private static void pawnCalculateControlArea(GameObject pawn)
    {
        int iPawn = BoardManagment.searchIndexIOfPiece(pawn);
        int jPawn = BoardManagment.searchIndexJOfPiece(pawn);

        //Les deux cases en diagonale
        if (iPawn == 8 || iPawn == 1)
        {
            return;
        }
        if (pawn.name.Substring(0, 1) == "W")
        {
            for (int j = jPawn - 1; j <= jPawn + 1; j++)
            {
                if (j > 8 || j < 1 || j == jPawn)
                {
                    continue;
                }
                whiteControlArea[iPawn + 1, j].Add(pawn);
            }
        }
        else
        {
            for (int j = jPawn - 1; j <= jPawn + 1; j++)
            {
                if (j > 8 || j < 1 || j == jPawn)
                {
                    continue;
                }
                blackControlArea[iPawn - 1, j].Add(pawn);
            }
        }
    }
    private static void kingCalculateControlArea(GameObject king)
    {
        List <GameObject>[,] controlArea = new List <GameObject> [9, 9];
        if (king.name.Substring(0, 1) == "W")
        {
            controlArea = whiteControlArea;
        }
        else
        {
            controlArea = blackControlArea;
        }
        int jKing = BoardManagment.searchIndexIOfPiece(king);
        int iKing = BoardManagment.searchIndexJOfPiece(king);

        Debug.Log("ATTENTION" + king.name);
        for (int i = iKing - 1; i <= iKing + 1; i++)
        {
            for (int j = jKing - 1; j <= jKing + 1; j++)
            {
                if (i >= 1 && i <= 8 && j >= 1 && j <= 8)
                {
                    controlArea[j, i].Add(king);
                }
            }
        }
    }
示例#3
0
    void Start()
    {
        Camera[] allCam = Camera.allCameras;
        camera = allCam[0];
        if (CurrentCamera == null)
        {
            CurrentCamera = camera;
        }
        selectionCircle         = GameObject.Find("selectionCircle");
        particleSelectionCircle = selectionCircle.GetComponent <ParticleSystem>();
        particleSelectionCircle.Stop();
        GameObject tempObject = GameObject.Find("Canvas");

        endGameCanvas = tempObject.GetComponent <Canvas>();
        if (endGameCanvas == null)
        {
            Debug.Log("CANVAS NULL");
        }
        //initialisation du graveyard (toutes cases libres) et des positions des pièces
        BoardManagment.startPosition();
        VictoryConditions.initializeCheck();
        //Color sert a déterminer quel joueur à le focus
        color       = "Black";
        vscolor     = "White";
        camPosition = "Black";
    }
    public static bool moveAuthorizedWhenKingInCheck(string pieceName, GameObject Target)
    {
        GameObject piece = GameObject.Find(pieceName);

        if (Target.name.Substring(0, 4) != "Tile")
        {
            int iTarget = BoardManagment.searchIndexIOfPiece(Target);
            int jTarget = BoardManagment.searchIndexJOfPiece(Target);
            Target = GameObject.Find("Tile" + iTarget + jTarget);
        }

        if (pieceName.Substring(1, 4) == "king" && movementAuthorized[0].IndexOf(Target) >= 0)
        {
            return(true);
        }
        foreach (List <GameObject> list in movementAuthorized)
        {
            if (list[0] == Target)
            {
                //Debug.Log(Target.name+"cible valable");
                //Debug.Log("Index piece=" + list.IndexOf(piece));
                //Debug.Log("taille liste"+Target.name+"="+list.Count);
                foreach (GameObject obj in list)
                {
                    //Debug.Log(obj.name);
                }
                if (list.IndexOf(piece) >= 1)
                {
                    return(true);
                }
            }
        }
        return(false);
    }
    //return une liste de case, chemin de la pièce au roi mis en échec
    private static List <GameObject> searchPathToKing(GameObject piece, string playerColor, int iKing, int jKing)
    {
        List <GameObject> pathToKing = new List <GameObject>();
        int iPiece = BoardManagment.searchIndexIOfPiece(piece);
        int jPiece = BoardManagment.searchIndexJOfPiece(piece);
        int jIncrement, iIncrement;

        if (iKing - iPiece > 0)
        {
            iIncrement = 1;
        }
        else if (iKing - iPiece < 0)
        {
            iIncrement = -1;
        }
        else
        {
            iIncrement = 0;
        }
        if (jKing - jPiece > 0)
        {
            jIncrement = 1;
        }
        else if (jKing - jPiece < 0)
        {
            jIncrement = -1;
        }
        else
        {
            jIncrement = 0;
        }

        int[,] path = Move.pathToTarget(iPiece, jPiece, iKing, jKing, iIncrement, jIncrement);
        int        pathIndex = path[0, 8];
        int        i         = 0;
        GameObject tile;

        while (i != pathIndex)
        {
            tile = GameObject.Find("Tile" + path[0, i] + path[1, i]);
            pathToKing.Add(tile);
            i++;
        }
        return(pathToKing);
    }
    private static int calculateControlArea(GameObject piece)
    {
        if (piece.name.Substring(1, 1) == "p")
        {
            pawnCalculateControlArea(piece);
            return(0);
        }
        else if (piece.name.Substring(1, 2) == "ki")
        {
            kingCalculateControlArea(piece);
            return(0);
        }

        for (int iTarget = 1; iTarget <= 8; iTarget++)
        {
            for (int jTarget = 1; jTarget <= 8; jTarget++)
            {
                int        iPiece = BoardManagment.searchIndexIOfPiece(piece);
                int        jPiece = BoardManagment.searchIndexJOfPiece(piece);
                GameObject target = BoardManagment.tabPosition[iTarget, jTarget];
                if (target == null)
                {
                    target = GameObject.Find("Tile" + iTarget + jTarget);
                }
                if (Move.moveAuthorized(iPiece, jPiece, iTarget, jTarget, piece.name, target))
                {
                    if (piece.name.Substring(0, 1) == "W")
                    {
                        whiteControlArea[iTarget, jTarget].Add(piece);
                    }
                    else
                    {
                        blackControlArea[iTarget, jTarget].Add(piece);
                    }
                }
            }
        }
        return(0);
    }
    public static bool kingInCheck(string color)
    {
        GameObject king;

        if (color == "White")
        {
            king = GameObject.Find("Wking");
            int iKing = BoardManagment.searchIndexIOfPiece(king);
            int jKing = BoardManagment.searchIndexJOfPiece(king);
            if (BoardStateManagment.blackControlArea[iKing, jKing].Count > 0)
            {
                Debug.Log("whiteking in check");
                return(true);
            }
            else
            {
                Debug.Log("WhiteKing not in check");
                return(false);
            }
        }
        else
        {
            king = GameObject.Find("Bking");
            int iKing = BoardManagment.searchIndexIOfPiece(king);
            int jKing = BoardManagment.searchIndexJOfPiece(king);
            if (BoardStateManagment.whiteControlArea[iKing, jKing].Count > 0)
            {
                Debug.Log("blackKing in check");
                return(true);
            }
            else
            {
                Debug.Log("BlackKing not in check");
                return(false);
            }
        }
    }
示例#8
0
 void Update()
 {
     //Gestion de la camera
     if (color != camPosition && color == "White")
     {
         StartCoroutine(rotatCam(BlackRotation, WhiteRotation, camBlackPosition, camWhitePosition));
         print("change camPosition");
         camPosition = color;
     }
     if (color != camPosition && color == "Black")
     {
         StartCoroutine(rotatCam(WhiteRotation, BlackRotation, camWhitePosition, camBlackPosition));
         print("change camPosition");
         camPosition = color;
     }
     //Si clique gauche
     if (Input.GetMouseButtonDown(0) && CurrentCamera != null)
     {
         RaycastHit hit;
         //Lance un rayon de la caméra vers le curseur souris
         Ray ray = CurrentCamera.ScreenPointToRay(Input.mousePosition);
         if (Physics.Raycast(ray, out hit, 500))
         {
             MeshRenderer meshRenderer = hit.transform.GetComponent <MeshRenderer>();
             //Si l'objet touché possède un Box collider et le tag "WhitePiece" ou "BlackPiece
             if (meshRenderer != null && hit.collider.transform.tag == color + "Piece")
             {
                 //Si une piece a déjà été sélectionnée elle est désélectionné
                 if (pieceSelected != null)
                 {
                     BoardStateManagment.eraseControlAreaOf(pieceSelected);
                 }
                 //La nouvelle pièce ciblé devient sélectionnée
                 pieceSelected = GameObject.Find(hit.collider.transform.name);
                 BoardManagment.moveSelectionCircle(pieceSelected, selectionCircle);
                 particleSelectionCircle.Play();
                 /*BoardStateManagment.displayControlAreaOf(pieceSelected); */
             }
         }
     }
     //Si clique gauche
     if (Input.GetMouseButtonDown(1))
     {
         RaycastHit hit;
         Ray        ray = CurrentCamera.ScreenPointToRay(Input.mousePosition);
         if (Physics.Raycast(ray, out hit, 500) && pieceSelected != null)
         {
             MeshRenderer meshRenderer = hit.transform.GetComponent <MeshRenderer>();
             target = GameObject.Find(hit.transform.name);
             if (meshRenderer != null && (hit.transform.tag == "Tile") || (hit.transform.tag == vscolor + "Piece"))
             {
                 moveOK = BoardManagment.movePiece(target, pieceSelected);
             }
             else
             {
                 moveOK = -1;
             }
         }
         if (moveOK == 0)
         {
             particleSelectionCircle.Stop();
             Debug.Log("GameLoop: verif echec");
             if (VictoryConditions.kingInCheck(vscolor))
             {
                 if (vscolor == "White")
                 {
                     VictoryConditions.whiteKingInCheck = true;
                 }
                 else
                 {
                     VictoryConditions.blackKingInCheck = true;
                 }
                 Debug.Log("VictoryConditions.searchMovementAuthorized");
                 VictoryConditions.searchMovementAuthorized(vscolor);
                 if (VictoryConditions.kingIsCheckMate())
                 {
                     GameObject victoryText = GameObject.Find("VictoryMessage");
                     Text       myText      = victoryText.GetComponent <Text>();
                     myText.text           = vscolor + "player win the game, click to return menu";
                     endGameCanvas.enabled = true;
                 }
             }
             temp          = vscolor;
             vscolor       = color;
             color         = temp;
             pieceSelected = null;
             moveOK        = 1;
         }
     }
 }
    //Renvoie une liste des tiles autorisés pour le déplacement du roi
    private static List <GameObject> kingMovementAuthorized(string color)
    {
        GameObject king;

        List <GameObject>[,] opponentControlArea = new List <GameObject> [9, 9];
        List <GameObject> kingMovement = new List <GameObject>();
        List <int>        tileNotAllowedByLongRange = new List <int>();
        String            playerColor, opponentColor;

        if (color == "White")
        {
            playerColor         = "W";
            opponentColor       = "B";
            opponentControlArea = BoardStateManagment.blackControlArea;
            king = GameObject.Find("Wking");
        }
        else
        {
            playerColor         = "B";
            opponentColor       = "W";
            king                = GameObject.Find("Bking");
            opponentControlArea = BoardStateManagment.whiteControlArea;
        }
        int iKing = BoardManagment.searchIndexIOfPiece(king);
        int jKing = BoardManagment.searchIndexJOfPiece(king);

        kingMovement.Add(king);

        //traitement du cas ou la pièce menaçante est de longue porté
        BoardManagment.tabPosition[iKing, jKing] = null;
        foreach (GameObject pieceThreateningKing in opponentControlArea[iKing, jKing])
        {
            String pieceThreateningKingName = pieceThreateningKing.name.Substring(1, 4);
            int    iPieceThreateningKing    = BoardManagment.searchIndexIOfPiece(pieceThreateningKing);
            int    jPieceThreateningKing    = BoardManagment.searchIndexJOfPiece(pieceThreateningKing);
            if (pieceThreateningKingName == "quee")
            {
                for (int i = iKing - 1; i <= iKing + 1; i++)
                {
                    for (int j = jKing - 1; j <= jKing + 1; j++)
                    {
                        if (Move.queenMoveAuthorized(iPieceThreateningKing, jPieceThreateningKing, i, j))
                        {
                            tileNotAllowedByLongRange.Add(i * 10 + j);
                        }
                    }
                }
            }
            else if (pieceThreateningKingName == "bish")
            {
                for (int i = iKing - 1; i <= iKing + 1; i++)
                {
                    for (int j = jKing - 1; j <= jKing + 1; j++)
                    {
                        if (Move.bishopMoveAuthorized(iPieceThreateningKing, jPieceThreateningKing, i, j))
                        {
                            tileNotAllowedByLongRange.Add(i * 10 + j);
                        }
                    }
                }
            }
            else if (pieceThreateningKingName == "rook")
            {
                for (int i = iKing - 1; i <= iKing + 1; i++)
                {
                    for (int j = jKing - 1; j <= jKing + 1; j++)
                    {
                        if (Move.rookMoveAuthorized(iPieceThreateningKing, jPieceThreateningKing, i, j))
                        {
                            tileNotAllowedByLongRange.Add(i * 10 + j);
                        }
                    }
                }
            }
        }
        BoardManagment.tabPosition[iKing, jKing] = king;
        for (int i = iKing - 1; i <= iKing + 1; i++)
        {
            for (int j = jKing - 1; j <= jKing + 1; j++)
            {
                if (i >= 1 && i <= 8 && j >= 1 && j <= 8 && opponentControlArea[i, j].Count == 0)
                {
                    GameObject isItAnAlly = BoardManagment.tabPosition[i, j];
                    if (isItAnAlly == null)
                    {
                        if (tileNotAllowedByLongRange.IndexOf(i * 10 + j) >= 0)
                        {
                            continue;
                        }
                        else
                        {
                            kingMovement.Add(GameObject.Find("Tile" + i + j));
                        }
                    }
                    else
                    {
                        if (isItAnAlly.name.Substring(0, 1) != playerColor)
                        {
                            if (tileNotAllowedByLongRange.IndexOf(i * 10 + j) >= 0)
                            {
                                continue;
                            }
                            else
                            {
                                kingMovement.Add(GameObject.Find("Tile" + i + j));
                            }
                        }
                    }
                }
            }
        }
        return(kingMovement);
    }
    public static void searchMovementAuthorized(string playerColor)
    {
        List <GameObject>[,] opponentControlArea = new List <GameObject> [9, 9], playerControlArea = new List <GameObject> [9, 9];
        String     opponentColor;
        GameObject king  = GameObject.Find(playerColor.Substring(0, 1) + "king");
        int        iKing = BoardManagment.searchIndexIOfPiece(king);
        int        jKing = BoardManagment.searchIndexJOfPiece(king);

        if (playerColor == "Black")
        {
            opponentControlArea = BoardStateManagment.whiteControlArea;
            playerControlArea   = BoardStateManagment.blackControlArea;
            opponentColor       = "W";
        }
        else
        {
            opponentControlArea = BoardStateManagment.blackControlArea;
            playerControlArea   = BoardStateManagment.whiteControlArea;
            opponentColor       = "B";
        }

        //calcul des mvts autorisés pour le roi
        List <GameObject> tilesAuhorizedForKing = new List <GameObject>();

        tilesAuhorizedForKing = kingMovementAuthorized(playerColor);
        movementAuthorized.Add(tilesAuhorizedForKing);


        //Recherche des cases à occuper pour annuler l'échec au roi (interception ou prise de pièce)
        foreach (GameObject piece in opponentControlArea[iKing, jKing])
        {
            int        iPiece      = BoardManagment.searchIndexIOfPiece(piece);
            int        jPiece      = BoardManagment.searchIndexJOfPiece(piece);
            GameObject tileOfPiece = GameObject.Find("Tile" + iPiece + jPiece);
            movementAuthorized.Add(new List <GameObject> {
                tileOfPiece
            });
            List <GameObject> pathToKing = new List <GameObject>();
            pathToKing = searchPathToKing(piece, playerColor, iKing, jKing);
            foreach (GameObject tile in pathToKing)
            {
                movementAuthorized.Add(new List <GameObject> {
                    tile
                });
            }
        }
        //Recherche des pièces pouvant se rendre sur ces cases stockées dans une liste dont le premier élément est la case accessible à ces pièces)
        foreach (List <GameObject> list in movementAuthorized)
        {
            GameObject tileTarget = list[0];
            if (tileTarget.name.Substring(1, 1) == "k")
            {
                continue;
            }
            string iTileString = tileTarget.name.Substring(4, 1);
            string jTileString = tileTarget.name.Substring(5, 1);
            int    iTile       = Int32.Parse(iTileString);
            int    jTile       = Int32.Parse(jTileString);
            int    pawnDirectionMovement;
            //Cas du pion en déplacement en ligne droite
            if (playerColor == "Black")
            {
                pawnDirectionMovement = -1;
            }
            else
            {
                pawnDirectionMovement = 1;
            }
            GameObject isItaPawn = BoardManagment.tabPosition[iTile - pawnDirectionMovement, jTile];
            if (isItaPawn != null && isItaPawn.name.Substring(1, 4) == "pawn")
            {
                list.Add(isItaPawn);
            }
            foreach (GameObject piece in playerControlArea[iTile, jTile])
            {
                int jPiece = BoardManagment.searchIndexJOfPiece(piece);
                //Si la pièce est un pion, traitement des déplacements en diagonales: valide uniquement si une pièce adverse est présente sur le tile visé
                if (piece.name.Substring(1, 4) == "pawn" && jTile != jPiece)
                {
                    if (BoardManagment.tabPosition[iTile, jTile] != null && BoardManagment.tabPosition[iTile, jTile].name.Substring(0, 1) == opponentColor)
                    {
                        list.Add(piece);
                    }
                }
                //traitement des autres pièces
                else if (piece.name.Substring(1, 4) != "king")
                {
                    list.Add(piece);
                }
            }
        }
        //private static List<List<GameObject>> movementAuthorized = new List<List<GameObject>>();
        foreach (List <GameObject> list in movementAuthorized)
        {
            foreach (GameObject obj in list)
            {
                Debug.Log(obj.name);
            }
        }
    }