Esempio n. 1
0
bool StateCondition_TurnsSinceLastCapture::IsSatisfied(GameState *state, bool canMove)
{
	if (state->GetTurnNumber() <= number)
		return false;

	GameState *checkState = state->GetPreviousState();

	int stepsBack = -1;
	while (checkState != 0 && stepsBack <= number)
	{
		stepsBack++;
		Move *move = checkState->GetSubsequentMove();
		checkState = checkState->GetPreviousState();

		// check the actual captured piece(s), instead of the moved piece
		auto capturedPieces = move->GetAllCaptures();
		for (auto it = capturedPieces->begin(); it != capturedPieces->end(); it++)
		{
			Piece *piece = *it;
			if (owner != Player::Any && state->GetCurrentPlayer()->GetRelationship(piece->GetOwner()) != owner)
				continue;

			if (!piece->TypeMatches(type))
				continue;

			delete capturedPieces;
			return ResolveComparison(comparison, stepsBack, number);
		}
		delete capturedPieces;
	}

	return false;
}
Esempio n. 2
0
bool StateCondition_TurnsSinceLastMove::IsSatisfied(GameState *state, bool canMove)
{
	if (state->GetTurnNumber() <= number)
		return false;

	GameState *checkState = state->GetPreviousState();

	int stepsBack = -1;
	while (checkState != 0 && stepsBack <= number)
	{
		stepsBack++;
		Move *move = checkState->GetSubsequentMove();
		checkState = checkState->GetPreviousState();

		if (owner != Player::Any && state->GetCurrentPlayer()->GetRelationship(move->GetPlayer()) != owner)
			continue;

		if (!move->GetPiece()->TypeMatches(type))
			continue;

		return ResolveComparison(comparison, stepsBack, number);
	}

	return false;
}