private bool TestTowerToRock(Position pos) { Piece p = Board.GetPiece(pos); return(p != null && p is Tower && p.Color == Color && p.AmtMoviments == 0); }
public override bool[,] PossiblesMoviments() { bool[,] mat = new bool[Board.Rows, Board.Columns]; Position pos = new Position(0, 0); //up pos.SetPosition(Position.Row - 1, Position.Column); if (Board.ValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } //up right pos.SetPosition(Position.Row - 1, Position.Column + 1); if (Board.ValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } //up left pos.SetPosition(Position.Row - 1, Position.Column - 1); if (Board.ValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } //left pos.SetPosition(Position.Row, Position.Column - 1); if (Board.ValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } //right pos.SetPosition(Position.Row, Position.Column + 1); if (Board.ValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } //down pos.SetPosition(Position.Row + 1, Position.Column); if (Board.ValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } //down right pos.SetPosition(Position.Row + 1, Position.Column + 1); if (Board.ValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } //down left pos.SetPosition(Position.Row + 1, Position.Column - 1); if (Board.ValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; } // #SpecialMoviment: Small Rock if (AmtMoviments == 0 && !Match.Check) { Position posTower1 = new Position(Position.Row, Position.Column + 3); if (TestTowerToRock(posTower1)) { Position p1 = new Position(Position.Row, Position.Column + 1); Position p2 = new Position(Position.Row, Position.Column + 2); if (Board.GetPiece(p1) == null && Board.GetPiece(p2) == null) { mat[Position.Row, Position.Column + 2] = true; } } } // #SpecialMoviment: Large Rock if (AmtMoviments == 0 && !Match.Check) { Position posTower2 = new Position(Position.Row, Position.Column - 4); if (TestTowerToRock(posTower2)) { Position p1 = new Position(Position.Row, Position.Column - 1); Position p2 = new Position(Position.Row, Position.Column - 2); Position p3 = new Position(Position.Row, Position.Column - 3); if (Board.GetPiece(p1) == null && Board.GetPiece(p2) == null && Board.GetPiece(p3) == null) { mat[Position.Row, Position.Column - 2] = true; } } } return(mat); }
public override bool[,] PossibleMovements() { bool[,] matrix = new bool[Board.Rows, Board.Cols]; Position pos = new Position(0, 0); // up right pos.Row = Position.Row - 1; pos.Col = Position.Col + 1; while (Board.IsValidPosition(pos) && CanMove(pos)) { matrix[pos.Row, pos.Col] = true; if (Board.GetPiece(pos) != null && Board.GetPiece(pos).Color != Color) { break; } pos.Row--; pos.Col++; } // down right pos.Row = Position.Row + 1; pos.Col = Position.Col + 1; while (Board.IsValidPosition(pos) && CanMove(pos)) { matrix[pos.Row, pos.Col] = true; if (Board.GetPiece(pos) != null && Board.GetPiece(pos).Color != Color) { break; } pos.Row++; pos.Col++; } // down left pos.Row = Position.Row + 1; pos.Col = Position.Col - 1; while (Board.IsValidPosition(pos) && CanMove(pos)) { matrix[pos.Row, pos.Col] = true; if (Board.GetPiece(pos) != null && Board.GetPiece(pos).Color != Color) { break; } pos.Row++; pos.Col--; } // up left pos.Row = Position.Row - 1; pos.Col = Position.Col - 1; while (Board.IsValidPosition(pos) && CanMove(pos)) { matrix[pos.Row, pos.Col] = true; if (Board.GetPiece(pos) != null && Board.GetPiece(pos).Color != Color) { break; } pos.Row--; pos.Col--; } return(matrix); }
private bool CanMove(Position pos) { Piece p = Board.GetPiece(pos); return(p == null || p.Color != this.Color); }
private bool CheckRookForCastling(Position pos) { Piece piece = Board.GetPiece(pos); return(piece != null && piece is Rook && piece.QtyMovements == 0 && piece.Color == Color); }
public override bool[,] PossibleMovements() { bool[,] matrix = new bool[Board.Rows, Board.Cols]; Position pos = new Position(0, 0); // up pos.Row = Position.Row - 1; pos.Col = Position.Col; if (Board.IsValidPosition(pos) && CanMove(pos)) { matrix[pos.Row, pos.Col] = true; } // up right pos.Row = Position.Row - 1; pos.Col = Position.Col + 1; if (Board.IsValidPosition(pos) && CanMove(pos)) { matrix[pos.Row, pos.Col] = true; } // right pos.Row = Position.Row; pos.Col = Position.Col + 1; if (Board.IsValidPosition(pos) && CanMove(pos)) { matrix[pos.Row, pos.Col] = true; } // down right pos.Row = Position.Row + 1; pos.Col = Position.Col + 1; if (Board.IsValidPosition(pos) && CanMove(pos)) { matrix[pos.Row, pos.Col] = true; } // down pos.Row = Position.Row + 1; pos.Col = Position.Col; if (Board.IsValidPosition(pos) && CanMove(pos)) { matrix[pos.Row, pos.Col] = true; } // down left pos.Row = Position.Row + 1; pos.Col = Position.Col - 1; if (Board.IsValidPosition(pos) && CanMove(pos)) { matrix[pos.Row, pos.Col] = true; } // left pos.Row = Position.Row; pos.Col = Position.Col - 1; if (Board.IsValidPosition(pos) && CanMove(pos)) { matrix[pos.Row, pos.Col] = true; } // up left pos.Row = Position.Row - 1; pos.Col = Position.Col - 1; if (Board.IsValidPosition(pos) && CanMove(pos)) { matrix[pos.Row, pos.Col] = true; } // Castling if (QtyMovements == 0 && !Game.Check) { Position posRook1 = new Position(Position.Row, Position.Col + 3); if (CheckRookForCastling(posRook1)) { Position pos1 = new Position(Position.Row, Position.Col + 1); Position pos2 = new Position(Position.Row, Position.Col + 2); if (Board.GetPiece(pos1) == null && Board.GetPiece(pos2) == null) { matrix[Position.Row, Position.Col + 2] = true; } } Position posRook2 = new Position(Position.Row, Position.Col - 4); if (CheckRookForCastling(posRook2)) { Position pos1 = new Position(Position.Row, Position.Col - 1); Position pos2 = new Position(Position.Row, Position.Col - 2); Position pos3 = new Position(Position.Row, Position.Col - 3); if (Board.GetPiece(pos1) == null && Board.GetPiece(pos2) == null && Board.GetPiece(pos3) == null) { matrix[Position.Row, Position.Col - 2] = true; } } } return(matrix); }
protected internal bool IsThereOpponentePiece(Position position) { ChessPiece p = (ChessPiece)Board.GetPiece(position); return(p != null && p.Color != Color); }
public override bool[,] PossiblesMoviments() { bool[,] mat = new bool[Board.Rows, Board.Columns]; Position pos = new Position(0, 0); //up right pos.SetPosition(Position.Row - 1, Position.Column + 1); while (Board.ValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; if (Board.GetPiece(pos) != null && Board.GetPiece(pos).Color != Color) { break; } pos.SetPosition(pos.Row - 1, pos.Column + 1); } //down right pos.SetPosition(Position.Row + 1, Position.Column + 1); while (Board.ValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; if (Board.GetPiece(pos) != null && Board.GetPiece(pos).Color != Color) { break; } pos.SetPosition(pos.Row + 1, pos.Column + 1); } //upleft pos.SetPosition(Position.Row - 1, Position.Column - 1); while (Board.ValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; if (Board.GetPiece(pos) != null && Board.GetPiece(pos).Color != Color) { break; } pos.SetPosition(pos.Row - 1, pos.Column - 1); } //down right pos.SetPosition(Position.Row + 1, Position.Column - 1); while (Board.ValidPosition(pos) && CanMove(pos)) { mat[pos.Row, pos.Column] = true; if (Board.GetPiece(pos) != null && Board.GetPiece(pos).Color != Color) { break; } pos.SetPosition(pos.Row + 1, pos.Column - 1); } return(mat); }
public override bool[,] PossiblesMoviments() { bool[,] mat = new bool[Board.Rows, Board.Columns]; Position pos = new Position(0, 0); if (Color == Color.White) { pos.SetPosition(Position.Row - 1, Position.Column); if (Board.ValidPosition(pos) && FreePosition(pos)) { mat[pos.Row, pos.Column] = true; } pos.SetPosition(Position.Row - 2, Position.Column); if (Board.ValidPosition(pos) && FreePosition(pos) && AmtMoviments == 0) { mat[pos.Row, pos.Column] = true; } pos.SetPosition(Position.Row - 1, Position.Column - 1); if (Board.ValidPosition(pos) && ThereIsAdversary(pos)) { mat[pos.Row, pos.Column] = true; } pos.SetPosition(Position.Row - 1, Position.Column + 1); if (Board.ValidPosition(pos) && ThereIsAdversary(pos)) { mat[pos.Row, pos.Column] = true; } //#special moviment if (Position.Row == 3) { Position left = new Position(Position.Row, Position.Column - 1); if (Board.ValidPosition(left) && ThereIsAdversary(left) && Board.GetPiece(left) == Match.CanPassant) { mat[left.Row - 1, left.Column] = true; } Position right = new Position(Position.Row, Position.Column + 1); if (Board.ValidPosition(right) && ThereIsAdversary(right) && Board.GetPiece(right) == Match.CanPassant) { mat[right.Row - 1, right.Column] = true; } } } else { pos.SetPosition(Position.Row + 1, Position.Column); if (Board.ValidPosition(pos) && FreePosition(pos)) { mat[pos.Row, pos.Column] = true; } pos.SetPosition(Position.Row + 2, Position.Column); if (Board.ValidPosition(pos) && FreePosition(pos) && AmtMoviments == 0) { mat[pos.Row, pos.Column] = true; } pos.SetPosition(Position.Row + 1, Position.Column - 1); if (Board.ValidPosition(pos) && ThereIsAdversary(pos)) { mat[pos.Row, pos.Column] = true; } pos.SetPosition(Position.Row + 1, Position.Column + 1); if (Board.ValidPosition(pos) && ThereIsAdversary(pos)) { mat[pos.Row, pos.Column] = true; } //#special moviment if (Position.Row == 4) { Position left = new Position(Position.Row, Position.Column - 1); if (Board.ValidPosition(left) && ThereIsAdversary(left) && Board.GetPiece(left) == Match.CanPassant) { mat[left.Row + 1, left.Column] = true; } Position right = new Position(Position.Row, Position.Column + 1); if (Board.ValidPosition(right) && ThereIsAdversary(right) && Board.GetPiece(right) == Match.CanPassant) { mat[right.Row + 1, right.Column] = true; } } } return(mat); }
public bool FreePosition(Position pos) { return(Board.GetPiece(pos) == null); }
public bool ThereIsAdversary(Position pos) { Piece p = Board.GetPiece(pos); return(p != null && p.Color != Color); }