public override bool[,] PossibleMovements() { bool[,] mat = new bool[Brd.Rows, Brd.Columns]; Position pos = new Position(0, 0); pos.SetValues(Position.Row - 1, Position.Column - 2); if (Brd.IsValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } pos.SetValues(Position.Row - 2, Position.Column - 1); if (Brd.IsValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } pos.SetValues(Position.Row - 2, Position.Column + 1); if (Brd.IsValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } pos.SetValues(Position.Row - 1, Position.Column + 2); if (Brd.IsValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } pos.SetValues(Position.Row + 1, Position.Column + 2); if (Brd.IsValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } pos.SetValues(Position.Row + 2, Position.Column + 1); if (Brd.IsValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } pos.SetValues(Position.Row + 2, Position.Column - 1); if (Brd.IsValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } pos.SetValues(Position.Row + 1, Position.Column - 2); if (Brd.IsValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } return(mat); }
public override bool[,] PossibleMovements() { bool[,] mat = new bool[Brd.Rows, Brd.Columns]; Position pos = new Position(0, 0); //North pos.SetValues(Position.Row - 1, Position.Column); while (Brd.IsValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; if (Brd.Piece(pos) != null && Brd.Piece(pos).Color != Color) { break; } pos.SetValues(pos.Row - 1, pos.Column); } //South pos.SetValues(Position.Row + 1, Position.Column); while (Brd.IsValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; if (Brd.Piece(pos) != null && Brd.Piece(pos).Color != Color) { break; } pos.SetValues(pos.Row + 1, pos.Column); } //East pos.SetValues(Position.Row, Position.Column + 1); while (Brd.IsValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; if (Brd.Piece(pos) != null && Brd.Piece(pos).Color != Color) { break; } pos.SetValues(pos.Row, pos.Column + 1); } //West pos.SetValues(Position.Row, Position.Column - 1); while (Brd.IsValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; if (Brd.Piece(pos) != null && Brd.Piece(pos).Color != Color) { break; } pos.SetValues(pos.Row, pos.Column - 1); } return(mat); }
public override bool[,] PossibleMovements() { bool[,] mat = new bool[Brd.Rows, Brd.Columns]; Position pos = new Position(0, 0); if (Color == Color.White) { pos.SetValues(Position.Row - 1, Position.Column); if (Brd.IsValidPosition(pos) && Free(pos)) { mat[pos.Row, pos.Column] = true; } pos.SetValues(Position.Row - 2, Position.Column); Position p2 = new Position(Position.Row - 1, Position.Column); if (Brd.IsValidPosition(p2) && Free(p2) && Brd.IsValidPosition(pos) && Free(pos) && MovementsQty == 0) { mat[pos.Row, pos.Column] = true; } pos.SetValues(Position.Row - 1, Position.Column - 1); if (Brd.IsValidPosition(pos) && IsThereEnemy(pos)) { mat[pos.Row, pos.Column] = true; } pos.SetValues(Position.Row - 1, Position.Column + 1); if (Brd.IsValidPosition(pos) && IsThereEnemy(pos)) { mat[pos.Row, pos.Column] = true; } //#Special Play: En Passant if (Position.Row == 3) { Position left = new Position(Position.Row, Position.Column - 1); if (Brd.IsValidPosition(left) && IsThereEnemy(left) && Brd.Piece(left) == Match.VulnerableEnPassant) { mat[left.Row - 1, left.Column] = true; } Position right = new Position(Position.Row, Position.Column + 1); if (Brd.IsValidPosition(right) && IsThereEnemy(right) && Brd.Piece(right) == Match.VulnerableEnPassant) { mat[right.Row - 1, right.Column] = true; } } } else { pos.SetValues(Position.Row + 1, Position.Column); if (Brd.IsValidPosition(pos) && Free(pos)) { mat[pos.Row, pos.Column] = true; } pos.SetValues(Position.Row + 2, Position.Column); Position p2 = new Position(Position.Row + 1, Position.Column); if (Brd.IsValidPosition(p2) && Free(p2) && Brd.IsValidPosition(pos) && Free(pos) && MovementsQty == 0) { mat[pos.Row, pos.Column] = true; } pos.SetValues(Position.Row + 1, Position.Column - 1); if (Brd.IsValidPosition(pos) && IsThereEnemy(pos)) { mat[pos.Row, pos.Column] = true; } pos.SetValues(Position.Row + 1, Position.Column + 1); if (Brd.IsValidPosition(pos) && IsThereEnemy(pos)) { mat[pos.Row, pos.Column] = true; } //#Special Play: En Passant if (Position.Row == 4) { Position left = new Position(Position.Row, Position.Column - 1); if (Brd.IsValidPosition(left) && IsThereEnemy(left) && Brd.Piece(left) == Match.VulnerableEnPassant) { mat[left.Row + 1, left.Column] = true; } Position right = new Position(Position.Row, Position.Column + 1); if (Brd.IsValidPosition(right) && IsThereEnemy(right) && Brd.Piece(right) == Match.VulnerableEnPassant) { mat[right.Row + 1, right.Column] = true; } } } return(mat); }
public override bool[,] PossibleMovements() { bool[,] mat = new bool[Brd.Rows, Brd.Columns]; Position pos = new Position(0, 0); //North pos.SetValues(Position.Row - 1, Position.Column); if (Brd.IsValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } //North-East pos.SetValues(Position.Row - 1, Position.Column + 1); if (Brd.IsValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } //East pos.SetValues(Position.Row, Position.Column + 1); if (Brd.IsValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } //South-East pos.SetValues(Position.Row + 1, Position.Column + 1); if (Brd.IsValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } //South pos.SetValues(Position.Row + 1, Position.Column); if (Brd.IsValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } //South-West pos.SetValues(Position.Row + 1, Position.Column - 1); if (Brd.IsValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } //West pos.SetValues(Position.Row, Position.Column - 1); if (Brd.IsValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } //North-West pos.SetValues(Position.Row - 1, Position.Column - 1); if (Brd.IsValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } //#Special Play: Castling if (MovementsQty == 0 && !Match.Check) { //Castling Short Position posR1 = new Position(Position.Row, Position.Column + 3); if (CastlingTest(posR1)) { Position p1 = new Position(Position.Row, Position.Column + 1); Position p2 = new Position(Position.Row, Position.Column + 2); if (Brd.Piece(p1) == null && Brd.Piece(p2) == null) { mat[Position.Row, Position.Column + 2] = true; } } //Castling Long Position posR2 = new Position(Position.Row, Position.Column - 4); if (CastlingTest(posR2)) { Position p1 = new Position(Position.Row, Position.Column - 1); Position p2 = new Position(Position.Row, Position.Column - 2); Position p3 = new Position(Position.Row, Position.Column - 3); if (Brd.Piece(p1) == null && Brd.Piece(p2) == null && Brd.Piece(p3) == null) { mat[Position.Row, Position.Column - 2] = true; } } } return(mat); }