public PossibleMovesDTO GetPossibleMoves(SelectedPieceDTO data) { ChessBoard board = new ChessBoard(data.Board); Point selected = Utils.StringToPoint(data.Selected); Color player = Utils.CharToColor(data.PlayerColor); return(Logic.GetPossibleMoves(board, selected, player)); }
// public IActionResult ClickedTile(string clickedTile, string gameId, string selectedTile, List<string> canMove, List<string> canTake) public IActionResult ClickedTile([FromBody] TileClick data) { var gameId = data.GameID; var clickedTile = data.ClickedTile; var selectedTile = data.SelectedTile; var canMove = data.CanMove; var canTake = data.CanTake; var didMove = false; List <string> changedTiles = new List <string>(); changedTiles.AddRange(canMove); changedTiles.AddRange(canTake); string userId = _signInManager.UserManager.GetUserId(User); RefreshUser(User); GameStateDTO gamestate = _GameRepo.GetGamestate(gameId); char userColor = _GameRepo.GetPlayerColor(gameId, userId); if (!_GameRepo.IsActivePlayer(gameId, userId)) { // Not players turn return(Json("")); } else if (selectedTile == clickedTile) { // Clicked already selected tile. Deselect it. changedTiles.Add(selectedTile); selectedTile = null; canMove = new List <string>(); canTake = new List <string>(); } else if (_chessLogicManager.PositionIsColor(gamestate.Board, clickedTile, userColor)) { // Clicked own piece. Get possible moves. SelectedPieceDTO selectedPiece = new SelectedPieceDTO { Board = gamestate.Board, PlayerColor = userColor, Selected = clickedTile }; var moves = _chessLogicManager.GetPossibleMoves(selectedPiece); canMove = moves.PositionsPieceCanMoveTo; canTake = moves.PositionsPieceCanKillAt; changedTiles.AddRange(canMove); changedTiles.AddRange(canTake); if (selectedTile != null) { changedTiles.Add(selectedTile); } changedTiles.Add(clickedTile); selectedTile = clickedTile; } else if (selectedTile != null) { //a tile is already selected, and clicked an enemy or empty tile //Can the selected piece move there? MovePlanDTO movePlan = new MovePlanDTO { Board = gamestate.Board, From = selectedTile, To = clickedTile, PlayerColor = userColor }; changedTiles.Add(clickedTile); changedTiles.Add(selectedTile); if (_chessLogicManager.IsValidMove(movePlan)) { //yes, the selected piece can move there //Apply the game logic, save the new board state, and log the move. string[,] newBoard = _chessLogicManager.DoMove(movePlan); NewMoveDTO newMove = new NewMoveDTO { NewBoard = newBoard, From = selectedTile, To = clickedTile, GameID = gameId }; _GameRepo.AddNewMove(newMove); _GameRepo.SetChangedTiles(gameId, new List <string> { clickedTile, selectedTile }); didMove = true; if (_chessLogicManager.IsBlackCheckMate(newBoard) || _chessLogicManager.IsWhiteCheckMate(newBoard)) { _GameRepo.SetGameToFinished(gameId); _GameRepo.SetGameToFinished(gameId); } } // Either a move was made, or the tile was deselected by clicking // a tile where a move wasn't possible. Remove highlights. canMove = new List <string>(); canTake = new List <string>(); selectedTile = null; } gamestate = _GameRepo.GetGamestate(gameId); ChessboardPartialViewModel board = new ChessboardPartialViewModel { GameState = gamestate, SelectedTile = selectedTile, CanMoveToAndTakeTiles = canTake, CanMoveToTiles = canMove, GameId = gameId, PlayerColor = userColor, ChangedTiles = changedTiles, DidMove = didMove }; return(Json(board)); }