📄 vchessman.cs
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using System;
namespace HRD.Core
{
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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