feat(重构): 重构棋盘和棋子的逻辑
- 重构了 ChessBoard 和 ChessPiece 类的逻辑 - 添加了新版本的 ChineseChess 库 - 删除了旧版本的 VirtualBoard 和 VirtualPiece 类 - 更新了相关的场景和脚本
This commit is contained in:
100
Scripts/Src/ChineseChess/CCBoard.cs
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100
Scripts/Src/ChineseChess/CCBoard.cs
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@ -0,0 +1,100 @@
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using System;
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using System.Collections;
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using static ChineseChess.ChessCore;
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using Vector2I = Vector.Vector2I;
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namespace ChineseChess;
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public class CCBoard : AbstractBoard
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{
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public event EventHandler<int> OnStepsChanged;
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private int steps = 0;
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public int Steps {
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get => steps;
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protected set {
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if (steps != value) {
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steps = value;
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OnStepsChanged?.Invoke(this, steps);
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}
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}
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}
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public CCBoard() : base(9, 10) {
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}
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public override void AddRecord(IPiece From, IPiece To, Vector2I FromPos, Vector2I ToPos) {
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base.AddRecord(From, To, FromPos, ToPos);
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Steps += 1;
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}
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public override void UndoRecord() {
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base.UndoRecord();
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if (Steps > 0) Steps -= 1;
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}
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public (ArrayList, ArrayList) InitGame() {
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Steps = 0;
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// ArrayList blackPart = InitOnePartPieces(TurnsSideType.Black, new[] {
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// new CCChariot(TurnsSideType.Black, "black chariot 0", 0, 0),
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// ("车", 0, 0), ("马", 1, 0), ("象", 2, 0),
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// ("士", 3, 0), ("将", 4, 0), ("士", 5, 0),
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// ("象", 6, 0), ("马", 7, 0), ("车", 8, 0),
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// ("炮", 1, 2), ("炮", 7, 2),
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// ("卒", 0, 3), ("卒", 2, 3), ("卒", 4, 3), ("卒", 6, 3), ("卒", 8, 3)
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// });
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// ArrayList redPart = InitOnePartPieces(TurnsSideType.Red, new[] {
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// ("车", 0, -0), ("马", 1, -0), ("象", 2, -0),
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// ("士", 3, -0), ("将", 4, -0), ("士", 5, -0),
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// ("象", 6, -0), ("马", 7, -0), ("车", 8, -0),
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// ("炮", 1, -2), ("炮", 7, -2),
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// ("卒", 0, -3), ("卒", 2, -3), ("卒", 4, -3), ("卒", 6, -3), ("卒", 8, -3)
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// });
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ArrayList blackPart = InitOnePartPieces(TurnsSideType.Black, new CCPiece[] {
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new CCChariot (this, TurnsSideType.Black, new Vector2I( 4, 0)), // 4,0
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new CCHorse (this, TurnsSideType.Black, new Vector2I( 3, 0)), // 3,0
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new CCElephant(this, TurnsSideType.Black, new Vector2I( 2, 0)), // 2,0
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new CCAdvisor (this, TurnsSideType.Black, new Vector2I( 1, 0)), // 1,0
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new CCGeneral (this, TurnsSideType.Black, new Vector2I( 0, 0)), // 0,0
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new CCAdvisor (this, TurnsSideType.Black, new Vector2I(-1, 0)), // -1,0
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new CCElephant(this, TurnsSideType.Black, new Vector2I(-2, 0)), // -2,0
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new CCHorse (this, TurnsSideType.Black, new Vector2I(-3, 0)), // -3,0
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new CCChariot (this, TurnsSideType.Black, new Vector2I(-4, 0)), // -4,0
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new CCCannon (this, TurnsSideType.Black, new Vector2I( 3, 2)), // 3,2
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new CCCannon (this, TurnsSideType.Black, new Vector2I(-3, 2)), // -3,2
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new CCPawn (this, TurnsSideType.Black, new Vector2I(-4, 3)), // -4,3
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new CCPawn (this, TurnsSideType.Black, new Vector2I(-2, 3)), // -2,3
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new CCPawn (this, TurnsSideType.Black, new Vector2I( 0, 3)), // 0,3
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new CCPawn (this, TurnsSideType.Black, new Vector2I( 2, 3)), // -4,3
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new CCPawn (this, TurnsSideType.Black, new Vector2I( 4, 3)) // 4,3
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});
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ArrayList redPart = InitOnePartPieces(TurnsSideType.Red, new CCPiece[] {
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new CCChariot (this, TurnsSideType.Red, new Vector2I( 4, 0)), // 4,0
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new CCHorse (this, TurnsSideType.Red, new Vector2I( 3, 0)), // 3,0
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new CCElephant(this, TurnsSideType.Red, new Vector2I( 2, 0)), // 2,0
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new CCAdvisor (this, TurnsSideType.Red, new Vector2I( 1, 0)), // 1,0
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new CCGeneral (this, TurnsSideType.Red, new Vector2I( 0, 0)), // 0,0
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new CCAdvisor (this, TurnsSideType.Red, new Vector2I(-1, 0)), // -1,0
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new CCElephant(this, TurnsSideType.Red, new Vector2I(-2, 0)), // -2,0
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new CCHorse (this, TurnsSideType.Red, new Vector2I(-3, 0)), // -3,0
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new CCChariot (this, TurnsSideType.Red, new Vector2I(-4, 0)), // -4,0
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new CCCannon (this, TurnsSideType.Red, new Vector2I( 3, 2)), // 3,2
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new CCCannon (this, TurnsSideType.Red, new Vector2I(-3, 2)), // -3,2
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new CCPawn (this, TurnsSideType.Red, new Vector2I(-4, 3)), // -4,3
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new CCPawn (this, TurnsSideType.Red, new Vector2I(-2, 3)), // -2,3
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new CCPawn (this, TurnsSideType.Red, new Vector2I( 0, 3)), // 0,3
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new CCPawn (this, TurnsSideType.Red, new Vector2I( 2, 3)), // 2,3
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new CCPawn (this, TurnsSideType.Red, new Vector2I( 4, 3)) // 4,3
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});
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return (blackPart, redPart);
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}
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private ArrayList InitOnePartPieces(TurnsSideType side, CCPiece[] pieces) {
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ArrayList list = new();
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foreach (var piece in pieces) {
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list.Add(piece);
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InsertPiece(piece, piece.Pos);
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}
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return list;
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}
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}
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107
Scripts/Src/ChineseChess/CCMain.cs
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107
Scripts/Src/ChineseChess/CCMain.cs
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@ -0,0 +1,107 @@
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using Vector2 = Vector.Vector2I;
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using System;
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using System.Collections;
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namespace ChineseChess;
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public class ChessCore {
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public enum Mode {
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SingleMode,
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MultiMode,
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DebugMode,
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};
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public enum TurnsSideType {
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Red,
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Black,
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};
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public enum PlayerSideType {
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Self,
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Opponent,
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Any,
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};
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private TurnsSideType sideType = TurnsSideType.Red;
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private readonly TurnsSideType selfSide;
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public readonly CCBoard board = new();
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private readonly Player playerSelf;
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private readonly Player playerOpponent;
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// public EventHandler<IBoard.MoveEventArgs> OnMove;
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public ChessCore(Mode mode, TurnsSideType selfSide) {
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this.selfSide = selfSide;
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playerSelf = new(board, Player.PlayerType.Human);
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playerOpponent = new(board, Player.PlayerType.Human);
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void func(object _self, IBoard.MoveEventArgs record) {
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// 防止 Undo 时 Selected Clear 出现 Null Pointer Exception
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playerSelf.SelectedClear();
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playerOpponent.SelectedClear();
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board.AddRecord(board.GetPiece(record.From), board.GetPiece(record.To),
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record.From, record.To);
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}
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playerSelf.OnMove += func;
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playerOpponent.OnMove += func;
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switch (mode) {
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case Mode.SingleMode:
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break;
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case Mode.MultiMode:
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break;
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default:
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case Mode.DebugMode:
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throw new NotImplementedException();
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}
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}
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public void Init() {
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(ArrayList blackPart, ArrayList redPart) = board.InitGame();
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if (selfSide == TurnsSideType.Red) {
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playerSelf.SetAllowedPieces(redPart);
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playerOpponent.SetAllowedPieces(blackPart);
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} else {
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playerSelf.SetAllowedPieces(blackPart);
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playerOpponent.SetAllowedPieces(redPart);
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}
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}
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public void OnPosClicked(Vector2 pos, PlayerSideType clickedSide = PlayerSideType.Any) {
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if (GetTurnsType() == selfSide) {
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playerSelf.CanMove = true;
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playerOpponent.CanMove = false;
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} else {
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playerSelf.CanMove = false;
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playerOpponent.CanMove = true;
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}
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switch (clickedSide) {
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case PlayerSideType.Any:
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playerSelf.HandleBoardPosClick(pos);
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playerOpponent.HandleBoardPosClick(pos);
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break;
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case PlayerSideType.Self:
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playerSelf.HandleBoardPosClick(pos);
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break;
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case PlayerSideType.Opponent:
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playerOpponent.HandleBoardPosClick(pos);
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break;
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}
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}
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public TurnsSideType GetTurnsType() {
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sideType = board.Steps % 2 == 0 ? TurnsSideType.Red : TurnsSideType.Black;
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return sideType;
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}
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public void Undo() {
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playerSelf.SelectedClear();
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playerOpponent.SelectedClear();
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board.UndoRecord();
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}
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public void ReInit() {
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playerSelf.SelectedClear();
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playerOpponent.SelectedClear();
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board.Clear(true);
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Init();
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}
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}
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81
Scripts/Src/ChineseChess/CCPiece.cs
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81
Scripts/Src/ChineseChess/CCPiece.cs
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@ -0,0 +1,81 @@
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namespace ChineseChess;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Vector;
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using static ChineseChess.ChessCore;
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public class CCPiece : AbstractPiece {
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public string CNName { get; protected set; }
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public TurnsSideType TurnsSide { get; }
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protected CCBoard board;
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protected Vector2I localPos = new();
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static readonly Trans2DI transRedGlobal2Local =
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new(new Vector2I(1, 0), new Vector2I(0, -1), new Vector2I(-4, 9));
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static readonly Trans2DI transBlackGlobal2Local =
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new(new Vector2I(-1, 0), new Vector2I(0, 1), new Vector2I(4, 0));
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public CCPiece(CCBoard board = null, TurnsSideType turnsSide = TurnsSideType.Red,
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string name = "", Vector2I pos = null) : base(name) {
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this.board = board;
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TurnsSide = turnsSide;
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OnPos += (sender, args) => {
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localPos = Global2Local(Pos);
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};
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Pos = pos != null ? Local2Global(pos) : Vector2I.Zero;
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}
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public override bool CanMove(Vector2I to) {
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return CanMoveAllPos().Any(item => item == to);
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}
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protected Vector2I Local2Global(in Vector2I pos) {
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return TurnsSide == TurnsSideType.Red ? (pos * transRedGlobal2Local) : (pos * transBlackGlobal2Local);
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}
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protected Vector2I Global2Local(in Vector2I pos) {
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return TurnsSide == TurnsSideType.Red ? (transRedGlobal2Local * pos) : (transBlackGlobal2Local * pos);
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}
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protected CCPiece GetCCPieceLocal(in Vector2I pos) {
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return (CCPiece)board.GetPiece(Local2Global(pos));
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}
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public virtual List<Vector2I> CanMoveAllPosSelf() {
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return new List<Vector2I>();
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}
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public IEnumerable<Vector2I> CanMoveAllPosLocal() {
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var self = CanMoveAllPosSelf().Select(item => item + localPos);// 转换局部坐标
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var ret = self.Where(item => {
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bool ret = GetCCPieceLocal(item) == null || GetCCPieceLocal(item).TurnsSide != TurnsSide;
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// Console.WriteLine($"{item} can move: {ret}");
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return ret;
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}); // 过滤无效位置
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// Console.WriteLine("localPos: {0}", localPos);
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// Console.WriteLine("CanMoveAllPosSelf: {0}", string.Join(",", self));
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// Console.WriteLine("CanMoveAllPosLocal: {0}", string.Join(",", ret));
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return ret;
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}
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public IEnumerable<Vector2I> CanMoveAllPos() {
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var ret = CanMoveAllPosLocal()
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.Select(item => Local2Global(item)); // 转换为全局坐标
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// Console.WriteLine("CanMoveAllPos: {0}", string.Join(",", ret));
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return ret;
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}
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protected bool IsPosOutOfRangeLocal(Vector2I pos) {
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return board.IsPosOutOfRange(Local2Global(pos));
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}
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protected CCPiece GetRecursivePieceLocal(Vector2I origin, Vector2I pos) {
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Vector2I with = origin + pos;
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while (!IsPosOutOfRangeLocal(with) && GetCCPieceLocal(with) == null) {
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with += pos;
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}
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return GetCCPieceLocal(with);
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}
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}
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@ -1,12 +1,13 @@
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using Vector2 = Godot.Vector2;
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using System;
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using System.Collections;
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using Vector2I = Vector.Vector2I;
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namespace ChineseChess;
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public class Player {
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private readonly VirtualBoard board;
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private readonly CCBoard board;
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private readonly SelectedPiece selectedNode;
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public EventHandler<VirtualBoard.MoveEventArgs> OnMove;
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public EventHandler<IBoard.MoveEventArgs> OnMove;
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public bool CanMove { get; set; } = true;
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public enum PlayerType {
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@ -14,16 +15,16 @@ public class Player {
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AI
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}
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public Player(VirtualBoard board, PlayerType type = PlayerType.Human)
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public Player(CCBoard board, PlayerType type = PlayerType.Human)
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{
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this.board = board;
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this.selectedNode = new SelectedPiece(board);
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}
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public void HandleBoardPosClick(Vector2 clickPos) {
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if (board.ArrPosOutOfRange(clickPos)) return;
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// GD.Print($"VirtualBoard {clickPos} clicked");
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VirtualPiece clickChess = board.GetPiece(clickPos);
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public void HandleBoardPosClick(Vector2I clickPos) {
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if (board.IsPosOutOfRange(clickPos)) return;
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// Console.WriteLine($"VirtualBoard {clickPos} clicked");
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IPiece clickChess = board.GetPiece(clickPos);
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if (!selectedNode.HasSelected()) {
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// Select piece
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@ -42,22 +43,23 @@ public class Player {
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}
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}
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public void MoveAndRecord(Vector2 toPos, Vector2 fromPos) {
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public void MoveAndRecord(Vector2I toPos, Vector2I fromPos) {
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// GD.Print($"{fromPos} move to {toPos}");
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VirtualPiece toChess = board.GetPiece(toPos);
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VirtualPiece fromChess = board.GetPiece(fromPos);
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fromChess?.Selected(false);
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IPiece toChess = board.GetPiece(toPos);
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IPiece fromChess = board.GetPiece(fromPos);
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if (fromChess != null) fromChess.IsSelected = false;
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// MUST BE THERE !!! 防止删除节点后在启动回调导致错误
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OnMove?.Invoke(this, new VirtualBoard.MoveEventArgs { From = fromPos, To = toPos });
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VirtualPiece NowNode;
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if (toChess != null) {
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NowNode = toChess;
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board.RemovePiece(toPos);
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} else {
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NowNode = toChess;
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selectedNode.Clear();
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if (!fromChess.CanMove(toPos)) {
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return;
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}
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// MUST BE THERE !!! 防止删除节点后在启动回调导致错误
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OnMove?.Invoke(this, new IBoard.MoveEventArgs { From = fromPos, To = toPos });
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if (toChess != null) {
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board.RemovePiece(toPos);
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}
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board.MovePiece(fromPos, toPos);
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selectedNode.Clear();
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@ -73,42 +75,43 @@ public class Player {
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private class SelectedPiece {
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// Called when the node enters the scene tree for the first time.
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private Vector2 selectedNodePos = Vector2.Inf;
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private VirtualPiece piece;
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private readonly VirtualBoard board;
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private Vector2I selectedNodePos = Vector2I.MaxValue;
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private IPiece piece;
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private readonly CCBoard board;
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public ArrayList allowedPieces = null;
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public SelectedPiece(VirtualBoard board) {
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public SelectedPiece(CCBoard board) {
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this.board = board;
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}
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public void Clear() {
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if (selectedNodePos != Vector2.Inf) {
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selectedNodePos = Vector2.Inf;
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piece.Selected(false);
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if (selectedNodePos != Vector2I.MaxValue) {
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selectedNodePos = Vector2I.MaxValue;
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piece.IsSelected = false;
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}
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// Console.WriteLine("SelectedPiece.Clear {0}", piece);
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}
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public void SetPos(Vector2 pos) {
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// piece = board.GetNodeFromBoard(pos) as VirtualPiece;
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public void SetPos(Vector2I pos) {
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piece = board.GetPiece(pos);
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if (allowedPieces != null && allowedPieces.Contains(piece) == false) {
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return;
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}
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selectedNodePos = pos;
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piece.Selected(true);
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piece.IsSelected = true;
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Console.WriteLine("SelectedPiece.SetPos {0}", piece);
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}
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public VirtualPiece GetPiece() {
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public IPiece GetPiece() {
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return piece;
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}
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public Vector2 GetPos() {
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public Vector2I GetPos() {
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return selectedNodePos;
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}
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public bool HasSelected() {
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return selectedNodePos != Vector2.Inf;
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return selectedNodePos != Vector2I.MaxValue;
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}
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}
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}
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246
Scripts/Src/ChineseChess/CCTypes.cs
Normal file
246
Scripts/Src/ChineseChess/CCTypes.cs
Normal file
@ -0,0 +1,246 @@
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using System.Collections.Generic;
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using static ChineseChess.ChessCore;
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using Vector2I = Vector.Vector2I;
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namespace ChineseChess;
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public class CCGeneral : CCPiece {
|
||||
public CCGeneral(CCBoard board, TurnsSideType turnsSide = TurnsSideType.Red, Vector2I pos = null)
|
||||
: base(board, turnsSide, name : "General", pos) {
|
||||
if (turnsSide == TurnsSideType.Red) {
|
||||
CNName = "帅";
|
||||
} else {
|
||||
CNName = "将";
|
||||
}
|
||||
}
|
||||
|
||||
public override List<Vector2I> CanMoveAllPosSelf() {
|
||||
List<Vector2I> list = new() {
|
||||
new(1, 0),
|
||||
new(-1, 0),
|
||||
new(0, 1),
|
||||
new(0, -1),
|
||||
};
|
||||
|
||||
// 移除不符合条件的元素
|
||||
list.RemoveAll(item =>
|
||||
localPos.X + item.X > 1 || localPos.X + item.X < -1 ||
|
||||
localPos.Y + item.Y > 2 || localPos.Y + item.Y < 0
|
||||
|| GetRecursivePieceLocal(localPos + item, new(0, 1)) is CCGeneral);
|
||||
return list;
|
||||
}
|
||||
}
|
||||
|
||||
public class CCAdvisor : CCPiece {
|
||||
public CCAdvisor(CCBoard board, TurnsSideType turnsSide = TurnsSideType.Red, Vector2I pos = null)
|
||||
: base(board, turnsSide, name : "Advisor", pos) {
|
||||
if (turnsSide == TurnsSideType.Red) {
|
||||
CNName = "仕";
|
||||
} else {
|
||||
CNName = "士";
|
||||
}
|
||||
}
|
||||
|
||||
public override List<Vector2I> CanMoveAllPosSelf() {
|
||||
List<Vector2I> list = new() {
|
||||
new(1, 1),
|
||||
new(-1, 1),
|
||||
new(1, -1),
|
||||
new(-1, -1),
|
||||
};
|
||||
|
||||
// 移除不符合条件的元素
|
||||
list.RemoveAll(item =>
|
||||
localPos.X + item.X > 1 || localPos.X + item.X < -1 ||
|
||||
localPos.Y + item.Y > 2 || localPos.Y + item.Y < 0);
|
||||
|
||||
return list;
|
||||
}
|
||||
}
|
||||
|
||||
public class CCElephant : CCPiece {
|
||||
public CCElephant(CCBoard board, TurnsSideType turnsSide = TurnsSideType.Red, Vector2I pos = null)
|
||||
: base(board, turnsSide, name : "Bishop", pos) {
|
||||
if (turnsSide == TurnsSideType.Red) {
|
||||
CNName = "相";
|
||||
} else {
|
||||
CNName = "象";
|
||||
}
|
||||
}
|
||||
|
||||
public override List<Vector2I> CanMoveAllPosSelf() {
|
||||
List<Vector2I> list = new() {
|
||||
new(2, 2),
|
||||
new(-2, 2),
|
||||
new(2, -2),
|
||||
new(-2, -2),
|
||||
};
|
||||
|
||||
list.RemoveAll(item => IsPosOutOfRangeLocal(localPos + item));
|
||||
// 移除不符合条件的元素
|
||||
list.RemoveAll(item => localPos.Y + item.Y < 0 || localPos.Y + item.Y > 4 ||
|
||||
GetCCPieceLocal(new(localPos.X + item.X / 2, localPos.Y + item.Y / 2)) is not null);
|
||||
|
||||
return list;
|
||||
}
|
||||
}
|
||||
|
||||
public class CCHorse : CCPiece {
|
||||
public CCHorse(CCBoard board, TurnsSideType turnsSide = TurnsSideType.Red, Vector2I pos = null)
|
||||
: base(board, turnsSide, name : "Horse", pos) {
|
||||
if (turnsSide == TurnsSideType.Red) {
|
||||
CNName = "馬";
|
||||
} else {
|
||||
CNName = "马";
|
||||
}
|
||||
}
|
||||
|
||||
public override List<Vector2I> CanMoveAllPosSelf() {
|
||||
List<Vector2I> list = new () {
|
||||
new Vector2I(1, 2),
|
||||
new Vector2I(1, -2),
|
||||
new Vector2I(2, 1),
|
||||
new Vector2I(2, -1),
|
||||
new Vector2I(-1, -2),
|
||||
new Vector2I(-1, 2),
|
||||
new Vector2I(-2, -1),
|
||||
new Vector2I(-2, 1),
|
||||
};
|
||||
|
||||
list.RemoveAll(item => IsPosOutOfRangeLocal(localPos + item));
|
||||
list.RemoveAll(item => {
|
||||
Vector2I pos = new(localPos);
|
||||
if (item.X == 2) {
|
||||
pos.X += 1;
|
||||
} else if (item.X == -2) {
|
||||
pos.X -= 1;
|
||||
} else if (item.Y == 2) {
|
||||
pos.Y += 1;
|
||||
} else if (item.Y == -2) {
|
||||
pos.Y -= 1;
|
||||
}
|
||||
return GetCCPieceLocal(pos) is not null;
|
||||
});
|
||||
return list;
|
||||
}
|
||||
}
|
||||
|
||||
public class CCChariot : CCPiece {
|
||||
public CCChariot(CCBoard board, TurnsSideType turnsSide = TurnsSideType.Red, Vector2I pos = null)
|
||||
: base(board, turnsSide, name : "Chariot", pos) {
|
||||
if (turnsSide == TurnsSideType.Red) {
|
||||
CNName = "車";
|
||||
} else {
|
||||
CNName = "车";
|
||||
}
|
||||
}
|
||||
|
||||
public override List<Vector2I> CanMoveAllPosSelf() {
|
||||
List<Vector2I> list = new ();
|
||||
|
||||
void func(Vector2I added) {
|
||||
Vector2I ptr = new(localPos);
|
||||
while (true) {
|
||||
ptr += added;
|
||||
if (IsPosOutOfRangeLocal(ptr)) {
|
||||
break;
|
||||
}
|
||||
if (GetCCPieceLocal(ptr) != null) {
|
||||
list.Add(ptr);
|
||||
break;
|
||||
}
|
||||
list.Add(ptr - localPos);
|
||||
}
|
||||
}
|
||||
|
||||
func(Vector2I.Up);
|
||||
func(Vector2I.Down);
|
||||
func(Vector2I.Left);
|
||||
func(Vector2I.Right);
|
||||
return list;
|
||||
}
|
||||
}
|
||||
|
||||
public class CCCannon : CCPiece {
|
||||
public CCCannon(CCBoard board, TurnsSideType turnsSide = TurnsSideType.Red, Vector2I pos = null)
|
||||
: base(board, turnsSide, name : "Cannon", pos) {
|
||||
if (turnsSide == TurnsSideType.Red) {
|
||||
CNName = "砲";
|
||||
} else {
|
||||
CNName = "炮";
|
||||
}
|
||||
}
|
||||
|
||||
public override List<Vector2I> CanMoveAllPosSelf() {
|
||||
List<Vector2I> list = new ();
|
||||
|
||||
void func(Vector2I added) {
|
||||
Vector2I ptr = new(localPos);
|
||||
bool flag = true;
|
||||
while (true) {
|
||||
ptr += added;
|
||||
if (IsPosOutOfRangeLocal(ptr)) {
|
||||
break;
|
||||
}
|
||||
if (GetCCPieceLocal(ptr) != null) {
|
||||
if (flag) {
|
||||
flag = false;
|
||||
} else {
|
||||
list.Add(ptr - localPos);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (flag) list.Add(ptr - localPos);
|
||||
}
|
||||
}
|
||||
|
||||
func(Vector2I.Up);
|
||||
func(Vector2I.Down);
|
||||
func(Vector2I.Left);
|
||||
func(Vector2I.Right);
|
||||
return list;
|
||||
}
|
||||
}
|
||||
|
||||
public class CCPawn : CCPiece {
|
||||
public CCPawn(CCBoard board, TurnsSideType turnsSide = TurnsSideType.Red, Vector2I pos = null)
|
||||
: base(board, turnsSide, name : "Pawn", pos) {
|
||||
if (turnsSide == TurnsSideType.Red) {
|
||||
CNName = "兵";
|
||||
} else {
|
||||
CNName = "卒";
|
||||
}
|
||||
}
|
||||
|
||||
public override List<Vector2I> CanMoveAllPosSelf() {
|
||||
List<Vector2I> list = new () {
|
||||
new(0, 1),
|
||||
new(1, 0),
|
||||
new(-1, 0),
|
||||
};
|
||||
|
||||
list.RemoveAll(item => IsPosOutOfRangeLocal(localPos + item));
|
||||
list.RemoveAll(item => localPos.Y <= 4 && item != new Vector2I(0, 1));
|
||||
return list;
|
||||
}
|
||||
}
|
||||
|
||||
// 帅/将 (General) - 代表双方的最高统帅。
|
||||
// 子类名:ChessGeneral
|
||||
|
||||
// 仕/士 (Advisor) - 保护帅/将的近身侍卫。
|
||||
// 子类名:ChessAdvisor
|
||||
|
||||
// 相/象 (Elephant) - 行动受限,走田字格,不能过河。
|
||||
// 子类名:ChessElephant
|
||||
|
||||
// 車/车 (Chariot) - 横竖移动,威力巨大。
|
||||
// 子类名:ChessChariot
|
||||
|
||||
// 馬/马 (Horse) - 走日字形,跳跃式移动。
|
||||
// 子类名:ChessHorse
|
||||
|
||||
// 砲/炮 (Cannon) - 需要隔子才能吃子,直线移动。
|
||||
// 子类名:ChessCannon
|
||||
|
||||
// 兵/卒 (Pawn) - 最基础的棋子,过河后可横移。
|
||||
// 子类名:ChessPawn
|
@ -1,20 +0,0 @@
|
||||
// 帅/将 (General) - 代表双方的最高统帅。
|
||||
// 子类名:ChessGeneral
|
||||
|
||||
// 仕/士 (Advisor) - 保护帅/将的近身侍卫。
|
||||
// 子类名:ChessAdvisor
|
||||
|
||||
// 相/象 (Elephant) - 行动受限,走田字格,不能过河。
|
||||
// 子类名:ChessElephant
|
||||
|
||||
// 車/车 (Chariot) - 横竖移动,威力巨大。
|
||||
// 子类名:ChessChariot
|
||||
|
||||
// 馬/马 (Horse) - 走日字形,跳跃式移动。
|
||||
// 子类名:ChessHorse
|
||||
|
||||
// 砲/炮 (Cannon) - 需要隔子才能吃子,直线移动。
|
||||
// 子类名:ChessCannon
|
||||
|
||||
// 兵/卒 (Pawn) - 最基础的棋子,过河后可横移。
|
||||
// 子类名:ChessPawn
|
@ -1,154 +0,0 @@
|
||||
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();
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user