Fixed accidentally building the board from player2 perspective.

This commit is contained in:
2021-04-06 19:52:02 -05:00
parent 2d5c6b20b9
commit 05a9c71499
45 changed files with 441 additions and 276 deletions

View File

@@ -0,0 +1,65 @@
using Gameboard.ShogiUI.Rules;
using Gameboard.ShogiUI.Rules.Pieces;
using System;
using System.Text;
using System.Text.RegularExpressions;
namespace Gameboard.ShogiUI.UnitTests.Rules
{
public static class BoardStateExtensions
{
public static string GetShortName(this Piece self)
{
var name = self.WhichPiece switch
{
WhichPiece.King => " K ",
WhichPiece.GoldenGeneral => " G ",
WhichPiece.SilverGeneral => self.IsPromoted ? "^S " : " S ",
WhichPiece.Bishop => self.IsPromoted ? "^B " : " B ",
WhichPiece.Rook => self.IsPromoted ? "^R " : " R ",
WhichPiece.Knight => self.IsPromoted ? "^k " : " k ",
WhichPiece.Lance => self.IsPromoted ? "^L " : " L ",
WhichPiece.Pawn => self.IsPromoted ? "^P " : " P ",
_ => " ? ",
};
if (self.Owner == WhichPlayer.Player2)
name = Regex.Replace(name, @"([^\s]+)\s", "$1.");
return name;
}
public static void PrintStateAsAscii(this ShogiBoard self)
{
var builder = new StringBuilder();
builder.Append(" Player 2(.)");
builder.AppendLine();
for (var y = 0; y < 9; y++)
{
builder.Append("- ");
for (var x = 0; x < 8; x++) builder.Append("- - ");
builder.Append("- -");
builder.AppendLine();
builder.Append('|');
for (var x = 0; x < 9; x++)
{
var piece = self.Board[x, y];
if (piece == null)
{
builder.Append(" ");
}
else
{
builder.AppendFormat("{0}", piece.GetShortName());
}
builder.Append('|');
}
builder.AppendLine();
}
builder.Append("- ");
for (var x = 0; x < 8; x++) builder.Append("- - ");
builder.Append("- -");
builder.AppendLine();
builder.Append(" Player 1");
Console.WriteLine(builder.ToString());
}
}
}

View File

@@ -0,0 +1,483 @@
using FluentAssertions;
using Gameboard.ShogiUI.Rules;
using Gameboard.ShogiUI.Rules.Pieces;
using Microsoft.VisualStudio.TestTools.UnitTesting;
using System;
using System.Linq;
using System.Numerics;
namespace Gameboard.ShogiUI.UnitTests.Rules
{
[TestClass]
public class ShogiBoardShould
{
[TestMethod]
public void InitializeBoardState()
{
// Assert
var board = new ShogiBoard().Board;
// Assert pieces do not start promoted.
foreach (var piece in board) piece?.IsPromoted.Should().BeFalse();
// Assert Player1.
for (var y = 0; y < 3; y++)
for (var x = 0; x < 9; x++)
board[x, y]?.Owner.Should().Be(WhichPlayer.Player2);
board[0, 0].WhichPiece.Should().Be(WhichPiece.Lance);
board[1, 0].WhichPiece.Should().Be(WhichPiece.Knight);
board[2, 0].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
board[3, 0].WhichPiece.Should().Be(WhichPiece.GoldenGeneral);
board[4, 0].WhichPiece.Should().Be(WhichPiece.King);
board[5, 0].WhichPiece.Should().Be(WhichPiece.GoldenGeneral);
board[6, 0].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
board[7, 0].WhichPiece.Should().Be(WhichPiece.Knight);
board[8, 0].WhichPiece.Should().Be(WhichPiece.Lance);
board[0, 1].Should().BeNull();
board[1, 1].WhichPiece.Should().Be(WhichPiece.Rook);
for (var x = 2; x < 7; x++) board[x, 1].Should().BeNull();
board[7, 1].WhichPiece.Should().Be(WhichPiece.Bishop);
board[8, 1].Should().BeNull();
for (var x = 0; x < 9; x++) board[x, 2].WhichPiece.Should().Be(WhichPiece.Pawn);
// Assert empty locations.
for (var y = 3; y < 6; y++)
for (var x = 0; x < 9; x++)
board[x, y].Should().BeNull();
// Assert Player2.
for (var y = 6; y < 9; y++)
for (var x = 0; x < 9; x++)
board[x, y]?.Owner.Should().Be(WhichPlayer.Player1);
board[0, 8].WhichPiece.Should().Be(WhichPiece.Lance);
board[1, 8].WhichPiece.Should().Be(WhichPiece.Knight);
board[2, 8].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
board[3, 8].WhichPiece.Should().Be(WhichPiece.GoldenGeneral);
board[4, 8].WhichPiece.Should().Be(WhichPiece.King);
board[5, 8].WhichPiece.Should().Be(WhichPiece.GoldenGeneral);
board[6, 8].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
board[7, 8].WhichPiece.Should().Be(WhichPiece.Knight);
board[8, 8].WhichPiece.Should().Be(WhichPiece.Lance);
board[0, 7].Should().BeNull();
board[1, 7].WhichPiece.Should().Be(WhichPiece.Bishop);
for (var x = 2; x < 7; x++) board[x, 7].Should().BeNull();
board[7, 7].WhichPiece.Should().Be(WhichPiece.Rook);
board[8, 7].Should().BeNull();
for (var x = 0; x < 9; x++) board[x, 6].WhichPiece.Should().Be(WhichPiece.Pawn);
}
[TestMethod]
public void InitializeBoardStateWithMoves()
{
var moves = new[]
{
new Move
{
// Pawn
From = new Vector2(0, 6),
To = new Vector2(0, 5)
}
};
var shogi = new ShogiBoard(moves);
shogi.Board[0, 6].Should().BeNull();
shogi.Board[0, 5].WhichPiece.Should().Be(WhichPiece.Pawn);
}
[TestMethod]
public void PreventInvalidMoves_MoveFromEmptyPosition()
{
// Arrange
var shogi = new ShogiBoard();
// Prerequisit
shogi.Board[4, 4].Should().BeNull();
// Act
var moveSuccess = shogi.Move(new Move { From = new Vector2(4, 4), To = new Vector2(4, 5) });
// Assert
moveSuccess.Should().BeFalse();
shogi.Board[4, 4].Should().BeNull();
shogi.Board[4, 5].Should().BeNull();
}
[TestMethod]
public void PreventInvalidMoves_MoveToCurrentPosition()
{
// Arrange
var shogi = new ShogiBoard();
// Act - P1 "moves" pawn to the position it already exists at.
var moveSuccess = shogi.Move(new Move { From = new Vector2(0, 6), To = new Vector2(0, 6) });
// Assert
moveSuccess.Should().BeFalse();
shogi.Board[0, 6].WhichPiece.Should().Be(WhichPiece.Pawn);
}
[TestMethod]
public void PreventInvalidMoves_MoveSet()
{
var invalidLanceMove = new Move
{
// Bishop moving lateral
From = new Vector2(1, 1),
To = new Vector2(2, 1)
};
var shogi = new ShogiBoard();
var moveSuccess = shogi.Move(invalidLanceMove);
moveSuccess.Should().BeFalse();
// Assert the Lance has not actually moved.
shogi.Board[0, 0].WhichPiece.Should().Be(WhichPiece.Lance);
}
[TestMethod]
public void PreventInvalidMoves_Ownership()
{
// Arrange
var shogi = new ShogiBoard();
shogi.WhoseTurn.Should().Be(WhichPlayer.Player1);
shogi.Board[8, 2].Owner.Should().Be(WhichPlayer.Player2);
// Act - Move Player2 Pawn when it's Player1 turn.
var moveSuccess = shogi.Move(new Move { From = new Vector2(8, 2), To = new Vector2(8, 3) });
// Assert
moveSuccess.Should().BeFalse();
shogi.Board[8, 6].WhichPiece.Should().Be(WhichPiece.Pawn);
shogi.Board[8, 5].Should().BeNull();
}
[TestMethod]
public void PreventInvalidMoves_MoveThroughAllies()
{
var invalidLanceMove = new Move
{
// Lance moving through the pawn before it.
From = new Vector2(0, 8),
To = new Vector2(0, 4)
};
var shogi = new ShogiBoard();
var moveSuccess = shogi.Move(invalidLanceMove);
moveSuccess.Should().BeFalse();
// Assert the Lance has not actually moved.
shogi.Board[0, 0].WhichPiece.Should().Be(WhichPiece.Lance);
}
[TestMethod]
public void PreventInvalidMoves_CaptureAlly()
{
var invalidKnightMove = new Move
{
// Knight capturing allied Pawn
From = new Vector2(1, 8),
To = new Vector2(0, 6)
};
var shogi = new ShogiBoard();
var moveSuccess = shogi.Move(invalidKnightMove);
moveSuccess.Should().BeFalse();
// Assert the Knight has not actually moved or captured.
shogi.Board[1, 0].WhichPiece.Should().Be(WhichPiece.Knight);
shogi.Board[0, 2].WhichPiece.Should().Be(WhichPiece.Pawn);
}
[TestMethod]
public void PreventInvalidMoves_Check()
{
// Arrange
var moves = new[]
{
// P1 Pawn
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
// P2 Pawn
new Move { From = new Vector2(6, 2), To = new Vector2(6, 3) },
// P1 Bishop puts P2 in check
new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) }
};
var shogi = new ShogiBoard(moves);
// Prerequisit
shogi.InCheck.Should().Be(WhichPlayer.Player2);
// Act - P2 moves Lance while remaining in check.
var moveSuccess = shogi.Move(new Move { From = new Vector2(0, 8), To = new Vector2(0, 7) });
// Assert
moveSuccess.Should().BeFalse();
shogi.InCheck.Should().Be(WhichPlayer.Player2);
shogi.Board[8, 8].WhichPiece.Should().Be(WhichPiece.Lance);
shogi.Board[8, 7].Should().BeNull();
}
[TestMethod]
public void PreventInvalidDrops_MoveSet()
{
// Arrange
var moves = new[]
{
// P1 Pawn
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
// P2 Pawn
new Move { From = new Vector2(0, 2), To = new Vector2(0, 3) },
// P1 Bishop takes P2 Pawn
new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) },
// P2 Gold, block check from P1 Bishop.
new Move { From = new Vector2(5, 0), To = new Vector2(5, 1) },
// P1 Bishop takes P2 Bishop, promotes so it can capture P2 Knight and P2 Lance
new Move { From = new Vector2(6, 2), To = new Vector2(7, 1), IsPromotion = true },
// P2 Pawn again
new Move { From = new Vector2(0, 3), To = new Vector2(0, 4) },
// P1 Bishop takes P2 Knight
new Move { From = new Vector2(7, 1), To = new Vector2(7, 0) },
// P2 Pawn again
new Move { From = new Vector2(0, 4), To = new Vector2(0, 5) },
// P1 Bishop takes P2 Lance
new Move { From = new Vector2(7, 0), To = new Vector2(8, 0) },
// P2 Lance (move to make room for attempted P1 Pawn placement)
new Move { From = new Vector2(0, 0), To = new Vector2(0, 1) },
// P1 arbitrary move
new Move { From = new Vector2(4, 8), To = new Vector2(4, 7) },
// P2 Pawn again, takes P1 Pawn
new Move { From = new Vector2(0, 5), To = new Vector2(0, 6) },
};
var shogi = new ShogiBoard(moves);
// Prerequisites
shogi.Hands[WhichPlayer.Player1].Count.Should().Be(4);
shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
// Act | Assert - It is P1 turn
/// try illegally placing Knight from the hand.
shogi.Board[7, 0].Should().BeNull();
var dropSuccess = shogi.Move(new Move { PieceFromCaptured = WhichPiece.Knight, To = new Vector2(7, 0) });
dropSuccess.Should().BeFalse();
shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
shogi.Board[7, 0].Should().BeNull();
dropSuccess = shogi.Move(new Move { PieceFromCaptured = WhichPiece.Knight, To = new Vector2(7, 1) });
dropSuccess.Should().BeFalse();
shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
shogi.Board[7, 1].Should().BeNull();
/// try illegally placing Pawn from the hand
dropSuccess = shogi.Move(new Move { PieceFromCaptured = WhichPiece.Pawn, To = new Vector2(7, 0) });
dropSuccess.Should().BeFalse();
shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
shogi.Board[7, 0].Should().BeNull();
/// try illegally placing Lance from the hand
dropSuccess = shogi.Move(new Move { PieceFromCaptured = WhichPiece.Lance, To = new Vector2(7, 0) });
dropSuccess.Should().BeFalse();
shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
shogi.Board[7, 0].Should().BeNull();
}
[TestMethod]
public void PreventInvalidDrop_Check()
{
// Arrange
var moves = new[]
{
// P1 Pawn
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
// P2 Pawn
new Move { From = new Vector2(8, 2), To = new Vector2(8, 3) },
// P1 Bishop, check
new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) },
// P2 Gold, block check
new Move { From = new Vector2(5, 0), To = new Vector2(5, 1) },
// P1 arbitrary move
new Move { From = new Vector2(0, 6), To = new Vector2(0, 5) },
// P2 Bishop
new Move { From = new Vector2(7, 1), To = new Vector2(8, 2) },
// P1 Bishop takes P2 Lance
new Move { From = new Vector2(6, 2), To = new Vector2(8, 0) },
// P2 Bishop
new Move { From = new Vector2(8, 2), To = new Vector2(7, 1) },
// P1 arbitrary move
new Move { From = new Vector2(0, 5), To = new Vector2(0, 4) },
// P2 Bishop, check
new Move { From = new Vector2(7, 1), To = new Vector2(2, 6) },
};
var shogi = new ShogiBoard(moves);
// Prerequisites
shogi.InCheck.Should().Be(WhichPlayer.Player1);
shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
// Act - P1 tries to place a Lance while in check.
var dropSuccess = shogi.Move(new Move { PieceFromCaptured = WhichPiece.Lance, To = new Vector2(4, 4) });
// Assert
dropSuccess.Should().BeFalse();
shogi.Board[4, 4].Should().BeNull();
shogi.InCheck.Should().Be(WhichPlayer.Player1);
shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
}
[TestMethod]
public void PreventInvalidDrop_Capture()
{
// Arrange
var moves = new[]
{
// P1 Pawn
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
// P2 Pawn
new Move { From = new Vector2(6, 2), To = new Vector2(6, 3) },
// P1 Bishop, capture P2 Pawn, check
new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) },
// P2 Gold, block check
new Move { From = new Vector2(5, 0), To = new Vector2(5, 1) },
// P1 Bishop capture P2 Bishop
new Move { From = new Vector2(6, 2), To = new Vector2(7, 1) },
// P2 arbitrary move
new Move { From = new Vector2(0, 0), To = new Vector2(0, 1) },
};
var shogi = new ShogiBoard(moves);
// Prerequisites
shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
shogi.Board[4, 0].Should().NotBeNull();
// Act - P1 tries to place Bishop from hand to an already-occupied position
var dropSuccess = shogi.Move(new Move { PieceFromCaptured = WhichPiece.Bishop, To = new Vector2(4, 0) });
// Assert
dropSuccess.Should().BeFalse();
shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
shogi.Board[4, 0].WhichPiece.Should().Be(WhichPiece.King);
}
[TestMethod]
public void Check()
{
// Arrange
var moves = new[]
{
// P1 Pawn
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
// P2 Pawn
new Move { From = new Vector2(6, 2), To = new Vector2(6, 3) },
};
var shogi = new ShogiBoard(moves);
// Act - P1 Bishop, check
shogi.Move(new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) });
// Assert
shogi.InCheck.Should().Be(WhichPlayer.Player2);
}
[TestMethod]
public void Capture()
{
// Arrange
var moves = new[]
{
// P1 Pawn
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
// P2 Pawn
new Move { From = new Vector2(6, 2), To = new Vector2(6, 3) }
};
var shogi = new ShogiBoard(moves);
// Act - P1 Bishop captures P2 Bishop
var moveSuccess = shogi.Move(new Move { From = new Vector2(1, 7), To = new Vector2(7, 1) });
// Assert
moveSuccess.Should().BeTrue();
shogi.Board
.Cast<Piece>()
.Count(piece => piece?.WhichPiece == WhichPiece.Bishop)
.Should()
.Be(1);
shogi.Board[1, 7].Should().BeNull();
shogi.Board[7, 1].WhichPiece.Should().Be(WhichPiece.Bishop);
shogi.Hands[WhichPlayer.Player1]
.Should()
.ContainSingle(piece => piece.WhichPiece == WhichPiece.Bishop && piece.Owner == WhichPlayer.Player1);
// Act - P2 Silver captures P1 Bishop
moveSuccess = shogi.Move(new Move { From = new Vector2(6, 0), To = new Vector2(7, 1) });
// Assert
moveSuccess.Should().BeTrue();
shogi.Board[6, 0].Should().BeNull();
shogi.Board[7, 1].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
shogi.Board
.Cast<Piece>()
.Count(piece => piece?.WhichPiece == WhichPiece.Bishop)
.Should().Be(0);
shogi.Hands[WhichPlayer.Player2]
.Should()
.ContainSingle(piece => piece.WhichPiece == WhichPiece.Bishop && piece.Owner == WhichPlayer.Player2);
}
[TestMethod]
public void Promote()
{
// Arrange
var moves = new[]
{
// P1 Pawn
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
// P2 Pawn
new Move { From = new Vector2(6, 2), To = new Vector2(6, 3) }
};
var shogi = new ShogiBoard(moves);
// Act - P1 moves across promote threshold.
var moveSuccess = shogi.Move(new Move { From = new Vector2(1, 7), To = new Vector2(6, 2), IsPromotion = true });
// Assert
moveSuccess.Should().BeTrue();
shogi.Board[1, 7].Should().BeNull();
shogi.Board[6, 2].Should().Match<Piece>(piece => piece.WhichPiece == WhichPiece.Bishop && piece.IsPromoted == true);
}
[TestMethod]
public void CheckMate()
{
// Arrange
var moves = new[]
{
// P1 Rook
new Move { From = new Vector2(7, 7), To = new Vector2(4, 7) },
// P2 Gold
new Move { From = new Vector2(3, 0), To = new Vector2(2, 1) },
// P1 Pawn
new Move { From = new Vector2(4, 6), To = new Vector2(4, 5) },
// P2 other Gold
new Move { From = new Vector2(5, 0), To = new Vector2(6, 1) },
// P1 same Pawn
new Move { From = new Vector2(4, 5), To = new Vector2(4, 4) },
// P2 Pawn
new Move { From = new Vector2(4, 2), To = new Vector2(4, 3) },
// P1 Pawn takes P2 Pawn
new Move { From = new Vector2(4, 4), To = new Vector2(4, 3) },
// P2 King
new Move { From = new Vector2(4, 0), To = new Vector2(4, 1) },
// P1 Pawn promotes, threatens P2 King
new Move { From = new Vector2(4, 3), To = new Vector2(4, 2), IsPromotion = true },
// P2 King retreat
new Move { From = new Vector2(4, 1), To = new Vector2(4, 0) },
};
var shogi = new ShogiBoard(moves);
// Act - P1 Pawn wins by checkmate.
var moveSuccess = shogi.Move(new Move { From = new Vector2(4, 2), To = new Vector2(4, 1) });
// Assert - checkmate
moveSuccess.Should().BeTrue();
shogi.IsCheckmate.Should().BeTrue();
}
}
}