Пример #1
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        /**
         * This method receives a soldier and a move offset and returns all the available moves that the soldier possibly has with the given
         * move offset.
         */
        public List <Move> GetPossibleSoldierMoves(Soldier i_Soldier, byte i_MoveOffset)
        {
            CheckersCoordinates soldierLocation = i_Soldier.Location;
            char        targetRightColumn       = (char)(soldierLocation.Column + i_MoveOffset);
            char        targetLeftColumn        = (char)(soldierLocation.Column - i_MoveOffset);
            char        targetTopRow            = (char)(soldierLocation.Row - i_MoveOffset);
            char        targetBottomRow         = (char)(soldierLocation.Row + i_MoveOffset);
            List <Move> possibleMoves           = new List <Move>();

            CheckersCoordinates[] coordinates = new CheckersCoordinates[Move.k_PossibleDiagonalMoves];

            // Creating the coordinates as we need them for the Move objects.
            coordinates[0] = new CheckersCoordinates(targetRightColumn, targetTopRow);
            coordinates[1] = new CheckersCoordinates(targetLeftColumn, targetTopRow);
            coordinates[2] = new CheckersCoordinates(targetRightColumn, targetBottomRow);
            coordinates[3] = new CheckersCoordinates(targetLeftColumn, targetBottomRow);

            foreach (CheckersCoordinates coordinate in coordinates)
            {
                Move generatedMove = new Move(soldierLocation, coordinate);

                generatedMove.Player = i_Soldier.Player;

                if (IsMoveValid(generatedMove))
                {
                    possibleMoves.Add(generatedMove);
                }
            }

            return(possibleMoves);
        }
Пример #2
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        /**
         * This method receives a Soldier and returns whether the soldier has valid moves according to their offset.
         * Offset 1 means it can move 1 step diagonally, offset 2 means it can move 2 steps diagonally (only valid for jumpable moves).
         */
        public bool SoldierHasMoves(Soldier i_Soldier, byte i_MoveOffset)
        {
            CheckersCoordinates soldierLocation = i_Soldier.Location;
            List <Move>         possibleMoves   = GetPossibleSoldierMoves(i_Soldier, i_MoveOffset);

            return(possibleMoves.Count > 0);
        }
Пример #3
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 private void OnSoldierRemoved(CheckersCoordinates i_Coordinates)
 {
     if (SoldierRemoved != null)
     {
         SoldierRemoved.Invoke(i_Coordinates);
     }
 }
Пример #4
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        private Tile getTileByLocation(CheckersCoordinates i_Coordinates)
        {
            byte rowIndex = CheckersBoard.GetRowIndexByLetter(i_Coordinates.Row);
            byte colIndex = CheckersBoard.GetColumnIndexByLetter(i_Coordinates.Column);

            return(m_Tiles[rowIndex, colIndex]);
        }
Пример #5
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        /**
         * Constructor - creates a new soldier with a given set of coordinates and its type.
         */
        public Soldier(eType i_SoldierType, CheckersCoordinates i_Location)
        {
            m_SoldierType = i_SoldierType;
            m_Location    = i_Location;

            initPlayerType();
        }
Пример #6
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        /**
         * This method receives a Checkers Coordinates in the board and removes the soldier located at that position from the board.
         */
        public void RemoveSoldier(CheckersCoordinates i_Location)
        {
            byte rowIndex = GetRowIndexByLetter(i_Location.Row);
            byte colIndex = GetColumnIndexByLetter(i_Location.Column);

            m_Board[rowIndex, colIndex] = null;
        }
Пример #7
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        /**
         * This method receives a move object and returns whether the move is a legit jumpable move or not.
         */
        public bool IsJumpableMove(Move i_Move)
        {
            bool jumpableMove = true;
            CheckersCoordinates currentLocation = i_Move.CurrentLocation;
            CheckersCoordinates targetLocation  = i_Move.TargetLocation;
            int    columnsDelta = targetLocation.Column - currentLocation.Column;
            int    rowsDelta    = targetLocation.Row - currentLocation.Row;
            Player movePlayer   = i_Move.Player != null ? i_Move.Player : GetCurrentPlayer();

            if (Math.Abs(columnsDelta) != Move.k_JumpMovesOffset || Math.Abs(rowsDelta) != Move.k_JumpMovesOffset)
            {
                jumpableMove = false;
            }
            else
            {
                Soldier jumpableSoldier = getJumpedSoldier(i_Move);

                // Checking that there is a jumpable soldier to jump over and that it's the opponent's soldier.
                if (jumpableSoldier == null || movePlayer.PlayerType == jumpableSoldier.PlayerType)
                {
                    jumpableMove = false;
                }
                else if (m_LastMove != null && m_LastMove.HasDoubleJump && !currentLocation.Equals(m_LastMove.TargetLocation))
                {
                    // Checking that if the last move is a double jump move, then the last soldier played is the current soldier.
                    jumpableMove = false;
                }
            }

            return(jumpableMove);
        }
Пример #8
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        /**
         * This method receives a Checkers Coordinates in the board and returns the soldier located in that position.
         */
        public Soldier GetSoldierAt(CheckersCoordinates i_Location)
        {
            byte rowIndex = GetRowIndexByLetter(i_Location.Row);
            byte colIndex = GetColumnIndexByLetter(i_Location.Column);

            return(GetSoldierAt(rowIndex, colIndex));
        }
Пример #9
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        /**
         * Constructor - creates a new move object using a given current location and target location.
         */
        public Move(CheckersCoordinates i_CurrentLocation, CheckersCoordinates i_TargetLocation)
        {
            m_CurrentLocation = i_CurrentLocation;
            m_TargetLocation  = i_TargetLocation;
            m_HasDoubleJump   = false;

            initIsJumpMove();
        }
Пример #10
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        private void soldiers_SoldierRemoved(CheckersCoordinates i_Coordinates)
        {
            byte rowIndex = CheckersBoard.GetRowIndexByLetter(i_Coordinates.Row);
            byte colIndex = CheckersBoard.GetColumnIndexByLetter(i_Coordinates.Column);

            // Removing the soldier button from the board.
            m_FormGame.Controls.Remove(m_Tiles[rowIndex, colIndex].ButtonSoldier);
            m_Tiles[rowIndex, colIndex].ButtonSoldier = null;
        }
Пример #11
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        /**
         * This method receives a move object that represents a jump move and returns the jumped soldier location.
         */
        public CheckersCoordinates getJumpedSoldierLocation(Move i_Move)
        {
            CheckersCoordinates targetLocation  = i_Move.TargetLocation;
            CheckersCoordinates currentLocation = i_Move.CurrentLocation;
            char middleColumn = (char)((currentLocation.Column + targetLocation.Column) / 2);
            char middleRow    = (char)((currentLocation.Row + targetLocation.Row) / 2);

            return(new CheckersCoordinates(middleColumn, middleRow));
        }
Пример #12
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        private void moveButtonSoldier(Move i_Move)
        {
            CheckersCoordinates sourceLocation = i_Move.CurrentLocation;
            CheckersCoordinates targetLocation = i_Move.TargetLocation;

            Tile sourceTile = getTileByLocation(sourceLocation);
            Tile targetTile = getTileByLocation(targetLocation);

            sourceTile.ButtonSoldier.AnimateMoveToTile(targetTile);
        }
Пример #13
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        /**
         * This method receives a valid string which represents a Move object and returns the Move object that the string represents.
         */
        public static Move Parse(string i_MoveString)
        {
            char currentColumn = i_MoveString[0];
            char targetColumn  = i_MoveString[3];
            char currentRow    = i_MoveString[1];
            char targetRow     = i_MoveString[4];

            CheckersCoordinates currentLocation = new CheckersCoordinates(currentColumn, currentRow);
            CheckersCoordinates targetLocation  = new CheckersCoordinates(targetColumn, targetRow);
            Move parsed = new Move(currentLocation, targetLocation);

            return(parsed);
        }
Пример #14
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        /**
         * This method receives a Move object and moves a soldier in the board from the current location the soldier is located at to the target location.
         */
        public void MoveSoldier(Move i_Move)
        {
            CheckersCoordinates currentLocation = i_Move.CurrentLocation;
            CheckersCoordinates targetLocation  = i_Move.TargetLocation;
            byte    currentRowIndex             = GetRowIndexByLetter(currentLocation.Row);
            byte    currentColIndex             = GetColumnIndexByLetter(currentLocation.Column);
            byte    targetRowIndex = GetRowIndexByLetter(targetLocation.Row);
            byte    targetColIndex = GetColumnIndexByLetter(targetLocation.Column);
            Soldier moveSoldier    = m_Board[currentRowIndex, currentColIndex];

            moveSoldier.Location = targetLocation;
            m_Board[targetRowIndex, targetColIndex] = moveSoldier;
            RemoveSoldier(currentLocation);
        }
Пример #15
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        private void makePlayerMove(Tile i_SourceButton, Tile i_TargetButton)
        {
            char currentColumn = (char)(CheckersCoordinates.k_StartColumn + i_SourceButton.Column);
            char currentRow    = (char)(CheckersCoordinates.k_StartRow + i_SourceButton.Row);
            char targetColumn  = (char)(CheckersCoordinates.k_StartColumn + i_TargetButton.Column);
            char targetRow     = (char)(CheckersCoordinates.k_StartRow + i_TargetButton.Row);

            CheckersCoordinates currentLocation = new CheckersCoordinates(currentColumn, currentRow);
            CheckersCoordinates targetLocation  = new CheckersCoordinates(targetColumn, targetRow);
            Move soldierMove = new Move(currentLocation, targetLocation);

            r_GameHandler.MakeMove(soldierMove);

            m_PressedTile.BackColor = sr_ValidSquareColor;
            m_PressedTile           = null;
        }
Пример #16
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        /**
         * This method receives a start row and a soldier type and intializes the soldiers lines for each soldier type starting from the given start row.
         */
        private void initSoldiersLines(char i_StartRow, Soldier.eType i_SoldierType)
        {
            byte amountOfSoldiersLines = GetAmountOfSoldiersLines();

            for (char i = i_StartRow; i < i_StartRow + amountOfSoldiersLines; i++)
            {
                char startColumn = (char)('A' + (i % 2));

                for (char j = startColumn; j < startColumn + m_Size; j += (char)2)
                {
                    CheckersCoordinates soldierLocation = new CheckersCoordinates(j, i);

                    byte realRowIndex = GetRowIndexByLetter(i);
                    byte realColIndex = GetColumnIndexByLetter(j);
                    m_Board[realRowIndex, realColIndex] = new Soldier(i_SoldierType, soldierLocation);
                }
            }
        }
Пример #17
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        /**
         * This method receives a Move object and returns whether the soldier making the move is going in the right direction.
         */
        private bool soldierMovingInRightDirection(Move i_Move)
        {
            CheckersCoordinates currentLocation = i_Move.CurrentLocation;
            int     rowsDelta     = i_Move.TargetLocation.Row - currentLocation.Row; // Calculating the rows delta which tells us if the direction is up or down.
            bool    validRowDelta = rowsDelta != 0;                                  // If the rows delta is 0 then the soldier is moving horizontally which is invalid.
            Player  movePlayer    = i_Move.Player != null ? i_Move.Player : GetCurrentPlayer();
            Soldier soldier       = m_CheckersBoard.GetSoldierAt(currentLocation);
            bool    playerMovingInRightDirection;

            // If the rows delta is greater than zero then the soldier is moving down (which should be done by a king or by player two and vice versa).
            if (rowsDelta > 0)
            {
                playerMovingInRightDirection = movePlayer == m_PlayerOne;
            }
            else
            {
                playerMovingInRightDirection = movePlayer == m_PlayerTwo;
            }

            return(validRowDelta && (!playerMovingInRightDirection || soldier.IsKing()));
        }
Пример #18
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        /**
         * This method receives a Move and returns whether it is a valid move.
         * A valid move must be a diagonal move which doesn't overlap another soldier, it must move an actual soldier, it must not exceed the board's boundaries,
         * if it's a jump move then it must be jumping over the opponent's soldier and if the move isn't a jump move but the player has jump moves available, then
         * the move isn't valid as well.
         */
        public bool IsMoveValid(Move i_Move)
        {
            bool validMove = true;
            CheckersCoordinates targetLocation  = i_Move.TargetLocation;
            CheckersCoordinates currentLocation = i_Move.CurrentLocation;
            Player movePlayer = i_Move.Player != null ? i_Move.Player : GetCurrentPlayer();

            if (!targetLocation.IsValid(m_CheckersBoard.Size) || !currentLocation.IsValid(m_CheckersBoard.Size))
            {
                validMove = false;
            }
            else
            {
                Soldier soldier = m_CheckersBoard.GetSoldierAt(currentLocation);
                Soldier targetLocationSoldier = m_CheckersBoard.GetSoldierAt(targetLocation);

                // Checking that the soldier actually exists and that we're not trying to move the soldier to an existing soldier.
                if (soldier == null || targetLocationSoldier != null)
                {
                    validMove = false;
                }
                else if (!isValidDiagonalMove(i_Move))
                {
                    validMove = false;
                }
                else if (i_Move.IsJumpMove && !IsJumpableMove(i_Move))
                {
                    validMove = false;
                }
                else if (!i_Move.IsJumpMove && PlayerHasJumpMove(movePlayer))
                {
                    validMove = false;
                }
            }

            return(validMove);
        }
Пример #19
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 /**
  * This method receives a Checkers Coordinates in the board and returns the soldier located in that position.
  * This method is a bridge between the UI and the CheckersBoard because we don't want to expose the CheckersBoard itself to the UI.
  */
 public Soldier GetSoldierAt(CheckersCoordinates i_Location)
 {
     return(m_CheckersBoard.GetSoldierAt(i_Location));
 }
Пример #20
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        /**
         * This method receives a move object and returns the soldier that was jumped over (in case the move was a jump move).
         */
        private Soldier getJumpedSoldier(Move i_Move)
        {
            CheckersCoordinates jumpedSoldierLocation = getJumpedSoldierLocation(i_Move);

            return(m_CheckersBoard.GetSoldierAt(jumpedSoldierLocation));
        }