public void AddMoves(DataTable moves) { moves.DefaultView.Sort = "Id Asc"; moves = moves.DefaultView.ToTable(moves.TableName); Move m = null; for (int i = 0; i < moves.Rows.Count; i++) { m = new Move(moves.Rows[i]); m.Game = this; if (Flags.IsOnline && i == moves.Rows.Count - 1 && !Flags.IsGameFinished) { AddMove(m.From, m.To, m.Piece, m.Fen, m, false); MoveTo(MoveToE.Last); DoEngineMoveIfNeeded(); } else { CurrentMove = m; Notations.AddMove(m); Moves.Import(m); SetCurrentLine(m); } } if (Flags.IsOffline || (Flags.IsOnline && Flags.IsGameFinished)) { MoveTo(MoveToE.Last); } }
public Move AddMove(string from, string to, Pieces fromPiece, string fen, Move m, bool isSetFen) { #region On Before if (m == null) { return(null); } if (BeforeAddMove != null) { EngineMoveEventArgs em = new EngineMoveEventArgs(); em.BestMove = from + to; em.PonderMove = PonderMove; BeforeAddMove(this, em); } #endregion #region Before CurrentMove Import if (Flags.IsOnline && Flags.IsGameFinished) // due to time expire etc. { return(null); } if (Flags.IsOnline && (Flags.IsNotMyTurn || Flags.IsGameFinished)) { Clock.ToggleClock(m); } else { #region Prepare Move if (!m.Flags.IsPromotion) // promoted piece is already assigned in promotion dialog { m.Piece = fromPiece; } m.Id = NextMoveId; m.Pid = NextMovePid; m.MoveNo = NextMoveNo; m.IsWhite = NextMoveIsWhite; m.From = from; m.To = to; m.Fen = fen; if (Flags.IsEvalRequired) { if (!String.IsNullOrEmpty(CurrentPlayer.Engine.Points) && !String.IsNullOrEmpty(CurrentPlayer.Engine.Depth)) { m.SetEval(CurrentPlayer.Engine.Points, CurrentPlayer.Engine.Depth); } } if (Flags.IsExpectedMoveRequired) { if (!String.IsNullOrEmpty(CurrentPlayer.Engine.ExpectedMove)) { m.ExpectedMove = CurrentPlayer.Engine.ExpectedMove; } } #endregion #region IsVariation if (AddVariationMove(m)) { PlaySounds(m); return(null); } else { m.Flags.VariationType = this.VariationType; } #endregion #region Set Clock if (Flags.IsOnline) { if (!m.IsWhite) { Clock.WhiteTime += DbGame.GainPerMoveMin; } else { Clock.BlackTime += DbGame.GainPerMoveMin; } } else { if (m.IsWhite) { Clock.BlackTime += GameTime.GainPerMove; } else { Clock.WhiteTime += GameTime.GainPerMove; } } m.MoveTimeWhite = Clock.WhiteTime; m.MoveTimeBlack = Clock.BlackTime; m.MoveTime = Clock.MoveTime; if (this.Flags.IsFirtMove && this.Flags.IsInfiniteAnalysisOff) { Clock.Start(); } #endregion } #endregion Notations.AddMove(m); CurrentMove = m.Clone(); Moves.Import(CurrentMove); #region After CurrentMove Import SetCurrentLine(CurrentMove); CheckNextLongGamePhase(CurrentMove); CheckThreefoldRepetition(); SetCastlingFlags(CurrentMove.Piece, CurrentMove.From, CurrentMove.To); Flags.IsPieceMovedSuccessfully = true; #region Point Book if (GameMode != GameMode.EngineVsEngine && GameMode != GameMode.OnlineEngineVsEngine) { Book.PointTo(CurrentMove); } #endregion #region Update Captured Pieces if (CurrentMove.Flags.IsCapture) { CapturedPieces.Update(CurrentMove); } #endregion Flags.IsMoveInProgress = false; Flags.IsForceEngineToMove = false; #region Check Game Finish if (!Flags.IsDatabaseGame) { #region Mated if (Flags.IsMated) { Mated(); Flags.IsMoveInProgress = true; } #endregion #region StaleMated if (Flags.IsStaleMated) { StaleMated(); } #endregion #region ThreefoldRepetition if (Flags.IsThreeFoldRepetition) { ThreefoldRepetition(false); } #endregion #region InsufficientMaterial if (Flags.IsInsufficientMaterial) { InsufficientMaterial(); } #endregion } #endregion #region SetFen if (isSetFen) { SetFen(CurrentMove.Fen); } #endregion #region FifityMoves if (this.HalfMovesCounter >= 100) { FifityMoves(); } #endregion #region Set ECO, Play Sound etc. SearchEco(); CheckMoveLimit(); PlaySounds(m); Clock.ResetMoveTime(); VariationType = VariationTypeE.None; if (Flags.IsClockStartRequired) { Clock.Start(); } #endregion #region Send Move To Opponent if (Flags.IsUpdateGameRequired) { SocketClient.UpdateGameDataByGameID(DbGame.GameID, GetLastMoveXml(), GameResult, Flags.Flags, DbGame.OpponentUserID); } #endregion #endregion #region On After if (AfterAddMove != null) { AfterAddMove(this, EventArgs.Empty); } #endregion return(CurrentMove); }
public Move AddMove(string from, string to, Pieces fromPiece, string fen, Move m, bool isPastGame, bool isSetFen) { #region On Before if (m == null) { return(null); } if (BeforeAddMove != null) { BeforeAddMove(this, EventArgs.Empty); } #endregion if (isPastGame) { Clock.SetClock(m); } else { #region IsVariation if (Flags.IsVariation) { if (AddVariationMove()) { return(null); } else { m.Flags.VariationType = this.VariationType; } } #endregion #region Prepare Move if (!m.Flags.IsPromotion) // promoted piece is already assigned in promotion dialog { m.Piece = fromPiece; } m.Id = NextMoveId; m.Pid = NextMovePid; m.MoveNo = NextMoveNo; m.IsWhite = NextMoveIsWhite; m.From = from; m.To = to; m.Fen = fen; #endregion #region Set Clock if (Flags.IsOnline) { if (!m.IsWhite) { Clock.WhiteTime += DbGame.GainPerMoveMin; } else { Clock.BlackTime += DbGame.GainPerMoveMin; } } m.MoveTimeWhite = Clock.WhiteTime; m.MoveTimeBlack = Clock.BlackTime; m.MoveTime = Clock.MoveTime; Clock.Start(); #endregion } CurrentMove = m.Clone(); SetFenCastlingNotation(m.Piece, m.From, m.To); Flags.IsPieceMovedSuccessfully = true; CompareFlags(CurrentMove); Notations.SetMove(CurrentMove); Book.SetMove(CurrentMove); //if (CurrentMove.CapturedPiece != Pieces.NONE) //{ // SetCapturedPiecesParameters(); // CapturedPieces.AddPiece(); //} Flags.IsMoveInProgress = false; Flags.IsForceEngineToMove = false; Flags.IsManualMove = false; Flags.IsSpacebarClick = false; if (Flags.IsMated) { Mated(); Flags.IsMoveInProgress = true; } if (Flags.IsStaleMated) { StaleMated(); } if (Flags.IsThreeFoldRepetition) { ThreefoldRepetition(false); } if (this.HalfMovesCounter >= 100) { FifityMoves(); } TogglePlayers(); if (isSetFen) { SetFen(m.Fen); } Moves.Import(CurrentMove); VariationType = VariationTypeE.None; #region On After if (AfterAddMove != null) { AfterAddMove(this, EventArgs.Empty); } #endregion return(m); }