protected void RaisePieceMovedEvent(ChessMove move, ChessMoveInfo moveInfo) { if (PieceMoved != null) { PieceMoved(null, new PieceMovedEventArgs(move, moveInfo)); } }
// Constructor public PieceMovedEventArgs(ChessMove move, ChessMoveInfo moveInfo) { this.move = move; this.moveInfo = moveInfo; }
public bool MakeMove(ChessMove move, bool validateOnly) { bool res = false; ChessPiece piece = new ChessPiece(); if (move.FromIndex < ChessPositionIndex.A1 || move.FromIndex > ChessPositionIndex.H8 || move.ToIndex < ChessPositionIndex.A1 || move.ToIndex > ChessPositionIndex.H8 || move.FromIndex == move.ToIndex) { throw new Exception("Invalid index"); } if (Board.GetPiece(move.FromIndex, ref piece) && piece.PieceColor == Turn) { move.PieceType = piece.PieceType; if (!Board.IsColor(move.ToIndex, piece.PieceColor)) { List <ChessMove> possibleMoves = GetPossibleMoves(Board, Turn); bool validMove = false; foreach (ChessMove possibleMove in possibleMoves) { if (possibleMove.FromIndex == move.FromIndex && possibleMove.ToIndex == move.ToIndex) { move.IsKingsideCastling = possibleMove.IsKingsideCastling; move.IsQueensideCastling = possibleMove.IsQueensideCastling; validMove = true; break; } } if (validMove) { // Make a copy so we can "undo" the moves if in check after a move. ChessBoard boardCopy = new ChessBoard(Board, true); ChessMoveInfo moveInfo = new ChessMoveInfo(); boardCopy.ApplyMove(Turn, move, moveInfo); if (!IsInCheck(boardCopy, Turn)) { if (validateOnly) { res = true; } else { if (move.IsCapture) { ChessPiece capturedPiece = new ChessPiece(); if (Board.GetPiece(moveInfo.CapturedPiecePos, ref capturedPiece)) { boardCopy.CapturedPieces.Add(capturedPiece); } } Board = boardCopy; ChessMove moveCopy = new ChessMove(move); moveCopy.ResultingBoard = Board; chessMoves.Add(moveCopy); Turn = InvertColor(Turn); GameState = LookForCheckMateOrDraw(Board, Turn, chessMoves); if (GameState != ChessGameState.Active) { Turn = ChessPieceColor.None; } RaisePieceMovedEvent(moveCopy, moveInfo); res = true; } } } } } return(res); }
private void MoveRookWhenCastling(ChessPieceColor color, ChessPositionIndex fromIndex, ChessPositionIndex toIndex, ChessMoveInfo moveInfo) { ulong rookFromPos = Precomputed.IndexToBitBoard[(int)fromIndex]; ulong rookToPos = Precomputed.IndexToBitBoard[(int)toIndex]; ChessBoardColorState boardState = GetBoardState(color); boardState.Pieces &= ~rookFromPos; boardState.Pieces |= rookToPos; boardState.Rooks &= ~rookFromPos; boardState.Rooks |= rookToPos; if (moveInfo != null) { moveInfo.SecondaryFromIndex = fromIndex; moveInfo.SecondaryToIndex = toIndex; } }
public void ApplyMove(ChessPieceColor color, ChessMove move, ChessMoveInfo moveInfo) { // Make the move... ulong fromPos = Precomputed.IndexToBitBoard[(int)move.FromIndex]; ulong toPos = Precomputed.IndexToBitBoard[(int)move.ToIndex]; ulong capturePos = toPos; if (moveInfo != null) { moveInfo.MovedBy = color; } count50MoveRule++; ChessBoardColorState boardState = GetBoardState(color); boardState.Pieces &= ~fromPos; // Move the piece. boardState.Pieces |= toPos; // Move the piece. switch (move.PieceType) { case ChessPieceType.Pawn: count50MoveRule = 0; boardState.Pawns &= ~fromPos; switch (move.PromotionPieceType) { case ChessPieceType.Knight: boardState.Knights |= toPos; break; case ChessPieceType.Bishop: boardState.Bishops |= toPos; break; case ChessPieceType.Rook: boardState.Rooks |= toPos; break; case ChessPieceType.Queen: boardState.Queens |= toPos; break; default: boardState.Pawns |= toPos; break; } if (color == ChessPieceColor.White) { if ((Precomputed.WhitePawnCaptureMoves[(int)move.FromIndex] & toPos & (enPassantTarget << 8)) != 0) { capturePos = enPassantTarget; enPassantTarget = 0; } else if ((Precomputed.WhitePawnDoubleMoves[(int)move.FromIndex] & toPos) != 0) { enPassantTarget = toPos; } else { enPassantTarget = 0; } } else { if ((Precomputed.BlackPawnCaptureMoves[(int)move.FromIndex] & toPos & (enPassantTarget >> 8)) != 0) { capturePos = enPassantTarget; enPassantTarget = 0; } else if ((Precomputed.BlackPawnDoubleMoves[(int)move.FromIndex] & toPos) != 0) { enPassantTarget = toPos; } else { enPassantTarget = 0; } } break; case ChessPieceType.Knight: enPassantTarget = 0; boardState.Knights &= ~fromPos; boardState.Knights |= toPos; break; case ChessPieceType.Bishop: enPassantTarget = 0; boardState.Bishops &= ~fromPos; boardState.Bishops |= toPos; break; case ChessPieceType.Rook: enPassantTarget = 0; boardState.Rooks &= ~fromPos; boardState.Rooks |= toPos; if ((fromPos & Precomputed.IndexToBitBoard[(int)ChessPositionIndex.A1]) != 0) { whiteBoardState.QueensideCastlingPossible = false; } else if ((fromPos & Precomputed.IndexToBitBoard[(int)ChessPositionIndex.H1]) != 0) { whiteBoardState.KingsideCastlingPossible = false; } else if ((fromPos & Precomputed.IndexToBitBoard[(int)ChessPositionIndex.A8]) != 0) { blackBoardState.QueensideCastlingPossible = false; } else if ((fromPos & Precomputed.IndexToBitBoard[(int)ChessPositionIndex.H8]) != 0) { blackBoardState.KingsideCastlingPossible = false; } break; case ChessPieceType.Queen: enPassantTarget = 0; boardState.Queens &= ~fromPos; boardState.Queens |= toPos; break; case ChessPieceType.King: enPassantTarget = 0; boardState.King &= ~fromPos; boardState.King |= toPos; boardState.KingsideCastlingPossible = false; boardState.QueensideCastlingPossible = false; if (move.IsKingsideCastling) { if (color == ChessPieceColor.White) { MoveRookWhenCastling(color, ChessPositionIndex.H1, ChessPositionIndex.F1, moveInfo); } else { MoveRookWhenCastling(color, ChessPositionIndex.H8, ChessPositionIndex.F8, moveInfo); } } else if (move.IsQueensideCastling) { if (color == ChessPieceColor.White) { MoveRookWhenCastling(color, ChessPositionIndex.A1, ChessPositionIndex.D1, moveInfo); } else { MoveRookWhenCastling(color, ChessPositionIndex.A8, ChessPositionIndex.D8, moveInfo); } } break; } ChessPieceColor invertedColor = ChessGame.InvertColor(color); ChessBoardColorState invertedBoardState = GetBoardState(invertedColor); if ((invertedBoardState.Pieces & capturePos) != 0) // Check if there is a capture. { invertedBoardState.Pieces &= ~capturePos; // Remove the piece from all black pieces. invertedBoardState.Pawns &= ~capturePos; invertedBoardState.Knights &= ~capturePos; invertedBoardState.Bishops &= ~capturePos; invertedBoardState.Rooks &= ~capturePos; invertedBoardState.Queens &= ~capturePos; move.IsCapture = true; count50MoveRule = 0; if (moveInfo != null) { moveInfo.CapturedPiecePos = (ChessPositionIndex)Util.fastBitScanForward(capturePos); } // PP 2012-12-24: when a rook is captured, castling is no longer possible. if ((capturePos & Precomputed.IndexToBitBoard[(int)ChessPositionIndex.A1]) != 0) { whiteBoardState.QueensideCastlingPossible = false; } else if ((capturePos & Precomputed.IndexToBitBoard[(int)ChessPositionIndex.H1]) != 0) { whiteBoardState.KingsideCastlingPossible = false; } else if ((capturePos & Precomputed.IndexToBitBoard[(int)ChessPositionIndex.A8]) != 0) { blackBoardState.QueensideCastlingPossible = false; } else if ((capturePos & Precomputed.IndexToBitBoard[(int)ChessPositionIndex.H8]) != 0) { blackBoardState.KingsideCastlingPossible = false; } } }