refactor(重构): 重构了事件驱动的代码体系,使用全新命名和版本,以及测试套件的初试

- 移除了.csproj文件
- 更新了.gitignore,添加了.editorconfig
- 重构了IBoard和IPiece接口,引入了新的事件处理机制
- 优化了CCBoard、CCPiece等类的实现,使用新的事件驱动模型
- 删除了冗余代码,提高了代码的可读性和可维护性
This commit is contained in:
ZZY
2024-11-24 15:42:30 +08:00
parent 327c2df94d
commit e16f76e11f
18 changed files with 416 additions and 274 deletions

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@ -1,24 +1,29 @@
using System;
using System.Collections;
using static ChineseChess.ChessCore;
using Vector2I = Vector.Vector2I;
namespace ChineseChess;
public class CCBoard : AbstractBoard
{
public event EventHandler<int>? OnStepsChanged;
public interface ICCBoardOn : IBoard.IBoardOn {
void OnSteps(object self, int oldSteps) {}
}
public class CCBoard(ICCBoardOn? on = null) : AbstractBoard(9, 10, on: on) {
private int steps = 0;
protected new ICCBoardOn? on = on;
// public virtual IPieceOn? On { get => on; set => on = value; }
public new ICCBoardOn? On { get => on; set {
on = value; base.on = value;} }
public int Steps {
get => steps;
protected set {
if (steps != value) {
var oldSteps = steps;
steps = value;
OnStepsChanged?.Invoke(this, steps);
on?.OnSteps(this, oldSteps);
}
}
}
public CCBoard() : base(9, 10) {
}
public override void AddRecord(IPiece? From, IPiece? To, Vector2I FromPos, Vector2I ToPos) {
base.AddRecord(From, To, FromPos, ToPos);
@ -32,65 +37,49 @@ public class CCBoard : AbstractBoard
public (ArrayList, ArrayList) InitGame() {
Steps = 0;
// ArrayList blackPart = InitOnePartPieces(TurnsSideType.Black, new[] {
// new CCChariot(TurnsSideType.Black, "black chariot 0", 0, 0),
// ("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 blackPart = InitOnePartPieces(TurnsSideType.Black, [
new CCChariot (this, TurnsSideType.Black, new Vector2I( 4, 0)),
new CCHorse (this, TurnsSideType.Black, new Vector2I( 3, 0)),
new CCElephant(this, TurnsSideType.Black, new Vector2I( 2, 0)),
new CCAdvisor (this, TurnsSideType.Black, new Vector2I( 1, 0)),
new CCGeneral (this, TurnsSideType.Black, new Vector2I( 0, 0)),
new CCAdvisor (this, TurnsSideType.Black, new Vector2I(-1, 0)),
new CCElephant(this, TurnsSideType.Black, new Vector2I(-2, 0)),
new CCHorse (this, TurnsSideType.Black, new Vector2I(-3, 0)),
new CCChariot (this, TurnsSideType.Black, new Vector2I(-4, 0)),
new CCCannon (this, TurnsSideType.Black, new Vector2I( 3, 2)),
new CCCannon (this, TurnsSideType.Black, new Vector2I(-3, 2)),
new CCPawn (this, TurnsSideType.Black, new Vector2I(-4, 3)),
new CCPawn (this, TurnsSideType.Black, new Vector2I(-2, 3)),
new CCPawn (this, TurnsSideType.Black, new Vector2I( 0, 3)),
new CCPawn (this, TurnsSideType.Black, new Vector2I( 2, 3)),
new CCPawn (this, TurnsSideType.Black, new Vector2I( 4, 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)
// });
ArrayList blackPart = InitOnePartPieces(TurnsSideType.Black, new CCPiece[] {
new CCChariot (this, TurnsSideType.Black, new Vector2I( 4, 0)), // 4,0
new CCHorse (this, TurnsSideType.Black, new Vector2I( 3, 0)), // 3,0
new CCElephant(this, TurnsSideType.Black, new Vector2I( 2, 0)), // 2,0
new CCAdvisor (this, TurnsSideType.Black, new Vector2I( 1, 0)), // 1,0
new CCGeneral (this, TurnsSideType.Black, new Vector2I( 0, 0)), // 0,0
new CCAdvisor (this, TurnsSideType.Black, new Vector2I(-1, 0)), // -1,0
new CCElephant(this, TurnsSideType.Black, new Vector2I(-2, 0)), // -2,0
new CCHorse (this, TurnsSideType.Black, new Vector2I(-3, 0)), // -3,0
new CCChariot (this, TurnsSideType.Black, new Vector2I(-4, 0)), // -4,0
new CCCannon (this, TurnsSideType.Black, new Vector2I( 3, 2)), // 3,2
new CCCannon (this, TurnsSideType.Black, new Vector2I(-3, 2)), // -3,2
new CCPawn (this, TurnsSideType.Black, new Vector2I(-4, 3)), // -4,3
new CCPawn (this, TurnsSideType.Black, new Vector2I(-2, 3)), // -2,3
new CCPawn (this, TurnsSideType.Black, new Vector2I( 0, 3)), // 0,3
new CCPawn (this, TurnsSideType.Black, new Vector2I( 2, 3)), // -4,3
new CCPawn (this, TurnsSideType.Black, new Vector2I( 4, 3)) // 4,3
});
ArrayList redPart = InitOnePartPieces(TurnsSideType.Red, new CCPiece[] {
new CCChariot (this, TurnsSideType.Red, new Vector2I( 4, 0)), // 4,0
new CCHorse (this, TurnsSideType.Red, new Vector2I( 3, 0)), // 3,0
new CCElephant(this, TurnsSideType.Red, new Vector2I( 2, 0)), // 2,0
new CCAdvisor (this, TurnsSideType.Red, new Vector2I( 1, 0)), // 1,0
new CCGeneral (this, TurnsSideType.Red, new Vector2I( 0, 0)), // 0,0
new CCAdvisor (this, TurnsSideType.Red, new Vector2I(-1, 0)), // -1,0
new CCElephant(this, TurnsSideType.Red, new Vector2I(-2, 0)), // -2,0
new CCHorse (this, TurnsSideType.Red, new Vector2I(-3, 0)), // -3,0
new CCChariot (this, TurnsSideType.Red, new Vector2I(-4, 0)), // -4,0
new CCCannon (this, TurnsSideType.Red, new Vector2I( 3, 2)), // 3,2
new CCCannon (this, TurnsSideType.Red, new Vector2I(-3, 2)), // -3,2
new CCPawn (this, TurnsSideType.Red, new Vector2I(-4, 3)), // -4,3
new CCPawn (this, TurnsSideType.Red, new Vector2I(-2, 3)), // -2,3
new CCPawn (this, TurnsSideType.Red, new Vector2I( 0, 3)), // 0,3
new CCPawn (this, TurnsSideType.Red, new Vector2I( 2, 3)), // 2,3
new CCPawn (this, TurnsSideType.Red, new Vector2I( 4, 3)) // 4,3
});
ArrayList redPart = InitOnePartPieces(TurnsSideType.Red, [
new CCChariot (this, TurnsSideType.Red, new Vector2I( 4, 0)),
new CCHorse (this, TurnsSideType.Red, new Vector2I( 3, 0)),
new CCElephant(this, TurnsSideType.Red, new Vector2I( 2, 0)),
new CCAdvisor (this, TurnsSideType.Red, new Vector2I( 1, 0)),
new CCGeneral (this, TurnsSideType.Red, new Vector2I( 0, 0)),
new CCAdvisor (this, TurnsSideType.Red, new Vector2I(-1, 0)),
new CCElephant(this, TurnsSideType.Red, new Vector2I(-2, 0)),
new CCHorse (this, TurnsSideType.Red, new Vector2I(-3, 0)),
new CCChariot (this, TurnsSideType.Red, new Vector2I(-4, 0)),
new CCCannon (this, TurnsSideType.Red, new Vector2I( 3, 2)),
new CCCannon (this, TurnsSideType.Red, new Vector2I(-3, 2)),
new CCPawn (this, TurnsSideType.Red, new Vector2I(-4, 3)),
new CCPawn (this, TurnsSideType.Red, new Vector2I(-2, 3)),
new CCPawn (this, TurnsSideType.Red, new Vector2I( 0, 3)),
new CCPawn (this, TurnsSideType.Red, new Vector2I( 2, 3)),
new CCPawn (this, TurnsSideType.Red, new Vector2I( 4, 3)),
]);
return (blackPart, redPart);
}
private ArrayList InitOnePartPieces(TurnsSideType side, CCPiece[] pieces) {
ArrayList list = new();
ArrayList list = [];
foreach (var piece in pieces) {
list.Add(piece);
InsertPiece(piece, piece.Pos);

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@ -1,6 +1,8 @@
using Vector2 = Vector.Vector2I;
using System;
using System.Collections;
using static IBoard.IBoardOn;
namespace ChineseChess;
public class ChessCore {
@ -23,17 +25,18 @@ public class ChessCore {
private TurnsSideType sideType = TurnsSideType.Red;
private readonly TurnsSideType selfSide;
public readonly CCBoard board = new();
public readonly CCBoard board;
private readonly Player playerSelf;
private readonly Player playerOpponent;
// public EventHandler<IBoard.MoveEventArgs> OnMove;
public ChessCore(Mode mode, TurnsSideType selfSide) {
public ChessCore(Mode mode, TurnsSideType selfSide, ICCBoardOn? boardOn = null) {
this.selfSide = selfSide;
board = new(boardOn);
playerSelf = new(board, Player.PlayerType.Human);
playerOpponent = new(board, Player.PlayerType.Human);
void func(object? _self, IBoard.MoveEventArgs record) {
void func(object? _self, MoveEventArgs record) {
// 防止 Undo 时 Selected Clear 出现 Null Pointer Exception
playerSelf.SelectedClear();
playerOpponent.SelectedClear();

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@ -1,6 +1,5 @@
namespace ChineseChess;
using System;
using System.Collections.Generic;
using System.Linq;
using Vector;
@ -20,11 +19,14 @@ public class CCPiece : AbstractPiece {
string name = "", Vector2I? pos = null) : base(name) {
this.board = board ?? new();
TurnsSide = turnsSide;
OnPos += (sender, args) => {
localPos = Global2Local(Pos);
};
Pos = pos is not null ? Local2Global(pos) : Vector2I.Zero;
localPos = Global2Local(Pos);
}
public override Vector2I Pos {
get => base.Pos; set {
base.Pos = value;
localPos = Global2Local(Pos);
}
}
public override bool CanMove(Vector2I to) {
@ -44,18 +46,18 @@ public class CCPiece : AbstractPiece {
}
public virtual List<Vector2I> CanMoveAllPosSelf() {
return new List<Vector2I>();
return [];
}
public IEnumerable<Vector2I> CanMoveAllPosLocal() {
var self = CanMoveAllPosSelf().Select(item => item + localPos);// 转换局部坐标
var self = CanMoveAllPosSelf().Select(item => item + localPos);
var ret = self.Where(item => {
CCPiece? piece = GetCCPieceLocal(item);
bool ret = piece is null || piece.TurnsSide != TurnsSide;
// Console.WriteLine($"{item} can move: {ret}");
return ret;
}); // 过滤无效位置
});
// Console.WriteLine("localPos: {0}", localPos);
// Console.WriteLine("CanMoveAllPosSelf: {0}", string.Join(",", self));
// Console.WriteLine("CanMoveAllPosLocal: {0}", string.Join(",", ret));
@ -64,7 +66,7 @@ public class CCPiece : AbstractPiece {
public IEnumerable<Vector2I> CanMoveAllPos() {
var ret = CanMoveAllPosLocal()
.Select(item => Local2Global(item)); // 转换为全局坐标
.Select(item => Local2Global(item));
// Console.WriteLine("CanMoveAllPos: {0}", string.Join(",", ret));
return ret;
}

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@ -3,11 +3,12 @@ using System.Collections;
using Vector2I = Vector.Vector2I;
namespace ChineseChess;
using static IBoard.IBoardOn;
public class Player {
private readonly CCBoard board;
private readonly SelectedPiece selectedNode;
public EventHandler<IBoard.MoveEventArgs>? OnMove;
public EventHandler<MoveEventArgs>? OnMove;
public bool CanMove { get; set; } = true;
public enum PlayerType {
@ -15,8 +16,7 @@ public class Player {
AI
}
public Player(CCBoard board, PlayerType type = PlayerType.Human)
{
public Player(CCBoard board, PlayerType type = PlayerType.Human) {
this.board = board;
this.selectedNode = new SelectedPiece(board);
}
@ -56,9 +56,9 @@ public class Player {
}
// MUST BE THERE !!! 防止删除节点后在启动回调导致错误
OnMove?.Invoke(this, new IBoard.MoveEventArgs
{ From = fromPos, To = toPos, Piece = fromChess });;
OnMove?.Invoke(this, new MoveEventArgs
(fromChess, fromPos, toPos));
if (toChess != null) {
board.RemovePiece(toPos);
}