public static List<Coordinate> EnPassant(Coordinate current, AI game) { List<Coordinate> moves = new List<Coordinate>(); Piece pawn = game.GetPieceAt(current); int color = game.IsWhite(pawn) ? 1 : -1; if (pawn.ExpectedRank == (color == 1 ? 4 : 5)) { if (pawn.ExpectedFile - 1 == pawn.ExpectedFile || pawn.ExpectedFile + 1 == pawn.ExpectedFile) { moves.Add(current); } } return moves; }
public static List<Coordinate> GetAttackMoves(Coordinate current, AI game) { List<Coordinate> moves = new List<Coordinate>(); Piece piece = game.GetPieceAt(current); int color = game.IsWhite(piece) ? 1 : -1; // Attack! if (game.EnemyPieceExistsAt(new Coordinate(current.File - 1, current.Rank + (1 * color)))) { moves.Add(new Coordinate(current.File - 1, current.Rank + (1 * color))); } if (game.EnemyPieceExistsAt(new Coordinate(current.File + 1, current.Rank + (1 * color)))) { moves.Add(new Coordinate(current.File + 1, current.Rank + (1 * color))); } return moves; }
public static List<Coordinate> GetMoves(Coordinate current, AI game) { // The pawn, himself Piece pawn = game.GetPieceAt(current); // List of moves this pawn can make List<Coordinate> moves = new List<Coordinate>(); // Rank multiplier dependant on piece color int color = game.IsWhite(pawn) ? 1 : -1; // If a pawn is in its corresponding start position (hasn't moved), then we want to handle // it being able to move forward two spaces in addition to just one. if (pawn.ExpectedRank == (color == 1 ? 2 : 7)) { // There must be no pieces in the way to move forward two if (!game.PieceExistsAt(new Coordinate(current.File, current.Rank + 1 * color)) && !game.PieceExistsAt(new Coordinate(current.File, current.Rank + 2 * color))) { moves.Add(new Coordinate(current.File, current.Rank + 2 * color)); } } // Straight move forward 1 if (!game.PieceExistsAt(new Coordinate(current.File, current.Rank + 1 * color))) { moves.Add(new Coordinate(current.File, current.Rank + 1 * color)); } // Attack! moves.AddRange(GetAttackMoves(current, game)); // En Passant moves.AddRange(EnPassant(current, game)); return moves; }