/// <summary> /// Takes back (undo) the En-Passant capture move. Nothing is done to verify if undoing the move is actually /// valid for the board associated to this move. /// </summary> private void EnPassantUnExecute(Board board) { board.RemoveFromHistory(); board.MovePiece(m_to, m_from); board.PlacePiece(m_beforeState.EnPassantTarget, m_capture); board.State = m_beforeState; }
/// <summary> /// Takes back (undo) the move. Nothing is done to verify if undoing the move is actually /// valid for the board associated to this move. /// </summary> public virtual void UnExecute() { m_board.RemoveFromHistory(); m_board.MovePiece(m_to, m_from); m_board.PlacePiece(m_to, m_capture); m_board.State = m_beforeState; }
/// <summary> /// Takes back (undo) the move. Nothing is done to verify if undoing the move is actually /// valid for the board associated to this move. /// </summary> private void StandardUnExecute(Board board) { board.RemoveFromHistory(); board.MovePiece(m_to, m_from); board.PlacePiece(m_to, m_capture); board.State = m_beforeState; }
/// <summary> /// Takes back (undo) the castling move. Nothing is done to verify if undoing the move is actually /// valid for the board associated to this move. /// </summary> private void CastlingUnExecute(Board board) { board.RemoveFromHistory(); //Undoing rooks move board.MovePiece(m_rookTo, m_rookFrom); //Undoing kings move board.MovePiece(m_to, m_from); board.State = m_beforeState; }
/// <summary> /// Takes back (undo) the move. Nothing is done to verify if undoing the move is actually /// valid for the board associated to this move. /// </summary> private void StandardUnExecute(Board board) { board.RemoveFromHistory(); board.MovePiece(m_to, m_from); board.PlacePiece(m_to, m_capture); board.State = m_beforeState; }
/// <summary> /// Takes back (undo) the En-Passant capture move. Nothing is done to verify if undoing the move is actually /// valid for the board associated to this move. /// </summary> private void EnPassantUnExecute(Board board) { board.RemoveFromHistory(); board.MovePiece(m_to, m_from); board.PlacePiece(m_beforeState.EnPassantTarget, m_capture); board.State = m_beforeState; }
/// <summary> /// Takes back (undo) the castling move. Nothing is done to verify if undoing the move is actually /// valid for the board associated to this move. /// </summary> private void CastlingUnExecute(Board board) { board.RemoveFromHistory(); //Undoing rooks move board.MovePiece(m_rookTo, m_rookFrom); //Undoing kings move board.MovePiece(m_to, m_from); board.State = m_beforeState; }