Files
Shogi/Gameboard.ShogiUI.BoardState/Pieces/Bishop.cs

48 lines
1.5 KiB
C#

using PathFinding;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace Gameboard.ShogiUI.BoardState.Pieces
{
public class Bishop : Piece
{
private static readonly List<Path> MoveSet = new List<Path>(4)
{
new Path(Direction.UpLeft, Distance.MultiStep),
new Path(Direction.UpRight, Distance.MultiStep),
new Path(Direction.DownLeft, Distance.MultiStep),
new Path(Direction.DownRight, Distance.MultiStep)
};
private static readonly List<Path> PromotedMoveSet = new List<Path>(8)
{
new Path(Direction.Up),
new Path(Direction.Left),
new Path(Direction.Right),
new Path(Direction.Down),
new Path(Direction.UpLeft, Distance.MultiStep),
new Path(Direction.UpRight, Distance.MultiStep),
new Path(Direction.DownLeft, Distance.MultiStep),
new Path(Direction.DownRight, Distance.MultiStep)
};
public Bishop(WhichPlayer owner) : base(WhichPiece.Bishop, owner)
{
// TODO: If this strat works out, we can do away with the Direction class entirely.
PromotedMoveSet.AddRange(MoveSet);
}
public override Piece DeepClone()
{
var clone = new Bishop(Owner);
if (IsPromoted) clone.Promote();
return clone;
}
public override ICollection<Path> GetPaths()
{
var moveSet = IsPromoted ? PromotedMoveSet : MoveSet;
return Owner == WhichPlayer.Player1 ? moveSet : moveSet.Select(_ => new Path(Vector2.Negate(_.Direction), _.Distance)).ToList();
}
}
}