📄 soldier.cs
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using System;
namespace HRD.Core
{
public class Soldier : Chessman
{
public Soldier(Position position) : base(position)
{
}
#region Private Function
private bool CanMoveUp(BlankPosition _blankPosition)
{
if(_blankPosition.IsBlank(_position.x , _position.y - 1))
{
// 设置棋子新位置
_newPosition.x = _position.x;
_newPosition.y = _position.y - 1;
// 设置新的空白位置
if(_blankPosition.Pos1.x == _position.x && _blankPosition.Pos1.y == _position.y - 1)
ResetNewBlankPosition1(_blankPosition);
else
ResetNewBlankPosition2(_blankPosition);
return true;
}
return false;
}
private bool CanMoveDown(BlankPosition _blankPosition)
{
if(_blankPosition.IsBlank(_position.x , _position.y + 1))
{
// 设置棋子新位置
_newPosition.x = _position.x;
_newPosition.y = _position.y + 1;
// 设置新的空白位置
if(_blankPosition.Pos1.x == _position.x && _blankPosition.Pos1.y == _position.y + 1)
ResetNewBlankPosition1(_blankPosition);
else
ResetNewBlankPosition2(_blankPosition);
return true;
}
return false;
}
private bool CanMoveLeft(BlankPosition _blankPosition)
{
if(_blankPosition.IsBlank(_position.x - 1 , _position.y))
{
// 设置棋子新位置
_newPosition.x = _position.x - 1;
_newPosition.y = _position.y;
// 设置新的空白位置
if(_blankPosition.Pos1.x == _position.x - 1 && _blankPosition.Pos1.y == _position.y)
ResetNewBlankPosition1(_blankPosition);
else
ResetNewBlankPosition2(_blankPosition);
return true;
}
return false;
}
private bool CanMoveRight(BlankPosition _blankPosition)
{
if(_blankPosition.IsBlank(_position.x + 1 , _position.y))
{
// 设置棋子新位置
_newPosition.x = _position.x + 1;
_newPosition.y = _position.y;
// 设置新的空白位置
if(_blankPosition.Pos1.x == _position.x + 1 && _blankPosition.Pos1.y == _position.y)
ResetNewBlankPosition1(_blankPosition);
else
ResetNewBlankPosition2(_blankPosition);
return true;
}
return false;
}
private bool CanMoveUp2(BlankPosition _blankPosition)
{
if(_blankPosition.IsBlank(_position.x , _position.y - 1) && _blankPosition.IsBlank(_position.x , _position.y - 2))
{
// 设置棋子新位置
_newPosition.x = _position.x;
_newPosition.y = _position.y - 2;
// 设置新的空白位置
_newBlankPosition.Pos1 = _position;
_newBlankPosition.Pos2.x = _position.x;
_newBlankPosition.Pos2.y = _position.y - 1;
return true;
}
return false;
}
private bool CanMoveDown2(BlankPosition _blankPosition)
{
if(_blankPosition.IsBlank(_position.x , _position.y + 1) && _blankPosition.IsBlank(_position.x , _position.y + 2))
{
// 设置棋子新位置
_newPosition.x = _position.x;
_newPosition.y = _position.y + 2;
// 设置新的空白位置
_newBlankPosition.Pos1 = _position;
_newBlankPosition.Pos2.x = _position.x;
_newBlankPosition.Pos2.y = _position.y + 1;
return true;
}
return false;
}
private bool CanMoveLeft2(BlankPosition _blankPosition)
{
if(_blankPosition.IsBlank(_position.x - 1 , _position.y) && _blankPosition.IsBlank(_position.x - 2 , _position.y))
{
// 设置棋子新位置
_newPosition.x = _position.x - 2;
_newPosition.y = _position.y;
// 设置新的空白位置
_newBlankPosition.Pos1 = _position;
_newBlankPosition.Pos2.x = _position.x - 1;
_newBlankPosition.Pos2.y = _position.y;
return true;
}
return false;
}
private bool CanMoveRight2(BlankPosition _blankPosition)
{
if(_blankPosition.IsBlank(_position.x + 1 , _position.y) && _blankPosition.IsBlank(_position.x + 2 , _position.y))
{
// 设置棋子新位置
_newPosition.x = _position.x + 2;
_newPosition.y = _position.y;
// 设置新的空白位置
_newBlankPosition.Pos1 = _position;
_newBlankPosition.Pos2.x = _position.x + 1;
_newBlankPosition.Pos2.y = _position.y;
return true;
}
return false;
}
private void CanMoveTurning(BlankPosition _blankPosition, CallBackDelegate _callback)
{
if(CanMoveUp(_blankPosition))
{
// 上移回调
_callback(_newPosition, _newBlankPosition, MoveMethod.Up);
_newPosition.y = _position.y - 1;
if(_blankPosition.IsBlank(_position.x + 1 , _position.y - 1)) // 右上
{
_newPosition.x = _position.x + 1;
// 设置新的空白位置
_newBlankPosition.Pos1 = _position;
_newBlankPosition.Pos2.x = _position.x;
_newBlankPosition.Pos2.y = _position.y - 1;
// 右上回调
_callback(_newPosition, _newBlankPosition, MoveMethod.Turning);
return;
}
if( _blankPosition.IsBlank(_position.x - 1 , _position.y - 1)) // 左上
{
_newPosition.x = _position.x - 1;
// 设置新的空白位置
_newBlankPosition.Pos1 = _position;
_newBlankPosition.Pos2.x = _position.x;
_newBlankPosition.Pos2.y = _position.y - 1;
// 左上回调
_callback(_newPosition, _newBlankPosition, MoveMethod.Turning);
return;
}
}
if(CanMoveDown(_blankPosition))
{
// 下移回调
_callback(_newPosition, _newBlankPosition, MoveMethod.Down);
_newPosition.y = _position.y + 1;
if(_blankPosition.IsBlank(_position.x + 1 , _position.y + 1)) // 右下
{
_newPosition.x = _position.x + 1;
// 设置新的空白位置
_newBlankPosition.Pos1 = _position;
_newBlankPosition.Pos2.x = _position.x;
_newBlankPosition.Pos2.y = _position.y + 1;
// 右下回调
_callback(_newPosition, _newBlankPosition, MoveMethod.Turning);
return;
}
if(_blankPosition.IsBlank(_position.x - 1 , _position.y + 1)) // 左下
{
_newPosition.x = _position.x - 1;
// 设置新的空白位置
_newBlankPosition.Pos1 = _position;
_newBlankPosition.Pos2.x = _position.x;
_newBlankPosition.Pos2.y = _position.y + 1;
// 左下回调
_callback(_newPosition, _newBlankPosition, MoveMethod.Turning);
return;
}
}
if(CanMoveLeft(_blankPosition))
{
// 左回调
_callback(_newPosition, _newBlankPosition, MoveMethod.Left);
_newPosition.x = _position.x - 1;
if(_blankPosition.IsBlank(_position.x - 1 , _position.y - 1)) // 左上
{
_newPosition.y = _position.y - 1;
// 设置新的空白位置
_newBlankPosition.Pos1 = _position;
_newBlankPosition.Pos2.x = _position.x - 1;
_newBlankPosition.Pos2.y = _position.y;
// 左上回调
_callback(_newPosition, _newBlankPosition, MoveMethod.Turning);
return;
}
if(_blankPosition.IsBlank(_position.x - 1 , _position.y + 1)) // 左下
{
_newPosition.y = _position.y + 1;
// 设置新的空白位置
_newBlankPosition.Pos1 = _position;
_newBlankPosition.Pos2.x = _position.x - 1;
_newBlankPosition.Pos2.y = _position.y;
// 左下回调
_callback(_newPosition, _newBlankPosition, MoveMethod.Turning);
return;
}
}
if(CanMoveRight(_blankPosition))
{
// 右回调
_callback(_newPosition, _newBlankPosition, MoveMethod.Right);
_newPosition.x = _position.x + 1;
if(_blankPosition.IsBlank(_position.x + 1 , _position.y - 1)) // 右上
{
_newPosition.y = _position.y - 1;
// 设置新的空白位置
_newBlankPosition.Pos1 = _position;
_newBlankPosition.Pos2.x = _position.x + 1;
_newBlankPosition.Pos2.y = _position.y;
// 右上回调
_callback(_newPosition, _newBlankPosition, MoveMethod.Turning);
return;
}
if(_blankPosition.IsBlank(_position.x + 1 , _position.y + 1)) // 右下
{
_newPosition.y = _position.y + 1;
// 设置新的空白位置
_newBlankPosition.Pos1 = _position;
_newBlankPosition.Pos2.x = _position.x + 1;
_newBlankPosition.Pos2.y = _position.y;
// 右下回调
_callback(_newPosition, _newBlankPosition, MoveMethod.Turning);
return;
}
}
}
private void ResetNewBlankPosition1(BlankPosition _blankPosition)
{
_newBlankPosition.Pos1 = _position;
_newBlankPosition.Pos2 = _blankPosition.Pos2;
}
private void ResetNewBlankPosition2(BlankPosition _blankPosition)
{
_newBlankPosition.Pos1 = _blankPosition.Pos1;
_newBlankPosition.Pos2 = _position;
}
#endregion
public override ChessmanType chessmanType
{
get
{
return ChessmanType.Solider;
}
}
public override void CheckAvailableSteps(BlankPosition _blankPosition, CallBackDelegate _callback)
{
// 包括了拐角以及上下左右移动
CanMoveTurning(_blankPosition, _callback);
if(CanMoveUp2(_blankPosition))
_callback(_newPosition, _newBlankPosition, MoveMethod.Up2);
if(CanMoveDown2(_blankPosition))
_callback(_newPosition, _newBlankPosition, MoveMethod.Down2);
if(CanMoveLeft2(_blankPosition))
_callback(_newPosition, _newBlankPosition, MoveMethod.Left2);
if(CanMoveRight2(_blankPosition))
_callback(_newPosition, _newBlankPosition, MoveMethod.Right2);
return;
}
}
}
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