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📄 soldier.cs

📁 classic tsp analysis method with c++ !
💻 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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