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Piece.cs
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using System;
using System.Collections.Generic;
using System.Text;
namespace ChessExample
{
public abstract class Piece
{
protected ChessLogic logic;
internal Cell position;
private PieceColor color;
internal List<Cell> moveList;
internal bool moveListGenerated;
internal bool alive;
public Cell Position
{
get
{
return position;
}
}
public PieceColor Color
{
get
{
return color;
}
}
public bool Alive
{
get
{
return alive;
}
}
public bool MyTurn
{
get
{
return logic.CurrentTurn == color;
}
}
public int MoveCount
{
get
{
return moveList.Count;
}
}
protected Piece(ChessLogic logic, PieceColor color) : this(logic, Cell.INVALID_CELL, color)
{
}
protected Piece(ChessLogic logic, Cell position, PieceColor color)
{
this.logic = logic;
this.position = Cell.INVALID_CELL;
this.color = color;
moveListGenerated = false;
moveList = new List<Cell>();
alive = false;
SetPosition(position);
}
internal abstract void GenerateMoveList(List<Cell> moveList, bool checkCheck);
private static readonly Cell[] EMPTY_MOVE_LIST = new Cell[] {};
protected void GenerateMoveList(bool checkCheck = true)
{
if (!moveListGenerated)
{
moveList.Clear();
GenerateMoveList(moveList, checkCheck);
moveListGenerated = true;
}
}
public Cell[] GetMoveList(bool checkMyTurn = true, bool checkCheck = true)
{
if (checkMyTurn && !MyTurn)
return EMPTY_MOVE_LIST;
GenerateMoveList(checkCheck);
return moveList.ToArray();
}
public bool IsEnemy(Piece other) => color != other.color;
internal virtual void UnsafeMove(Cell position)
{
if (SetPosition(position))
logic.captured = true;
logic.SwapColor();
}
public bool Move(Cell position)
{
if (!alive || !moveList.Contains(position))
return false;
logic.pawnWalkedTwoRows = false;
UnsafeMove(position);
if (!logic.captured && !logic.pawnMoved)
logic.movesToDraw--;
else
logic.movesToDraw = ChessLogic.MOVES_TO_DRAW;
if (logic.PawnToPromote == null)
logic.GenerateMoveList();
else
logic.SwapColor();
return true;
}
public bool IsAttacking(Cell position) =>
//GenerateMoveList();
moveList.Contains(position);
public bool IsAttacking(int row, int col) => IsAttacking(new Cell(row, col));
protected void CheckCheckAndAdd(List<Cell> moveList, Cell src, Cell dst, bool checkCheck)
{
if (logic.IsValidPosition(dst) && (checkCheck ? !logic.CheckCheck(src, dst) : true))
moveList.Add(dst);
}
internal void RemoveFromBoard()
{
if (alive)
{
alive = false;
position = Cell.INVALID_CELL;
logic.pieces[(int)color].Remove(this);
}
}
internal bool SetPosition(Cell position)
{
bool replaced = false;
if (this.position.Valid)
logic.board[this.position.Row, this.position.Col] = null;
this.position = position;
if (position.Valid)
{
Piece oldPiece = logic.GetPiece(position);
if (oldPiece != null)
{
replaced = true;
oldPiece.RemoveFromBoard();
}
logic.board[position.Row, position.Col] = this;
if (!alive)
{
alive = true;
logic.pieces[(int) color].Add(this);
}
}
else
RemoveFromBoard();
return replaced;
}
internal void SetPosition(int row, int col) => SetPosition(new Cell(row, col));
}
}