示例#1
0
文件: Rock.cs 项目: dzianisv/Chess
            public override List <Position> GetAvailableOnCheckPositons(Position currentPos, CoreMatrix matrix)
            {
                List <Position> availlablePos = GetAvailableAtackPositons(currentPos, matrix);
                List <Position> validPos      = new List <Position> ();

                CoreMatrix tmpMatrix;

                tmpMatrix = (CoreMatrix)matrix.Clone();

                foreach (Position pos in availlablePos)
                {
                    Position kingPos = tmpMatrix.GetKing(color);

                    if (kingPos.Equals(pos))
                    {
                        int dx = currentPos.X - pos.X;
                        dx = (dx > 0) ? (1) : (-1);

                        Position newKingPos = new Position(pos.X + dx * 2, pos.Y);
                        Position rockPos    = new Position(pos.X + dx, pos.Y);

                        tmpMatrix.MoveFigure(kingPos, newKingPos);
                        tmpMatrix.MoveFigure(currentPos, rockPos);

                        if (!King.IsCheckState(tmpMatrix, color))
                        {
                            validPos.Add(pos);
                        }

                        tmpMatrix.MoveFigure(newKingPos, kingPos);
                        tmpMatrix.MoveFigure(rockPos, currentPos);
                    }
                    else
                    {
                        tmpMatrix.MoveFigure(currentPos, pos);
                        if (!King.IsCheckState(tmpMatrix, color))
                        {
                            validPos.Add(pos);
                        }
                        tmpMatrix.MoveFigure(pos, currentPos);
                    }
                }

                return(validPos);
            }
示例#2
0
文件: Figure.cs 项目: dzianisv/Chess
            //get all available positions for current figure in shah mode
            public virtual List <Position> GetAvailableOnCheckPositons(Position currentPos, CoreMatrix matrix)
            {
                List <Position> availlablePos = GetAvailableAtackPositons(currentPos, matrix);
                List <Position> validPos      = new List <Position>();

                CoreMatrix tmpMatrix;

                foreach (Position pos in availlablePos)
                {
                    tmpMatrix = (CoreMatrix)matrix.Clone();
                    Position kingPos = tmpMatrix.GetKing(color);
                    tmpMatrix.MoveFigure(currentPos, pos);

                    if (!King.IsCheckState(tmpMatrix, color))
                    {
                        validPos.Add(pos);
                    }
                }

                return(validPos);
            }
示例#3
0
文件: Rock.cs 项目: dzianisv/Chess
            public override List <Position> GetAvailableAtackPositons(Position currentPos, CoreMatrix matrix)
            {
                List <Position> available = new List <Position> ();

                //by X
                for (int i = currentPos.X + 1; i < 8; i++)
                {
                    if (matrix.FigureAt(i, currentPos.Y) == null)
                    {
                        available.Add(new Position(i, currentPos.Y));
                    }
                    else if (matrix.FigureAt(i, currentPos.Y).Color != this.Color)
                    {
                        available.Add(new Position(i, currentPos.Y));
                        break;
                    }
                    else if (matrix.FigureAt(i, currentPos.Y) is King && !IsMoved && !matrix.FigureAt(i, currentPos.Y).IsMoved)
                    {
                        CoreMatrix tmpMatrix;
                        bool       can = true;
                        for (int x = currentPos.X + 1; x <= i; x++)
                        {
                            tmpMatrix = (CoreMatrix)matrix.Clone();
                            Position kingPos = tmpMatrix.GetKing(color);
                            tmpMatrix.MoveFigure(kingPos, new Position(x, currentPos.Y));

                            if (King.IsCheckState(tmpMatrix, color))
                            {
                                can = false;
                                break;
                            }
                        }

                        //figure is not by atack
                        if (can)
                        {
                            available.Add(new Position(i, currentPos.Y));
                        }
                        break;
                    }
                    else
                    {
                        break;
                    }
                }

                //by X
                for (int i = currentPos.X - 1; i >= 0; i--)
                {
                    if (matrix.FigureAt(i, currentPos.Y) == null)
                    {
                        available.Add(new Position(i, currentPos.Y));
                    }
                    else if (matrix.FigureAt(i, currentPos.Y).Color != this.Color)
                    {
                        available.Add(new Position(i, currentPos.Y));
                        break;
                    }
                    else if (matrix.FigureAt(i, currentPos.Y) is King && !IsMoved && !matrix.FigureAt(i, currentPos.Y).IsMoved)
                    {
                        CoreMatrix tmpMatrix;
                        bool       can = true;
                        for (int x = currentPos.X - 1; x <= i; x--)
                        {
                            tmpMatrix = (CoreMatrix)matrix.Clone();
                            Position kingPos = tmpMatrix.GetKing(color);
                            tmpMatrix.MoveFigure(kingPos, new Position(x, currentPos.Y));

                            if (King.IsCheckState(tmpMatrix, color))
                            {
                                can = false;
                                break;
                            }
                        }

                        //figure is not by atack
                        if (can)
                        {
                            available.Add(new Position(i, currentPos.Y));
                        }
                        break;
                    }
                    else
                    {
                        break;
                    }
                }
                //by Y
                for (int j = currentPos.Y + 1; j < 8; j++)
                {
                    if (!matrix.HasFigureAt(new Position(currentPos.X, j)))
                    {
                        available.Add(new Position(currentPos.X, j));
                    }
                    else if (matrix.FigureAt(currentPos.X, j).Color != this.Color ||
                             (matrix.FigureAt(currentPos.X, j) is King && !IsMoved && !matrix.FigureAt(currentPos.X, j).IsMoved))
                    {
                        available.Add(new Position(currentPos.X, j));
                        break;
                    }
                    else
                    {
                        break;
                    }
                }
                //by Y
                for (int j = currentPos.Y - 1; j >= 0; j--)
                {
                    if (matrix.FigureAt(currentPos.X, j) == null)
                    {
                        available.Add(new Position(currentPos.X, j));
                    }
                    else if (matrix.FigureAt(currentPos.X, j).Color != this.Color ||
                             (matrix.FigureAt(currentPos.X, j) is King && !IsMoved && !matrix.FigureAt(currentPos.X, j).IsMoved))
                    {
                        available.Add(new Position(currentPos.X, j));
                        break;
                    }
                    else
                    {
                        break;
                    }
                }
                return(available);
            }