コード例 #1
0
        internal static KingStatus KingConcern(ChessBoard board, Player p)
        {
            MoveSet moves = KingMoves(board, p.Material.KingSquare, p);

            SquareCoordinates[] attackingPieces = Attackers(board, p.Material.KingSquare, p.White, true);
            if (attackingPieces.Length != 0)
            {
                if (moves.LegalMoves.Length != 0)
                    return KingStatus.CHECK;

                foreach (SquareCoordinates coord in attackingPieces)
                    if (Attackers(board, coord, !p.White, true).Length == 0 && !CanInterpose(board, coord, p.Material.KingSquare, p))
                        return KingStatus.CHECKMATE; //there is one opponent piece that can reach our king and is unable to be captured or blocked

                return KingStatus.CHECK;
            }
            else
            {
                if (moves.LegalMoves.Length != 0)
                    return KingStatus.NO_IMMEDIATE_CONCERN;

                foreach (SquareCoordinates coord in p.Material.Pieces)
                    if (MoveSet(board, coord, p).LegalMoves.Length != 0)
                        return KingStatus.NO_IMMEDIATE_CONCERN; //there is one friendly piece we can move

                return KingStatus.STALEMATE;
            }
        }
コード例 #2
0
 internal static bool CanCastle(ChessBoard board, SquareCoordinates coord, Player p)
 {
     ChessPiece piece = board.GetPiece(coord);
     if (piece != null && piece.IsA(PieceType.ROOK) && piece.IsFriendly(p.White) && piece.HasNotMoved())
     {
         SquareCoordinates kingSq = p.White ? new SquareCoordinates("E1") : new SquareCoordinates("E8");
         piece = board.GetPiece(kingSq);
         if (piece != null && piece.IsA(PieceType.KING) && piece.IsFriendly(p.White) && piece.HasNotMoved() && !KingInCheck(board, p))
         {
             if (coord.File == 0)
             {
                 if (!board.WillPlaceKingInCheck(p, new SquareCoordinates[] { new SquareCoordinates(4, coord.Rank), new SquareCoordinates(0, coord.Rank) }, new SquareCoordinates[] { new SquareCoordinates(2, coord.Rank), new SquareCoordinates(3, coord.Rank) }))
                 {
                     for (int file = 1, rank = coord.Rank; file < 4; file++)
                         if (board.GetPiece(coord = new SquareCoordinates(file, rank)) != null || Attackers(board, coord, p.White, true).Length > 0)
                             return false;
                     return true;
                 }
             }
             else if (coord.File == 7)
             {
                 if (!board.WillPlaceKingInCheck(p, new SquareCoordinates[] { new SquareCoordinates(4, coord.Rank), new SquareCoordinates(7, coord.Rank) }, new SquareCoordinates[] { new SquareCoordinates(6, coord.Rank), new SquareCoordinates(5, coord.Rank) }))
                 {
                     for (int file = 5, rank = coord.Rank; file < 7; file++)
                         if (board.GetPiece(coord = new SquareCoordinates(file, rank)) != null || Attackers(board, coord, p.White, true).Length > 0)
                             return false;
                     return true;
                 }
             }
         }
     }
     return false;
 }
コード例 #3
0
ファイル: Player.cs プロジェクト: Kevin-Jin/kvj-board-games
 protected override void PerformedCastle(ChessBoard board, bool kingSide, MoveSet moves)
 {
     if (moves != null)
     {
         foreach (Move legalMove in moves.LegalMoves)
             board.UnhighlightSquare(legalMove.Coordinates);
         foreach (SquareCoordinates checkedMoves in moves.CheckableMoves)
             board.UnhighlightSquare(checkedMoves);
         foreach (SquareCoordinates checkedMoves in moves.BlockedSquareMoves)
             board.UnhighlightSquare(checkedMoves);
     }
     if (remoteOpponent != null)
         remoteOpponent.SendMessage(ChessPacketWriter.WriteCastle(kingSide));
 }
コード例 #4
0
 private static MoveSet QueenMoves(ChessBoard board, SquareCoordinates coord, Player p)
 {
     //Queen's allowed moves are basically a combination of those of rook (diagonals) and bishop (vertical/horizontal)
     //so just call the methods to get rook and bishop moves and return a union of them
     return new MoveSet(RookMoves(board, coord, p), BishopMoves(board, coord, p));
 }
コード例 #5
0
        private static MoveSet KnightMoves(ChessBoard board, SquareCoordinates coord, Player p)
        {
            List<Move> allowedMoves = new List<Move>();
            List<SquareCoordinates> movesWithCheck = new List<SquareCoordinates>();
            List<SquareCoordinates> blockedMoves = new List<SquareCoordinates>();
            bool boardOrientation = board.WhiteOnBottom;
            bool white = p.White;
            //SquareCoordinates opponentEnPassantPawn;
            ChessPiece existingPiece;
            Move m;
            int nextFile, nextRank;

            ProcessSquare proc = delegate(SquareCoordinates to)
            {
                if ((existingPiece = board.GetPiece(to)) == null)
                    /*if ((opponentEnPassantPawn = EnPassant(board, to, p.White)).File != -1 && opponentEnPassantPawn.Rank != -1)
                        if (!board.WillPlaceKingInCheck(p, coord, m = new Move(to, opponentEnPassantPawn)))
                            allowedMoves.Add(m);
                        else
                            movesWithCheck.Add(to);
                    else*/
                    if (!board.WillPlaceKingInCheck(p, coord, m = new Move(to)))
                        allowedMoves.Add(m);
                    else
                        movesWithCheck.Add(to);
                else if (!existingPiece.IsFriendly(p.White))
                    if (!board.WillPlaceKingInCheck(p, coord, m = new Move(to, to)))
                        allowedMoves.Add(m);
                    else
                        movesWithCheck.Add(to);
                else
                    blockedMoves.Add(to);
            };

            nextFile = coord.File + 1;
            if (nextFile < 8)
            {
                nextRank = coord.Rank + 2;
                //check if we are in bounds and that either no piece exists there, or the piece is not a friendly
                if (nextRank < 8)
                    proc(new SquareCoordinates(nextFile, nextRank)); //right 1 up 2
                nextRank = coord.Rank - 2;
                //check if we are in bounds and that either no piece exists there, or the piece is not a friendly
                if (nextRank >= 0)
                    proc(new SquareCoordinates(nextFile, nextRank)); //right 1 down 2
            }
            nextFile = coord.File + 2;
            if (nextFile < 8)
            {
                nextRank = coord.Rank + 1;
                //check if we are in bounds and that either no piece exists there, or the piece is not a friendly
                if (nextRank < 8)
                    proc(new SquareCoordinates(nextFile, nextRank)); //right 2 up 1
                nextRank = coord.Rank - 1;
                //check if we are in bounds and that either no piece exists there, or the piece is not a friendly
                if (nextRank >= 0)
                    proc(new SquareCoordinates(nextFile, nextRank)); //right 2 down 1
            }
            nextFile = coord.File - 1;
            if (nextFile >= 0)
            {
                nextRank = coord.Rank + 2;
                //check if we are in bounds and that either no piece exists there, or the piece is not a friendly
                if (nextRank < 8)
                    proc(new SquareCoordinates(nextFile, nextRank)); //left 1 up 2
                nextRank = coord.Rank - 2;
                //check if we are in bounds and that either no piece exists there, or the piece is not a friendly
                if (nextRank >= 0)
                    proc(new SquareCoordinates(nextFile, nextRank)); //left 1 down 2
            }
            nextFile = coord.File - 2;
            if (nextFile >= 0)
            {
                nextRank = coord.Rank + 1;
                //check if we are in bounds and that either no piece exists there, or the piece is not a friendly
                if (nextRank < 8)
                    proc(new SquareCoordinates(nextFile, nextRank)); //left 2 up 1
                nextRank = coord.Rank - 1;
                //check if we are in bounds and that either no piece exists there, or the piece is not a friendly
                if (nextRank >= 0)
                    proc(new SquareCoordinates(nextFile, nextRank)); //left 2 down 1
            }
            return new MoveSet(allowedMoves, movesWithCheck, blockedMoves);
        }
コード例 #6
0
 private static SquareCoordinates EnPassant(ChessBoard board, SquareCoordinates moveTo, bool white)
 {
     if (white)
     {
         if (moveTo.Rank != 5)
             return new SquareCoordinates(-1, -1);
         ChessPiece pawn = board.GetPiece(new SquareCoordinates(moveTo.File, 4));
         if (pawn == null || !pawn.IsA(PieceType.PAWN) || pawn.IsFriendly(white))
             return new SquareCoordinates(-1, -1);
         if (pawn.LastMove != board.CurrentMove - 1 || pawn.LastSquare != new SquareCoordinates(moveTo.File, 6))
             return new SquareCoordinates(-1, -1);
         return new SquareCoordinates(moveTo.File, moveTo.Rank - 1);
     }
     else
     {
         if (moveTo.Rank != 2)
             return new SquareCoordinates(-1, -1);
         ChessPiece pawn = board.GetPiece(new SquareCoordinates(moveTo.File, 3));
         if (pawn == null || !pawn.IsA(PieceType.PAWN) || pawn.IsFriendly(white))
             return new SquareCoordinates(-1, -1);
         if (pawn.LastMove != board.CurrentMove - 1 || pawn.LastSquare != new SquareCoordinates(moveTo.File, 1))
             return new SquareCoordinates(-1, -1);
         return new SquareCoordinates(moveTo.File, moveTo.Rank + 1);
     }
 }
コード例 #7
0
        private static SquareCoordinates[] Attackers(ChessBoard board, SquareCoordinates pieceLoc, bool pieceWhite, bool allowPawnDiagonal)
        {
            List<SquareCoordinates> attackingPieces = new List<SquareCoordinates>();
            int file, rank;
            ChessPiece existingPiece;
            SquareCoordinates coord;
            //go vertically/horizontally and see if there's an unblocked opponent queen or rook.
            existingPiece = null;
            coord = new SquareCoordinates(-1, -1);
            for (file = pieceLoc.File + 1, rank = pieceLoc.Rank; file < 8 && (existingPiece = board.GetPiece((coord = new SquareCoordinates(file, rank)))) == null; file++) ;
            if (existingPiece != null && !existingPiece.IsFriendly(pieceWhite) && (existingPiece.IsA(PieceType.ROOK) || existingPiece.IsA(PieceType.QUEEN)))
                attackingPieces.Add(coord);
            existingPiece = null;
            coord = new SquareCoordinates(-1, -1);
            for (file = pieceLoc.File - 1, rank = pieceLoc.Rank; file >= 0 && (existingPiece = board.GetPiece((coord = new SquareCoordinates(file, rank)))) == null; file--) ;
            if (existingPiece != null && !existingPiece.IsFriendly(pieceWhite) && (existingPiece.IsA(PieceType.ROOK) || existingPiece.IsA(PieceType.QUEEN)))
                attackingPieces.Add(coord);
            existingPiece = null;
            coord = new SquareCoordinates(-1, -1);
            for (file = pieceLoc.File, rank = pieceLoc.Rank + 1; rank < 8 && (existingPiece = board.GetPiece((coord = new SquareCoordinates(file, rank)))) == null; rank++) ;
            if (existingPiece != null && !existingPiece.IsFriendly(pieceWhite) && (existingPiece.IsA(PieceType.ROOK) || existingPiece.IsA(PieceType.QUEEN) || !allowPawnDiagonal && pieceWhite && rank - pieceLoc.Rank == 1 && existingPiece.IsA(PieceType.PAWN)))
                attackingPieces.Add(coord);
            existingPiece = null;
            coord = new SquareCoordinates(-1, -1);
            for (file = pieceLoc.File, rank = pieceLoc.Rank - 1; rank >= 0 && (existingPiece = board.GetPiece((coord = new SquareCoordinates(file, rank)))) == null; rank--) ;
            if (existingPiece != null && !existingPiece.IsFriendly(pieceWhite) && (existingPiece.IsA(PieceType.ROOK) || existingPiece.IsA(PieceType.QUEEN) || !allowPawnDiagonal && !pieceWhite && pieceLoc.Rank - rank == 1 && existingPiece.IsA(PieceType.PAWN)))
                attackingPieces.Add(coord);

            //go diagonally and see if there's an unblocked opponent queen or bishop (or pawn if only one diagonal away).
            existingPiece = null;
            for (file = pieceLoc.File + 1, rank = pieceLoc.Rank + 1; file < 8 && rank < 8 && (existingPiece = board.GetPiece((coord = new SquareCoordinates(file, rank)))) == null; file++, rank++) ;
            if (existingPiece != null && !existingPiece.IsFriendly(pieceWhite) && (existingPiece.IsA(PieceType.BISHOP) || existingPiece.IsA(PieceType.QUEEN) || allowPawnDiagonal && pieceWhite && file - pieceLoc.File == 1 && rank - pieceLoc.Rank == 1 && existingPiece.IsA(PieceType.PAWN)))
                attackingPieces.Add(coord);
            existingPiece = null;
            for (file = pieceLoc.File + 1, rank = pieceLoc.Rank - 1; file < 8 && rank >= 0 && (existingPiece = board.GetPiece((coord = new SquareCoordinates(file, rank)))) == null; file++, rank--) ;
            if (existingPiece != null && !existingPiece.IsFriendly(pieceWhite) && (existingPiece.IsA(PieceType.BISHOP) || existingPiece.IsA(PieceType.QUEEN) || allowPawnDiagonal && !pieceWhite && file - pieceLoc.File == 1 && pieceLoc.Rank - rank == 1 && existingPiece.IsA(PieceType.PAWN)))
                attackingPieces.Add(coord);
            existingPiece = null;
            for (file = pieceLoc.File - 1, rank = pieceLoc.Rank + 1; file >= 0 && rank < 8 && (existingPiece = board.GetPiece((coord = new SquareCoordinates(file, rank)))) == null; file--, rank++) ;
            if (existingPiece != null && !existingPiece.IsFriendly(pieceWhite) && (existingPiece.IsA(PieceType.BISHOP) || existingPiece.IsA(PieceType.QUEEN) || allowPawnDiagonal && pieceWhite && pieceLoc.File - file == 1 && rank - pieceLoc.Rank == 1 && existingPiece.IsA(PieceType.PAWN)))
                attackingPieces.Add(coord);
            existingPiece = null;
            for (file = pieceLoc.File - 1, rank = pieceLoc.Rank - 1; file >= 0 && rank >= 0 && (existingPiece = board.GetPiece((coord = new SquareCoordinates(file, rank)))) == null; file--, rank--) ;
            if (existingPiece != null && !existingPiece.IsFriendly(pieceWhite) && (existingPiece.IsA(PieceType.BISHOP) || existingPiece.IsA(PieceType.QUEEN) || allowPawnDiagonal && !pieceWhite && pieceLoc.File - file == 1 && pieceLoc.Rank - rank == 1 && existingPiece.IsA(PieceType.PAWN)))
                attackingPieces.Add(coord);

            //go through all 8 L-shapes and see if there's a knight in each (doesn't matter if another piece is in the way).
            file = pieceLoc.File + 2;
            rank = pieceLoc.Rank + 1;
            if (file < 8 && rank < 8)
            {
                coord = new SquareCoordinates(file, rank);
                existingPiece = board.GetPiece(coord);
                if (existingPiece != null && !existingPiece.IsFriendly(pieceWhite) && existingPiece.IsA(PieceType.KNIGHT))
                    attackingPieces.Add(coord);
            }
            file = pieceLoc.File + 2;
            rank = pieceLoc.Rank - 1;
            if (file < 8 && rank >= 0)
            {
                coord = new SquareCoordinates(file, rank);
                existingPiece = board.GetPiece(coord);
                if (existingPiece != null && !existingPiece.IsFriendly(pieceWhite) && existingPiece.IsA(PieceType.KNIGHT))
                    attackingPieces.Add(coord);
            }
            file = pieceLoc.File + 1;
            rank = pieceLoc.Rank + 2;
            if (file < 8 && rank < 8)
            {
                coord = new SquareCoordinates(file, rank);
                existingPiece = board.GetPiece(coord);
                if (existingPiece != null && !existingPiece.IsFriendly(pieceWhite) && existingPiece.IsA(PieceType.KNIGHT))
                    attackingPieces.Add(coord);
            }
            file = pieceLoc.File + 1;
            rank = pieceLoc.Rank - 2;
            if (file < 8 && rank >= 0)
            {
                coord = new SquareCoordinates(file, rank);
                existingPiece = board.GetPiece(coord);
                if (existingPiece != null && !existingPiece.IsFriendly(pieceWhite) && existingPiece.IsA(PieceType.KNIGHT))
                    attackingPieces.Add(coord);
            }
            file = pieceLoc.File - 2;
            rank = pieceLoc.Rank + 1;
            if (file >= 0 && rank < 8)
            {
                coord = new SquareCoordinates(file, rank);
                existingPiece = board.GetPiece(coord);
                if (existingPiece != null && !existingPiece.IsFriendly(pieceWhite) && existingPiece.IsA(PieceType.KNIGHT))
                    attackingPieces.Add(coord);
            }
            file = pieceLoc.File - 2;
            rank = pieceLoc.Rank - 1;
            if (file >= 0 && rank >= 0)
            {
                coord = new SquareCoordinates(file, rank);
                existingPiece = board.GetPiece(coord);
                if (existingPiece != null && !existingPiece.IsFriendly(pieceWhite) && existingPiece.IsA(PieceType.KNIGHT))
                    attackingPieces.Add(coord);
            }
            file = pieceLoc.File - 1;
            rank = pieceLoc.Rank + 2;
            if (file >= 0 && rank < 8)
            {
                coord = new SquareCoordinates(file, rank);
                existingPiece = board.GetPiece(coord);
                if (existingPiece != null && !existingPiece.IsFriendly(pieceWhite) && existingPiece.IsA(PieceType.KNIGHT))
                    attackingPieces.Add(coord);
            }
            file = pieceLoc.File - 1;
            rank = pieceLoc.Rank - 2;
            if (file >= 0 && rank >= 0)
            {
                coord = new SquareCoordinates(file, rank);
                existingPiece = board.GetPiece(coord);
                if (existingPiece != null && !existingPiece.IsFriendly(pieceWhite) && existingPiece.IsA(PieceType.KNIGHT))
                    attackingPieces.Add(coord);
            }
            return attackingPieces.ToArray();
        }
コード例 #8
0
 internal static bool KingInCheck(ChessBoard board, Player p)
 {
     return KingInCheck(board, p.Material.KingSquare, p.White);
 }
コード例 #9
0
ファイル: Player.cs プロジェクト: Kevin-Jin/kvj-board-games
        internal void Castle(ChessBoard board, bool kingSide)
        {
            MoveSet prevMoves = moves;
            if (moves != null)
            {
                ResetSelected();
                board.UnhighlightSquare(firstSelection);
            }

            SquareCoordinates kingStart, kingEnd, rookStart, rookEnd;
            ChessPiece piece;

            int rank = white ? 0 : 7;
            kingStart = new SquareCoordinates(4, rank);
            if (kingSide)
            {
                kingEnd = new SquareCoordinates(6, rank);
                rookStart = new SquareCoordinates(7, rank);
                rookEnd = new SquareCoordinates(5, rank);
            }
            else
            {
                kingEnd = new SquareCoordinates(2, rank);
                rookStart = new SquareCoordinates(0, rank);
                rookEnd = new SquareCoordinates(3, rank);
            }
            //rookEnd = new SquareCoordinates((kingStart.File + kingEnd.File) / 2, rank);

            piece = board.ClearSquare(kingStart);
            piece.LastSquare = kingStart;
            piece.LastMove = board.CurrentMove;
            board.DrawPiece(kingEnd, piece);
            material.MovePiece(PieceType.KING, kingStart, kingEnd);

            piece = board.ClearSquare(rookStart);
            piece.LastSquare = rookStart;
            piece.LastMove = board.CurrentMove;
            board.DrawPiece(rookEnd, piece);
            material.MovePiece(PieceType.ROOK, rookStart, rookEnd);

            PerformedCastle(board, kingSide, prevMoves);
            board.UpdateLastMoveFromCastle(kingSide);
            board.NextTurn();
        }
コード例 #10
0
ファイル: Player.cs プロジェクト: Kevin-Jin/kvj-board-games
 protected override void Unselected(ChessBoard board, SquareCoordinates coord, MoveSet moves)
 {
 }
コード例 #11
0
ファイル: Player.cs プロジェクト: Kevin-Jin/kvj-board-games
 protected override void PerformedCastle(ChessBoard board, bool kingSide, MoveSet moves)
 {
 }
コード例 #12
0
ファイル: Player.cs プロジェクト: Kevin-Jin/kvj-board-games
 protected override void MadeMove(ChessBoard board, ChessPiece movedPiece, SquareCoordinates from, SquareCoordinates to, MoveSet moves)
 {
 }
コード例 #13
0
ファイル: Player.cs プロジェクト: Kevin-Jin/kvj-board-games
 internal NetworkPlayer(ChessBoard board, bool white, Material material)
     : base(white, material)
 {
 }
コード例 #14
0
ファイル: Player.cs プロジェクト: Kevin-Jin/kvj-board-games
 protected override void Unselected(ChessBoard board, SquareCoordinates coord, MoveSet moves)
 {
     foreach (Move legalMove in moves.LegalMoves)
         board.UnhighlightSquare(legalMove.Coordinates);
     foreach (SquareCoordinates checkedMoves in moves.CheckableMoves)
         board.UnhighlightSquare(checkedMoves);
     foreach (SquareCoordinates checkedMoves in moves.BlockedSquareMoves)
         board.UnhighlightSquare(checkedMoves);
     if (remoteOpponent != null)
         remoteOpponent.SendMessage(ChessPacketWriter.WriteSelectSquare(coord));
 }
コード例 #15
0
ファイル: Player.cs プロジェクト: Kevin-Jin/kvj-board-games
 protected override void FirstSquareSelected(ChessBoard board, SquareCoordinates coord, MoveSet moves)
 {
     if (board.ShowLegalMoves)
         foreach (Move legalMove in moves.LegalMoves)
             board.HighlightSquare(legalMove.Coordinates, Color.Green);
     if (board.ShowCheckedMoves)
         foreach (SquareCoordinates checkedMoves in moves.CheckableMoves)
             board.HighlightSquare(checkedMoves, Color.Indigo);
     if (board.ShowBlockedMoves)
         foreach (SquareCoordinates checkedMoves in moves.BlockedSquareMoves)
             board.HighlightSquare(checkedMoves, Color.Red);
     if (remoteOpponent != null)
         remoteOpponent.SendMessage(ChessPacketWriter.WriteSelectSquare(coord));
 }
コード例 #16
0
 internal static bool KingInCheck(ChessBoard board, SquareCoordinates kingSquare, bool white)
 {
     return Attackers(board, kingSquare, white, true).Length != 0;
 }
コード例 #17
0
ファイル: Player.cs プロジェクト: Kevin-Jin/kvj-board-games
 internal void PromotePiece(ChessBoard board, SquareCoordinates coord, PieceType promotedType)
 {
     PromotePiece(board, coord, promotedType, board.GetPiece(coord));
 }
コード例 #18
0
 internal static MoveSet MoveSet(ChessBoard board, SquareCoordinates coord, Player p)
 {
     switch (board.GetPiece(coord).Type)
     {
         case PieceType.PAWN:
             return PawnMoves(board, coord, p);
         case PieceType.KNIGHT:
             return KnightMoves(board, coord, p);
         case PieceType.BISHOP:
             return BishopMoves(board, coord, p);
         case PieceType.ROOK:
             return RookMoves(board, coord, p);
         case PieceType.QUEEN:
             return QueenMoves(board, coord, p);
         case PieceType.KING:
             return KingMoves(board, coord, p);
         default:
             return new MoveSet();
     }
 }
コード例 #19
0
ファイル: Player.cs プロジェクト: Kevin-Jin/kvj-board-games
        internal void Select(ChessBoard board, SquareCoordinates coord)
        {
            ChessPiece selectedPiece = board.GetPiece(coord);
            if (moves == null)
            {
                if (selectedPiece != null && selectedPiece.White == white)
                {
                    firstSelection = coord;
                    moves = GameLogic.MoveSet(board, coord, this);
                    board.HighlightSquare(coord, Color.Yellow);
                    FirstSquareSelected(board, coord, moves);
                }
            }
            else
            {
                if (coord == firstSelection)
                {
                    MoveSet prevMoves = moves;
                    ResetSelected();
                    board.UnhighlightSquare(coord);
                    Unselected(board, coord, prevMoves);
                }
                else
                {
                    Move m = GetMove(moves, coord);
                    if (m != null)
                    {
                        ChessPiece movedPiece, takenPiece = null;
                        MoveSet prevMoves = moves;
                        ResetSelected();
                        board.UnhighlightSquare(firstSelection);
                        if (m.Overtaken)
                            takenPiece = board.ClearSquare(m.TakenPiece);

                        movedPiece = board.ClearSquare(firstSelection);
                        movedPiece.LastSquare = firstSelection;
                        movedPiece.LastMove = board.CurrentMove;
                        board.DrawPiece(coord, movedPiece);
                        material.MovePiece(movedPiece.Type, firstSelection, coord);

                        MadeMove(board, movedPiece, firstSelection, coord, prevMoves);
                        board.UpdateLastMove(firstSelection, m, movedPiece, takenPiece);
                        board.NextTurn();
                    }
                    else if (moves.CheckableMoves.Contains(coord) && !board.ShowCheckedMoves)
                    {
                        MessageBox.Show(board, "You may not place the selected piece there\nsince it will either place your king in check\nor will leave your king in check.", "Illegal Move", MessageBoxButtons.OK, MessageBoxIcon.Information);
                    }
                }
            }
        }
コード例 #20
0
 private static bool CanInterpose(ChessBoard board, SquareCoordinates from, SquareCoordinates to, Player p)
 {
     switch (board.GetPiece(from).Type)
     {
         case PieceType.PAWN:
             return false; //if pawns cannot be captured, they cannot be blocked by friendly pieces!
         case PieceType.KNIGHT:
             return false; //if knights cannot be captured, they cannot be blocked by friendly pieces!
         case PieceType.BISHOP:
             if (from.File - to.File == from.Rank - to.Rank)
             {
                 for (int file = Math.Min(from.File, to.File) + 1, rank = Math.Min(from.Rank, to.Rank) + 1; file < Math.Max(from.File, to.File); file++, rank++)
                     if (Attackers(board, new SquareCoordinates(file, rank), !p.White, false).Length > 0)
                         return true;
             }
             else if (from.File - to.File == -(from.Rank - to.Rank))
             {
                 for (int file = Math.Min(from.File, to.File) + 1, rank = Math.Max(from.Rank, to.Rank) + 1; file < Math.Max(from.File, to.File) && rank < 8; file++, rank--)
                     if (Attackers(board, new SquareCoordinates(file, rank), !p.White, false).Length > 0)
                         return true;
             }
             return false;
         case PieceType.ROOK:
             if (from.File == to.File)
             {
                 for (int file = from.File, rank = Math.Min(from.Rank, to.Rank) + 1; rank < Math.Max(from.Rank, to.Rank); rank++)
                     if (Attackers(board, new SquareCoordinates(file, rank), !p.White, false).Length > 0)
                         return true;
             }
             else if (from.Rank == to.Rank)
             {
                 for (int file = Math.Min(from.File, to.File) + 1, rank = from.Rank; file < Math.Max(from.File, to.File); file++)
                     if (Attackers(board, new SquareCoordinates(file, rank), !p.White, false).Length > 0)
                         return true;
             }
             return false;
         case PieceType.QUEEN:
             if (from.File == to.File || from.Rank == to.Rank)
                 goto case PieceType.ROOK;
             else if (Math.Abs(from.File - to.File) == Math.Abs(from.Rank - to.Rank))
                 goto case PieceType.BISHOP;
             return false;
         default:
             return false;
     }
 }
コード例 #21
0
ファイル: Player.cs プロジェクト: Kevin-Jin/kvj-board-games
 protected abstract void MadeMove(ChessBoard board, ChessPiece movedPiece, SquareCoordinates from, SquareCoordinates to, MoveSet moves);
コード例 #22
0
ファイル: Player.cs プロジェクト: Kevin-Jin/kvj-board-games
 protected abstract void PerformedCastle(ChessBoard board, bool kingSide, MoveSet moves);
コード例 #23
0
ファイル: Player.cs プロジェクト: Kevin-Jin/kvj-board-games
 protected void PromotePiece(ChessBoard board, SquareCoordinates coord, PieceType promotedType, ChessPiece piece)
 {
     piece.Type = promotedType;
     board.ClearSquare(coord);
     board.DrawPiece(coord, piece);
 }
コード例 #24
0
        //TODO: promotion (pawn reaching opponent's end of board -> any piece)
        private static MoveSet PawnMoves(ChessBoard board, SquareCoordinates coord, Player p)
        {
            List<Move> allowedMoves = new List<Move>();
            List<SquareCoordinates> movesWithCheck = new List<SquareCoordinates>();
            List<SquareCoordinates> blockedMoves = new List<SquareCoordinates>();
            bool boardOrientation = board.WhiteOnBottom;
            bool white = p.White;
            SquareCoordinates nextSquare;
            ChessPiece existingPiece;
            Move m;
            int nextRank, nextFile;
            //check if piece would go out of bounds
            if (white && (nextRank = coord.Rank + 1) < 8 || !white && (nextRank = coord.Rank - 1) >= 0)
            {
                nextSquare = new SquareCoordinates(coord.File, nextRank);
                existingPiece = board.GetPiece(nextSquare);
                if (existingPiece == null)
                    //move up 1 if no piece is in that space
                    if (!board.WillPlaceKingInCheck(p, coord, m = new Move(nextSquare)))
                        allowedMoves.Add(m);
                    else
                        movesWithCheck.Add(nextSquare);
                else
                    blockedMoves.Add(nextSquare);

                //diagonal take
                SquareCoordinates opponentEnPassantPawn;
                ProcessSquare diagonalProc = delegate(SquareCoordinates to)
                {
                    if ((existingPiece = board.GetPiece(to)) != null)
                    {
                        if (!existingPiece.IsFriendly(white))
                            if (!board.WillPlaceKingInCheck(p, coord, m = new Move(to, to)))
                                allowedMoves.Add(m);
                            else
                                movesWithCheck.Add(to);
                    }
                    else if ((opponentEnPassantPawn = EnPassant(board, to, p.White)).File != -1 && opponentEnPassantPawn.Rank != -1)
                    {
                        if (!board.WillPlaceKingInCheck(p, coord, m = new Move(to, opponentEnPassantPawn)))
                            allowedMoves.Add(m);
                        else
                            movesWithCheck.Add(nextSquare);
                    }
                };
                nextFile = coord.File + 1;
                //check if we are in bounds and that either no piece exists there, or the piece is not a friendly
                if (nextFile < 8)
                    diagonalProc(new SquareCoordinates(nextFile, nextRank)); //move diagonally up right if an opponent piece is in that space
                nextFile = coord.File - 1;
                //check if we are in bounds and that either no piece exists there, or the piece is not a friendly
                if (nextFile >= 0)
                    diagonalProc(new SquareCoordinates(nextFile, nextRank)); //move diagonally up left if an opponent piece is in that space
            }
            //check if we are still in the home position
            if (white && (nextRank = coord.Rank + 2) == 3 || !white && (nextRank = coord.Rank - 2) == 4)
            {
                nextSquare = new SquareCoordinates(coord.File, nextRank);
                SquareCoordinates betweenSquare = new SquareCoordinates(coord.File, (nextRank + coord.Rank) / 2);
                existingPiece = board.GetPiece(nextSquare);
                ChessPiece betweenPiece = board.GetPiece(betweenSquare);
                if (existingPiece == null && betweenPiece == null)
                    //move up 2 spaces if no piece is at that space and no piece is in between
                    if (!board.WillPlaceKingInCheck(p, coord, m = new Move(nextSquare)))
                        allowedMoves.Add(m);
                    else
                        movesWithCheck.Add(nextSquare);
                else
                    blockedMoves.Add(nextSquare);
            }
            return new MoveSet(allowedMoves, movesWithCheck, blockedMoves);
        }
コード例 #25
0
ファイル: Player.cs プロジェクト: Kevin-Jin/kvj-board-games
 protected abstract void Unselected(ChessBoard board, SquareCoordinates coord, MoveSet moves);
コード例 #26
0
        private static MoveSet RookMoves(ChessBoard board, SquareCoordinates coord, Player p)
        {
            List<Move> allowedMoves = new List<Move>();
            List<SquareCoordinates> movesWithCheck = new List<SquareCoordinates>();
            List<SquareCoordinates> blockedMoves = new List<SquareCoordinates>();
            bool boardOrientation = board.WhiteOnBottom;
            bool white = p.White;
            SquareCoordinates nextSquare/*, opponentEnPassantPawn*/;
            Move m;
            int nextFile, nextRank;

            ProcessSquare linearProc = delegate(SquareCoordinates to)
            {
                /*if ((opponentEnPassantPawn = EnPassant(board, to, p.White)).File != -1 && opponentEnPassantPawn.Rank != -1)
                    if (!board.WillPlaceKingInCheck(p, coord, m = new Move(to, opponentEnPassantPawn)))
                        allowedMoves.Add(m);
                    else
                        movesWithCheck.Add(to);
                else*/
                if (!board.WillPlaceKingInCheck(p, coord, m = new Move(to)))
                    allowedMoves.Add(m);
                else
                    movesWithCheck.Add(to);
            };

            ProcessSquare blockingPieceProc = delegate(SquareCoordinates to)
            {
                if (!board.GetPiece(to).IsFriendly(white))
                    if (!board.WillPlaceKingInCheck(p, coord, m = new Move(to, to)))
                        allowedMoves.Add(m);
                    else
                        movesWithCheck.Add(to);
                else
                    blockedMoves.Add(to);
            };

            nextFile = coord.File;
            nextRank = coord.Rank;
            while (++nextFile < 8 && board.GetPiece(nextSquare = new SquareCoordinates(nextFile, nextRank)) == null)
                linearProc(nextSquare);
            //we stop the loop if we encounter any piece, or if we start going out of bounds off the board.
            //if we did not stop at the edge of the board, check to see if the piece we stopped at is an opponent piece. if it is, we can move there as well
            if (nextFile < 8)
                blockingPieceProc(new SquareCoordinates(nextFile, nextRank));

            nextFile = coord.File;
            nextRank = coord.Rank;
            while (++nextRank < 8 && board.GetPiece(nextSquare = new SquareCoordinates(nextFile, nextRank)) == null)
                linearProc(nextSquare);
            //we stop the loop if we encounter any piece, or if we start going out of bounds off the board.
            //if we did not stop at the edge of the board, check to see if the piece we stopped at is an opponent piece. if it is, we can move there as well
            if (nextRank < 8)
                blockingPieceProc(new SquareCoordinates(nextFile, nextRank));

            nextFile = coord.File;
            nextRank = coord.Rank;
            while (--nextFile >= 0 && board.GetPiece(nextSquare = new SquareCoordinates(nextFile, nextRank)) == null)
                linearProc(nextSquare);
            //we stop the loop if we encounter any piece, or if we start going out of bounds off the board.
            //if we did not stop at the edge of the board, check to see if the piece we stopped at is an opponent piece. if it is, we can move there as well
            if (nextFile >= 0)
                blockingPieceProc(new SquareCoordinates(nextFile, nextRank));

            nextFile = coord.File;
            nextRank = coord.Rank;
            while (--nextRank >= 0 && board.GetPiece(nextSquare = new SquareCoordinates(nextFile, nextRank)) == null)
                linearProc(nextSquare);
            //we stop the loop if we encounter any piece, or if we start going out of bounds off the board.
            //if we did not stop at the edge of the board, check to see if the piece we stopped at is an opponent piece. if it is, we can move there as well
            if (nextRank >= 0)
                blockingPieceProc(new SquareCoordinates(nextFile, nextRank));

            return new MoveSet(allowedMoves, movesWithCheck, blockedMoves);
        }
コード例 #27
0
ファイル: Player.cs プロジェクト: Kevin-Jin/kvj-board-games
 internal LocalPlayer(ChessBoard board, bool white, NetworkInterface remoteOpponent, Material material)
     : base(white, material)
 {
     this.remoteOpponent = remoteOpponent;
 }
コード例 #28
0
 internal ChessPacketHandler(NetworkPlayer p, ChessBoard board)
 {
     this.player = p;
     this.board = board;
 }
コード例 #29
0
ファイル: Player.cs プロジェクト: Kevin-Jin/kvj-board-games
 protected override void MadeMove(ChessBoard board, ChessPiece movedPiece, SquareCoordinates from, SquareCoordinates to, MoveSet moves)
 {
     foreach (Move legalMove in moves.LegalMoves)
         board.UnhighlightSquare(legalMove.Coordinates);
     foreach (SquareCoordinates checkedMoves in moves.CheckableMoves)
         board.UnhighlightSquare(checkedMoves);
     foreach (SquareCoordinates checkedMoves in moves.BlockedSquareMoves)
         board.UnhighlightSquare(checkedMoves);
     PieceType promoted = PieceType.UNDEFINED;
     if (movedPiece.IsA(PieceType.PAWN) && (White && to.Rank == 7 || !White && to.Rank == 0))
         PromotePiece(board, to, promoted = new PromotionSelect().Prompt(board));
     if (remoteOpponent != null)
     {
         remoteOpponent.SendMessage(ChessPacketWriter.WriteSelectSquare(to));
         if (promoted != PieceType.UNDEFINED)
             remoteOpponent.SendMessage(ChessPacketWriter.WritePromotion(to, promoted));
     }
 }