessPositionCopy();
                cpCopy.applyMove(move);
                // after this application of the move
                if (IsKingInCheck(cpCopy, ref kingCheckedBy))
                    validMove = false;
            }
            return validMove;
        }
Esempio n. 6
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 /* Returns a ChessPosition object which is a deep copy of this one. Since this method is
 also inherited by the ChessPositionModel, if the CPM produces this object it will be a
 deep copy of the ChessPositionModel object as if it were a ChessPosition. (CPM minus handlers etc).
 This function will be used during evaluation in the king check phase, and will also be used during
 the move search of the ai function. */
 public ChessPosition getChessPositionCopy()
 {
     int dimCopy = Size;
     // deep copy the board manually //
     Tile[,] boardCopy = new Tile[dimCopy, dimCopy];
     for (int j = 0; j < dimCopy; j ++)
     {
         for (int k = 0; k < dimCopy; k ++)
         {
             Tile tileCopy = new Tile();
             if (!Board[j,k].IsEmpty())
             {
                 Piece piece = Board[j, k].piece;
                 EGamePieces val = piece.Val;
                 bool mv = piece.MovedOnce;
                 Piece pieceCopy = new Piece(val);
                 pieceCopy.MovedOnce = mv;
                 tileCopy.piece = pieceCopy;
             }
             boardCopy[j, k] = tileCopy;
         }
     }
     // copy rest of ChessPosition properties
     Player playerCopy = new Player(this.Player.PlayerValue);
     Dictionary<char, bool> castleCopy = new Dictionary<char, bool>(Castle);
     Tuple<int, int> enPassantSqCopy = (EnPassantSq == null) ? null : Tuple.Create(EnPassantSq.Item1, EnPassantSq.Item2);
     int halfmoveClockCopy = HalfMoveClock;
     List<EGamePieces> piecesCapdCopy = new List<EGamePieces>(PiecesCapd);
     // create and return the copy
     ChessPosition cpCopy = new ChessPosition(dimCopy, boardCopy, playerCopy, castleCopy, enPassantSqCopy, halfmoveClockCopy, piecesCapdCopy);
     return cpCopy;
 }