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📄 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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