📄 chessman.cs
字号:
using System;
namespace HRD.Core
{
public abstract class Chessman
{
protected int _position;
protected int _newPosition = -1;
protected BlankPosition _newBlankPosition = new BlankPosition();
// 构造函数
public Chessman(int x, int y)
{
this._position = y * 4 * 2 + x;
}
#region Property
public int position
{
get
{
return _position;
}
set
{
this._position = value;
}
}
public int newPosition
{
get
{
return this._newPosition;
}
}
public BlankPosition newBlankPosition
{
get
{
return _newBlankPosition;
}
}
#endregion
public virtual ChessmanType chessmanType
{
get
{
return ChessmanType.Blank;
}
}
public abstract void CheckAvailableSteps(BlankPosition _blankPosition, CallBackDelegate _callback);
}
public class General : Chessman
{
public General(int x, int y)
: base(x, y)
{
}
#region Private Functions
private bool CanMoveUp(BlankPosition _blankPosition)
{
if (_blankPosition.IsBlank(_position - 8) && _blankPosition.IsBlank(_position - 7))
{
// 设置棋子新位置
_newPosition = _position - 8;
// 设置新的空白位置
_newBlankPosition.Pos1 = _position + 8;
_newBlankPosition.Pos2 = _position + 9;
return true;
}
return false;
}
private bool CanMoveDown(BlankPosition _blankPosition)
{
if (_blankPosition.IsBlank(_position + 16) && _blankPosition.IsBlank(_position + 17))
{
// 设置棋子新位置
_newPosition = _position + 8;
// 设置新的空白位置
_newBlankPosition.Pos1 = _position;
_newBlankPosition.Pos2 = _position + 1;
return true;
}
return false;
}
private bool CanMoveLeft(BlankPosition _blankPosition)
{
if (_blankPosition.IsBlank(_position - 1) && _blankPosition.IsBlank(_position + 7))
{
// 设置棋子新位置
_newPosition = _position - 1;
// 设置新的空白位置
_newBlankPosition.Pos1 = _position + 1;
_newBlankPosition.Pos2 = _position + 9;
return true;
}
return false;
}
private bool CanMoveRight(BlankPosition _blankPosition)
{
if (_blankPosition.IsBlank(_position + 2) && _blankPosition.IsBlank(_position + 10))
{
// 设置棋子新位置
_newPosition = _position + 1;
// 设置新的空白位置
_newBlankPosition.Pos1 = _position;
_newBlankPosition.Pos2 = _position + 8;
return true;
}
return false;
}
#endregion
public override ChessmanType chessmanType
{
get
{
return ChessmanType.General;
}
}
public override void CheckAvailableSteps(BlankPosition _blankPosition, CallBackDelegate _callback)
{
if (CanMoveUp(_blankPosition))
_callback(_newPosition, _newBlankPosition, MoveMethod.Up);
if (CanMoveDown(_blankPosition))
_callback(_newPosition, _newBlankPosition, MoveMethod.Down);
if (CanMoveLeft(_blankPosition))
_callback(_newPosition, _newBlankPosition, MoveMethod.Left);
if (CanMoveRight(_blankPosition))
_callback(_newPosition, _newBlankPosition, MoveMethod.Right);
return;
}
}
public class HChessman : Chessman
{
public HChessman(int x, int y)
: base(x, y)
{
}
#region Private Functions
private bool CanMoveUp(BlankPosition _blankPosition)
{
if (_blankPosition.IsBlank(_position - 8) && _blankPosition.IsBlank(_position - 7))
{
// 设置棋子新位置
_newPosition = _position - 8;
// 设置新的空白位置
_newBlankPosition.Pos1 = _position;
_newBlankPosition.Pos2 = _position + 1;
return true;
}
return false;
}
private bool CanMoveDown(BlankPosition _blankPosition)
{
if (_blankPosition.IsBlank(_position + 8) && _blankPosition.IsBlank(_position + 9))
{
// 设置棋子新位置
_newPosition = _position + 8;
// 设置新的空白位置
_newBlankPosition.Pos1 = _position;
_newBlankPosition.Pos2 = _position + 1;
return true;
}
return false;
}
private bool CanMoveLeft(BlankPosition _blankPosition)
{
if (_blankPosition.IsBlank(_position - 1))
{
// 设置棋子新位置
_newPosition = _position - 1;
// 设置新的空白位置
if (_blankPosition.Pos1 == _position - 1)
{
_newBlankPosition.Pos1 = _position + 1;
_newBlankPosition.Pos2 = _blankPosition.Pos2;
}
else
{
_newBlankPosition.Pos1 = _blankPosition.Pos1;
_newBlankPosition.Pos2 = _position + 1;
}
return true;
}
return false;
}
private bool CanMoveRight(BlankPosition _blankPosition)
{
if (_blankPosition.IsBlank(_position + 2))
{
// 设置棋子新位置
_newPosition = _position + 1;
// 设置新的空白位置
if (_blankPosition.Pos1 == _position + 2)
{
_newBlankPosition.Pos1 = _position;
_newBlankPosition.Pos2 = _blankPosition.Pos2;
}
else
{
_newBlankPosition.Pos1 = _blankPosition.Pos1;
_newBlankPosition.Pos2 = _position;
}
return true;
}
return false;
}
private bool CanMoveLeft2(BlankPosition _blankPosition)
{
if (_blankPosition.IsBlank(_position - 2) && _blankPosition.IsBlank(_position - 1))
{
// 设置棋子新位置
_newPosition = _position - 2;
// 设置新的空白位置
_newBlankPosition.Pos1 = _position;
_newBlankPosition.Pos2 = _position + 1;
return true;
}
return false;
}
private bool CanMoveRight2(BlankPosition _blankPosition)
{
if (_blankPosition.IsBlank(_position + 2) && _blankPosition.IsBlank(_position + 3))
{
// 设置棋子新位置
_newPosition = _position + 2;
// 设置新的空白位置
_newBlankPosition.Pos1 = _position;
_newBlankPosition.Pos2 = _position + 1;
return true;
}
return false;
}
#endregion
public override ChessmanType chessmanType
{
get
{
return ChessmanType.HChessman;
}
}
public override void CheckAvailableSteps(BlankPosition _blankPosition, CallBackDelegate _callback)
{
if (CanMoveUp(_blankPosition))
_callback(_newPosition, _newBlankPosition, MoveMethod.Up);
if (CanMoveDown(_blankPosition))
_callback(_newPosition, _newBlankPosition, MoveMethod.Down);
if (CanMoveLeft(_blankPosition))
_callback(_newPosition, _newBlankPosition, MoveMethod.Left);
if (CanMoveRight(_blankPosition))
_callback(_newPosition, _newBlankPosition, MoveMethod.Right);
if (CanMoveLeft2(_blankPosition))
_callback(_newPosition, _newBlankPosition, MoveMethod.Left2);
if (CanMoveRight2(_blankPosition))
_callback(_newPosition, _newBlankPosition, MoveMethod.Right2);
return;
}
}
public class Soldier : Chessman
{
public Soldier(int x, int y)
: base(x, y)
{
}
#region Private Function
private bool CanMoveUp(BlankPosition _blankPosition)
{
if (_blankPosition.IsBlank(_position - 8))
{
// 设置棋子新位置
_newPosition = _position - 8;
// 设置新的空白位置
if (_blankPosition.Pos1 == _position - 8)
ResetNewBlankPosition1(_blankPosition);
else
ResetNewBlankPosition2(_blankPosition);
return true;
}
return false;
}
private bool CanMoveDown(BlankPosition _blankPosition)
{
if (_blankPosition.IsBlank(_position + 8))
{
// 设置棋子新位置
_newPosition = _position + 8;
// 设置新的空白位置
if (_blankPosition.Pos1 == _position + 8)
ResetNewBlankPosition1(_blankPosition);
else
ResetNewBlankPosition2(_blankPosition);
return true;
}
return false;
}
private bool CanMoveLeft(BlankPosition _blankPosition)
{
if (_blankPosition.IsBlank(_position - 1))
{
// 设置棋子新位置
_newPosition = _position - 1;
// 设置新的空白位置
if (_blankPosition.Pos1 == _position - 1)
ResetNewBlankPosition1(_blankPosition);
else
ResetNewBlankPosition2(_blankPosition);
return true;
}
return false;
}
private bool CanMoveRight(BlankPosition _blankPosition)
{
if (_blankPosition.IsBlank(_position + 1))
{
// 设置棋子新位置
_newPosition = _position + 1;
// 设置新的空白位置
if (_blankPosition.Pos1 == _position + 1)
ResetNewBlankPosition1(_blankPosition);
else
ResetNewBlankPosition2(_blankPosition);
return true;
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -