Exemplo n.º 1
0
        private static void KingCheckChecking()
        {
            Debug.WriteLine("Test: KingCheckChecking, Begin");

            var board = new Board();
            var KW    = new King(new Vector2(4, 7), Color.White);

            board.Pieces.Add(KW);
            board.WhiteKing = KW;

            //Move to the corner with no enemeies just fine
            KW.Position = new Vector2(0, 6);
            Debug.Assert(KW.IsMoveValid(board, new Vector2(0, 7)), "Moves into corner with no enemies gaurding");

            //Create a bishop covering the corner at distance, king can no longer move to that space
            var sniperBishop = new Bishop(new Vector2(7, 0), Color.Black);

            board.Pieces.Add(sniperBishop);
            Debug.Assert(!KW.IsMoveValid(board, new Vector2(0, 7)), "Cannot move into path of distant rook");

            //Add a pawn between the corner and the rook, King can now move into the corner freely
            var protectorPawn = new Pawn(new Vector2(6, 1), Color.White);

            board.Pieces.Add(protectorPawn);
            Debug.Assert(protectorPawn.IsMoveValid(board, protectorPawn.Position.AddVector(0, -1)), "move up");
            Debug.Assert(KW.IsMoveValid(board, new Vector2(0, 7)), "Moves into corner with enemies gaurding because pawn is protecting path");

            //Move king to corner covered by rook, but protected by pawn
            KW.Position = new Vector2(0, 7);
            //Move king freely
            Debug.Assert(!KW.IsMoveValid(board, KW.Position.AddVector(0, 1)), "Move down, out of bounds");
            Debug.Assert(!KW.IsMoveValid(board, KW.Position.AddVector(-1, 0)), "Move left, out of bounds");
            Debug.Assert(!KW.IsMoveValid(board, KW.Position.AddVector(-1, 1)), "Move diagonal, out of bounds");
            Debug.Assert(KW.IsMoveValid(board, KW.Position.AddVector(0, -1)), "Move up");
            Debug.Assert(!KW.IsMoveValid(board, KW.Position.AddVector(1, 1)), "Move diagonal twoards threat, still protected");

            //Attempting to Move pawn expsoses king to check
            Debug.Assert(!protectorPawn.IsMoveValid(board, protectorPawn.Position.AddVector(0, -1)), "Can no longer move up because it would expose king to check");

            //Killing rook with pawn protects king
            Debug.Assert(protectorPawn.IsMoveValid(board, protectorPawn.Position.AddVector(1, -1)), "Kill rook. King is safe");

            //Put another blocking pawn, then move original pawn. King still protected
            var protectorPawn2 = new Pawn(new Vector2(5, 2), Color.White);

            board.Pieces.Add(protectorPawn2);
            Debug.Assert(protectorPawn.IsMoveValid(board, protectorPawn.Position.AddVector(0, -1)), "Move up now that a different pawn is blocking path");
            Debug.Assert(protectorPawn2.IsMoveValid(board, protectorPawn2.Position.AddVector(0, -1)), "Move up now that a different pawn is blocking path");
            Debug.Assert(!protectorPawn2.IsMoveValid(board, protectorPawn2.Position.AddVector(1, -1)), "Pawn can not attack teammate silly!");
            Debug.WriteLine("Test: KingCheckChecking, End");
        }
Exemplo n.º 2
0
        public static void TestBishops()
        {
            Debug.WriteLine("Test: TestBishops, Begin");

            var board = new Board();
            //Set them up in standard positions
            Bishop RW0 = new Bishop(new Vector2(2, 7), Color.White),
                   RW1 = new Bishop(new Vector2(5, 7), Color.White),
                   RB0 = new Bishop(new Vector2(2, 0), Color.Black),
                   RB1 = new Bishop(new Vector2(5, 0), Color.Black);

            board.Pieces.Add(RW0);
            board.Pieces.Add(RW1);
            board.Pieces.Add(RB0);
            board.Pieces.Add(RB1);

            //Test standard move
            Debug.Assert(RW0.IsMoveValid(board, RW0.Position.AddVector(-1, -1)), "slide up and left");
            Debug.Assert(RW0.IsMoveValid(board, RW0.Position.AddVector(-2, -2)), "slide up and left");
            Debug.Assert(!RW0.IsMoveValid(board, RW0.Position.AddVector(-3, -3)), "Overshoot edge");
            Debug.Assert(RW0.IsMoveValid(board, RW0.Position.AddVector(3, -3)), "Go right instead");
            Debug.Assert(RW0.IsMoveValid(board, RW0.Position.AddVector(4, -4)), "Go right instead");
            Debug.Assert(RW0.IsMoveValid(board, RW0.Position.AddVector(5, -5)), "Go right instead");
            Debug.Assert(!RW0.IsMoveValid(board, RW0.Position.AddVector(6, -6)), "Too far right");

            Debug.Assert(!RW0.IsMoveValid(board, RW0.Position.AddVector(-1, -2)), "Not 1:1");
            Debug.Assert(!RW0.IsMoveValid(board, RW0.Position.AddVector(-2, -1)), "Not 1:1");

            var PB1 = new Pawn(RW0.Position.AddVector(-2, -2), Color.Black); //Create new enemy pawn diagonal to RW0

            board.Pieces.Add(PB1);
            //Attack it
            Debug.Assert(RW0.IsMoveValid(board, RW0.Position.AddVector(-2, -2)), "Diagonal attack failed");  //Direct attack should pass
            Debug.Assert(!RW0.IsMoveValid(board, RW0.Position.AddVector(-3, -3)), "Diagonal attack failed"); //Enemy in path should fail
            Debug.WriteLine("Test: TestBishops, End");
        }
Exemplo n.º 3
0
        internal static void PlayGame()
        {
            Debug.WriteLine("Test: PlayGame, Begin");

            //Set up board
            var    board = new Board();
            IPiece PW0   = new Pawn(new Vector2(0, 6), Color.White),
                   PW1   = new Pawn(new Vector2(1, 6), Color.White),
                   PW2   = new Pawn(new Vector2(2, 6), Color.White),
                   PW3   = new Pawn(new Vector2(3, 6), Color.White),
                   PW4   = new Pawn(new Vector2(4, 6), Color.White),
                   PW5   = new Pawn(new Vector2(5, 6), Color.White),
                   PW6   = new Pawn(new Vector2(6, 6), Color.White),
                   PW7   = new Pawn(new Vector2(7, 6), Color.White),
                   PB0   = new Pawn(new Vector2(0, 1), Color.Black),
                   PB1   = new Pawn(new Vector2(1, 1), Color.Black),
                   PB2   = new Pawn(new Vector2(2, 1), Color.Black),
                   PB3   = new Pawn(new Vector2(3, 1), Color.Black),
                   PB4   = new Pawn(new Vector2(4, 1), Color.Black),
                   PB5   = new Pawn(new Vector2(5, 1), Color.Black),
                   PB6   = new Pawn(new Vector2(6, 1), Color.Black),
                   PB7   = new Pawn(new Vector2(7, 1), Color.Black),

                   KW0 = new Knight(new Vector2(1, 7), Color.White),
                   KW1 = new Knight(new Vector2(6, 7), Color.White),
                   KB0 = new Knight(new Vector2(1, 0), Color.Black),
                   KB1 = new Knight(new Vector2(6, 0), Color.Black),

                   QW = new Queen(new Vector2(3, 7), Color.White),
                   QB = new Queen(new Vector2(3, 0), Color.Black),

                   BW0 = new Bishop(new Vector2(2, 7), Color.White),
                   BW1 = new Bishop(new Vector2(5, 7), Color.White),
                   BB0 = new Bishop(new Vector2(2, 0), Color.Black),
                   BB1 = new Bishop(new Vector2(5, 0), Color.Black),

                   KW = new King(new Vector2(4, 7), Color.White),
                   KB = new King(new Vector2(4, 0), Color.Black);

            board.Pieces.Add(PW0);
            board.Pieces.Add(PW1);
            board.Pieces.Add(PW2);
            board.Pieces.Add(PW3);
            board.Pieces.Add(PW4);
            board.Pieces.Add(PW5);
            board.Pieces.Add(PW6);
            board.Pieces.Add(PW7);
            board.Pieces.Add(PB0);
            board.Pieces.Add(PB1);
            board.Pieces.Add(PB2);
            board.Pieces.Add(PB3);
            board.Pieces.Add(PB4);
            board.Pieces.Add(PB5);
            board.Pieces.Add(PB6);
            board.Pieces.Add(PB7);
            board.Pieces.Add(KW0);
            board.Pieces.Add(KW1);
            board.Pieces.Add(KB0);
            board.Pieces.Add(KB1);
            board.Pieces.Add(QW);
            board.Pieces.Add(QB);
            board.Pieces.Add(BW0);
            board.Pieces.Add(BW1);
            board.Pieces.Add(BB0);
            board.Pieces.Add(BB1);
            board.Pieces.Add(KW);
            board.Pieces.Add(KB);

            board.WhiteKing = (King)KW;
            board.BlackKing = (King)KB;
            //end Board Setup

            //Round 1
            Debug.Assert(board.MovePiece(PW4, PW4.Position.AddVector(0, -2)), "E4");
            Debug.Assert(board.MovePiece(PB4, PB4.Position.AddVector(0, 2)), "E5");

            //Round 2
            Debug.Assert(board.MovePiece(BW1, BW1.Position.AddVector(-3, -3)), "Bc4");
            Debug.Assert(board.MovePiece(BB1, BB1.Position.AddVector(-3, 3)), "Bc5");

            //Round 3
            Debug.Assert(board.MovePiece(QW, QW.Position.AddVector(4, -4)), "Qh5");
            Debug.Assert(board.MovePiece(KB1, KB1.Position.AddVector(-1, 2)), "Nf6");

            //Round 4, check established
            Debug.Assert(board.MovePiece(QW, QW.Position.AddVector(-2, -2)), "Qxf7");

            //Round 4, Black player tries various moves to no avail.
            Debug.Assert(!board.MovePiece(KB, KB.Position.AddVector(-1, -1)), "Check check");
            Debug.Assert(!board.MovePiece(KB, KB.Position.AddVector(-1, 1)), "Check check");
            Debug.Assert(!board.MovePiece(KB, KB.Position.AddVector(1, 1)), "Check check");
            Debug.Assert(!board.MovePiece(KB, KB.Position.AddVector(1, -1)), "Check check");

            Debug.Assert(!board.MovePiece(KB, KB.Position.AddVector(0, -1)), "Check check");
            Debug.Assert(!board.MovePiece(KB, KB.Position.AddVector(0, 1)), "Check check");
            Debug.Assert(!board.MovePiece(KB, KB.Position.AddVector(1, 0)), "Check check");
            Debug.Assert(!board.MovePiece(KB, KB.Position.AddVector(-1, 0)), "Check check");
            Debug.WriteLine("Test: PlayGame, End");
        }
Exemplo n.º 4
0
        private void SetRegulationBoard()
        {
            PieceIndex = new Dictionary <string, IPiece>();
            IPiece PW0 = new Pawn(new Vector2(0, 6), Color.White),
                   PW1 = new Pawn(new Vector2(1, 6), Color.White),
                   PW2 = new Pawn(new Vector2(2, 6), Color.White),
                   PW3 = new Pawn(new Vector2(3, 6), Color.White),
                   PW4 = new Pawn(new Vector2(4, 6), Color.White),
                   PW5 = new Pawn(new Vector2(5, 6), Color.White),
                   PW6 = new Pawn(new Vector2(6, 6), Color.White),
                   PW7 = new Pawn(new Vector2(7, 6), Color.White),
                   PB0 = new Pawn(new Vector2(0, 1), Color.Black),
                   PB1 = new Pawn(new Vector2(1, 1), Color.Black),
                   PB2 = new Pawn(new Vector2(2, 1), Color.Black),
                   PB3 = new Pawn(new Vector2(3, 1), Color.Black),
                   PB4 = new Pawn(new Vector2(4, 1), Color.Black),
                   PB5 = new Pawn(new Vector2(5, 1), Color.Black),
                   PB6 = new Pawn(new Vector2(6, 1), Color.Black),
                   PB7 = new Pawn(new Vector2(7, 1), Color.Black),

                   KW0 = new Knight(new Vector2(1, 7), Color.White),
                   KW1 = new Knight(new Vector2(6, 7), Color.White),
                   KB0 = new Knight(new Vector2(1, 0), Color.Black),
                   KB1 = new Knight(new Vector2(6, 0), Color.Black),

                   QW = new Queen(new Vector2(3, 7), Color.White),
                   QB = new Queen(new Vector2(3, 0), Color.Black),

                   BW0 = new Bishop(new Vector2(2, 7), Color.White),
                   BW1 = new Bishop(new Vector2(5, 7), Color.White),
                   BB0 = new Bishop(new Vector2(2, 0), Color.Black),
                   BB1 = new Bishop(new Vector2(5, 0), Color.Black),

                   KW = new King(new Vector2(4, 7), Color.White),
                   KB = new King(new Vector2(4, 0), Color.Black);

            PieceIndex.Add("PW0", PW0);
            PieceIndex.Add("PW1", PW1);
            PieceIndex.Add("PW2", PW2);
            PieceIndex.Add("PW3", PW3);
            PieceIndex.Add("PW4", PW4);
            PieceIndex.Add("PW5", PW5);
            PieceIndex.Add("PW6", PW6);
            PieceIndex.Add("PW7", PW7);
            PieceIndex.Add("PB0", PB0);
            PieceIndex.Add("PB1", PB1);
            PieceIndex.Add("PB2", PB2);
            PieceIndex.Add("PB3", PB3);
            PieceIndex.Add("PB4", PB4);
            PieceIndex.Add("PB5", PB5);
            PieceIndex.Add("PB6", PB6);
            PieceIndex.Add("PB7", PB7);
            PieceIndex.Add("KW0", KW0);
            PieceIndex.Add("KW1", KW1);
            PieceIndex.Add("KB0", KB0);
            PieceIndex.Add("KB1", KB1);
            PieceIndex.Add("QW", QW);
            PieceIndex.Add("QB", QB);
            PieceIndex.Add("BW0", BW0);
            PieceIndex.Add("BW1", BW1);
            PieceIndex.Add("BB0", BB0);
            PieceIndex.Add("BB1", BB1);
            PieceIndex.Add("KW", KW);
            PieceIndex.Add("KB", KB);

            Pieces.Add(PW0);
            Pieces.Add(PW1);
            Pieces.Add(PW2);
            Pieces.Add(PW3);
            Pieces.Add(PW4);
            Pieces.Add(PW5);
            Pieces.Add(PW6);
            Pieces.Add(PW7);
            Pieces.Add(PB0);
            Pieces.Add(PB1);
            Pieces.Add(PB2);
            Pieces.Add(PB3);
            Pieces.Add(PB4);
            Pieces.Add(PB5);
            Pieces.Add(PB6);
            Pieces.Add(PB7);
            Pieces.Add(KW0);
            Pieces.Add(KW1);
            Pieces.Add(KB0);
            Pieces.Add(KB1);
            Pieces.Add(QW);
            Pieces.Add(QB);
            Pieces.Add(BW0);
            Pieces.Add(BW1);
            Pieces.Add(BB0);
            Pieces.Add(BB1);
            Pieces.Add(KW);
            Pieces.Add(KB);

            WhiteKing = (King)KW;
            BlackKing = (King)KB;
            //end Board Setup
        }