- 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
141 lines
4.2 KiB
C#
141 lines
4.2 KiB
C#
using System;
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using System.Collections.Generic;
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using Vector2I = Vector.Vector2I;
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using static IBoard;
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public abstract class AbstractBoard : IBoard {
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private readonly int rows;
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private readonly int cols;
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protected readonly IPiece[,] pieces;
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protected readonly List<MoveRecord> moveRecords = new();
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protected readonly int MAX_RECORDS;
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public int Rows => rows;
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public int Cols => cols;
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public event EventHandler<SetPieceEventArgs> OnSetPiece;
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public event EventHandler<IPiece> OnInsert;
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public event EventHandler<IPiece> OnRemove;
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public event EventHandler<MoveEventArgs> OnMove;
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public event EventHandler<MoveRecord> OnAddRecord;
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public event EventHandler<MoveRecord> OnUndoRecord;
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public AbstractBoard(int rows, int cols, int maxRecords = int.MaxValue) {
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this.rows = rows;
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this.cols = cols;
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pieces = new IPiece[rows, cols];
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MAX_RECORDS = maxRecords;
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}
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public virtual bool IsPosOutOfRange(Vector2I arrayPos) {
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return arrayPos.X < 0 || arrayPos.X >= Rows || arrayPos.Y < 0 || arrayPos.Y >= Cols;
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}
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public virtual IPiece GetPiece(Vector2I arrayPos) {
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if (IsPosOutOfRange(arrayPos)) return null;
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return pieces[arrayPos.X, arrayPos.Y];
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}
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public virtual IPiece SetPiece(IPiece piece, Vector2I pos) {
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if (IsPosOutOfRange(pos)) return null;
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IPiece oldPiece = pieces[pos.X, pos.Y];
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pieces[pos.X, pos.Y] = piece;
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if (piece != null) piece.Pos = pos;
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// if (oldPiece != null) oldPiece.Pos = Vector2I.Zero;
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OnSetPiece?.Invoke(this, new SetPieceEventArgs { OldPiece = oldPiece, NewPiece = piece, Pos = pos });
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return oldPiece;
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}
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public virtual bool InsertPiece(IPiece piece, Vector2I pos) {
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if (GetPiece(pos) != null && piece == null) {
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return false;
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}
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OnInsert?.Invoke(this, piece);
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SetPiece(piece, pos);
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return true;
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}
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public virtual bool MovePiece(Vector2I from, Vector2I to) {
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if (IsPosOutOfRange(to) || IsPosOutOfRange(from)) {
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return false;
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}
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IPiece piece = GetPiece(from);
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if (GetPiece(to) != null && piece == null) {
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return false;
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}
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OnMove?.Invoke(this, new MoveEventArgs { From = from, To = to, Piece = piece });
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SetPiece(null, from);
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SetPiece(piece, to);
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return true;
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}
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public virtual IPiece RemovePiece(Vector2I pos) {
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IPiece piece = GetPiece(pos);
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OnRemove?.Invoke(this, piece);
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return SetPiece(null, pos);
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}
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public virtual void Clear() { Clear(true); }
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public virtual void Clear(bool clearRecords) {
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for (int i = 0; i < Rows; i++) {
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for (int j = 0; j < Cols; j++) {
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RemovePiece(new Vector2I(i, j));
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}
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}
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if (clearRecords) ClearRecords();
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}
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public virtual void ClearRecords() {
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moveRecords.Clear();
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}
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public virtual void AddRecord(IPiece From, IPiece To, Vector2I FromPos, Vector2I ToPos) {
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if (moveRecords.Count >= MAX_RECORDS) {
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moveRecords.RemoveAt(0);
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}
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MoveRecord record = new(From, To, FromPos, ToPos);
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OnAddRecord?.Invoke(this, record);
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moveRecords.Add(record);
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}
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public virtual void UndoRecord() {
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if (moveRecords.Count == 0) return;
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MoveRecord record = moveRecords[^1];
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moveRecords.RemoveAt(moveRecords.Count - 1);
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// 恢复新位置的棋子,order is very inmportant
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if (record.From != null) {
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MovePiece(record.ToPos, record.FromPos);
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}
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// 恢复旧位置的棋子
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if (record.To != null) {
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InsertPiece(record.To, record.ToPos);
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}
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OnUndoRecord?.Invoke(this, record);
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}
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public class MoveRecord {
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public IPiece From { get; }
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public IPiece To { get; }
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public Vector2I FromPos { get; }
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public Vector2I ToPos { get; }
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public MoveRecord(IPiece From, IPiece To, Vector2I FromPos, Vector2I ToPos) {
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this.From = From;
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this.To = To;
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this.ToPos = ToPos;
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this.FromPos = FromPos;
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}
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}
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}
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