public static List<Coordinate> GetMoves(Coordinate current, AI game) { List<Coordinate> moves = new List<Coordinate>(); int file, rank; // Up-Right for (file = current.File + 1, rank = current.Rank + 1; file < 9 && rank < 9; file++, rank++) { Coordinate c = new Coordinate(file, rank); moves.Add(c); if (game.PieceExistsAt(c)) { break; } } // Up-Left for (file = current.File - 1, rank = current.Rank + 1; file > 0 && rank < 9; file--, rank++) { Coordinate c = new Coordinate(file, rank); moves.Add(c); if (game.PieceExistsAt(c)) { break; } } // Down-Right for (file = current.File + 1, rank = current.Rank - 1; file < 9 && rank > 0; file++, rank--) { Coordinate c = new Coordinate(file, rank); moves.Add(c); if (game.PieceExistsAt(c)) { break; } } // Down-Left for (file = current.File - 1, rank = current.Rank - 1; file > 0 && rank > 0; file--, rank--) { Coordinate c = new Coordinate(file, rank); moves.Add(c); if (game.PieceExistsAt(c)) { break; } } return moves; }
public static List<Coordinate> GetMoves(Coordinate current, AI game) { // The pawn, himself Piece pawn = game.GetPieceAt(current); // List of moves this pawn can make List<Coordinate> moves = new List<Coordinate>(); // Rank multiplier dependant on piece color int color = game.IsWhite(pawn) ? 1 : -1; // If a pawn is in its corresponding start position (hasn't moved), then we want to handle // it being able to move forward two spaces in addition to just one. if (pawn.ExpectedRank == (color == 1 ? 2 : 7)) { // There must be no pieces in the way to move forward two if (!game.PieceExistsAt(new Coordinate(current.File, current.Rank + 1 * color)) && !game.PieceExistsAt(new Coordinate(current.File, current.Rank + 2 * color))) { moves.Add(new Coordinate(current.File, current.Rank + 2 * color)); } } // Straight move forward 1 if (!game.PieceExistsAt(new Coordinate(current.File, current.Rank + 1 * color))) { moves.Add(new Coordinate(current.File, current.Rank + 1 * color)); } // Attack! moves.AddRange(GetAttackMoves(current, game)); // En Passant moves.AddRange(EnPassant(current, game)); return moves; }