示例#1
0
        public override bool[,] PossibleMoviments()
        {
            bool[,] mat = new bool[Board.Lines, Board.Columns];

            Position pos = new Position(0, 0);

            // Up
            pos.DefineValues(Position.Line - 1, Position.Column);
            while (Board.IsPositionValid(pos) && CanMove(pos))
            {
                mat[pos.Line, pos.Column] = true;
                if (Board.UniquePiece(pos) != null && Board.UniquePiece(pos).Color != Color)
                {
                    break;
                }
                pos.Line -= 1;
            }

            // Down
            pos.DefineValues(Position.Line + 1, Position.Column);
            while (Board.IsPositionValid(pos) && CanMove(pos))
            {
                mat[pos.Line, pos.Column] = true;
                if (Board.UniquePiece(pos) != null && Board.UniquePiece(pos).Color != Color)
                {
                    break;
                }
                pos.Line += 1;
            }

            // Right
            pos.DefineValues(Position.Line, Position.Column + 1);
            while (Board.IsPositionValid(pos) && CanMove(pos))
            {
                mat[pos.Line, pos.Column] = true;
                if (Board.UniquePiece(pos) != null && Board.UniquePiece(pos).Color != Color)
                {
                    break;
                }
                pos.Column += 1;
            }

            // Left
            pos.DefineValues(Position.Line, Position.Column - 1);
            while (Board.IsPositionValid(pos) && CanMove(pos))
            {
                mat[pos.Line, pos.Column] = true;
                if (Board.UniquePiece(pos) != null && Board.UniquePiece(pos).Color != Color)
                {
                    break;
                }
                pos.Column -= 1;
            }

            return(mat);
        }
示例#2
0
        private bool CanMove(Position pos)
        {
            Piece p = Board.UniquePiece(pos);

            return(p == null || p.Color != Color);
        }
示例#3
0
        public override bool[,] PossibleMoviments()
        {
            bool[,] mat = new bool[Board.Lines, Board.Columns];
            Position pos = new Position(0, 0);

            if (Color == Color.White)
            {
                pos.DefineValues(Position.Line - 1, Position.Column);
                if (Board.IsPositionValid(pos) && Free(pos))
                {
                    mat[pos.Line, pos.Column] = true;
                }

                pos.DefineValues(Position.Line - 2, Position.Column);
                Position p2 = new Position(Position.Line - 1, Position.Column);
                if (Board.IsPositionValid(p2) && Free(p2) && Board.IsPositionValid(pos) && Free(pos) && ManyMoves == 0)
                {
                    mat[pos.Line, pos.Column] = true;
                }

                pos.DefineValues(Position.Line - 1, Position.Column - 1);
                if (Board.IsPositionValid(pos) && IsThereEnemy(pos))
                {
                    mat[pos.Line, pos.Column] = true;
                }

                pos.DefineValues(Position.Line - 1, Position.Column + 1);
                if (Board.IsPositionValid(pos) && IsThereEnemy(pos))
                {
                    mat[pos.Line, pos.Column] = true;
                }

                // #SpecialPlay
                // EnPassant
                if (Position.Line == 3)
                {
                    Position left = new Position(Position.Line, Position.Column - 1);
                    if (Board.IsPositionValid(left) && IsThereEnemy(left) && Board.UniquePiece(left) == Match.VulnerableEnPassant)
                    {
                        mat[left.Line - 1, left.Column] = true;
                    }
                    Position right = new Position(Position.Line, Position.Column + 1);
                    if (Board.IsPositionValid(right) && IsThereEnemy(right) && Board.UniquePiece(right) == Match.VulnerableEnPassant)
                    {
                        mat[right.Line - 1, right.Column] = true;
                    }
                }
            }
            else
            {
                pos.DefineValues(Position.Line + 1, Position.Column);
                if (Board.IsPositionValid(pos) && Free(pos))
                {
                    mat[pos.Line, pos.Column] = true;
                }

                Position p2 = new Position(Position.Line + 1, Position.Column);
                pos.DefineValues(Position.Line + 2, Position.Column);
                if (Board.IsPositionValid(p2) && Free(p2) && Board.IsPositionValid(pos) && Free(pos) && ManyMoves == 0)
                {
                    mat[pos.Line, pos.Column] = true;
                }

                pos.DefineValues(Position.Line + 1, Position.Column + 1);
                if (Board.IsPositionValid(pos) && IsThereEnemy(pos))
                {
                    mat[pos.Line, pos.Column] = true;
                }

                pos.DefineValues(Position.Line + 1, Position.Column - 1);
                if (Board.IsPositionValid(pos) && IsThereEnemy(pos))
                {
                    mat[pos.Line, pos.Column] = true;
                }

                // #SpecialPlay
                // EnPassant
                if (Position.Line == 4)
                {
                    Position left = new Position(Position.Line, Position.Column - 1);
                    if (Board.IsPositionValid(left) && IsThereEnemy(left) && Board.UniquePiece(left) == Match.VulnerableEnPassant)
                    {
                        mat[left.Line + 1, left.Column] = true;
                    }
                    Position right = new Position(Position.Line, Position.Column + 1);
                    if (Board.IsPositionValid(right) && IsThereEnemy(right) && Board.UniquePiece(right) == Match.VulnerableEnPassant)
                    {
                        mat[right.Line + 1, right.Column] = true;
                    }
                }
            }
            return(mat);
        }
示例#4
0
 private bool Free(Position position)
 {
     return(Board.UniquePiece(position) == null);
 }
示例#5
0
        private bool IsThereEnemy(Position position)
        {
            Piece p = Board.UniquePiece(position);

            return(p != null && p.Color != Color);
        }
示例#6
0
        public override bool[,] PossibleMoviments()
        {
            bool[,] mat = new bool[Board.Lines, Board.Columns];

            Position pos = new Position(0, 0);

            // Up
            pos.DefineValues(Position.Line - 1, Position.Column);
            if (Board.IsPositionValid(pos) && CanMove(pos))
            {
                mat[pos.Line, pos.Column] = true;
            }

            // Up + Right
            pos.DefineValues(Position.Line - 1, Position.Column + 1);
            if (Board.IsPositionValid(pos) && CanMove(pos))
            {
                mat[pos.Line, pos.Column] = true;
            }

            // Right
            pos.DefineValues(Position.Line, Position.Column + 1);
            if (Board.IsPositionValid(pos) && CanMove(pos))
            {
                mat[pos.Line, pos.Column] = true;
            }

            // Right + Down
            pos.DefineValues(Position.Line + 1, Position.Column + 1);
            if (Board.IsPositionValid(pos) && CanMove(pos))
            {
                mat[pos.Line, pos.Column] = true;
            }

            // Down
            pos.DefineValues(Position.Line + 1, Position.Column);
            if (Board.IsPositionValid(pos) && CanMove(pos))
            {
                mat[pos.Line, pos.Column] = true;
            }

            // Down + Left
            pos.DefineValues(Position.Line + 1, Position.Column - 1);
            if (Board.IsPositionValid(pos) && CanMove(pos))
            {
                mat[pos.Line, pos.Column] = true;
            }

            // Left
            pos.DefineValues(Position.Line, Position.Column - 1);
            if (Board.IsPositionValid(pos) && CanMove(pos))
            {
                mat[pos.Line, pos.Column] = true;
            }

            // Left + Up
            pos.DefineValues(Position.Line - 1, Position.Column - 1);
            if (Board.IsPositionValid(pos) && CanMove(pos))
            {
                mat[pos.Line, pos.Column] = true;
            }

            // #SpecialPlay
            if (ManyMoves == 0 && !Match.Check)
            {
                // Castle Kingside - roque pequeno
                Position positionOfRook = new Position(Position.Line, Position.Column + 3);
                if (testRookToCastle(positionOfRook))
                {
                    Position p1 = new Position(Position.Line, Position.Column + 1);
                    Position p2 = new Position(Position.Line, Position.Column + 2);

                    if (Board.UniquePiece(p1) == null && Board.UniquePiece(p2) == null)
                    {
                        mat[Position.Line, Position.Column + 2] = true;
                    }
                    {
                    }
                }

                // Castle Queenside - roque grande
                Position positionOfRookQueenSide = new Position(Position.Line, Position.Column - 4);
                if (testRookToCastle(positionOfRookQueenSide))
                {
                    Position p1 = new Position(Position.Line, Position.Column - 1);
                    Position p2 = new Position(Position.Line, Position.Column - 2);
                    Position p3 = new Position(Position.Line, Position.Column - 3);

                    if (Board.UniquePiece(p1) == null && Board.UniquePiece(p2) == null && Board.UniquePiece(p3) == null)
                    {
                        mat[Position.Line, Position.Column - 2] = true;
                    }
                    {
                    }
                }
            }

            return(mat);
        }
示例#7
0
        private bool testRookToCastle(Position pos)
        {
            Piece p = Board.UniquePiece(pos);

            return(p != null && p is Rook && p.Color == Color && ManyMoves == 0);
        }