ZZY 327c2df94d refactor(chess): 重构象棋程序基础结构,使用Nullable重构核心代码
- 更新了多个文件的代码结构和类型定义,提高了代码的健壮性和可维护性
- 优化了事件处理、棋子管理和移动逻辑,为后续功能扩展打下坚实基础
- 修复了一些潜在的空指针异常问题,提高了程序的稳定性
- 修复部分bug
2024-11-22 23:51:32 +08:00

100 lines
4.8 KiB
C#

using System;
using System.Collections;
using static ChineseChess.ChessCore;
using Vector2I = Vector.Vector2I;
namespace ChineseChess;
public class CCBoard : AbstractBoard
{
public event EventHandler<int>? OnStepsChanged;
private int steps = 0;
public int Steps {
get => steps;
protected set {
if (steps != value) {
steps = value;
OnStepsChanged?.Invoke(this, steps);
}
}
}
public CCBoard() : base(9, 10) {
}
public override void AddRecord(IPiece? From, IPiece? To, Vector2I FromPos, Vector2I ToPos) {
base.AddRecord(From, To, FromPos, ToPos);
Steps += 1;
}
public override void UndoRecord() {
base.UndoRecord();
if (Steps > 0) Steps -= 1;
}
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 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
});
return (blackPart, redPart);
}
private ArrayList InitOnePartPieces(TurnsSideType side, CCPiece[] pieces) {
ArrayList list = new();
foreach (var piece in pieces) {
list.Add(piece);
InsertPiece(piece, piece.Pos);
}
return list;
}
}