示例#1
0
        //Checks whichs directions the current piece can move in.
        private void CheckAllDirections(List <IChessPiece> MyList, List <IChessPiece> EnemyList, IChessPiece Piece, List <MovementOptions> AllLegalMovesForThisPiece)
        {
            for (int direction = 0; direction < Piece.AllMoveOptionsForThisPiece.Count; direction++)
            {
                Piece.ClearMovementoptions();
                Piece.MoveOption(Piece.teamDirection);

                CheckLengthInDirection(MyList, EnemyList, Piece, AllLegalMovesForThisPiece, direction);
            }
        }
示例#2
0
        //Chechs how far the current piece is allowed to move in the allowed directions.
        private void CheckLengthInDirection(List <IChessPiece> MyList, List <IChessPiece> EnemyList, IChessPiece Piece, List <MovementOptions> AllLegalMovesForThisPiece, int direction)
        {
            for (int walkingLength = 1; walkingLength <= Piece.AllMoveOptionsForThisPiece[direction].WalkingLength; walkingLength++)
            {
                var outOfBounds   = false;
                var friendlyAhead = false;
                var enemyAhead    = false;
                Piece.ClearMovementoptions();
                Piece.MoveOption(Piece.teamDirection);

                int MovingPositionX = Piece.AllMoveOptionsForThisPiece[direction].PositionX * walkingLength;
                int MovingPositionY = Piece.AllMoveOptionsForThisPiece[direction].PositionY * walkingLength;

                int FuturePositionX = Piece.PositionX + MovingPositionX;
                int FuturePositionY = Piece.PositionY + MovingPositionY;

                outOfBounds   = CheckIfOutOfBounds(FuturePositionX, FuturePositionY);
                friendlyAhead = CheckIfFriendlyAhead(FuturePositionX, FuturePositionY, MyList);
                enemyAhead    = CheckIfEnemyAhead(FuturePositionX, FuturePositionY, EnemyList);

                walkingLength = GameRules.CheckIfLegalMove(Piece, AllLegalMovesForThisPiece, direction, walkingLength, outOfBounds, friendlyAhead, enemyAhead, FuturePositionX, FuturePositionY);
            }
        }