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📄 chessman.cs

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            return false;
        }

        private bool CanMoveUp2(BlankPosition _blankPosition)
        {
            if (_blankPosition.IsBlank(_position - 8) && _blankPosition.IsBlank(_position - 16))
            {
                // 设置棋子新位置
                _newPosition = _position - 16;

                // 设置新的空白位置
                _newBlankPosition.Pos1 = _position;
                _newBlankPosition.Pos2 = _position - 8;

                return true;
            }

            return false;
        }

        private bool CanMoveDown2(BlankPosition _blankPosition)
        {
            if (_blankPosition.IsBlank(_position + 8) && _blankPosition.IsBlank(_position + 16))
            {
                // 设置棋子新位置
                _newPosition = _position + 16;

                // 设置新的空白位置
                _newBlankPosition.Pos1 = _position;
                _newBlankPosition.Pos2 = _position + 8;

                return true;
            }

            return false;
        }

        private bool CanMoveLeft2(BlankPosition _blankPosition)
        {
            if (_blankPosition.IsBlank(_position - 1) && _blankPosition.IsBlank(_position - 2))
            {
                // 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 + 1) && _blankPosition.IsBlank(_position + 2))
            {
                // 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 void CanMoveTurning(BlankPosition _blankPosition, CallBackDelegate _callback)
        {
            if (CanMoveUp(_blankPosition))
            {
                // 上移回调
                _callback(_newPosition, _newBlankPosition, MoveMethod.Up);

                if (_blankPosition.IsBlank(_position - 7)) // 右上
                {
                    _newPosition = _position - 7;

                    // 设置新的空白位置
                    _newBlankPosition.Pos1 = _position;
                    _newBlankPosition.Pos2 = _position - 8;

                    // 右上回调
                    _callback(_newPosition, _newBlankPosition, MoveMethod.Turning);
                    return;
                }

                if (_blankPosition.IsBlank(_position - 9)) // 左上
                {
                    _newPosition = _position - 9;

                    // 设置新的空白位置
                    _newBlankPosition.Pos1 = _position;
                    _newBlankPosition.Pos2 = _position - 8;

                    // 左上回调
                    _callback(_newPosition, _newBlankPosition, MoveMethod.Turning);
                    return;
                }
            }

            if (CanMoveDown(_blankPosition))
            {
                // 下移回调
                _callback(_newPosition, _newBlankPosition, MoveMethod.Down);

                if (_blankPosition.IsBlank(_position + 9)) // 右下
                {
                    _newPosition = _position + 9;

                    // 设置新的空白位置
                    _newBlankPosition.Pos1 = _position;
                    _newBlankPosition.Pos2 = _position + 8;

                    // 右下回调
                    _callback(_newPosition, _newBlankPosition, MoveMethod.Turning);
                    return;
                }

                if (_blankPosition.IsBlank(_position + 7)) // 左下
                {
                    _newPosition = _position + 7;

                    // 设置新的空白位置
                    _newBlankPosition.Pos1 = _position;
                    _newBlankPosition.Pos2 = _position + 8;

                    // 左下回调
                    _callback(_newPosition, _newBlankPosition, MoveMethod.Turning);
                    return;
                }
            }

            if (CanMoveLeft(_blankPosition))
            {
                // 左回调
                _callback(_newPosition, _newBlankPosition, MoveMethod.Left);

                if (_blankPosition.IsBlank(_position - 9)) // 左上
                {
                    _newPosition = _position - 9;

                    // 设置新的空白位置
                    _newBlankPosition.Pos1 = _position;
                    _newBlankPosition.Pos2 = _position - 1;

                    // 左上回调
                    _callback(_newPosition, _newBlankPosition, MoveMethod.Turning);
                    return;
                }

                if (_blankPosition.IsBlank(_position + 7)) // 左下
                {
                    _newPosition = _position + 7;

                    // 设置新的空白位置
                    _newBlankPosition.Pos1 = _position;
                    _newBlankPosition.Pos2 = _position - 1;

                    // 左下回调
                    _callback(_newPosition, _newBlankPosition, MoveMethod.Turning);
                    return;
                }
            }

            if (CanMoveRight(_blankPosition))
            {
                // 右回调
                _callback(_newPosition, _newBlankPosition, MoveMethod.Right);

                if (_blankPosition.IsBlank(_position - 7))  // 右上
                {
                    _newPosition = _position - 7;

                    // 设置新的空白位置
                    _newBlankPosition.Pos1 = _position;
                    _newBlankPosition.Pos2 = _position + 1;

                    // 右上回调
                    _callback(_newPosition, _newBlankPosition, MoveMethod.Turning);
                    return;
                }

                if (_blankPosition.IsBlank(_position + 9))  // 右下
                {
                    _newPosition = _position + 9;

                    // 设置新的空白位置
                    _newBlankPosition.Pos1 = _position;
                    _newBlankPosition.Pos2 = _position + 1;

                    // 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;
        }
    }
    public class VChessman : Chessman
    {
        public VChessman(int x, int y)
            : base(x, y)
        {
        }

        #region Private Functions

        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)
                {
                    _newBlankPosition.Pos1 = _position + 8;
                    _newBlankPosition.Pos2 = _blankPosition.Pos2;
                }
                else
                {
                    _newBlankPosition.Pos1 = _blankPosition.Pos1;
                    _newBlankPosition.Pos2 = _position + 8;
                }

                return true;
            }

            return false;
        }

        private bool CanMoveDown(BlankPosition _blankPosition)
        {
            if (_blankPosition.IsBlank(_position + 16))
            {
                // 设置棋子新位置
                _newPosition = _position + 8;

                // 设置新的空白位置
                if (_blankPosition.Pos1 == _position + 16)
                {
                    _newBlankPosition.Pos1 = _position;
                    _newBlankPosition.Pos2 = _blankPosition.Pos2;
                }
                else
                {
                    _newBlankPosition.Pos1 = _blankPosition.Pos1;
                    _newBlankPosition.Pos2 = _position;
                }

                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;
                _newBlankPosition.Pos2 = _position + 8;

                return true;
            }

            return false;
        }

        private bool CanMoveRight(BlankPosition _blankPosition)
        {
            if (_blankPosition.IsBlank(_position + 1) && _blankPosition.IsBlank(_position + 9))
            {
                // 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;
        }

        private bool CanMoveUp2(BlankPosition _blankPosition)
        {
            if (_blankPosition.IsBlank(_position - 8) && _blankPosition.IsBlank(_position - 16))
            {
                // 设置棋子新位置
                _newPosition = _position - 16;

                // 设置新的空白位置
                _newBlankPosition.Pos1 = _position;
                _newBlankPosition.Pos2 = _position + 8;

                return true;
            }

            return false;
        }

        private bool CanMoveDown2(BlankPosition _blankPosition)
        {
            if (_blankPosition.IsBlank(_position + 16) && _blankPosition.IsBlank(_position + 24))
            {
                // 设置棋子新位置
                _newPosition = _position + 16;

                // 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.VChessman;
            }
        }

        public override void CheckAvailableSteps(BlankPosition _blankPosition, CallBackDelegate _callback)
        {
            if (CanMoveLeft(_blankPosition))
                _callback(_newPosition, _newBlankPosition, MoveMethod.Left);

            if (CanMoveRight(_blankPosition))
                _callback(_newPosition, _newBlankPosition, MoveMethod.Right);

            if (CanMoveUp(_blankPosition))
                _callback(_newPosition, _newBlankPosition, MoveMethod.Up);

            if (CanMoveDown(_blankPosition))
                _callback(_newPosition, _newBlankPosition, MoveMethod.Down);

            if (CanMoveUp2(_blankPosition))
                _callback(_newPosition, _newBlankPosition, MoveMethod.Up2);

            if (CanMoveDown2(_blankPosition))
                _callback(_newPosition, _newBlankPosition, MoveMethod.Down2);

            return;
        }
    }
}

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