feat(chinese-chess): 实现中国象棋核心逻辑和基本功能

- 抽象出 ChessCore 类,包含游戏初始化、行棋逻辑、悔棋等功能
- 重构 Player 类,优化行棋和记录逻辑
- 更新 ChessBoard 和 ChessPiece 类,适应新逻辑
- 移除冗余代码,提高代码可读性和可维护性
This commit is contained in:
ZZY
2024-11-07 20:48:08 +08:00
parent 6daf09b300
commit 8ee9732a6f
9 changed files with 225 additions and 121 deletions

View File

@ -0,0 +1,154 @@
using Vector2 = Godot.Vector2;
using System;
using System.Collections;
namespace ChineseChess;
class ChessCore {
public enum Mode {
SingleMode,
MultiMode,
DebugMode,
};
public enum TurnsSideType {
Red,
Black,
};
public enum PlayerSideType {
Self,
Opponent,
Any,
};
private TurnsSideType sideType = TurnsSideType.Red;
private readonly TurnsSideType selfSide;
public readonly VirtualBoard board = new(9, 10);
private readonly Player playerSelf;
private readonly Player playerOpponent;
private readonly MoveRecords<VirtualPiece> moveRecords;
public EventHandler<VirtualBoard.MoveEventArgs> OnMove;
public ChessCore(Mode mode, TurnsSideType selfSide) {
this.selfSide = selfSide;
playerSelf = new(board, Player.PlayerType.Human);
playerOpponent = new(board, Player.PlayerType.Human);
playerSelf.OnMove += (sender, args) => {
moveRecords.AddRecord(board.GetPiece(args.To), board.GetPiece(args.From),
args.To, args.From);
};
playerOpponent.OnMove += (sender, args) => {
moveRecords.AddRecord(board.GetPiece(args.To), board.GetPiece(args.From),
args.To, args.From);
};
moveRecords = new MoveRecords<VirtualPiece>(
onAddRecordCallback: (newNode, oldNode, newPos, oldPos) => {
playerSelf.SelectedClear();
playerOpponent.SelectedClear();
},
onUndoRecordCallback: (newNode, oldNode, newPos, oldPos) => {
// GD.Print("Undo: ", newNode, "->", oldNode, ":", newPos, "->", oldPos);
VirtualPiece newPiece = newNode;
VirtualPiece oldPiece = oldNode;
board.MovePiece(newPos, oldPos);
if (newPiece != null) {
board.InsertPiece(newPiece, newPos);
}
});
switch (mode) {
case Mode.SingleMode:
break;
case Mode.MultiMode:
break;
default:
case Mode.DebugMode:
throw new NotImplementedException();
}
}
public void InitGame() {
ArrayList blackPart = InitOnePartPieces(TurnsSideType.Black, new[] {
("车", 0, 0), ("马", 1, 0), ("象", 2, 0),
("士", 3, 0), ("将", 4, 0), ("士", 5, 0),
("象", 6, 0), ("马", 7, 0), ("车", 8, 0),
("炮", 1, 2), ("炮", 7, 2),
("卒", 0, 3), ("卒", 2, 3), ("卒", 4, 3), ("卒", 6, 3), ("卒", 8, 3)
});
ArrayList redPart = InitOnePartPieces(TurnsSideType.Red, new[] {
("车", 0, -0), ("马", 1, -0), ("象", 2, -0),
("士", 3, -0), ("将", 4, -0), ("士", 5, -0),
("象", 6, -0), ("马", 7, -0), ("车", 8, -0),
("炮", 1, -2), ("炮", 7, -2),
("卒", 0, -3), ("卒", 2, -3), ("卒", 4, -3), ("卒", 6, -3), ("卒", 8, -3)
});
if (selfSide == TurnsSideType.Red) {
playerSelf.SetAllowedPieces(redPart);
playerOpponent.SetAllowedPieces(blackPart);
} else {
playerSelf.SetAllowedPieces(blackPart);
playerOpponent.SetAllowedPieces(redPart);
}
}
private ArrayList InitOnePartPieces(TurnsSideType side, (string label, int x, int y)[] positions) {
ArrayList list = new();
foreach (var (label, x, y) in positions) {
// FIXME: use a better way to initialize pieces
Vector2 pos = new(x, y + (TurnsSideType.Red == side ? 9 : 0));
VirtualPiece piece = new(label, pos);
list.Add(piece);
board.InsertPiece(piece, pos);
}
return list;
}
public void OnPosClicked(Vector2 pos, PlayerSideType clickedSide = PlayerSideType.Any) {
if (sideType == selfSide) {
playerSelf.CanMove = true;
playerOpponent.CanMove = false;
} else {
playerSelf.CanMove = false;
playerOpponent.CanMove = true;
}
switch (clickedSide) {
case PlayerSideType.Any:
playerSelf.HandleBoardPosClick(pos);
playerOpponent.HandleBoardPosClick(pos);
break;
case PlayerSideType.Self:
playerSelf.HandleBoardPosClick(pos);
break;
case PlayerSideType.Opponent:
playerOpponent.HandleBoardPosClick(pos);
break;
}
sideType = moveRecords.Count() % 2 == 0 ? TurnsSideType.Red : TurnsSideType.Black;
}
public TurnsSideType GetTurnsType() {
sideType = moveRecords.Count() % 2 == 0 ? TurnsSideType.Red : TurnsSideType.Black;
return sideType;
}
public void Undo() {
playerSelf.SelectedClear();
playerOpponent.SelectedClear();
moveRecords.Undo();
}
public void ReInit() {
playerSelf.SelectedClear();
playerOpponent.SelectedClear();
moveRecords.Clear();
board.Clear();
InitGame();
}
}

View File

@ -5,9 +5,9 @@ using System.Collections;
public class Player {
private readonly VirtualBoard board;
private readonly SelectedPiece selectedNode;
private readonly MoveRecords<VirtualPiece> moveRecords;
public EventHandler<VirtualBoard.MoveEventArgs> OnMove;
public EventHandler<VirtualBoard.MoveEventArgs> OnMove;
public bool CanMove { get; set; } = true;
public enum PlayerType {
Human,
@ -18,15 +18,6 @@ public class Player {
{
this.board = board;
this.selectedNode = new SelectedPiece(board);
this.moveRecords = new MoveRecords<VirtualPiece>(onUndoRecordCallback: (newNode, oldNode, newPos, oldPos) => {
// GD.Print("Undo: ", newNode, "->", oldNode, ":", newPos, "->", oldPos);
VirtualPiece newPiece = newNode;
VirtualPiece oldPiece = oldNode;
this.board.MovePiece(newPos, oldPos);
if (newPiece != null) {
this.board.InsertPiece(newPiece, newPos);
}
});
}
public void HandleBoardPosClick(Vector2 clickPos) {
@ -47,7 +38,7 @@ public class Player {
} else {
// Move piece
// GD.Print("default MoveFunc Move: ", selectedNode.GetPos(), "->", clickPos);
MoveAndRecord(clickPos, selectedNode.GetPos());
if (CanMove) MoveAndRecord(clickPos, selectedNode.GetPos());
}
}
@ -56,6 +47,9 @@ public class Player {
VirtualPiece toChess = board.GetPiece(toPos);
VirtualPiece fromChess = board.GetPiece(fromPos);
fromChess?.Selected(false);
// MUST BE THERE !!! 防止删除节点后在启动回调导致错误
OnMove?.Invoke(this, new VirtualBoard.MoveEventArgs { From = fromPos, To = toPos });
VirtualPiece NowNode;
if (toChess != null) {
@ -64,26 +58,13 @@ public class Player {
} else {
NowNode = toChess;
}
moveRecords.AddRecord(NowNode, fromChess, toPos, fromPos);
OnMove?.Invoke(this, new VirtualBoard.MoveEventArgs { From = fromPos, To = toPos });
board.MovePiece(fromPos, toPos);
selectedNode.Clear();
}
public void Undo() {
// ChessPiece selected = selectedNode.GetPiece();
// selected?.DeSelected();
public void SelectedClear() {
selectedNode.Clear();
moveRecords.Undo();
}
public void ReInit() {
moveRecords.Clear();
board.Clear();
selectedNode.Clear();
// board.InitChessBoard();
}
public void SetAllowedPieces(ArrayList allowedPieces) {

View File

@ -55,10 +55,9 @@ public class VirtualBoard {
if (GetPiece(arrayPos) != null) {
return false;
}
OnInsert?.Invoke(this, piece);
SetPiecePos(piece, arrayPos);
SetPiecePos(piece, arrayPos);
return true;
}
@ -74,7 +73,6 @@ public class VirtualBoard {
OnMove?.Invoke(this, new MoveEventArgs { From = from, To = to });
SetPiecePos(SetPiecePos(null, from), to);
return true;
}

View File

@ -4,7 +4,7 @@ using System;
public class VirtualPiece {
private Vector2 pos; // 注意这个坐标的非像素坐标而是棋盘坐标
private readonly string name;
public readonly string name;
private bool isSelected;
public object data;