ChessDotNet.ChessGame.FenStringToGameCreationData C# (CSharp) Méthode

FenStringToGameCreationData() protected méthode

protected FenStringToGameCreationData ( string fen ) : GameCreationData
fen string
Résultat GameCreationData
        protected virtual GameCreationData FenStringToGameCreationData(string fen)
        {
            Dictionary<char, Piece> fenMappings = FenMappings;
            string[] parts = fen.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries);
            if (!AllowedFenPartsLength.Contains(parts.Length)) throw new ArgumentException("The FEN string has too much, or too few, parts.");
            Piece[][] board = new Piece[8][];
            string[] rows = parts[0].Split('/');
            if (rows.Length != 8) throw new ArgumentException("The board in the FEN string does not have 8 rows.");
            GameCreationData data = new GameCreationData();
            for (int i = 0; i < 8; i++)
            {
                string row = rows[i];
                Piece[] currentRow = new Piece[8] { null, null, null, null, null, null, null, null };
                int j = 0;
                foreach (char c in row)
                {
                    if (char.IsDigit(c))
                    {
                        j += (int)char.GetNumericValue(c);
                        continue;
                    }
                    if (!fenMappings.ContainsKey(c)) throw new ArgumentException("The FEN string contains an unknown piece.");
                    currentRow[j] = fenMappings[c];
                    j++;
                }
                if (j != 8)
                {
                    throw new ArgumentException("Not enough pieces provided for a row in the FEN string.");
                }
                board[i] = currentRow;
            }
            data.Board = board;

            if (parts[1] == "w")
            {
                data.WhoseTurn = Player.White;
            }
            else if (parts[1] == "b")
            {
                data.WhoseTurn = Player.Black;
            }
            else
            {
                throw new ArgumentException("Expected `w` or `b` for the active player in the FEN string.");
            }

            if (parts[2].Contains('K')) data.CanWhiteCastleKingSide = true;
            else data.CanWhiteCastleKingSide = false;

            if (parts[2].Contains('Q')) data.CanWhiteCastleQueenSide = true;
            else data.CanWhiteCastleQueenSide = false;

            if (parts[2].Contains('k')) data.CanBlackCastleKingSide = true;
            else data.CanBlackCastleKingSide = false;

            if (parts[2].Contains('q')) data.CanBlackCastleQueenSide = true;
            else data.CanBlackCastleQueenSide = false;

            if (parts[3] == "-") data.EnPassant = null;
            else
            {
                Position ep = new Position(parts[3]);
                if ((data.WhoseTurn == Player.White && (ep.Rank != 6 || !(data.Board[3][(int)ep.File] is Pawn))) ||
                    (data.WhoseTurn == Player.Black && (ep.Rank != 3 || !(data.Board[4][(int)ep.File] is Pawn))))
                {
                    throw new ArgumentException("Invalid en passant field in FEN.");
                }
                data.EnPassant = ep;
            }

            int halfmoveClock;
            if (int.TryParse(parts[4], out halfmoveClock))
            {
                data.HalfMoveClock = halfmoveClock;
            }
            else
            {
                throw new ArgumentException("Halfmove clock in FEN is invalid.");
            }

            int fullMoveNumber;
            if (int.TryParse(parts[5], out fullMoveNumber))
            {
                data.FullMoveNumber = fullMoveNumber;
            }
            else
            {
                throw new ArgumentException("Fullmove number in FEN is invalid.");
            }

            return data;
        }