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📄 chessman.cs

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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;
            }

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