Esempio n. 1
0
        public void doVerifyThreeFoldRepetition(baseBoard ourBoard)
        {
            // Play some useless knight moves. Once the same board situation has occured three
            // times, the game is a draw.
            for (int n = 0; n < 8; n++)
            {
                Assert.AreEqual(gameStatus.inProgress, ourBoard.getGameStatus(pieceColour.white), "Game declared drawn at move " + n.ToString());

                switch (n % 4)
                {
                    case 0:
                        // Play Nc3
                        ourBoard.doMove(new move(ourBoard[1, 0], ourBoard[2, 2]));
                        break;
                    case 1:
                        // Play Nc6
                        ourBoard.doMove(new move(ourBoard[1, 7], ourBoard[2, 5]));
                        break;
                    case 2:
                        // And move knights back again.
                        // Nb1
                        ourBoard.doMove(new move(ourBoard[2, 2], ourBoard[1, 0]));
                        break;
                    case 3:
                        // nb8
                        ourBoard.doMove(new move(ourBoard[2, 5], ourBoard[1, 7]));
                        break;
                    default:
                        throw new ArgumentException();
                }
            }
            Assert.AreEqual(gameStatus.drawn, ourBoard.getGameStatus(pieceColour.white));
        }
Esempio n. 2
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        private bool canCastle(baseBoard theBoard, bool kingSide)
        {
            // We can castle under specific circumstances:
            // * Our king has not moved
            // * A rook is on the same rank as the king and has not moved
            // * The squares between the king and the rook are empty
            // * The first two spaces between the king and the rook are not threatened by anything (the rook can move through 'check' but the king cannot)
            // * The partnering rook has not been flagged as uncastlable

            // If we are castling kingside, examine row 7 - otherwise, row 0.
            square potentialRookSquare = theBoard[ kingSide ? 7 : 0 , position.y];

            if (movedCount == 0                                 // King has not moved
                && potentialRookSquare.type == pieceType.rook   // Rook is present
                && potentialRookSquare.movedCount == 0          // Rook has not moved
                && potentialRookSquare.excludeFromCastling == false )
            {
                // Verify that king spaces are free
                int startx;
                int limitx;
                if (kingSide)
                {
                    startx = position.x + 1;
                    limitx = potentialRookSquare.position.x - 1;
                }
                else
                {
                    limitx = position.x - 1;
                    startx = potentialRookSquare.position.x + 1;
                }

                for (int n = startx ; n < limitx + 1; n++)
                {
                    square perhapsEmpty = theBoard[ n, position.y ];
                    if (perhapsEmpty.type != pieceType.none)
                    {
                        // Intermediate squares are occupied - castling is impossible.
                        return false;
                    }
                }

                // Verify that two spaces next to the king are not threatened by the opposing side
                for (int n = 1; n < 3; n++)
                {
                    square perhapsThreatened = theBoard[ kingSide ? position.right(n) : position.left(n)];
                    if ( theBoard.isThreatenedHint(perhapsThreatened, colour)  )
                    {
                        // Intermediate squares are threatened - castling is impossible.
                        return false;
                    }
                }
                return true;
            }
            return false;
        }
Esempio n. 3
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        public override sizableArray<square> getCoveredSquares(baseBoard onThis)
        {
            sizableArray<square> toRet = new sizableArray<square>(20);

            getSquaresCoveredForVector(toRet, onThis, vectorDirection.left);
            getSquaresCoveredForVector(toRet, onThis, vectorDirection.down);
            getSquaresCoveredForVector(toRet, onThis, vectorDirection.right);
            getSquaresCoveredForVector(toRet, onThis, vectorDirection.up);

            return toRet;
        }
Esempio n. 4
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        public override sizableArray<move> getPossibleMoves(baseBoard onThis)
        {
            sizableArray<move> toRet = new sizableArray<move>(20);

            getMovesForVector(toRet, onThis, vectorDirection.left);
            getMovesForVector(toRet, onThis, vectorDirection.down);
            getMovesForVector(toRet, onThis, vectorDirection.right);
            getMovesForVector(toRet, onThis, vectorDirection.up);

            return toRet;
        }
Esempio n. 5
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        public static Table makeTable(baseBoard board)
        {
            try
            {
                Table htmlTable = new Table();
                htmlTable.CellPadding = 0;
                htmlTable.CellSpacing = 0;

                for (int y = DoktorChessAIBoard.sizeY - 1; y > -1; y--)
                {
                    TableRow newRow = new TableRow();

                    for (int x = 0; x < DoktorChessAIBoard.sizeX; x++)
                    {
                        TableCell newCell = new TableCell();

                        // Fill with our chess piece image if there's a piece there
                        pieceType pieceType = board.getPieceType(x, y);
                        if (pieceType != pieceType.none)
                        {
                            Image pieceImage = new Image();
                            newCell.Controls.Add(pieceImage);
                            pieceImage.AlternateText = board.getPieceString(x, y);
                            pieceImage.ImageUrl = getImageForPiece(pieceType, board.getPieceColour(x, y));
                            pieceImage.CssClass = "piece";
                        }

                        // Get our nice checkerboard pattern via CSS. Set all of our cells to
                        // have the boardSquare CSS, too, so that jQuery can funkerise them.
                        newCell.CssClass = "boardSquare";
                        int offx = (y%2 == 1) ? x : x + 1; // offset by 1 on every other row
                        if ((offx%2 == 0))
                            newCell.CssClass += " boardSquareOdd";
                        else
                            newCell.CssClass += " boardSquareEven";

                        newCell.Attributes["x"] = x.ToString();
                        newCell.Attributes["y"] = y.ToString();

                        newRow.Cells.Add(newCell);
                    }

                    htmlTable.Rows.Add(newRow);
                }

                return htmlTable;
            }
            catch (Exception)
            {
                return new Table();
            }
        }
Esempio n. 6
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        public override sizableArray<square> getCoveredSquares(baseBoard parentBoard)
        {
            sizableArray<square> toRet = new sizableArray<square>(8);

            foreach (squarePosOffset potentialSquare in potentialSquares)
            {
                int posX = position.x + potentialSquare.x;
                int posY = position.y + potentialSquare.y;

                if (IsOnBoard(potentialSquare.x, potentialSquare.y))
                    toRet.Add( parentBoard[posX, posY] );
            }

            return toRet;
        }
Esempio n. 7
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        public lineAndScore findBestMoveWithTimeout(baseBoard boardToMove, int timeout)
        {
            findBestMoveBoard = boardToMove;
            Thread findThread = new Thread(findBestMoveWithTimeoutThread);
            evnt = new AutoResetEvent(false);
            evnt.Reset();
            findThread.Start();
            if (evnt.WaitOne(timeout, false))
            {
                if (ex != null)
                    throw ex;
                return bestLine;
            }

            findThread.Abort();

            throw new Exception("Player timeout");
        }
Esempio n. 8
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        private void doMove(baseBoard boardToMove)
        {
            lineAndScore bestMove = boardToMove.findBestMove();

            Console.WriteLine(string.Format("Best line for {0}: {1}", toPlay, bestMove.ToString(moveStringStyle.chessNotation)));
            Console.WriteLine(bestMove.ToString());
            //Console.WriteLine("{0} boards scored in {1} ms, {2}/sec. {3} ms in board scoring.", myBoard.stats.boardsScored, myBoard.stats.totalSearchTime, myBoard.stats.scoredPerSecond, myBoard.stats.boardScoreTime );

            //Console.Write(String.Format("{0},", myBoard.stats.boardsScored));
            //Console.Write(boardToMove.coverLevel.ToString());

            move bestFirstMove = bestMove.line[0];
            p1.board.doMove(bestFirstMove);
            p2.board.doMove(bestFirstMove);

            Console.WriteLine(boardToMove.ToString());

            moves.Add(bestFirstMove);
        }
Esempio n. 9
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        public override sizableArray<move> getPossibleMoves(baseBoard onThis)
        {
            sizableArray<move> possibleMoves = new sizableArray<move>(potentialSquares.Length + 2);

            findFreeOrCapturableIfOnBoard(possibleMoves, onThis, potentialSquares);

            if (canCastle(onThis, true))
            {
                // Castling kingside is possible. It is represented as a two-space move by the king.
                possibleMoves.Add(new move(this, onThis[position.right(2)]));
            }
            if (canCastle(onThis, false))
            {
                // Likewise, queenside.
                possibleMoves.Add(new move(this, onThis[position.left(2)]));
            }

            return possibleMoves;
        }
Esempio n. 10
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        public override sizableArray<square> getCoveredSquares(baseBoard parentBoard)
        {
            sizableArray<square> toRet = new sizableArray<square>(2);
            int direction = (colour == pieceColour.white) ? 1 : -1;

            if ((position.y + direction < baseBoard.sizeY) &&
                (position.y + direction > -1))
            {
                // Check the two diagonals
                if (position.x > 0)
                {
                    toRet.Add( parentBoard[position.up(direction).leftOne()] );
                }
                if (position.x < baseBoard.sizeX - 1)
                {
                    toRet.Add( parentBoard[position.up(direction).rightOne()] );
                }
            }
            return toRet;
        }
Esempio n. 11
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 public virtual sizableArray<move> getPossibleMoves(baseBoard onThis)
 {
     // Empty squares can't move, silly.
     return new sizableArray<move>(0);
 }
Esempio n. 12
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 public override sizableArray<move> getPossibleMoves(baseBoard onThis)
 {
     return findFreeOrCapturableIfOnBoard(null, onThis, potentialSquares);
 }
Esempio n. 13
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 private void gameFinished(baseBoard board)
 {
     if (OnGameFinished != null)
         OnGameFinished.Invoke(this, board);
 }
Esempio n. 14
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        private void gameThread()
        {
            // Make a new AppDomain for each player.
            appDomainWhite = createAppDomain(white.assemblyPath, "Tournament game AppDomain (white player)");
            appDomainBlack = createAppDomain(black.assemblyPath, "Tournament game AppDomain (black player)");

            colToMove = pieceColour.white;

            // Make new players
            try
            {
                gameBoardWhite = white.makeNewBoard(appDomainWhite);
            }
            catch (Exception e)
            {
                throw new playerException(white, pieceColour.white, "While attempting to make board: ", e);
            }

            try
            {
                gameBoardBlack = black.makeNewBoard(appDomainBlack);
            }
            catch (Exception e)
            {
                throw new playerException(black, pieceColour.black, "While attempting to make board: ", e);
            }

            // Fill in our board HTML
            TextWriter ourTextWriter = new StringWriter();
            HtmlTextWriter ourHtmlWriter = new HtmlTextWriter(ourTextWriter);
            utils.makeTableAndEscapeContents(gameBoardWhite).RenderControl(ourHtmlWriter);
            boardRepresentation = ourTextWriter.ToString();

            // Initialise player times (ms)
            white.timeLeft = black.timeLeft = 5*60*1000;
            isRunning = true;

            while (true)
            {
                // Do some quick sanity checks to ensure that both AIs have consistant views of
                // the situation
                if (gameBoardWhite.colToMove != colToMove)
                    throw new playerException(white, pieceColour.white, "Player has incorrect the 'next player' value");

                if (gameBoardBlack.colToMove != colToMove)
                    throw new playerException(black, pieceColour.black, "Player has incorrect the 'next player' value");

                // Okay, checks are ok, so lets play a move!
                baseBoard boardToMove = colToMove == pieceColour.white ? gameBoardWhite : gameBoardBlack;
                contender player = colToMove == pieceColour.white ? white : black;

                int timeLeft = colToMove == pieceColour.white ? white.timeLeft : black.timeLeft;

                move bestMove;
                try
                {
                    moveWithTimeout mwo = new moveWithTimeout();
                    boardToMove.timeLeftMS = timeLeft;
                    lineAndScore bestLine = mwo.findBestMoveWithTimeout(boardToMove, timeLeft);
                    bestMove = bestLine.line[0];
                    moveList.Add(bestMove);
                }
                catch (Exception e)
                {
                    throw new playerException(player, colToMove, "During move search: ", e);
                }

                // Now play the move on both boards
                foreach (baseBoard thisContener in new[] { gameBoardBlack, gameBoardWhite })
                {
                    try
                    {
                        thisContener.doMove(bestMove);
                    }
                    catch (Exception e)
                    {
                        contender culprit = thisContener == gameBoardBlack ? black : white;
                        pieceColour culpritCol = thisContener == gameBoardBlack ? pieceColour.black : pieceColour.white;
                        throw new playerException(culprit, culpritCol, "While playing move as " + culpritCol + ": ", e);
                    }
                }

                pieceColour colJustMoved = colToMove;
                colToMove = colToMove == pieceColour.white ? pieceColour.black : pieceColour.white;

                // Extract a graphical representation of the board so we don't need to query it
                // while the game is running
                TextWriter ourTextWriter2 = new StringWriter();
                HtmlTextWriter ourHtmlWriter2 = new HtmlTextWriter(ourTextWriter2);
                utils.makeTableAndEscapeContents(gameBoardWhite).RenderControl(ourHtmlWriter2);
                boardRepresentation = ourTextWriter2.ToString();

                // Check that game is still in progrss
                gameStatus statusWhite;
                gameStatus statusBlack;

                try
                {
                    statusWhite = gameBoardWhite.getGameStatus(colJustMoved);
                }
                catch (Exception e)
                {
                    throw new playerException(white, pieceColour.white, "While evaluating game", e);
                }

                try
                {
                    statusBlack = gameBoardBlack.getGameStatus(colJustMoved);
                }
                catch (Exception e)
                {
                    throw new playerException(black, pieceColour.black, "While evaluating game ", e);
                }

                if (statusBlack != statusWhite)
                {
                    // This could be white or black's fault - we can't tell for sure here.
                    throw new playerException(white, pieceColour.white, "While evaluating game ", new Exception("White and Black disagree on game status"));
                }

                if (statusWhite != gameStatus.inProgress)
                {
                    // OK, the game is over!
                    if (statusWhite == gameStatus.drawn)
                    {
                        isDraw = true;
                    }
                    else
                    {
                        isDraw = false;
                        winningSide = colJustMoved;
                    }
                    break;
                }
            }

            isFinished = true;
            isRunning = false;

            gameFinished(gameBoardWhite);
        }
Esempio n. 15
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        private bool canEnPassantTo(square adjacent, baseBoard theBoard)
        {
            // We can capture via en passant if:
            // * An enemy pawn is on our right/left
            // * The enemy pawn has moved only once
            // * The enemy pawn moved last move
            // * The enemy pawn (and us) are on the 4th/5th rank (according to player colour)
            // * The space behind the enemy pawn is empty.
            if (        adjacent.containsPieceNotOfColour(colour)          // Is an enemy piece
                    && adjacent.type == pieceType.pawn                 // Is an enemy pawn
                    && adjacent.movedCount == 1                        // Has moved only once
                    && adjacent.moveNumbers.Peek() == theBoard.moveCount-1 // Moved last move
                    && adjacent.position.y == (colour == pieceColour.white ? 4 : 3) // is on start row
                    && theBoard[ adjacent.position.up(colour == pieceColour.white ? 1 : -1) ].type == pieceType.none )
                return true;

            return false;
        }
Esempio n. 16
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 public ChessPlayer(baseBoard newBoard)
 {
     board = newBoard;
 }
Esempio n. 17
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        private void gameFinished(tournamentGame recentlyfinished, baseBoard fromWhitesView)
        {
            // Change the score of each player
            if (recentlyfinished.isErrored)
            {
                if (recentlyfinished.white.isErrored)
                {
                    recentlyfinished.white.errorCount += 1;

                    recentlyfinished.black.score += 1.0f;
                    recentlyfinished.black.wins++;
                }
                if (recentlyfinished.black.isErrored)
                {
                    recentlyfinished.black.errorCount += 1;

                    recentlyfinished.white.score += 1.0f;
                    recentlyfinished.white.wins++;
                }
            }
            else if (recentlyfinished.isDraw)
            {
                recentlyfinished.white.score += 0.5f;
                recentlyfinished.black.score += 0.5f;

                recentlyfinished.white.draws++;
                recentlyfinished.black.draws++;
            }
            else
            {
                if (recentlyfinished.winningSide == pieceColour.white)
                {
                    recentlyfinished.white.score += 1.0f;

                    recentlyfinished.white.wins++;
                    recentlyfinished.black.losses++;
                }
                else
                {
                    recentlyfinished.black.score += 1.0f;

                    recentlyfinished.black.wins++;
                    recentlyfinished.white.losses++;
                }
            }

            // Make the historic game info
            playedGame gameInfo = new playedGame();
            gameInfo.isDraw = recentlyfinished.isDraw;
            gameInfo.isErrored = recentlyfinished.white.isErrored;
            gameInfo.erroredSide = recentlyfinished.erroredSide;
            gameInfo.errorMessage = recentlyfinished.white.errorMessage;
            gameInfo.opponentID = recentlyfinished.black.ID;
            gameInfo.opponentTypeName = recentlyfinished.black.typeName;
            gameInfo.exception = recentlyfinished.white.exception;
            gameInfo.moveList = recentlyfinished.moveList;
            gameInfo.didWin = recentlyfinished.winningSide == pieceColour.white;
            gameInfo.col = pieceColour.white;
            gameInfo.board = fromWhitesView;
            recentlyfinished.white.gamesPlayed.Add(gameInfo);

            playedGame gameInfoBlack = new playedGame();
            gameInfoBlack.isDraw = recentlyfinished.isDraw;
            gameInfoBlack.isErrored = recentlyfinished.black.isErrored;
            gameInfoBlack.erroredSide = recentlyfinished.erroredSide;
            gameInfoBlack.errorMessage = recentlyfinished.black.errorMessage;
            gameInfoBlack.exception = recentlyfinished.black.exception;
            gameInfoBlack.opponentID = recentlyfinished.white.ID;
            gameInfoBlack.opponentTypeName = recentlyfinished.white.typeName;
            gameInfoBlack.moveList = recentlyfinished.moveList;
            gameInfoBlack.didWin = recentlyfinished.winningSide == pieceColour.black;
            gameInfoBlack.col = pieceColour.black;
            gameInfoBlack.board = fromWhitesView;
            recentlyfinished.black.gamesPlayed.Add(gameInfoBlack);

            // Start the next!
            lock (gameQueue)
            {
                tournamentGame[] pendingGames = gameQueue.Where(x => !x.isRunning && !x.isFinished).ToArray();
                if (pendingGames.Length > 0)
                {
                    _currentGame = pendingGames[0];
                    pendingGames[0].startInNewThread();
                }
                else
                {
                    _currentGame = null;
                }
            }
        }
Esempio n. 18
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        /// <summary>
        /// Is this move legal according to the rules of chess?
        /// </summary>
        /// <param name="ourBoard">Board to examine</param>
        /// <returns></returns>
        public bool isLegal(baseBoard ourBoard)
        {
            if (_srcSquare.type == pieceType.none)
                return false;

            // Is the move possible according to the piece?
            sizableArray<move> possibleMovesWithMovingPiece = _srcSquare.getPossibleMoves(ourBoard);

            return possibleMovesWithMovingPiece.Any(
                possibleMove => possibleMove.srcPos.isSameSquareAs(srcPos) &&
                                possibleMove.dstPos.isSameSquareAs(dstPos)                      );
        }
Esempio n. 19
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        public static move fromJSON(string JSON, baseBoard parentBoard)
        {
            minimalMove json = new JavaScriptSerializer().Deserialize<minimalMove>(JSON);

            // Don't forget that the board is inverted, as we show it to the user
            json.srcSquarePos = new squarePos(json.srcSquarePos.x, 7 - json.srcSquarePos.y);
            json.dstSquarePos = new squarePos(json.dstSquarePos.x, 7 - json.dstSquarePos.y);

            move toRet = new move( parentBoard[json.srcSquarePos], parentBoard[json.dstSquarePos]);

            return toRet;
        }
Esempio n. 20
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        /// <summary>
        /// Find moves in a given direction, including captures
        /// </summary>
        /// <param name="addTo"></param>
        /// <param name="onThis">The board to move on</param>
        /// <param name="dir">The vectorDirection to move in</param>
        /// <returns>A List&lt;move&gt; of moves</returns>
        public sizableArray<move> getMovesForVector(sizableArray<move> addTo, baseBoard onThis, vectorDirection dir)
        {
            if (addTo == null)
                addTo = new sizableArray<move>(8);

            loopConfig lcfg = new loopConfig(position, dir);

            int x = lcfg.startX;
            int y = lcfg.startY;
            while ((x != lcfg.finishX) && (y != lcfg.finishY))
            {
                squarePos sqPos = new squarePos(x, y);

                // If the square is empty, we can move to it..
                if (onThis[sqPos].type == pieceType.none)
                {
                    addTo.Add(new move(onThis[position], onThis[sqPos]));
                }
                else
                {
                    if (onThis[sqPos].colour != colour )
                    {
                        // the square is occupied by an enemy piece. we can move to it,
                        // but no further.
                        addTo.Add(new move(onThis[position], onThis[sqPos]));
                    }
                    break;
                }

                x += lcfg.directionX;
                y += lcfg.directionY;
            }

            return addTo;
        }
Esempio n. 21
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 public virtual sizableArray<square> getCoveredSquares(baseBoard parentBoard)
 {
     return new sizableArray<square>(0);
 }
Esempio n. 22
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        public override sizableArray<move> getPossibleMoves(baseBoard onThis)
        {
            sizableArray<move> toRet = new sizableArray<move>(40);

            int direction;
            if (colour == pieceColour.white)
                direction = +1;
            else
                direction = -1;

            // We can capture upward diagonally, if immediate diagonal upward squares
            // contain an enemy piece.
            if ((position.y + direction < baseBoard.sizeY) &&
                (position.y + direction > -1) )
            {
                // Check for en passant. En passant can never cause a promotion.
                if (position.x > 0)
                {
                    square adjacentLeft = onThis[position.leftOne()];
                    if (canEnPassantTo(adjacentLeft, onThis))
                        toRet.Add(new move(onThis[position], onThis[position.up(direction).leftOne()], adjacentLeft));
                }
                if (position.x < baseBoard.sizeX - 1)
                {
                    square adjacentRight = onThis[position.rightOne()];
                    if (canEnPassantTo(adjacentRight, onThis))
                        toRet.Add(new move(onThis[position], onThis[position.up(direction).rightOne()], adjacentRight));
                }

                // And we can move forward two if we haven't moved this piece yet, and both
                // squares are empty. It is assumed that this can't cause a promotion, so explicitly
                // prevent this move from moving in to the back row.
                if (movedCount == 0)
                {
                    if (position.y + (direction * 2) < baseBoard.sizeY &&
                        position.y + (direction * 2) > -1)
                    {
                        // check back row
                        if (position.y != (colour == pieceColour.white ? 7 : 0))
                        {
                            if (onThis[position.up(direction * 2)].type == pieceType.none &&
                                onThis[position.up(direction * 1)].type == pieceType.none)
                                toRet.Add(new move(onThis[position], onThis[position.up(direction*2)]));
                        }
                    }
                }

                // All of the other moves could cause a promotion, so call addPawnMovesToSquare so that
                // promoting moves are added.

                // Check the two diagonals
                if (position.x > 0)
                {
                    if (onThis[position.up(direction).leftOne()].containsPieceNotOfColour(colour))
                        addPawnMovesToSquare(toRet, onThis[position], onThis[position.up(direction).leftOne()]);
                }
                if (position.x < baseBoard.sizeX - 1)
                {
                    if (onThis[position.up(direction).rightOne()].containsPieceNotOfColour(colour))
                        addPawnMovesToSquare(toRet, onThis[position], onThis[position.up(direction).rightOne()]);
                }

                // We can move forward one if that square is empty.
                if (onThis[position.up(direction)].type == pieceType.none)
                {
                    if (onThis[position.up(direction)].type == pieceType.none)
                        addPawnMovesToSquare(toRet, onThis[position], onThis[position.up(direction)]);
                }
            }

            return toRet;
        }
Esempio n. 23
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        public rookSquare findCastlingRook(baseBoard theBoard)
        {
            if (!isACastling)
                throw new Exception("Asked to find castling rook of a move not a castle");

            if (dstPos.x > srcPos.x)
                return (rookSquare) theBoard[7, dstPos.y];
            else if (srcPos.x > dstPos.x)
                return (rookSquare) theBoard[0, dstPos.y];

            throw new Exception("Malformed castling");
        }
Esempio n. 24
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        protected sizableArray<move> findFreeOrCapturableIfOnBoard(sizableArray<move> returnArray, baseBoard onThis, squarePosOffset[] potentialSquareOffsets)
        {
            if (returnArray == null)
                returnArray = new sizableArray<move>(potentialSquareOffsets.Length);

            foreach (squarePosOffset potentialSquareOffset in potentialSquareOffsets)
            {
                if (!IsOnBoard(potentialSquareOffset.x, potentialSquareOffset.y))
                    continue;

                square destSquare = onThis[potentialSquareOffset.x + position.x, potentialSquareOffset.y + position.y];

                if (destSquare.type == pieceType.none)
                {
                    // Square is free.
                    returnArray.Add(new move(this, destSquare));
                }
                else
                {
                    if (destSquare.colour != this.colour)
                    {
                        // We can capture.
                        returnArray.Add(new move(this, destSquare));
                    }
                }
            }

            return returnArray;
        }
Esempio n. 25
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        /// <summary>
        /// Add any extra data to the move so it makes sense
        /// </summary>
        /// <param name="ourBoard"></param>
        /// <returns>null if move is illegal</returns>
        public move sanitize(baseBoard ourBoard)
        {
            sizableArray<move> possibleMovesWithMovingPiece = _srcSquare.getPossibleMoves(ourBoard);
            IEnumerable<move> casted = possibleMovesWithMovingPiece.Cast<move>();

            return casted.FirstOrDefault(a => a.srcPos.isSameSquareAs(srcPos) && a.dstPos.isSameSquareAs(dstPos));
        }
Esempio n. 26
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        protected void getSquaresCoveredForVector(sizableArray<square> addTo, baseBoard onThis, vectorDirection dir)
        {
            if (addTo == null)
                addTo = new sizableArray<square>(8);

            loopConfig lcfg = new loopConfig(position, dir);

            int x = lcfg.startX;
            int y = lcfg.startY;
            while ((x != lcfg.finishX) && (y != lcfg.finishY))
            {
                squarePos sqPos = new squarePos(x, y);

                // If the square is empty, we can move to it..
                if (onThis[sqPos].type == pieceType.none)
                {
                    addTo.Add( onThis[sqPos] );
                }
                else
                {
                    // the square is occupied by some piece. We are covering it, but we cannot go any further.
                    addTo.Add( onThis[sqPos] );
                    break;
                }

                x += lcfg.directionX;
                y += lcfg.directionY;
            }

            return;
        }