before deleting Rules
This commit is contained in:
39
Gameboard.ShogiUI.Rules/Pieces/Bishop.cs
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39
Gameboard.ShogiUI.Rules/Pieces/Bishop.cs
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class Bishop : Piece
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{
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private static readonly List<PathFinding.Move> Moves = new(4)
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{
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new PathFinding.Move(Direction.UpLeft, Distance.MultiStep),
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new PathFinding.Move(Direction.UpRight, Distance.MultiStep),
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new PathFinding.Move(Direction.DownLeft, Distance.MultiStep),
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new PathFinding.Move(Direction.DownRight, Distance.MultiStep)
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};
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private static readonly List<PathFinding.Move> PromotedMoves = new(8)
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{
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new PathFinding.Move(Direction.Up),
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new PathFinding.Move(Direction.Left),
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new PathFinding.Move(Direction.Right),
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new PathFinding.Move(Direction.Down),
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new PathFinding.Move(Direction.UpLeft, Distance.MultiStep),
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new PathFinding.Move(Direction.UpRight, Distance.MultiStep),
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new PathFinding.Move(Direction.DownLeft, Distance.MultiStep),
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new PathFinding.Move(Direction.DownRight, Distance.MultiStep)
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};
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public Bishop(WhichPlayer owner) : base(WhichPiece.Bishop, owner)
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{
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moveSet = new MoveSet(this, Moves);
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promotedMoveSet = new MoveSet(this, PromotedMoves);
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}
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public override Piece DeepClone()
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{
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var clone = new Bishop(Owner);
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if (IsPromoted) clone.Promote();
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return clone;
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}
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}
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}
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30
Gameboard.ShogiUI.Rules/Pieces/GoldGeneral.cs
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30
Gameboard.ShogiUI.Rules/Pieces/GoldGeneral.cs
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class GoldenGeneral : Piece
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{
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public static readonly List<PathFinding.Move> Moves = new(6)
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{
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new PathFinding.Move(Direction.Up),
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new PathFinding.Move(Direction.UpLeft),
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new PathFinding.Move(Direction.UpRight),
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new PathFinding.Move(Direction.Left),
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new PathFinding.Move(Direction.Right),
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new PathFinding.Move(Direction.Down)
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};
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public GoldenGeneral(WhichPlayer owner) : base(WhichPiece.GoldGeneral, owner)
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{
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moveSet = new MoveSet(this, Moves);
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promotedMoveSet = new MoveSet(this, Moves);
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}
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public override Piece DeepClone()
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{
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var clone = new GoldenGeneral(Owner);
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if (IsPromoted) clone.Promote();
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return clone;
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}
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}
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}
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32
Gameboard.ShogiUI.Rules/Pieces/King.cs
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32
Gameboard.ShogiUI.Rules/Pieces/King.cs
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class King : Piece
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{
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private static readonly List<PathFinding.Move> Moves = new(8)
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{
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new PathFinding.Move(Direction.Up),
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new PathFinding.Move(Direction.Left),
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new PathFinding.Move(Direction.Right),
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new PathFinding.Move(Direction.Down),
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new PathFinding.Move(Direction.UpLeft),
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new PathFinding.Move(Direction.UpRight),
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new PathFinding.Move(Direction.DownLeft),
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new PathFinding.Move(Direction.DownRight)
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};
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public King(WhichPlayer owner) : base(WhichPiece.King, owner)
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{
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moveSet = new MoveSet(this, Moves);
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promotedMoveSet = new MoveSet(this, Moves);
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}
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public override Piece DeepClone()
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{
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var clone = new King(Owner);
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if (IsPromoted) clone.Promote();
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return clone;
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}
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}
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}
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27
Gameboard.ShogiUI.Rules/Pieces/Knight.cs
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27
Gameboard.ShogiUI.Rules/Pieces/Knight.cs
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class Knight : Piece
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{
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private static readonly List<PathFinding.Move> Moves = new(2)
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{
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new PathFinding.Move(Direction.KnightLeft),
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new PathFinding.Move(Direction.KnightRight)
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};
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public Knight(WhichPlayer owner) : base(WhichPiece.Knight, owner)
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{
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moveSet = new MoveSet(this, Moves);
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promotedMoveSet = new MoveSet(this, GoldenGeneral.Moves);
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}
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public override Piece DeepClone()
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{
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var clone = new Knight(Owner);
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if (IsPromoted) clone.Promote();
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return clone;
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}
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}
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}
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26
Gameboard.ShogiUI.Rules/Pieces/Lance.cs
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26
Gameboard.ShogiUI.Rules/Pieces/Lance.cs
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class Lance : Piece
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{
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private static readonly List<PathFinding.Move> Moves = new(1)
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{
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new PathFinding.Move(Direction.Up, Distance.MultiStep),
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};
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public Lance(WhichPlayer owner) : base(WhichPiece.Lance, owner)
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{
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moveSet = new MoveSet(this, Moves);
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promotedMoveSet = new MoveSet(this, GoldenGeneral.Moves);
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}
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public override Piece DeepClone()
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{
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var clone = new Lance(Owner);
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if (IsPromoted) clone.Promote();
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return clone;
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}
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}
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}
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26
Gameboard.ShogiUI.Rules/Pieces/Pawn.cs
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26
Gameboard.ShogiUI.Rules/Pieces/Pawn.cs
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class Pawn : Piece
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{
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private static readonly List<PathFinding.Move> Moves = new(1)
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{
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new PathFinding.Move(Direction.Up)
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};
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public Pawn(WhichPlayer owner) : base(WhichPiece.Pawn, owner)
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{
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moveSet = new MoveSet(this, Moves);
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promotedMoveSet = new MoveSet(this, GoldenGeneral.Moves);
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}
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public override Piece DeepClone()
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{
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var clone = new Pawn(Owner);
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if (IsPromoted) clone.Promote();
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return clone;
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}
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}
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}
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47
Gameboard.ShogiUI.Rules/Pieces/Piece.cs
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47
Gameboard.ShogiUI.Rules/Pieces/Piece.cs
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using PathFinding;
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using System.Diagnostics;
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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[DebuggerDisplay("{WhichPiece} {Owner}")]
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public abstract class Piece : IPlanarElement
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{
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protected MoveSet promotedMoveSet;
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protected MoveSet moveSet;
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public MoveSet MoveSet => IsPromoted ? promotedMoveSet : moveSet;
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public abstract Piece DeepClone();
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public WhichPiece WhichPiece { get; }
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public WhichPlayer Owner { get; private set; }
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public bool IsPromoted { get; private set; }
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public bool IsUpsideDown => Owner == WhichPlayer.Player2;
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public Piece(WhichPiece piece, WhichPlayer owner)
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{
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WhichPiece = piece;
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Owner = owner;
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IsPromoted = false;
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}
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public bool CanPromote => !IsPromoted
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&& WhichPiece != WhichPiece.King
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&& WhichPiece != WhichPiece.GoldGeneral;
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public void ToggleOwnership()
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{
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Owner = Owner == WhichPlayer.Player1
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? WhichPlayer.Player2
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: WhichPlayer.Player1;
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}
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public void Promote() => IsPromoted = CanPromote;
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public void Demote() => IsPromoted = false;
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public void Capture()
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{
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ToggleOwnership();
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Demote();
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}
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}
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}
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39
Gameboard.ShogiUI.Rules/Pieces/Rook.cs
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39
Gameboard.ShogiUI.Rules/Pieces/Rook.cs
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class Rook : Piece
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{
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private static readonly List<PathFinding.Move> Moves = new(4)
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{
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new PathFinding.Move(Direction.Up, Distance.MultiStep),
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new PathFinding.Move(Direction.Left, Distance.MultiStep),
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new PathFinding.Move(Direction.Right, Distance.MultiStep),
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new PathFinding.Move(Direction.Down, Distance.MultiStep)
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};
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private static readonly List<PathFinding.Move> PromotedMoves = new(8)
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{
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new PathFinding.Move(Direction.Up, Distance.MultiStep),
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new PathFinding.Move(Direction.Left, Distance.MultiStep),
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new PathFinding.Move(Direction.Right, Distance.MultiStep),
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new PathFinding.Move(Direction.Down, Distance.MultiStep),
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new PathFinding.Move(Direction.UpLeft),
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new PathFinding.Move(Direction.UpRight),
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new PathFinding.Move(Direction.DownLeft),
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new PathFinding.Move(Direction.DownRight)
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};
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public Rook(WhichPlayer owner) : base(WhichPiece.Rook, owner)
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{
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moveSet = new MoveSet(this, Moves);
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promotedMoveSet = new MoveSet(this, PromotedMoves);
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}
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public override Piece DeepClone()
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{
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var clone = new Rook(Owner);
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if (IsPromoted) clone.Promote();
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return clone;
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}
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}
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}
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29
Gameboard.ShogiUI.Rules/Pieces/SilverGeneral.cs
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29
Gameboard.ShogiUI.Rules/Pieces/SilverGeneral.cs
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class SilverGeneral : Piece
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{
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private static readonly List<PathFinding.Move> Moves = new(4)
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{
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new PathFinding.Move(Direction.Up),
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new PathFinding.Move(Direction.UpLeft),
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new PathFinding.Move(Direction.UpRight),
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new PathFinding.Move(Direction.DownLeft),
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new PathFinding.Move(Direction.DownRight)
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};
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public SilverGeneral(WhichPlayer owner) : base(WhichPiece.SilverGeneral, owner)
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{
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moveSet = new MoveSet(this, Moves);
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promotedMoveSet = new MoveSet(this, GoldenGeneral.Moves);
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}
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public override Piece DeepClone()
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{
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var clone = new SilverGeneral(Owner);
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if (IsPromoted) clone.Promote();
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return clone;
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}
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}
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}
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