예제 #1
0
    //Remove pieces tracking position
    public void ClearTrackerAt(int row, int column)
    {
        ChessPieceProperties piece = GetTilePiecePropertiesAt(row, column);

        if (piece != null)
        {
            if (piece.Team == Team.White)
            {
                wPieceLocations[(int)piece.Id] = TileIndex.Null;
            }
            else if (piece.Team == Team.Black)
            {
                bPieceLocations[(int)piece.Id] = TileIndex.Null;
            }
            else
            {
                Debug.LogError("Attempted to stop tracking piece without a team");
            }
        }
        else
        {
            Debug.LogError("Attempted to stop tracking on tile with no piece");
        }
        if (piece.Team == Team.Black)
        {
            Debug.Log("Cleared " + piece.Team + " " + piece.Id + " Tracker. Now " + bPieceLocations[(int)piece.Id].row + ", " + bPieceLocations[(int)piece.Id].col);
        }
        if (piece.Team == Team.White)
        {
            Debug.Log("Cleared " + piece.Team + " " + piece.Id + " Tracker. Now " + wPieceLocations[(int)piece.Id].row + ", " + wPieceLocations[(int)piece.Id].col);
        }
    }
예제 #2
0
    private void CancelLockOn(ChessPieceProperties target)
    {
        // cancel lock on
        target.LockOn(false);

        // remove all visualization of valid move
        foreach (Transform validMoveVisual in validMoveVisualList)
        {
            validMoveVisual.DOMove(((Vector2)lockedOnPiece.transform.position) + lockedOnPiece.GraphicPosition, cursorMoveSpeed, false);
            Destroy(validMoveVisual.gameObject, cursorMoveSpeed);
        }

        // remove all visualization of threateningChess
        foreach (ChessPieceProperties attackingChess in threateningChess)
        {
            attackingChess.Threatened(false);
        }
        threateningChess.Clear();

        // reset this list 
        validMoveVisualList.Clear();
        hoveringValidMove = null;

        // clear memory
        lockedOnPiece = null;

        // sound effect
        AudioManager.Instance.PlaySFX("cancellockon", 0.75f);
    }
예제 #3
0
    public void ResetDoubleMoveFlag(TileIndex pieceIndex)
    {
        ChessPieceProperties piece = board.GetTilePiecePropertiesAt(pieceIndex);

        if (piece != null)
        {
            piece.isHasJustDoubleMoved = false;
        }
    }
예제 #4
0
    private void Awake()
    {
        
        validMoveVisualList = new List<Transform>();
        threateningChess = new List<ChessPieceProperties>();
        spriteRenderer = GetComponent<SpriteRenderer>();

        currentPosition = initialPosition;
        lockedOnPiece = null;
        
    }
예제 #5
0
    //Sets the object reference held at the provided index
    public void SetTilePieceAt(int row, int column, GameObject obj, PieceID id = PieceID.None, bool isInitial = false)
    {
        ChessPieceProperties properties = obj.GetComponent <ChessPieceProperties>();

        pieces[this.Index2DToIndex(row, column)] = properties;

        if (isInitial)
        {
            properties.SetId(id);
        }


        if (properties.Team == Team.White)
        {
            wPieceLocations[(int)properties.Id] = new TileIndex(row, column);
        }
        if (properties.Team == Team.Black)
        {
            bPieceLocations[(int)properties.Id] = new TileIndex(row, column);
        }

        //Debug.Log("Piece: " + obj.name +
        //    " ID: " + properties.Id.ToString() +
        //    " Location: " + Utils.Index2DToIndex(properties.Team==Team.White ? wPieceLocations[(int)properties.Id]:bPieceLocations[(int)properties.Id]));

        if (properties.Type == PieceType.King)
        {
            if (properties.Team == Team.White)
            {
                wKingIndex = new TileIndex(row, column);
            }
            else if (properties.Team == Team.Black)
            {
                bKingIndex = new TileIndex(row, column);
            }
            else
            {
                Debug.LogError("Team tag for Object named King did not match.");
            }
        }

        properties.isHasMoved = !isInitial;
    }
예제 #6
0
    public void CheckDoubleMoveFlag(TileIndex pieceIndex, TileIndex end)
    {
        ChessPieceProperties piece = board.GetTilePiecePropertiesAt(pieceIndex);

        if (piece != null)
        {
            if (PieceType.Pawn == piece.Type)
            {
                if (!piece.isHasMoved)
                {
                    if (Mathf.Abs(end.row - pieceIndex.row) == 2)
                    {
                        piece.isHasJustDoubleMoved = true;
                        Debug.Log("Set double move flag for " + piece.Team + " " + piece.Id.ToString());
                    }
                }
            }
        }
    }
예제 #7
0
    private bool IsMoveAvaliable(Team team)
    {
        bool isValidMoveFound = false;

        for (int i = 0; i < allMoves.Length; i++)
        {
            ChessPieceProperties tmpPiece = board.GetTilePiecePropertiesAt(Utils.IndexToTileIndex(i));
            if (tmpPiece != null)
            {
                if (tmpPiece.Team == team)
                {
                    if (allMoves[i].Count > 0)
                    {
                        isValidMoveFound = true;
                        break;
                    }
                }
            }
        }
        return(isValidMoveFound);
    }
예제 #8
0
    private void LockOnChess(ChessPieceProperties piece, TileIndex index)
    {
        piece.LockOn(true);
        // store this piece into memory
        lockedOnPiece = piece;
        lockedOnPieceIndex = index;

        // get all valid move for this chess piece
        var validMoves = moveManager.logic.GetValidMoves(index);

        // visualize valid move
        foreach (TileIndex validMove in validMoves)
        {
            var validMoveVisual = new GameObject(lockedOnPiece.gameObject.name + "'s possible move");
            validMoveVisual.transform.position = moveManager.board.GetTileCenter(index.row, index.col) + lockedOnPiece.GraphicPosition;
            validMoveVisual.transform.DOMove(moveManager.board.GetTileCenter(validMove.row, validMove.col) + lockedOnPiece.GraphicPosition, cursorMoveSpeed, false);
            var newRenderer = validMoveVisual.AddComponent<SpriteRenderer>();
            var originRenderer = lockedOnPiece.SpriteRenderer;
            newRenderer.sprite = originRenderer.sprite;
            newRenderer.color = new Color(originRenderer.color.r, originRenderer.color.g, originRenderer.color.b, originRenderer.color.a / 4f);
            newRenderer.sortingLayerID = SpriteRenderer.sortingLayerID; // same layer with cursor
            newRenderer.sortingOrder = originRenderer.sortingOrder;

            newRenderer.transform.localScale = originRenderer.transform.localScale;
            validMoveVisualList.Add(validMoveVisual.transform);
            hoveringValidMove = null;

            // check if this is an attack move
            var attackTarget = moveManager.board.GetTilePiecePropertiesAt(validMove);
            if (attackTarget != null
                && attackTarget.Team != cursorTeam)
            {
                newRenderer.sprite = null;
                attackTarget.Threatened(true);
                threateningChess.Add(attackTarget);
            }
        }
    }
예제 #9
0
    public void Confirm()
    {
        if (!isInTurn)  // not your turn
            return;

        // check if player is trying to move locked-on chess piece to this index
        if (hoveringValidMove != null)
        {
            MoveChess();

            // end of this function
            return;
        }

        // check if there is a chess piece on selected index
        GameObject tmp = moveManager.board.GetTilePieceAt((int)currentPosition.y, (int)currentPosition.x);
        if (tmp != null)
        {
            ChessPieceProperties piece = tmp.GetComponent<ChessPieceProperties>();
            // check if the player have already locked on a chess piece
            if (lockedOnPiece != null)
            {
                // check if it is the same chess piece
                if (piece == lockedOnPiece)
                {
                    CancelLockOn(piece);
                }
            }
            else if (piece.Team == cursorTeam || canMoveEnemyChess)  // last condition: this chess is belong to this player
            {
                LockOnChess(piece, new TileIndex(currentPosition.y, currentPosition.x));

                // sound effect
                AudioManager.Instance.PlaySFX("lockOn", 0.75f);
            }
        }
    }
예제 #10
0
    private bool IsCastling(TileIndex moveOrigin, TileIndex moveTarget, ChessPieceProperties movingChess)
    {
        bool ret = false;

        // check on the king piece
        if (movingChess.Type == PieceType.King
            && movingChess.isHasMoved == false
            && Mathf.Abs(moveOrigin.col - moveTarget.col) == 2)
        {
            // check on the rook piece
            // determine which rook to check 
            int targetArray;
            if (moveTarget.col > moveOrigin.col)
            {
                targetArray = 7;
            }
            else
            {
                targetArray = 0;
            }

            ChessPieceProperties rook;
            rook = moveManager.board.GetTilePiecePropertiesAt(new TileIndex(moveOrigin.row, targetArray));

            if (rook != null)
            {
                if (rook.Type == PieceType.Rook
                    && rook.isHasMoved == false)
                {
                    // Conclusion : castling!
                    ret = true;
                }
            }
        }

        return ret;
    }
예제 #11
0
 private bool IsEnPassant(TileIndex moveOrigin, TileIndex moveTarget, ChessPieceProperties movingChess)
 {
     return (movingChess.Type == PieceType.Pawn  // check if En passant is happening if it's a pawn
         && moveOrigin.col != moveTarget.col);  // this pawn is moving diagonally
 }
예제 #12
0
    private void MoveChess()
    {
        TileIndex moveTargetIndex = new TileIndex(currentPosition.y, currentPosition.x);

        // check if this is a normal move or attacking
        GameObject targetChess = moveManager.board.GetTilePieceAt(moveTargetIndex.row, moveTargetIndex.col);
        bool isAttackMove = false;

        if (targetChess != null)
        {
            isAttackMove = true;
        }
        else if (IsEnPassant(lockedOnPieceIndex, moveTargetIndex, lockedOnPiece))
        {
            isAttackMove = true;
            targetChess = moveManager.board.GetTilePieceAt(lockedOnPieceIndex.row, moveTargetIndex.col);
        }
        else if (IsCastling(lockedOnPieceIndex, moveTargetIndex, lockedOnPiece))
        {
            //Castling!!!!!!!!!
            Castling(moveTargetIndex);
        }

        if (isAttackMove)
        {
            // this is an attack
            targetChess.GetComponent<ChessPieceProperties>().Attacked(0.15f);
            Destroy(targetChess, 1f);
            AudioManager.Instance.PlaySFX("attack", 0.5f);
            AudioManager.Instance.PlaySFX("compact", 0.5f);
        }

        // move the selected chess piece to this position index
        Vector2 newPiecePosition = moveManager.MoveChessPiece(lockedOnPiece.gameObject, lockedOnPieceIndex, moveTargetIndex);

        // move the chess piece graphic
        lockedOnPiece.Move(newPiecePosition);

        // canccel the lock on
        lockedOnPiece.LockOn(false);

        // remove all visualization of valid move
        foreach (Transform validMoveVisual in validMoveVisualList)
        {
            // remove it immediately only if it's not the moving target. 
            float removeTime = validMoveVisual == hoveringValidMove ? cursorMoveSpeed : 0f;
            Destroy(validMoveVisual.gameObject, removeTime);
        }

        // remove all visualization of threateningChess
        foreach (ChessPieceProperties attackingChess in threateningChess)
        {
            attackingChess.Threatened(false);
        }
        threateningChess.Clear();

        // reset list 
        validMoveVisualList.Clear();
        hoveringValidMove = null;

        // is this a pawn promotion?
        if (lockedOnPiece.GetComponent<ChessPieceProperties>().Type == PieceType.Pawn
            && (moveTargetIndex.row == 7 || moveTargetIndex.row == 0))
        {
            gamestate.Promotion(moveTargetIndex);
        }
        else if (moveManager.logic.IsInCheckmate(cursorTeam == Team.White ? Team.Black : Team.White))
        {
            // checkmate detected. restart the game
            gamestate.GameEnd();
        }
        else
        {
            // pass the turn to other side
            gamestate.Turn();
        }

        // clear memory
        lockedOnPiece = null;
    }
예제 #13
0
 public TileIndex GetPieceLocation(ChessPieceProperties properties)
 {
     return(GetPieceLocation(properties.Team, properties.Id));
 }
예제 #14
0
    //Calculates a list of threatened tiles and possible moves for the piece on the cell provided
    //Note: Excludes in King moving into check situation as enemy threats are needed
    //Returns (movesList, threatList)
    private (List <TileIndex>, List <TileIndex>) CalcThreatsAndMovesBy(int row, int col)
    {
        //TODO: Cashe Each pieces Tiles for movement calculation
        List <TileIndex> moveList   = new List <TileIndex>();
        List <TileIndex> threatList = new List <TileIndex>();

        ChessPieceProperties piece = board.GetTilePiecePropertiesAt(row, col);
        int side = piece.CompareTag("Player Piece") ? 1 : -1; //Enemy pawns move down

        switch (piece.Type)
        {
        case PieceType.Pawn:
            AddMoveIfEnemy(new TileIndex(row + 1 * side, col - 1));
            AddMoveIfEnemy(new TileIndex(row + 1 * side, col + 1));
            if (AddMoveIfNotBlocked(new TileIndex(row + 1 * side, col), false))
            {
                if (!piece.isHasMoved)
                {
                    AddMoveIfNotBlocked(new TileIndex(row + 2 * side, col), false);
                }
            }
            //en passant move
            AddMoveIfEnPassant();
            AddMoveIfEnPassant();
            break;

        case PieceType.Knight:
            for (int i = -1; i <= 1; i += 2)
            {
                AddMoveIfNotBlocked(new TileIndex(row + 2, col + i));
                AddMoveIfNotBlocked(new TileIndex(row + i, col + 2));
                AddMoveIfNotBlocked(new TileIndex(row - 2, col + i));
                AddMoveIfNotBlocked(new TileIndex(row - i, col - 2));
            }
            break;

        case PieceType.Bishop:
            AddDiagonalMovesAndThreats();
            break;

        case PieceType.Rook:
            AddCardinalMovesAndThreats();
            break;

        case PieceType.Queen:
            AddCardinalMovesAndThreats();
            AddDiagonalMovesAndThreats();
            break;

        case PieceType.King:
            AddMoveIfNotBlocked(new TileIndex(row + 1, col + 1));
            AddMoveIfNotBlocked(new TileIndex(row + 1, col));
            AddMoveIfNotBlocked(new TileIndex(row + 1, col - 1));
            AddMoveIfNotBlocked(new TileIndex(row, col + 1));
            AddMoveIfNotBlocked(new TileIndex(row, col - 1));
            AddMoveIfNotBlocked(new TileIndex(row - 1, col + 1));
            AddMoveIfNotBlocked(new TileIndex(row - 1, col));
            AddMoveIfNotBlocked(new TileIndex(row - 1, col - 1));
            break;

        default:
            Debug.LogError(piece.name + " has no piece type assigned.");
            break;
        }

        if (piece.isPinned)
        {
            //Debug.LogError("Pin Situation Not Yet Accounted For");
            TileIndex king = piece.Team == Team.White ? board.wKingIndex : board.bKingIndex;
            if (piece.pinningPieceIndex != TileIndex.Null)
            {
                List <TileIndex> tmpList = new List <TileIndex>();
                foreach (TileIndex point in GetPointsBetween(king, piece.pinningPieceIndex, true))
                {
                    if (moveList.Contains(point))
                    {
                        tmpList.Add(point);
                    }
                }

                moveList.Clear();
                moveList = tmpList;
            }
            else
            {
                Debug.LogError("Piece was flagged as pinned but no pinning piece reference was set");
            }
        }

        return(moveList, threatList);

        void AddMoveIfEnPassant()
        {
            AddIfEnPassantConditions(new TileIndex(row, col + 1));
            AddIfEnPassantConditions(new TileIndex(row, col - 1));

            void AddIfEnPassantConditions(TileIndex index)
            {
                if (!IsIndexOnBoard(index))
                {
                    return;
                }
                var target = board.GetTilePiecePropertiesAt(index);

                if (target != null)
                {
                    if (target.Type == PieceType.Pawn)
                    {
                        if (target.isHasJustDoubleMoved)
                        {
                            TileIndex tmpIndex = new TileIndex(index.row + 1 * side, index.col);
                            if (!moveList.Contains(tmpIndex))
                            {
                                AddMove(tmpIndex);
                            }
                        }
                    }
                }
            }
        }

        void AddCardinalMovesAndThreats()
        {
            for (int i = row + 1; i < 8; i++)
            {
                if (!AddMoveIfNotBlocked(new TileIndex(i, col))) //If Blocked break loop
                {
                    break;
                }
            }
            for (int i = row - 1; i >= 0; i--)
            {
                if (!AddMoveIfNotBlocked(new TileIndex(i, col))) //If Blocked break loop
                {
                    break;
                }
            }
            for (int i = col + 1; i < 8; i++)
            {
                if (!AddMoveIfNotBlocked(new TileIndex(row, i))) //If Blocked break loop
                {
                    break;
                }
            }
            for (int i = col - 1; i >= 0; i--)
            {
                if (!AddMoveIfNotBlocked(new TileIndex(row, i))) //If Blocked break loop
                {
                    break;
                }
            }
        }

        void AddDiagonalMovesAndThreats()
        {
            int diff = 0;

            for (int i = col + 1; i < 8; i++)//cycle columns left
            {
                diff = i - col;
                TileIndex checkIndex = new TileIndex(row + diff, col + diff);
                if (!AddMoveIfNotBlocked(checkIndex)) //If Blocked break loop
                {
                    break;
                }
            }
            for (int i = col + 1; i < 8; i++)//cycle columns left
            {
                diff = i - col;
                TileIndex checkIndex = new TileIndex(row - diff, col + diff);
                if (!AddMoveIfNotBlocked(checkIndex)) //If Blocked break loop
                {
                    break;
                }
            }
            for (int i = col - 1; i >= 0; i--)//cycle columns right
            {
                diff = i - col;
                TileIndex checkIndex = new TileIndex(row + diff, col + diff);
                if (!AddMoveIfNotBlocked(checkIndex)) //If Blocked break loop
                {
                    break;
                }
            }
            for (int i = col - 1; i >= 0; i--)//cycle columns right
            {
                diff = i - col;
                TileIndex checkIndex = new TileIndex(row - diff, col + diff);
                if (!AddMoveIfNotBlocked(checkIndex)) //If Blocked break loop
                {
                    break;
                }
            }
        }

        //Adds move if enemy present, returns true when added
        bool AddMoveIfEnemy(TileIndex checkIndex, bool isAddThreat = true)
        {
            if (!IsIndexOnBoard(checkIndex))
            {
                return(false);
            }
            ChessPieceProperties checkPiece;

            checkPiece = board.GetTilePiecePropertiesAt(checkIndex);

            if (isAddThreat)
            {
                AddThreat(checkIndex);              //Squares Always threatened but move only valid when piece present;
            }
            if (checkPiece != null)
            {
                if (checkPiece.Team != piece.Team) //if enemy piece, add then break
                {
                    AddMove(checkIndex);
                    return(true);
                }
            }
            return(false);
        }

        //Adds move if not blocked by piece, Returns false if should break loop due to block
        bool AddMoveIfNotBlocked(TileIndex checkIndex, bool isAddThreat = true)
        {
            if (!IsIndexOnBoard(checkIndex))
            {
                return(false);
            }
            ChessPieceProperties checkPiece;

            checkPiece = board.GetTilePiecePropertiesAt(checkIndex);

            //Can threaten squares occupied by friendly but not move there
            if (isAddThreat)
            {
                AddThreat(checkIndex);
            }

            if (checkPiece != null)
            {
                if (checkPiece.Team != piece.Team && isAddThreat == true) //if enemy piece blocking and can take with move, add then break
                {
                    AddMove(checkIndex);
                }

                return(false);
            }
            AddMove(checkIndex);
            return(true);
        }

        //performs Any final checks and adds to list
        bool AddMove(TileIndex index)
        {
            bool isValid = true;

            moveList.Add(index);
            return(isValid);
        }

        void AddThreat(TileIndex index)
        {
            if (piece == null)
            {
                Debug.LogException(new Exception("Attempted to add threat for tile with no piece present"));
            }
            //Cashe index if piece is checking opposing king
            ChessPieceProperties king = board.GetTilePiecePropertiesAt(index);

            if (king != null)
            {
                if (king.Type == PieceType.King && king.Team != piece.Team)
                {
                    piecesAttackingKing.Add(new TileIndex(row, col));
                }
            }
            threatList.Add(index);
        }
    }
예제 #15
0
    //Removes moves made invalid by the king being in check or king moving into check
    private void RemoveInvalidCheckMoves()
    {
        TileIndex wKing = board.wKingIndex;
        TileIndex bKing = board.bKingIndex;

        //Debug.Log("White King Position" + wKing.row + ", " + wKing.col);
        //Debug.Log("Black King Position" + bKing.row + ", " + bKing.col);
        isWInCheck = allThreatenedTileMaskB[wKing];
        isBInCheck = allThreatenedTileMaskW[bKing];
        if (isWInCheck && isBInCheck)
        {
            Debug.LogException(new Exception("Both kings flagged as in check"));
        }
        Debug.Log("Check State, White: " + isWInCheck + ", Black:" + isBInCheck);
        //In check logic
        if (isWInCheck)
        {
            FilterCheckResolvingMoves(wKing);
        }
        if (isBInCheck)
        {
            FilterCheckResolvingMoves(bKing);
        }


        PreventMoveIntoCheck(bKing, allThreatenedTileMaskW);
        PreventMoveIntoCheck(wKing, allThreatenedTileMaskB);

        //Prevent king moving into check by removing moves to threatened tiles
        void PreventMoveIntoCheck(TileIndex king, TileMask <bool> threats)
        {
            for (int i = allMoves[king].Count - 1; i >= 0; i--)
            {
                if (threats[allMoves[king][i]])
                {
                    allMoves[king].RemoveAt(i);
                }
            }
        }

        //Removes all moves that do not resolve check from Valid move lists
        void FilterCheckResolvingMoves(TileIndex king)
        {
            if (piecesAttackingKing.Count == 0)
            {
                Debug.LogException(new Exception("Attempted to resolve check where there is no attacking piece."));
            }


            var  kingProperties = board.GetTilePiecePropertiesAt(king);
            bool isOneThreat    = piecesAttackingKing.Count == 1;
            //Calculate Mask for valid moves
            TileMask <bool> validMovesMask = new TileMask <bool>(); //-declare

            //-If the number of attacking pieces is 1, allow blocking or taking threat
            if (isOneThreat)
            {
                //Debug.Log("One King Threat Detected");
                TileIndex threat     = piecesAttackingKing[0];
                var       threatInfo = board.GetTilePiecePropertiesAt(threat);

                //For all single threats the attacking piece can be taken
                validMovesMask[threat] = true;

                //For Bishop queen and rook points between their line of sight are still valid
                if (threatInfo.Type == PieceType.Bishop || threatInfo.Type == PieceType.Rook || threatInfo.Type == PieceType.Queen)
                {
                    foreach (TileIndex point in GetPointsBetween(king, threat))
                    {
                        validMovesMask[point] = true;
                    }
                    ;

                    //Remove king move to square behind but still inline with bishop/rook/queen
                    TileIndex toRemove = GetPointAfter(threat, king);
                    allMoves[king].Remove(toRemove);
                }
                //Apply mask to all team pieces other than king
            }

            for (int i = 0; i < allMoves.Length; i++)
            {
                if (Utils.IndexToTileIndex(i) != king)
                {
                    ChessPieceProperties piece = board.GetTilePiecePropertiesAt(Utils.IndexToTileIndex(i));
                    if (piece != null)
                    {
                        if (piece.Team == kingProperties.Team)
                        {
                            if (isOneThreat)
                            {
                                //For one threat Apply mask to all team pieces other than king
                                for (int j = allMoves[i].Count - 1; j >= 0; j--)
                                {
                                    if (!validMovesMask[allMoves[i][j]])
                                    {
                                        allMoves[i].RemoveAt(j);
                                    }
                                }
                            }
                            else
                            {
                                //More than one threat, force move king
                                allMoves[i].Clear();
                            }
                        }
                    }
                }
            }
        }
    }
예제 #16
0
    //Sets piece flags for weather piece is pinned or not
    private void FlagPinnedPieces()
    {
        //-send vectors from kings position
        //-if hit enemy piece stop
        //-if hit friendly count and continue
        //-if hit another friendly stop
        //-if hit enemy queen bishop or rook get the alignment type
        //-set pinned if correct type
        TileIndex wKing = board.wKingIndex;
        TileIndex bKing = board.bKingIndex;

        FlagPinnedPieces(wKing);
        FlagPinnedPieces(bKing);

        //Flags any pieces pinned to the provided tileIndex piece
        void FlagPinnedPieces(TileIndex king)
        {
            Team team = board.GetTilePiecePropertiesAt(king).Team;

            for (int colDir = -1; colDir < 2; colDir++)
            {
                for (int rowDir = -1; rowDir < 2; rowDir++)
                {
                    int       checkCol       = king.col + colDir;
                    int       checkRow       = king.row + rowDir;
                    int       teamPieceCount = 0;
                    TileIndex potentialPin   = TileIndex.Null; //no pin state
                    while (IsIndexOnBoard(new TileIndex(checkRow, checkCol)))
                    {
                        ChessPieceProperties checkPiece = board.GetTilePiecePropertiesAt(checkRow, checkCol);
                        if (!ReferenceEquals(checkPiece, null))
                        {
                            if (checkPiece.Team == team)
                            {
                                teamPieceCount++;        //Count friendly pieces
                                if (teamPieceCount == 2) //if a second piece is found can stop checking for pin
                                {
                                    break;
                                }
                                potentialPin = new TileIndex(checkRow, checkCol);
                            }
                            else
                            {
                                //Enemy Piece found
                                if (teamPieceCount == 1)
                                {
                                    if (potentialPin.row != -1) //if there is a potential pin
                                    {
                                        AlignmentMode mode = GetAlignmentMode(potentialPin, king);
                                        switch (checkPiece.Type) //if aligned correctly for piece type pin the unit
                                        {
                                        case PieceType.Queen:
                                            board.GetTilePiecePropertiesAt(potentialPin).isPinned          = true;
                                            board.GetTilePiecePropertiesAt(potentialPin).pinningPieceIndex = new TileIndex(checkRow, checkCol);
                                            break;

                                        case PieceType.Bishop:
                                            board.GetTilePiecePropertiesAt(potentialPin).isPinned          = mode == AlignmentMode.Diagonal;
                                            board.GetTilePiecePropertiesAt(potentialPin).pinningPieceIndex = new TileIndex(checkRow, checkCol);
                                            break;

                                        case PieceType.Rook:
                                            board.GetTilePiecePropertiesAt(potentialPin).isPinned          = mode == AlignmentMode.Cardinal;
                                            board.GetTilePiecePropertiesAt(potentialPin).pinningPieceIndex = new TileIndex(checkRow, checkCol);
                                            break;
                                        }
                                    }
                                }
                                break; //Can stop checking in direction when a opposing piece is found
                            }
                        }

                        checkCol += colDir;
                        checkRow += rowDir;
                    }
                }
            }
        }
    }