Fixed accidentally building the board from player2 perspective.
This commit is contained in:
483
Gameboard.ShogiUI.UnitTests/Rules/ShogiBoardShould.cs
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483
Gameboard.ShogiUI.UnitTests/Rules/ShogiBoardShould.cs
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using FluentAssertions;
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using Gameboard.ShogiUI.Rules;
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using Gameboard.ShogiUI.Rules.Pieces;
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using Microsoft.VisualStudio.TestTools.UnitTesting;
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using System;
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using System.Linq;
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using System.Numerics;
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namespace Gameboard.ShogiUI.UnitTests.Rules
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{
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[TestClass]
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public class ShogiBoardShould
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{
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[TestMethod]
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public void InitializeBoardState()
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{
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// Assert
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var board = new ShogiBoard().Board;
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// Assert pieces do not start promoted.
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foreach (var piece in board) piece?.IsPromoted.Should().BeFalse();
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// Assert Player1.
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for (var y = 0; y < 3; y++)
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for (var x = 0; x < 9; x++)
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board[x, y]?.Owner.Should().Be(WhichPlayer.Player2);
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board[0, 0].WhichPiece.Should().Be(WhichPiece.Lance);
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board[1, 0].WhichPiece.Should().Be(WhichPiece.Knight);
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board[2, 0].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
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board[3, 0].WhichPiece.Should().Be(WhichPiece.GoldenGeneral);
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board[4, 0].WhichPiece.Should().Be(WhichPiece.King);
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board[5, 0].WhichPiece.Should().Be(WhichPiece.GoldenGeneral);
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board[6, 0].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
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board[7, 0].WhichPiece.Should().Be(WhichPiece.Knight);
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board[8, 0].WhichPiece.Should().Be(WhichPiece.Lance);
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board[0, 1].Should().BeNull();
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board[1, 1].WhichPiece.Should().Be(WhichPiece.Rook);
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for (var x = 2; x < 7; x++) board[x, 1].Should().BeNull();
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board[7, 1].WhichPiece.Should().Be(WhichPiece.Bishop);
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board[8, 1].Should().BeNull();
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for (var x = 0; x < 9; x++) board[x, 2].WhichPiece.Should().Be(WhichPiece.Pawn);
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// Assert empty locations.
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for (var y = 3; y < 6; y++)
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for (var x = 0; x < 9; x++)
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board[x, y].Should().BeNull();
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// Assert Player2.
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for (var y = 6; y < 9; y++)
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for (var x = 0; x < 9; x++)
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board[x, y]?.Owner.Should().Be(WhichPlayer.Player1);
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board[0, 8].WhichPiece.Should().Be(WhichPiece.Lance);
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board[1, 8].WhichPiece.Should().Be(WhichPiece.Knight);
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board[2, 8].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
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board[3, 8].WhichPiece.Should().Be(WhichPiece.GoldenGeneral);
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board[4, 8].WhichPiece.Should().Be(WhichPiece.King);
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board[5, 8].WhichPiece.Should().Be(WhichPiece.GoldenGeneral);
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board[6, 8].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
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board[7, 8].WhichPiece.Should().Be(WhichPiece.Knight);
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board[8, 8].WhichPiece.Should().Be(WhichPiece.Lance);
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board[0, 7].Should().BeNull();
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board[1, 7].WhichPiece.Should().Be(WhichPiece.Bishop);
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for (var x = 2; x < 7; x++) board[x, 7].Should().BeNull();
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board[7, 7].WhichPiece.Should().Be(WhichPiece.Rook);
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board[8, 7].Should().BeNull();
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for (var x = 0; x < 9; x++) board[x, 6].WhichPiece.Should().Be(WhichPiece.Pawn);
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}
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[TestMethod]
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public void InitializeBoardStateWithMoves()
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{
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var moves = new[]
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{
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new Move
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{
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// Pawn
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From = new Vector2(0, 6),
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To = new Vector2(0, 5)
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}
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};
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var shogi = new ShogiBoard(moves);
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shogi.Board[0, 6].Should().BeNull();
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shogi.Board[0, 5].WhichPiece.Should().Be(WhichPiece.Pawn);
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}
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[TestMethod]
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public void PreventInvalidMoves_MoveFromEmptyPosition()
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{
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// Arrange
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var shogi = new ShogiBoard();
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// Prerequisit
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shogi.Board[4, 4].Should().BeNull();
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// Act
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var moveSuccess = shogi.Move(new Move { From = new Vector2(4, 4), To = new Vector2(4, 5) });
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// Assert
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moveSuccess.Should().BeFalse();
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shogi.Board[4, 4].Should().BeNull();
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shogi.Board[4, 5].Should().BeNull();
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}
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[TestMethod]
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public void PreventInvalidMoves_MoveToCurrentPosition()
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{
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// Arrange
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var shogi = new ShogiBoard();
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// Act - P1 "moves" pawn to the position it already exists at.
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var moveSuccess = shogi.Move(new Move { From = new Vector2(0, 6), To = new Vector2(0, 6) });
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// Assert
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moveSuccess.Should().BeFalse();
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shogi.Board[0, 6].WhichPiece.Should().Be(WhichPiece.Pawn);
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}
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[TestMethod]
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public void PreventInvalidMoves_MoveSet()
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{
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var invalidLanceMove = new Move
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{
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// Bishop moving lateral
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From = new Vector2(1, 1),
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To = new Vector2(2, 1)
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};
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var shogi = new ShogiBoard();
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var moveSuccess = shogi.Move(invalidLanceMove);
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moveSuccess.Should().BeFalse();
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// Assert the Lance has not actually moved.
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shogi.Board[0, 0].WhichPiece.Should().Be(WhichPiece.Lance);
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}
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[TestMethod]
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public void PreventInvalidMoves_Ownership()
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{
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// Arrange
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var shogi = new ShogiBoard();
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shogi.WhoseTurn.Should().Be(WhichPlayer.Player1);
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shogi.Board[8, 2].Owner.Should().Be(WhichPlayer.Player2);
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// Act - Move Player2 Pawn when it's Player1 turn.
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var moveSuccess = shogi.Move(new Move { From = new Vector2(8, 2), To = new Vector2(8, 3) });
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// Assert
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moveSuccess.Should().BeFalse();
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shogi.Board[8, 6].WhichPiece.Should().Be(WhichPiece.Pawn);
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shogi.Board[8, 5].Should().BeNull();
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}
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[TestMethod]
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public void PreventInvalidMoves_MoveThroughAllies()
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{
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var invalidLanceMove = new Move
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{
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// Lance moving through the pawn before it.
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From = new Vector2(0, 8),
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To = new Vector2(0, 4)
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};
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var shogi = new ShogiBoard();
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var moveSuccess = shogi.Move(invalidLanceMove);
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moveSuccess.Should().BeFalse();
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// Assert the Lance has not actually moved.
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shogi.Board[0, 0].WhichPiece.Should().Be(WhichPiece.Lance);
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}
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[TestMethod]
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public void PreventInvalidMoves_CaptureAlly()
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{
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var invalidKnightMove = new Move
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{
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// Knight capturing allied Pawn
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From = new Vector2(1, 8),
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To = new Vector2(0, 6)
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};
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var shogi = new ShogiBoard();
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var moveSuccess = shogi.Move(invalidKnightMove);
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moveSuccess.Should().BeFalse();
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// Assert the Knight has not actually moved or captured.
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shogi.Board[1, 0].WhichPiece.Should().Be(WhichPiece.Knight);
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shogi.Board[0, 2].WhichPiece.Should().Be(WhichPiece.Pawn);
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}
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[TestMethod]
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public void PreventInvalidMoves_Check()
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{
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// Arrange
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var moves = new[]
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{
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// P1 Pawn
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new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
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// P2 Pawn
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new Move { From = new Vector2(6, 2), To = new Vector2(6, 3) },
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// P1 Bishop puts P2 in check
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new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) }
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};
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var shogi = new ShogiBoard(moves);
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// Prerequisit
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shogi.InCheck.Should().Be(WhichPlayer.Player2);
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// Act - P2 moves Lance while remaining in check.
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var moveSuccess = shogi.Move(new Move { From = new Vector2(0, 8), To = new Vector2(0, 7) });
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// Assert
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moveSuccess.Should().BeFalse();
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shogi.InCheck.Should().Be(WhichPlayer.Player2);
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shogi.Board[8, 8].WhichPiece.Should().Be(WhichPiece.Lance);
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shogi.Board[8, 7].Should().BeNull();
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}
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[TestMethod]
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public void PreventInvalidDrops_MoveSet()
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{
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// Arrange
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var moves = new[]
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{
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// P1 Pawn
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new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
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// P2 Pawn
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new Move { From = new Vector2(0, 2), To = new Vector2(0, 3) },
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// P1 Bishop takes P2 Pawn
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new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) },
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// P2 Gold, block check from P1 Bishop.
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new Move { From = new Vector2(5, 0), To = new Vector2(5, 1) },
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// P1 Bishop takes P2 Bishop, promotes so it can capture P2 Knight and P2 Lance
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new Move { From = new Vector2(6, 2), To = new Vector2(7, 1), IsPromotion = true },
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// P2 Pawn again
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new Move { From = new Vector2(0, 3), To = new Vector2(0, 4) },
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// P1 Bishop takes P2 Knight
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new Move { From = new Vector2(7, 1), To = new Vector2(7, 0) },
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// P2 Pawn again
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new Move { From = new Vector2(0, 4), To = new Vector2(0, 5) },
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// P1 Bishop takes P2 Lance
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new Move { From = new Vector2(7, 0), To = new Vector2(8, 0) },
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// P2 Lance (move to make room for attempted P1 Pawn placement)
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new Move { From = new Vector2(0, 0), To = new Vector2(0, 1) },
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// P1 arbitrary move
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new Move { From = new Vector2(4, 8), To = new Vector2(4, 7) },
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// P2 Pawn again, takes P1 Pawn
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new Move { From = new Vector2(0, 5), To = new Vector2(0, 6) },
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};
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var shogi = new ShogiBoard(moves);
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// Prerequisites
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shogi.Hands[WhichPlayer.Player1].Count.Should().Be(4);
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shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
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shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
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shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
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shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
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// Act | Assert - It is P1 turn
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/// try illegally placing Knight from the hand.
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shogi.Board[7, 0].Should().BeNull();
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var dropSuccess = shogi.Move(new Move { PieceFromCaptured = WhichPiece.Knight, To = new Vector2(7, 0) });
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dropSuccess.Should().BeFalse();
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shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
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shogi.Board[7, 0].Should().BeNull();
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dropSuccess = shogi.Move(new Move { PieceFromCaptured = WhichPiece.Knight, To = new Vector2(7, 1) });
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dropSuccess.Should().BeFalse();
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shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
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shogi.Board[7, 1].Should().BeNull();
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/// try illegally placing Pawn from the hand
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dropSuccess = shogi.Move(new Move { PieceFromCaptured = WhichPiece.Pawn, To = new Vector2(7, 0) });
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dropSuccess.Should().BeFalse();
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shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
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shogi.Board[7, 0].Should().BeNull();
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/// try illegally placing Lance from the hand
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dropSuccess = shogi.Move(new Move { PieceFromCaptured = WhichPiece.Lance, To = new Vector2(7, 0) });
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dropSuccess.Should().BeFalse();
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shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
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shogi.Board[7, 0].Should().BeNull();
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}
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[TestMethod]
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public void PreventInvalidDrop_Check()
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{
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// Arrange
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var moves = new[]
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{
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// P1 Pawn
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new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
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// P2 Pawn
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new Move { From = new Vector2(8, 2), To = new Vector2(8, 3) },
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// P1 Bishop, check
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new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) },
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// P2 Gold, block check
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new Move { From = new Vector2(5, 0), To = new Vector2(5, 1) },
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// P1 arbitrary move
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new Move { From = new Vector2(0, 6), To = new Vector2(0, 5) },
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// P2 Bishop
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new Move { From = new Vector2(7, 1), To = new Vector2(8, 2) },
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// P1 Bishop takes P2 Lance
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new Move { From = new Vector2(6, 2), To = new Vector2(8, 0) },
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// P2 Bishop
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new Move { From = new Vector2(8, 2), To = new Vector2(7, 1) },
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// P1 arbitrary move
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new Move { From = new Vector2(0, 5), To = new Vector2(0, 4) },
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// P2 Bishop, check
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new Move { From = new Vector2(7, 1), To = new Vector2(2, 6) },
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};
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var shogi = new ShogiBoard(moves);
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// Prerequisites
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shogi.InCheck.Should().Be(WhichPlayer.Player1);
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shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
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// Act - P1 tries to place a Lance while in check.
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var dropSuccess = shogi.Move(new Move { PieceFromCaptured = WhichPiece.Lance, To = new Vector2(4, 4) });
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// Assert
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dropSuccess.Should().BeFalse();
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shogi.Board[4, 4].Should().BeNull();
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shogi.InCheck.Should().Be(WhichPlayer.Player1);
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shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
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}
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[TestMethod]
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public void PreventInvalidDrop_Capture()
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{
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// Arrange
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var moves = new[]
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{
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// P1 Pawn
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new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
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// P2 Pawn
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new Move { From = new Vector2(6, 2), To = new Vector2(6, 3) },
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// P1 Bishop, capture P2 Pawn, check
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new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) },
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// P2 Gold, block check
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new Move { From = new Vector2(5, 0), To = new Vector2(5, 1) },
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// P1 Bishop capture P2 Bishop
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new Move { From = new Vector2(6, 2), To = new Vector2(7, 1) },
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// P2 arbitrary move
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new Move { From = new Vector2(0, 0), To = new Vector2(0, 1) },
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};
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var shogi = new ShogiBoard(moves);
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// Prerequisites
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shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
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shogi.Board[4, 0].Should().NotBeNull();
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// Act - P1 tries to place Bishop from hand to an already-occupied position
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var dropSuccess = shogi.Move(new Move { PieceFromCaptured = WhichPiece.Bishop, To = new Vector2(4, 0) });
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// Assert
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dropSuccess.Should().BeFalse();
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shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
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shogi.Board[4, 0].WhichPiece.Should().Be(WhichPiece.King);
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}
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[TestMethod]
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public void Check()
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{
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// Arrange
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var moves = new[]
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{
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// P1 Pawn
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new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
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// P2 Pawn
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new Move { From = new Vector2(6, 2), To = new Vector2(6, 3) },
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};
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var shogi = new ShogiBoard(moves);
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// Act - P1 Bishop, check
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shogi.Move(new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) });
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// Assert
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shogi.InCheck.Should().Be(WhichPlayer.Player2);
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}
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[TestMethod]
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public void Capture()
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{
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// Arrange
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var moves = new[]
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{
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// P1 Pawn
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new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
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// P2 Pawn
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new Move { From = new Vector2(6, 2), To = new Vector2(6, 3) }
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};
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var shogi = new ShogiBoard(moves);
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// Act - P1 Bishop captures P2 Bishop
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var moveSuccess = shogi.Move(new Move { From = new Vector2(1, 7), To = new Vector2(7, 1) });
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// Assert
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moveSuccess.Should().BeTrue();
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shogi.Board
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.Cast<Piece>()
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.Count(piece => piece?.WhichPiece == WhichPiece.Bishop)
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.Should()
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.Be(1);
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shogi.Board[1, 7].Should().BeNull();
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shogi.Board[7, 1].WhichPiece.Should().Be(WhichPiece.Bishop);
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shogi.Hands[WhichPlayer.Player1]
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.Should()
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.ContainSingle(piece => piece.WhichPiece == WhichPiece.Bishop && piece.Owner == WhichPlayer.Player1);
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// Act - P2 Silver captures P1 Bishop
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moveSuccess = shogi.Move(new Move { From = new Vector2(6, 0), To = new Vector2(7, 1) });
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// Assert
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moveSuccess.Should().BeTrue();
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shogi.Board[6, 0].Should().BeNull();
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shogi.Board[7, 1].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
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shogi.Board
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.Cast<Piece>()
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.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();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user