示例#1
0
        public bool LogicMove(int x1, int y1, int x2, int y2, Board board)
        {
            if (IsInRange(x1, y1, x2, y2))
            {
                PieceBase piece = board.GetPiece(x1, y1);
                if (!board.IsEmpty(x1, y1) && piece.IsValidMove(x1, y1, x2, y2, board.Turn, board))
                {
                    //es Knight
                    if (piece.GetType() == typeof(Knight))
                    {
                        if (board.IsEmpty(x2, y2) && !CantMoveIsCheck(x1, y1, x2, y2, board))
                        {
                            board.Move(x1, y1, x2, y2);
                            return(true);
                        }
                        if (!board.IsEmpty(x2, y2) && !CantMoveIsCheck(x1, y1, x2, y2, board))
                        {
                            board.Remove(x2, y2);
                            board.Move(x1, y1, x2, y2);
                            return(true);
                        }
                    }
                    else
                    //no es Knight
                    {
                        if (board.IsEmpty(x2, y2) && !IsCastling(x1, y1, x2, board) && !CantMoveIsCheck(x1, y1, x2, y2, board) && !board.IsPawn(x1, y1))
                        {
                            if ((Math.Abs(x2 - x1) == Math.Abs(y2 - y1) && IsDiagonalEmpty(x1, y1, x2, y2, board)) || IsLineEmpty(x1, y1, x2, y2, board))
                            {
                                board.Move(x1, y1, x2, y2);
                                CastlingChanges(x1, y1, x2, y2, piece);
                                return(true);
                            }
                        }

                        if (!board.IsEmpty(x2, y2) && !IsAlly(x1, y1, x2, y2, board) && !IsCastling(x1, y1, x2, board) && !CantMoveIsCheck(x1, y1, x2, y2, board) && !board.IsPawn(x1, y1))
                        {
                            if ((Math.Abs(x2 - x1) == Math.Abs(y2 - y1) && IsDiagonalEmpty(x1, y1, x2, y2, board)) || IsLineEmpty(x1, y1, x2, y2, board))
                            {
                                board.Remove(x2, y2);
                                board.Move(x1, y1, x2, y2);
                                CastlingChanges(x1, y1, x2, y2, piece);
                                return(true);
                            }
                        }

                        if (board.IsEmpty(x2, y2) && IsCastling(x1, y1, x2, board) && CanCastling(x1, y1, x2, board))
                        {
                            board.Move(x1, y1, x2, y2);
                            piece.CanCastling = false;
                            MoveRookCastling(x1, y1, x2, board);
                            return(true);
                        }

                        if (IsPawn(piece) && IsPawnCapturing(x1, x2) && !board.IsEmpty(x2, y2) && !CantMoveIsCheck(x1, y1, x2, y2, board))
                        {
                            board.Remove(x2, y2);
                            board.Move(x1, y1, x2, y2);
                            if (Promoting(y2))
                            {
                                board.Promotion(x2, y2, board.Turn);
                            }
                            return(true);
                        }

                        if (IsPawn(piece) && IsPawnCapturing(x1, x2) && EnPassant(x1, y1, x2, y2, board) && !CantMoveIsCheck(x1, y1, x2, y2, board))
                        {
                            board.RemoveCapturePassant(x1, y1, x2, y2);
                            board.Move(x1, y1, x2, y2);
                            return(true);
                        }

                        if (IsPawn(piece) && !IsPawnCapturing(x1, x2) && board.IsEmpty(x2, y2) && IsLineEmpty(x1, y1, x2, y2, board) && !CantMoveIsCheck(x1, y1, x2, y2, board))
                        {
                            board.Move(x1, y1, x2, y2);
                            UpDateEnPassant(y1, y2, piece, board);
                            if (Promoting(y2))
                            {
                                board.Promotion(x2, y2, board.Turn);
                            }
                            return(true);
                        }
                    }
                }
            }

            return(false);
        }