Fixed accidentally building the board from player2 perspective.
This commit is contained in:
@@ -11,7 +11,7 @@
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\Gameboard.ShogiUI.BoardState\Gameboard.ShogiUI.BoardState.csproj" />
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<ProjectReference Include="..\Gameboard.ShogiUI.BoardState\Gameboard.ShogiUI.Rules.csproj" />
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</ItemGroup>
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</Project>
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@@ -1,7 +1,7 @@
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using BenchmarkDotNet.Attributes;
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using BenchmarkDotNet.Engines;
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using BenchmarkDotNet.Running;
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using Gameboard.ShogiUI.BoardState;
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using Gameboard.ShogiUI.Rules;
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using System;
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using System.Linq;
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using System.Numerics;
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@@ -1,7 +1,7 @@
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using System.Diagnostics;
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using System.Numerics;
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namespace Gameboard.ShogiUI.BoardState
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namespace Gameboard.ShogiUI.Rules
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{
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[DebuggerDisplay("{From} - {To}")]
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public class Move
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@@ -1,7 +1,7 @@
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.BoardState.Pieces
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class Bishop : Piece
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{
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@@ -1,7 +1,7 @@
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.BoardState.Pieces
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class GoldenGeneral : Piece
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{
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@@ -1,7 +1,7 @@
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.BoardState.Pieces
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class King : Piece
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{
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@@ -1,7 +1,7 @@
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.BoardState.Pieces
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class Knight : Piece
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{
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@@ -1,7 +1,7 @@
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.BoardState.Pieces
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class Lance : Piece
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{
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@@ -1,7 +1,7 @@
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.BoardState.Pieces
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class Pawn : Piece
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{
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@@ -1,7 +1,7 @@
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using PathFinding;
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using System.Diagnostics;
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namespace Gameboard.ShogiUI.BoardState.Pieces
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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[DebuggerDisplay("{WhichPiece} {Owner}")]
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public abstract class Piece : IPlanarElement
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@@ -1,7 +1,7 @@
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.BoardState.Pieces
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class Rook : Piece
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{
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@@ -1,7 +1,7 @@
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using PathFinding;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.BoardState.Pieces
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namespace Gameboard.ShogiUI.Rules.Pieces
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{
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public class SilverGeneral : Piece
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{
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@@ -3,7 +3,7 @@ using System;
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using System.Collections;
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using System.Collections.Generic;
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namespace Gameboard.ShogiUI.BoardState
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namespace Gameboard.ShogiUI.Rules
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{
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public class PlanarCollection<T> : IPlanarCollection<T>, IEnumerable<T> where T : IPlanarElement
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{
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@@ -1,10 +1,10 @@
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using Gameboard.ShogiUI.BoardState.Pieces;
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using Gameboard.ShogiUI.Rules.Pieces;
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using PathFinding;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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namespace Gameboard.ShogiUI.BoardState
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namespace Gameboard.ShogiUI.Rules
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{
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/// <summary>
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/// Facilitates Shogi board state transitions, cognisant of Shogi rules.
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@@ -14,17 +14,21 @@ namespace Gameboard.ShogiUI.BoardState
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public class ShogiBoard
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{
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private delegate void MoveSetCallback(Piece piece, Vector2 position);
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private readonly bool isValidationBoard;
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private readonly PathFinder2D<Piece> pathFinder;
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private ShogiBoard validationBoard;
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private Vector2 player1King;
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private Vector2 player2King;
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public IReadOnlyDictionary<WhichPlayer, List<Piece>> Hands { get; }
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public PlanarCollection<Piece> Board { get; }
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public PlanarCollection<Piece> Board { get; } //TODO: Hide this being a getter method
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public List<Move> MoveHistory { get; }
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public WhichPlayer WhoseTurn => MoveHistory.Count % 2 == 0 ? WhichPlayer.Player1 : WhichPlayer.Player2;
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public WhichPlayer? InCheck { get; private set; }
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public bool IsCheckmate { get; private set; }
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public string Error { get; private set; }
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public ShogiBoard()
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{
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Board = new PlanarCollection<Piece>(9, 9);
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@@ -35,8 +39,8 @@ namespace Gameboard.ShogiUI.BoardState
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};
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pathFinder = new PathFinder2D<Piece>(Board);
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InitializeBoardState();
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player1King = new Vector2(4, 0);
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player2King = new Vector2(4, 8);
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player1King = new Vector2(4, 8);
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player2King = new Vector2(4, 0);
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}
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public ShogiBoard(IList<Move> moves) : this()
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@@ -46,13 +50,14 @@ namespace Gameboard.ShogiUI.BoardState
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if (!Move(moves[i]))
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{
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// Todo: Add some smarts to know why a move was invalid. In check? Piece not found? etc.
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throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}.");
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throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}. {Error}");
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}
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}
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}
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private ShogiBoard(ShogiBoard toCopy)
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{
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isValidationBoard = true;
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Board = new PlanarCollection<Piece>(9, 9);
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for (var x = 0; x < 9; x++)
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for (var y = 0; y < 9; y++)
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@@ -143,8 +148,8 @@ namespace Gameboard.ShogiUI.BoardState
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minimumY = WhoseTurn == WhichPlayer.Player1 ? 7 : 1;
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break;
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}
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if (WhoseTurn == WhichPlayer.Player1 && move.To.Y > minimumY) return false;
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if (WhoseTurn == WhichPlayer.Player2 && move.To.Y < minimumY) return false;
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if (WhoseTurn == WhichPlayer.Player1 && move.To.Y < minimumY) return false;
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if (WhoseTurn == WhichPlayer.Player2 && move.To.Y > minimumY) return false;
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// Mutate the board.
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Board[move.To.X, move.To.Y] = Hands[WhoseTurn][index];
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@@ -156,9 +161,21 @@ namespace Gameboard.ShogiUI.BoardState
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private bool PlaceFromBoard(Move move)
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{
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var fromPiece = Board[move.From.X, move.From.Y];
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if (fromPiece == null) return false; // Invalid move
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if (fromPiece.Owner != WhoseTurn) return false; // Invalid move; cannot move other players pieces.
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if (IsPathable(move.From, move.To) == false) return false; // Invalid move; move not part of move-set.
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if (fromPiece == null)
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{
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Error = $"No piece exists at {nameof(move)}.{nameof(move.From)}.";
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return false; // Invalid move
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}
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if (fromPiece.Owner != WhoseTurn)
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{
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Error = "Not allowed to move the opponents piece";
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return false; // Invalid move; cannot move other players pieces.
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}
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if (IsPathable(move.From, move.To) == false)
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{
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Error = $"Illegal move for {fromPiece.WhichPiece}. {nameof(move)}.{nameof(move.To)} is not part of the move-set.";
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return false; // Invalid move; move not part of move-set.
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}
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var captured = Board[move.To.X, move.To.Y];
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if (captured != null)
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@@ -171,11 +188,11 @@ namespace Gameboard.ShogiUI.BoardState
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//Mutate the board.
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if (move.IsPromotion)
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{
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if (WhoseTurn == WhichPlayer.Player1 && (move.To.Y > 5 || move.From.Y > 5))
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if (WhoseTurn == WhichPlayer.Player1 && (move.To.Y < 3 || move.From.Y < 3))
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{
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fromPiece.Promote();
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}
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else if (WhoseTurn == WhichPlayer.Player2 && (move.To.Y < 3 || move.From.Y < 3))
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else if (WhoseTurn == WhichPlayer.Player2 && (move.To.Y > 5 || move.From.Y > 5))
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{
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fromPiece.Promote();
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}
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@@ -313,12 +330,12 @@ namespace Gameboard.ShogiUI.BoardState
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}
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private void ResetFrontRow(WhichPlayer player)
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{
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int y = player == WhichPlayer.Player1 ? 2 : 6;
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int y = player == WhichPlayer.Player1 ? 6 : 2;
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for (int x = 0; x < 9; x++) Board[x, y] = new Pawn(player);
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}
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private void ResetMiddleRow(WhichPlayer player)
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{
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int y = player == WhichPlayer.Player1 ? 1 : 7;
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int y = player == WhichPlayer.Player1 ? 7 : 1;
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Board[0, y] = null;
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for (int x = 2; x < 7; x++) Board[x, y] = null;
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@@ -336,7 +353,7 @@ namespace Gameboard.ShogiUI.BoardState
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}
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private void ResetRearRow(WhichPlayer player)
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{
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int y = player == WhichPlayer.Player1 ? 0 : 8;
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int y = player == WhichPlayer.Player1 ? 8 : 0;
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Board[0, y] = new Lance(player);
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Board[1, y] = new Knight(player);
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@@ -350,13 +367,13 @@ namespace Gameboard.ShogiUI.BoardState
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}
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private void InitializeBoardState()
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{
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ResetRearRow(WhichPlayer.Player1);
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ResetMiddleRow(WhichPlayer.Player1);
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ResetFrontRow(WhichPlayer.Player1);
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ResetEmptyRows();
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ResetFrontRow(WhichPlayer.Player2);
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ResetMiddleRow(WhichPlayer.Player2);
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ResetRearRow(WhichPlayer.Player2);
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ResetMiddleRow(WhichPlayer.Player2);
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ResetFrontRow(WhichPlayer.Player2);
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ResetEmptyRows();
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ResetFrontRow(WhichPlayer.Player1);
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ResetMiddleRow(WhichPlayer.Player1);
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ResetRearRow(WhichPlayer.Player1);
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}
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#endregion
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}
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@@ -1,4 +1,4 @@
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namespace Gameboard.ShogiUI.BoardState
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namespace Gameboard.ShogiUI.Rules
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{
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public enum WhichPiece
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{
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@@ -1,4 +1,4 @@
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namespace Gameboard.ShogiUI.BoardState
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namespace Gameboard.ShogiUI.Rules
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{
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public enum WhichPlayer
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{
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6
Gameboard.ShogiUI.Domain/Entities/Board.cs
Normal file
6
Gameboard.ShogiUI.Domain/Entities/Board.cs
Normal file
@@ -0,0 +1,6 @@
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namespace Gameboard.ShogiUI.Domain
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{
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public class Board
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{
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}
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}
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30
Gameboard.ShogiUI.Domain/Entities/Match.cs
Normal file
30
Gameboard.ShogiUI.Domain/Entities/Match.cs
Normal file
@@ -0,0 +1,30 @@
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namespace Gameboard.ShogiUI.Domain
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{
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public class Match
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{
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public string Name { get; }
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public string Player1 { get; }
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public string Player2 { get; }
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/// <summary>
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/// Initialize pre-existing Match.
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/// </summary>
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public Match(MatchMeta meta, Board board)
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{
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Name = meta.Name;
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Player1 = meta.Player1;
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Player2 = meta.Player2;
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}
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/// <summary>
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/// Create a new Match.
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/// </summary>
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public Match(string name, string player1)
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{
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Name = name;
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Player1 = player1;
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}
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}
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}
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7
Gameboard.ShogiUI.Domain/Gameboard.ShogiUI.Domain.csproj
Normal file
7
Gameboard.ShogiUI.Domain/Gameboard.ShogiUI.Domain.csproj
Normal file
@@ -0,0 +1,7 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net5.0</TargetFramework>
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</PropertyGroup>
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</Project>
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15
Gameboard.ShogiUI.Domain/ValueObjects/Class1.cs
Normal file
15
Gameboard.ShogiUI.Domain/ValueObjects/Class1.cs
Normal file
@@ -0,0 +1,15 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Gameboard.ShogiUI.Domain
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{
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public class MatchMeta
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{
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public string Name { get; }
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public string Player1 { get; }
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public string Player2 { get; }
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}
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}
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@@ -14,7 +14,7 @@ namespace Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages
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{
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public string Action { get; private set; }
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public Game Game { get; set; }
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public IReadOnlyList<Move> Moves { get; set; }
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public BoardState BoardState { get; set; }
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public string Error { get; set; }
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public LoadGameResponse(ClientAction action)
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@@ -15,7 +15,7 @@ namespace Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages
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public string Action { get; }
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public string Error { get; set; }
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public string GameName { get; set; }
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public Move Move { get; set; }
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public BoardState BoardState { get; set; }
|
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public string PlayerName { get; set; }
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|
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public MoveResponse(ClientAction action)
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@@ -4,11 +4,6 @@
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{
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public WhichPiece WhichPiece { get; set; }
|
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|
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/// <summary>
|
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/// True if this piece is controlled by you.
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/// </summary>
|
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public bool IsControlledByMe { get; set; }
|
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|
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public bool IsPromoted { get; set; }
|
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}
|
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}
|
||||
|
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@@ -9,13 +9,15 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Gameboard.ShogiUI.Sockets.S
|
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EndProject
|
||||
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{F35A56FB-B8D8-4CB7-ABF6-D40049C9B42E}"
|
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EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Gameboard.ShogiUI.BoardState", "Gameboard.ShogiUI.BoardState\Gameboard.ShogiUI.BoardState.csproj", "{C5A7C4EF-549F-40A8-A0BD-DA2C7C0A6CF4}"
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Gameboard.ShogiUI.Rules", "Gameboard.ShogiUI.BoardState\Gameboard.ShogiUI.Rules.csproj", "{C5A7C4EF-549F-40A8-A0BD-DA2C7C0A6CF4}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Gameboard.ShogiUI.UnitTests", "Gameboard.ShogiUI.UnitTests\Gameboard.ShogiUI.UnitTests.csproj", "{DC8A933A-DBCB-46B9-AA0B-7B3DC9E763F3}"
|
||||
EndProject
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Benchmarking", "Benchmarking\Benchmarking.csproj", "{DADFF5D6-581F-4D69-845D-53ABD6ABF62F}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "PathFinding", "PathFinding\PathFinding.csproj", "{A0AC8C5A-6ADA-45C6-BD1E-EB1061213E47}"
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "PathFinding", "PathFinding\PathFinding.csproj", "{A0AC8C5A-6ADA-45C6-BD1E-EB1061213E47}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Gameboard.ShogiUI.Domain", "Gameboard.ShogiUI.Domain\Gameboard.ShogiUI.Domain.csproj", "{2CB188B7-3EE8-44FB-9548-8C0CFBF7E40B}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
@@ -47,6 +49,10 @@ Global
|
||||
{A0AC8C5A-6ADA-45C6-BD1E-EB1061213E47}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{A0AC8C5A-6ADA-45C6-BD1E-EB1061213E47}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{A0AC8C5A-6ADA-45C6-BD1E-EB1061213E47}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{2CB188B7-3EE8-44FB-9548-8C0CFBF7E40B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{2CB188B7-3EE8-44FB-9548-8C0CFBF7E40B}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{2CB188B7-3EE8-44FB-9548-8C0CFBF7E40B}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{2CB188B7-3EE8-44FB-9548-8C0CFBF7E40B}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
||||
@@ -31,7 +31,7 @@ namespace Gameboard.ShogiUI.Sockets.Controllers
|
||||
var isPlayer1 = await manager.IsPlayer1(request.SessionName, userName);
|
||||
if (isPlayer1)
|
||||
{
|
||||
var code = (await repository.PostJoinCode(request.SessionName, userName)).JoinCode;
|
||||
var code = await repository.PostJoinCode(request.SessionName, userName);
|
||||
return new CreatedResult("", new PostGameInvitationResponse(code));
|
||||
}
|
||||
else
|
||||
@@ -49,7 +49,7 @@ namespace Gameboard.ShogiUI.Sockets.Controllers
|
||||
var isPlayer1 = manager.IsPlayer1(request.SessionName, request.GuestId);
|
||||
if (isGuest && await isPlayer1)
|
||||
{
|
||||
var code = (await repository.PostJoinCode(request.SessionName, request.GuestId)).JoinCode;
|
||||
var code = await repository.PostJoinCode(request.SessionName, request.GuestId);
|
||||
return new CreatedResult("", new PostGameInvitationResponse(code));
|
||||
}
|
||||
else
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
using Gameboard.ShogiUI.Sockets.Managers;
|
||||
using Gameboard.ShogiUI.Sockets.Repositories;
|
||||
using Gameboard.ShogiUI.Sockets.Repositories.RepositoryManagers;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Api.Messages;
|
||||
using Microsoft.AspNetCore.Authorization;
|
||||
@@ -15,16 +14,13 @@ namespace Gameboard.ShogiUI.Sockets.Controllers
|
||||
public class SocketController : ControllerBase
|
||||
{
|
||||
private readonly ISocketTokenManager tokenManager;
|
||||
private readonly IGameboardRepository gameboardRepository;
|
||||
private readonly IGameboardRepositoryManager gameboardManager;
|
||||
|
||||
public SocketController(
|
||||
ISocketTokenManager tokenManager,
|
||||
IGameboardRepository gameboardRepository,
|
||||
IGameboardRepositoryManager gameboardManager)
|
||||
{
|
||||
this.tokenManager = tokenManager;
|
||||
this.gameboardRepository = gameboardRepository;
|
||||
this.gameboardManager = gameboardManager;
|
||||
}
|
||||
|
||||
@@ -48,11 +44,10 @@ namespace Gameboard.ShogiUI.Sockets.Controllers
|
||||
}
|
||||
else
|
||||
{
|
||||
var response = await gameboardRepository.GetPlayer(request.ClientId);
|
||||
if (response != null && response.Player != null)
|
||||
if (await gameboardManager.PlayerExists(request.ClientId))
|
||||
{
|
||||
var token = tokenManager.GenerateToken(response.Player.Name);
|
||||
return new JsonResult(new GetGuestTokenResponse(response.Player.Name, token));
|
||||
var token = tokenManager.GenerateToken(request.ClientId);
|
||||
return new JsonResult(new GetGuestTokenResponse(request.ClientId, token));
|
||||
}
|
||||
}
|
||||
return new UnauthorizedResult();
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\Gameboard.ShogiUI.BoardState\Gameboard.ShogiUI.BoardState.csproj" />
|
||||
<ProjectReference Include="..\Gameboard.ShogiUI.BoardState\Gameboard.ShogiUI.Rules.csproj" />
|
||||
<ProjectReference Include="..\Gameboard.ShogiUI.Sockets.ServiceModels\Gameboard.ShogiUI.Sockets.ServiceModels.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Gameboard.ShogiUI.BoardState;
|
||||
using Gameboard.ShogiUI.Rules;
|
||||
using System.Collections.Concurrent;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Managers
|
||||
@@ -26,10 +26,5 @@ namespace Gameboard.ShogiUI.Sockets.Managers
|
||||
return board;
|
||||
return null;
|
||||
}
|
||||
|
||||
public string GetBoardState()
|
||||
{
|
||||
return string.Empty;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,16 +12,13 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
// It can be an API route and still tell socket connections about the new session.
|
||||
public class CreateGameHandler : IActionHandler
|
||||
{
|
||||
private readonly ILogger<CreateGameHandler> logger;
|
||||
private readonly IGameboardRepository repository;
|
||||
private readonly ISocketCommunicationManager communicationManager;
|
||||
|
||||
public CreateGameHandler(
|
||||
ILogger<CreateGameHandler> logger,
|
||||
ISocketCommunicationManager communicationManager,
|
||||
IGameboardRepository repository)
|
||||
{
|
||||
this.logger = logger;
|
||||
this.repository = repository;
|
||||
this.communicationManager = communicationManager;
|
||||
}
|
||||
@@ -29,7 +26,7 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
public async Task Handle(string json, string userName)
|
||||
{
|
||||
var request = JsonConvert.DeserializeObject<CreateGameRequest>(json);
|
||||
var postSessionResponse = await repository.PostSession(new PostSession
|
||||
var sessionName = await repository.PostSession(new PostSession
|
||||
{
|
||||
SessionName = request.GameName,
|
||||
PlayerName = userName,
|
||||
@@ -41,12 +38,12 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
PlayerName = userName,
|
||||
Game = new Game
|
||||
{
|
||||
GameName = postSessionResponse.SessionName,
|
||||
GameName = sessionName,
|
||||
Players = new[] { userName }
|
||||
}
|
||||
};
|
||||
|
||||
if (string.IsNullOrWhiteSpace(postSessionResponse.SessionName))
|
||||
if (string.IsNullOrWhiteSpace(sessionName))
|
||||
{
|
||||
response.Error = "Game already exists.";
|
||||
}
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
using Gameboard.ShogiUI.Sockets.Repositories;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
using Microsoft.Extensions.Logging;
|
||||
using Newtonsoft.Json;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
@@ -10,16 +9,13 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
{
|
||||
public class JoinByCodeHandler : IActionHandler
|
||||
{
|
||||
private readonly ILogger<JoinByCodeHandler> logger;
|
||||
private readonly IGameboardRepository repository;
|
||||
private readonly ISocketCommunicationManager communicationManager;
|
||||
|
||||
public JoinByCodeHandler(
|
||||
ILogger<JoinByCodeHandler> logger,
|
||||
ISocketCommunicationManager communicationManager,
|
||||
IGameboardRepository repository)
|
||||
{
|
||||
this.logger = logger;
|
||||
this.repository = repository;
|
||||
this.communicationManager = communicationManager;
|
||||
}
|
||||
@@ -27,38 +23,38 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
public async Task Handle(string json, string userName)
|
||||
{
|
||||
var request = JsonConvert.DeserializeObject<JoinByCode>(json);
|
||||
var joinGameResponse = await repository.PostJoinPrivateSession(new PostJoinPrivateSession
|
||||
var sessionName = await repository.PostJoinPrivateSession(new PostJoinPrivateSession
|
||||
{
|
||||
PlayerName = userName,
|
||||
JoinCode = request.JoinCode
|
||||
});
|
||||
|
||||
if (joinGameResponse.JoinSucceeded)
|
||||
if (sessionName == null)
|
||||
{
|
||||
// Other members of the game see a regular JoinGame occur.
|
||||
var response = new JoinGameResponse(ClientAction.JoinGame)
|
||||
var response = new JoinGameResponse(ClientAction.JoinByCode)
|
||||
{
|
||||
PlayerName = userName,
|
||||
GameName = joinGameResponse.SessionName
|
||||
};
|
||||
// At this time, userName hasn't subscribed and won't receive this message.
|
||||
await communicationManager.BroadcastToGame(joinGameResponse.SessionName, response);
|
||||
|
||||
// The player joining sees the JoinByCode occur.
|
||||
response = new JoinGameResponse(ClientAction.JoinByCode)
|
||||
{
|
||||
PlayerName = userName,
|
||||
GameName = joinGameResponse.SessionName
|
||||
GameName = sessionName,
|
||||
Error = "Error joining game."
|
||||
};
|
||||
await communicationManager.BroadcastToPlayers(response, userName);
|
||||
}
|
||||
else
|
||||
{
|
||||
var response = new JoinGameResponse(ClientAction.JoinByCode)
|
||||
// Other members of the game see a regular JoinGame occur.
|
||||
var response = new JoinGameResponse(ClientAction.JoinGame)
|
||||
{
|
||||
PlayerName = userName,
|
||||
GameName = joinGameResponse.SessionName,
|
||||
Error = "Error joining game."
|
||||
GameName = sessionName
|
||||
};
|
||||
// At this time, userName hasn't subscribed and won't receive this message.
|
||||
await communicationManager.BroadcastToGame(sessionName, response);
|
||||
|
||||
// The player joining sees the JoinByCode occur.
|
||||
response = new JoinGameResponse(ClientAction.JoinByCode)
|
||||
{
|
||||
PlayerName = userName,
|
||||
GameName = sessionName
|
||||
};
|
||||
await communicationManager.BroadcastToPlayers(response, userName);
|
||||
}
|
||||
|
||||
@@ -23,7 +23,7 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
{
|
||||
var request = JsonConvert.DeserializeObject<JoinGameRequest>(json);
|
||||
|
||||
var joinGameResponse = await gameboardRepository.PutJoinPublicSession(new PutJoinPublicSession
|
||||
var joinSucceeded = await gameboardRepository.PutJoinPublicSession(new PutJoinPublicSession
|
||||
{
|
||||
PlayerName = userName,
|
||||
SessionName = request.GameName
|
||||
@@ -34,7 +34,7 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
PlayerName = userName,
|
||||
GameName = request.GameName
|
||||
};
|
||||
if (joinGameResponse.JoinSucceeded)
|
||||
if (joinSucceeded)
|
||||
{
|
||||
await communicationManager.BroadcastToAll(response);
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Gameboard.ShogiUI.BoardState;
|
||||
using Gameboard.ShogiUI.Rules;
|
||||
using Gameboard.ShogiUI.Sockets.Repositories;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Messages;
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
@@ -37,9 +37,8 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
var gameTask = gameboardRepository.GetGame(request.GameName);
|
||||
var moveTask = gameboardRepository.GetMoves(request.GameName);
|
||||
|
||||
var getGameResponse = await gameTask;
|
||||
var getMovesResponse = await moveTask;
|
||||
if (getGameResponse == null || getMovesResponse == null)
|
||||
var sessionModel = await gameTask;
|
||||
if (sessionModel == null)
|
||||
{
|
||||
logger.LogWarning("{action} - {user} was unable to load session named {session}.", ClientAction.LoadGame, userName, request.GameName);
|
||||
var response = new LoadGameResponse(ClientAction.LoadGame) { Error = "Game not found." };
|
||||
@@ -47,17 +46,17 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
}
|
||||
else
|
||||
{
|
||||
var sessionModel = new Models.Session(getGameResponse.Session);
|
||||
var moveModels = getMovesResponse.Moves.Select(_ => new Models.Move(_)).ToList();
|
||||
var moveModels = await moveTask;
|
||||
|
||||
communicationManager.SubscribeToGame(sessionModel, userName);
|
||||
var boardMoves = moveModels.Select(_ => _.ToBoardModel()).ToList();
|
||||
boardManager.Add(getGameResponse.Session.Name, new ShogiBoard(boardMoves));
|
||||
var shogiBoard = new ShogiBoard(boardMoves);
|
||||
boardManager.Add(sessionModel.Name, shogiBoard);
|
||||
|
||||
var response = new LoadGameResponse(ClientAction.LoadGame)
|
||||
{
|
||||
Game = sessionModel.ToServiceModel(),
|
||||
Moves = moveModels.Select(_ => _.ToServiceModel()).ToList(),
|
||||
BoardState = new Models.BoardState(shogiBoard).ToServiceModel()
|
||||
};
|
||||
await communicationManager.BroadcastToPlayers(response, userName);
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@ using Newtonsoft.Json;
|
||||
using System.Threading.Tasks;
|
||||
using Service = Gameboard.ShogiUI.Sockets.ServiceModels.Socket;
|
||||
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
{
|
||||
public class MoveHandler : IActionHandler
|
||||
@@ -25,31 +26,40 @@ namespace Gameboard.ShogiUI.Sockets.Managers.ClientActionHandlers
|
||||
public async Task Handle(string json, string userName)
|
||||
{
|
||||
var request = JsonConvert.DeserializeObject<Service.Messages.MoveRequest>(json);
|
||||
// Basic move validation
|
||||
if (request.Move.To.Equals(request.Move.From))
|
||||
{
|
||||
var error = new Service.Messages.ErrorResponse(Service.Types.ClientAction.Move)
|
||||
{
|
||||
Error = "Error: moving piece from tile to the same tile."
|
||||
};
|
||||
await communicationManager.BroadcastToPlayers(error, userName);
|
||||
return;
|
||||
}
|
||||
|
||||
var moveModel = new Move(request.Move);
|
||||
var board = boardManager.Get(request.GameName);
|
||||
var boardMove = moveModel.ToBoardModel();
|
||||
//board.Move()
|
||||
await gameboardRepository.PostMove(request.GameName, new PostMove(moveModel.ToApiModel()));
|
||||
|
||||
|
||||
var response = new Service.Messages.MoveResponse(Service.Types.ClientAction.Move)
|
||||
if (board == null)
|
||||
{
|
||||
GameName = request.GameName,
|
||||
PlayerName = userName,
|
||||
Move = moveModel.ToServiceModel()
|
||||
};
|
||||
await communicationManager.BroadcastToGame(request.GameName, response);
|
||||
// TODO: Find a flow for this
|
||||
var response = new Service.Messages.MoveResponse(Service.Types.ClientAction.Move)
|
||||
{
|
||||
Error = $"Game isn't loaded. Send a message with the {Service.Types.ClientAction.LoadGame} action first."
|
||||
};
|
||||
await communicationManager.BroadcastToPlayers(response, userName);
|
||||
|
||||
}
|
||||
var boardMove = moveModel.ToBoardModel();
|
||||
var moveSuccess = board.Move(boardMove);
|
||||
if (moveSuccess)
|
||||
{
|
||||
await gameboardRepository.PostMove(request.GameName, new PostMove(moveModel.ToApiModel()));
|
||||
var boardState = new BoardState(board);
|
||||
var response = new Service.Messages.MoveResponse(Service.Types.ClientAction.Move)
|
||||
{
|
||||
GameName = request.GameName,
|
||||
PlayerName = userName,
|
||||
BoardState = boardState.ToServiceModel()
|
||||
};
|
||||
await communicationManager.BroadcastToGame(request.GameName, response);
|
||||
}
|
||||
else
|
||||
{
|
||||
var response = new Service.Messages.MoveResponse(Service.Types.ClientAction.Move)
|
||||
{
|
||||
Error = "Invalid move."
|
||||
};
|
||||
await communicationManager.BroadcastToPlayers(response, userName);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
40
Gameboard.ShogiUI.Sockets/Models/BoardState.cs
Normal file
40
Gameboard.ShogiUI.Sockets/Models/BoardState.cs
Normal file
@@ -0,0 +1,40 @@
|
||||
using Gameboard.ShogiUI.Rules;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using ServiceTypes = Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Models
|
||||
{
|
||||
public class BoardState
|
||||
{
|
||||
public Piece[,] Board { get; set; }
|
||||
public IReadOnlyCollection<Piece> Player1Hand { get; set; }
|
||||
public IReadOnlyCollection<Piece> Player2Hand { get; set; }
|
||||
|
||||
public BoardState(ShogiBoard shogi)
|
||||
{
|
||||
Board = new Piece[9, 9];
|
||||
for (var x = 0; x < 9; x++)
|
||||
for (var y = 0; y < 9; y++)
|
||||
Board[x, y] = new Piece(shogi.Board[x, y]);
|
||||
|
||||
Player1Hand = shogi.Hands[WhichPlayer.Player1].Select(_ => new Piece(_)).ToList();
|
||||
Player2Hand = shogi.Hands[WhichPlayer.Player2].Select(_ => new Piece(_)).ToList();
|
||||
}
|
||||
|
||||
public ServiceTypes.BoardState ToServiceModel()
|
||||
{
|
||||
var board = new ServiceTypes.Piece[9, 9];
|
||||
Board = new Piece[9, 9];
|
||||
for (var x = 0; x < 9; x++)
|
||||
for (var y = 0; y < 9; y++)
|
||||
board[x, y] = Board[x, y].ToServiceModel();
|
||||
return new ServiceTypes.BoardState
|
||||
{
|
||||
Board = board,
|
||||
Player1Hand = Player1Hand.Select(_ => _.ToServiceModel()).ToList(),
|
||||
Player2Hand = Player2Hand.Select(_ => _.ToServiceModel()).ToList()
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,7 +1,8 @@
|
||||
using Gameboard.ShogiUI.BoardState;
|
||||
using Gameboard.ShogiUI.Rules;
|
||||
using Microsoft.FSharp.Core;
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using BoardStateMove = Gameboard.ShogiUI.Rules.Move;
|
||||
using ShogiApi = Gameboard.Shogi.Api.ServiceModels.Types;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Models
|
||||
@@ -13,7 +14,6 @@ namespace Gameboard.ShogiUI.Sockets.Models
|
||||
public Coords To { get; set; }
|
||||
public bool IsPromotion { get; set; }
|
||||
|
||||
public Move() { }
|
||||
public Move(ServiceModels.Socket.Types.Move move)
|
||||
{
|
||||
From = Coords.FromBoardNotation(move.From);
|
||||
@@ -74,9 +74,9 @@ namespace Gameboard.ShogiUI.Sockets.Models
|
||||
};
|
||||
return target;
|
||||
}
|
||||
public BoardState.Move ToBoardModel()
|
||||
public BoardStateMove ToBoardModel()
|
||||
{
|
||||
return new BoardState.Move
|
||||
return new BoardStateMove
|
||||
{
|
||||
From = new Vector2(From.X, From.Y),
|
||||
IsPromotion = IsPromotion,
|
||||
|
||||
27
Gameboard.ShogiUI.Sockets/Models/Piece.cs
Normal file
27
Gameboard.ShogiUI.Sockets/Models/Piece.cs
Normal file
@@ -0,0 +1,27 @@
|
||||
using Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types;
|
||||
using BoardStatePiece = Gameboard.ShogiUI.Rules.Pieces.Piece;
|
||||
|
||||
namespace Gameboard.ShogiUI.Sockets.Models
|
||||
{
|
||||
public class Piece
|
||||
{
|
||||
public WhichPiece WhichPiece { get; set; }
|
||||
|
||||
public bool IsPromoted { get; set; }
|
||||
|
||||
public Piece(BoardStatePiece piece)
|
||||
{
|
||||
WhichPiece = (WhichPiece)piece.WhichPiece;
|
||||
IsPromoted = piece.IsPromoted;
|
||||
}
|
||||
|
||||
public ServiceModels.Socket.Types.Piece ToServiceModel()
|
||||
{
|
||||
return new ServiceModels.Socket.Types.Piece
|
||||
{
|
||||
IsPromoted = IsPromoted,
|
||||
WhichPiece = WhichPiece
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
12
Gameboard.ShogiUI.Sockets/Models/Player.cs
Normal file
12
Gameboard.ShogiUI.Sockets/Models/Player.cs
Normal file
@@ -0,0 +1,12 @@
|
||||
namespace Gameboard.ShogiUI.Sockets.Models
|
||||
{
|
||||
public class Player
|
||||
{
|
||||
public string Name { get; }
|
||||
|
||||
public Player(string name)
|
||||
{
|
||||
Name = name;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -16,7 +16,7 @@
|
||||
"ASPNETCORE_ENVIRONMENT": "Development"
|
||||
}
|
||||
},
|
||||
"AspShogiSockets": {
|
||||
"Kestrel": {
|
||||
"commandName": "Project",
|
||||
"launchUrl": "Socket/Token",
|
||||
"environmentVariables": {
|
||||
|
||||
@@ -1,7 +1,10 @@
|
||||
using Gameboard.Shogi.Api.ServiceModels.Messages;
|
||||
using Gameboard.ShogiUI.Sockets.Models;
|
||||
using Gameboard.ShogiUI.Sockets.Repositories.Utility;
|
||||
using Newtonsoft.Json;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Net.Http;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
@@ -11,17 +14,17 @@ namespace Gameboard.ShogiUI.Sockets.Repositories
|
||||
public interface IGameboardRepository
|
||||
{
|
||||
Task DeleteGame(string gameName);
|
||||
Task<GetSessionResponse> GetGame(string gameName);
|
||||
Task<Session> GetGame(string gameName);
|
||||
Task<GetSessionsResponse> GetGames();
|
||||
Task<GetSessionsResponse> GetGames(string playerName);
|
||||
Task<GetMovesResponse> GetMoves(string gameName);
|
||||
Task<PostSessionResponse> PostSession(PostSession request);
|
||||
Task<PostJoinPrivateSessionResponse> PostJoinPrivateSession(PostJoinPrivateSession request);
|
||||
Task<PutJoinPublicSessionResponse> PutJoinPublicSession(PutJoinPublicSession request);
|
||||
Task<List<Move>> GetMoves(string gameName);
|
||||
Task<string> PostSession(PostSession request);
|
||||
Task<string> PostJoinPrivateSession(PostJoinPrivateSession request);
|
||||
Task<bool> PutJoinPublicSession(PutJoinPublicSession request);
|
||||
Task PostMove(string gameName, PostMove request);
|
||||
Task<PostJoinCodeResponse> PostJoinCode(string gameName, string userName);
|
||||
Task<GetPlayerResponse> GetPlayer(string userName);
|
||||
Task<HttpResponseMessage> PostPlayer(PostPlayer request);
|
||||
Task<string> PostJoinCode(string gameName, string userName);
|
||||
Task<Player> GetPlayer(string userName);
|
||||
Task<bool> PostPlayer(PostPlayer request);
|
||||
}
|
||||
|
||||
public class GameboardRepository : IGameboardRepository
|
||||
@@ -52,12 +55,16 @@ namespace Gameboard.ShogiUI.Sockets.Repositories
|
||||
return JsonConvert.DeserializeObject<GetSessionsResponse>(json);
|
||||
}
|
||||
|
||||
public async Task<GetSessionResponse> GetGame(string gameName)
|
||||
public async Task<Session> GetGame(string gameName)
|
||||
{
|
||||
var uri = $"Session/{gameName}";
|
||||
var response = await client.GetAsync(Uri.EscapeUriString(uri));
|
||||
var json = await response.Content.ReadAsStringAsync();
|
||||
return JsonConvert.DeserializeObject<GetSessionResponse>(json);
|
||||
if (string.IsNullOrWhiteSpace(json))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
return new Session(JsonConvert.DeserializeObject<GetSessionResponse>(json).Session);
|
||||
}
|
||||
|
||||
public async Task DeleteGame(string gameName)
|
||||
@@ -66,36 +73,46 @@ namespace Gameboard.ShogiUI.Sockets.Repositories
|
||||
await client.DeleteAsync(Uri.EscapeUriString(uri));
|
||||
}
|
||||
|
||||
public async Task<PostSessionResponse> PostSession(PostSession request)
|
||||
public async Task<string> PostSession(PostSession request)
|
||||
{
|
||||
var content = new StringContent(JsonConvert.SerializeObject(request), Encoding.UTF8, MediaType);
|
||||
var response = await client.PostAsync(PostSessionRoute, content);
|
||||
var json = await response.Content.ReadAsStringAsync();
|
||||
return JsonConvert.DeserializeObject<PostSessionResponse>(json);
|
||||
return JsonConvert.DeserializeObject<PostSessionResponse>(json).SessionName;
|
||||
}
|
||||
|
||||
public async Task<PutJoinPublicSessionResponse> PutJoinPublicSession(PutJoinPublicSession request)
|
||||
public async Task<bool> PutJoinPublicSession(PutJoinPublicSession request)
|
||||
{
|
||||
var content = new StringContent(JsonConvert.SerializeObject(request), Encoding.UTF8, MediaType);
|
||||
var response = await client.PutAsync(JoinSessionRoute, content);
|
||||
var json = await response.Content.ReadAsStringAsync();
|
||||
return JsonConvert.DeserializeObject<PutJoinPublicSessionResponse>(json);
|
||||
return JsonConvert.DeserializeObject<PutJoinPublicSessionResponse>(json).JoinSucceeded;
|
||||
}
|
||||
|
||||
public async Task<PostJoinPrivateSessionResponse> PostJoinPrivateSession(PostJoinPrivateSession request)
|
||||
public async Task<string> PostJoinPrivateSession(PostJoinPrivateSession request)
|
||||
{
|
||||
var content = new StringContent(JsonConvert.SerializeObject(request), Encoding.UTF8, MediaType);
|
||||
var response = await client.PostAsync(JoinSessionRoute, content);
|
||||
var json = await response.Content.ReadAsStringAsync();
|
||||
return JsonConvert.DeserializeObject<PostJoinPrivateSessionResponse>(json);
|
||||
var deserialized = JsonConvert.DeserializeObject<PostJoinPrivateSessionResponse>(json);
|
||||
if (deserialized.JoinSucceeded)
|
||||
{
|
||||
return deserialized.SessionName;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public async Task<GetMovesResponse> GetMoves(string gameName)
|
||||
public async Task<List<Move>> GetMoves(string gameName)
|
||||
{
|
||||
var uri = $"Session/{gameName}/Moves";
|
||||
var response = await client.GetAsync(Uri.EscapeUriString(uri));
|
||||
var json = await response.Content.ReadAsStringAsync();
|
||||
return JsonConvert.DeserializeObject<GetMovesResponse>(json);
|
||||
var get = await client.GetAsync(Uri.EscapeUriString(uri));
|
||||
var json = await get.Content.ReadAsStringAsync();
|
||||
if (string.IsNullOrWhiteSpace(json))
|
||||
{
|
||||
return new List<Move>();
|
||||
}
|
||||
var response = JsonConvert.DeserializeObject<GetMovesResponse>(json);
|
||||
return response.Moves.Select(m => new Move(m)).ToList();
|
||||
}
|
||||
|
||||
public async Task PostMove(string gameName, PostMove request)
|
||||
@@ -105,27 +122,33 @@ namespace Gameboard.ShogiUI.Sockets.Repositories
|
||||
await client.PostAsync(Uri.EscapeUriString(uri), content);
|
||||
}
|
||||
|
||||
public async Task<PostJoinCodeResponse> PostJoinCode(string gameName, string userName)
|
||||
public async Task<string> PostJoinCode(string gameName, string userName)
|
||||
{
|
||||
var uri = $"JoinCode/{gameName}";
|
||||
var serialized = JsonConvert.SerializeObject(new PostJoinCode { PlayerName = userName });
|
||||
var content = new StringContent(serialized, Encoding.UTF8, MediaType);
|
||||
var json = await (await client.PostAsync(Uri.EscapeUriString(uri), content)).Content.ReadAsStringAsync();
|
||||
return JsonConvert.DeserializeObject<PostJoinCodeResponse>(json);
|
||||
return JsonConvert.DeserializeObject<PostJoinCodeResponse>(json).JoinCode;
|
||||
}
|
||||
|
||||
public async Task<GetPlayerResponse> GetPlayer(string playerName)
|
||||
public async Task<Player> GetPlayer(string playerName)
|
||||
{
|
||||
var uri = $"Player/{playerName}";
|
||||
var response = await client.GetAsync(Uri.EscapeUriString(uri));
|
||||
var json = await response.Content.ReadAsStringAsync();
|
||||
return JsonConvert.DeserializeObject<GetPlayerResponse>(json);
|
||||
var get = await client.GetAsync(Uri.EscapeUriString(uri));
|
||||
var content = await get.Content.ReadAsStringAsync();
|
||||
if (!string.IsNullOrWhiteSpace(content))
|
||||
{
|
||||
var response = JsonConvert.DeserializeObject<GetPlayerResponse>(content);
|
||||
return new Player(response.Player.Name);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public async Task<HttpResponseMessage> PostPlayer(PostPlayer request)
|
||||
public async Task<bool> PostPlayer(PostPlayer request)
|
||||
{
|
||||
var content = new StringContent(JsonConvert.SerializeObject(request), Encoding.UTF8, MediaType);
|
||||
return await client.PostAsync(PlayerRoute, content);
|
||||
var response = await client.PostAsync(PlayerRoute, content);
|
||||
return response.IsSuccessStatusCode;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,6 +9,7 @@ namespace Gameboard.ShogiUI.Sockets.Repositories.RepositoryManagers
|
||||
Task<string> CreateGuestUser();
|
||||
Task<bool> IsPlayer1(string sessionName, string playerName);
|
||||
bool IsGuest(string playerName);
|
||||
Task<bool> PlayerExists(string playerName);
|
||||
}
|
||||
|
||||
public class GameboardRepositoryManager : IGameboardRepositoryManager
|
||||
@@ -33,8 +34,8 @@ namespace Gameboard.ShogiUI.Sockets.Repositories.RepositoryManagers
|
||||
{
|
||||
PlayerName = clientId
|
||||
};
|
||||
var response = await repository.PostPlayer(request);
|
||||
if (response.IsSuccessStatusCode)
|
||||
var isCreated = await repository.PostPlayer(request);
|
||||
if (isCreated)
|
||||
{
|
||||
return clientId;
|
||||
}
|
||||
@@ -45,19 +46,21 @@ namespace Gameboard.ShogiUI.Sockets.Repositories.RepositoryManagers
|
||||
public async Task<bool> IsPlayer1(string sessionName, string playerName)
|
||||
{
|
||||
var session = await repository.GetGame(sessionName);
|
||||
return session?.Session.Player1 == playerName;
|
||||
return session?.Player1 == playerName;
|
||||
}
|
||||
|
||||
public async Task<string> CreateJoinCode(string sessionName, string playerName)
|
||||
{
|
||||
var getGameResponse = await repository.GetGame(sessionName);
|
||||
if (playerName == getGameResponse?.Session.Player1)
|
||||
var session = await repository.GetGame(sessionName);
|
||||
if (playerName == session?.Player1)
|
||||
{
|
||||
return (await repository.PostJoinCode(sessionName, playerName)).JoinCode;
|
||||
return await repository.PostJoinCode(sessionName, playerName);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public bool IsGuest(string playerName) => playerName.StartsWith(GuestPrefix);
|
||||
|
||||
public async Task<bool> PlayerExists(string playerName) => await repository.GetPlayer(playerName) != null;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
using Gameboard.ShogiUI.BoardState;
|
||||
using Gameboard.ShogiUI.BoardState.Pieces;
|
||||
using Gameboard.ShogiUI.Rules;
|
||||
using Gameboard.ShogiUI.Rules.Pieces;
|
||||
using System;
|
||||
using System.Text;
|
||||
using System.Text.RegularExpressions;
|
||||
|
||||
namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||
namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
{
|
||||
public static class BoardStateExtensions
|
||||
{
|
||||
@@ -32,7 +32,7 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||
var builder = new StringBuilder();
|
||||
builder.Append(" Player 2(.)");
|
||||
builder.AppendLine();
|
||||
for (var y = 8; y > -1; y--)
|
||||
for (var y = 0; y < 9; y++)
|
||||
{
|
||||
builder.Append("- ");
|
||||
for (var x = 0; x < 8; x++) builder.Append("- - ");
|
||||
@@ -1,12 +1,12 @@
|
||||
using FluentAssertions;
|
||||
using Gameboard.ShogiUI.BoardState;
|
||||
using Gameboard.ShogiUI.BoardState.Pieces;
|
||||
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.BoardState
|
||||
namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
{
|
||||
[TestClass]
|
||||
public class ShogiBoardShould
|
||||
@@ -22,7 +22,7 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||
// Assert Player1.
|
||||
for (var y = 0; y < 3; y++)
|
||||
for (var x = 0; x < 9; x++)
|
||||
board[x, y]?.Owner.Should().Be(WhichPlayer.Player1);
|
||||
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);
|
||||
@@ -33,9 +33,9 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||
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.Bishop);
|
||||
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.Rook);
|
||||
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);
|
||||
|
||||
@@ -47,7 +47,7 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||
// Assert Player2.
|
||||
for (var y = 6; y < 9; y++)
|
||||
for (var x = 0; x < 9; x++)
|
||||
board[x, y]?.Owner.Should().Be(WhichPlayer.Player2);
|
||||
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);
|
||||
@@ -58,9 +58,9 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||
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.Rook);
|
||||
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.Bishop);
|
||||
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);
|
||||
}
|
||||
@@ -73,13 +73,13 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||
new Move
|
||||
{
|
||||
// Pawn
|
||||
From = new Vector2(0, 2),
|
||||
To = new Vector2(0, 3)
|
||||
From = new Vector2(0, 6),
|
||||
To = new Vector2(0, 5)
|
||||
}
|
||||
};
|
||||
var shogi = new ShogiBoard(moves);
|
||||
shogi.Board[0, 2].Should().BeNull();
|
||||
shogi.Board[0, 3].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
shogi.Board[0, 6].Should().BeNull();
|
||||
shogi.Board[0, 5].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
@@ -106,11 +106,11 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||
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, 2), To = new Vector2(0, 2) });
|
||||
var moveSuccess = shogi.Move(new Move { From = new Vector2(0, 6), To = new Vector2(0, 6) });
|
||||
|
||||
// Assert
|
||||
moveSuccess.Should().BeFalse();
|
||||
shogi.Board[0, 2].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
shogi.Board[0, 6].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
@@ -136,9 +136,11 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||
{
|
||||
// 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, 6), To = new Vector2(8, 5) });
|
||||
var moveSuccess = shogi.Move(new Move { From = new Vector2(8, 2), To = new Vector2(8, 3) });
|
||||
|
||||
// Assert
|
||||
moveSuccess.Should().BeFalse();
|
||||
@@ -152,8 +154,8 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||
var invalidLanceMove = new Move
|
||||
{
|
||||
// Lance moving through the pawn before it.
|
||||
From = new Vector2(0, 0),
|
||||
To = new Vector2(0, 5)
|
||||
From = new Vector2(0, 8),
|
||||
To = new Vector2(0, 4)
|
||||
};
|
||||
|
||||
var shogi = new ShogiBoard();
|
||||
@@ -170,8 +172,8 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||
var invalidKnightMove = new Move
|
||||
{
|
||||
// Knight capturing allied Pawn
|
||||
From = new Vector2(1, 0),
|
||||
To = new Vector2(0, 2)
|
||||
From = new Vector2(1, 8),
|
||||
To = new Vector2(0, 6)
|
||||
};
|
||||
|
||||
var shogi = new ShogiBoard();
|
||||
@@ -190,11 +192,11 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move { From = new Vector2(2, 2), To = new Vector2(2, 3) },
|
||||
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
|
||||
// P2 Pawn
|
||||
new Move { From = new Vector2(6, 6), To = new Vector2(6, 5) },
|
||||
new Move { From = new Vector2(6, 2), To = new Vector2(6, 3) },
|
||||
// P1 Bishop puts P2 in check
|
||||
new Move { From = new Vector2(1, 1), To = new Vector2(6, 6) }
|
||||
new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) }
|
||||
};
|
||||
var shogi = new ShogiBoard(moves);
|
||||
|
||||
@@ -202,7 +204,7 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||
shogi.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
|
||||
// Act - P2 moves Lance while remaining in check.
|
||||
var moveSuccess = shogi.Move(new Move { From = new Vector2(8, 8), To = new Vector2(8, 7) });
|
||||
var moveSuccess = shogi.Move(new Move { From = new Vector2(0, 8), To = new Vector2(0, 7) });
|
||||
|
||||
// Assert
|
||||
moveSuccess.Should().BeFalse();
|
||||
@@ -218,61 +220,62 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move { From = new Vector2(2, 2), To = new Vector2(2, 3) },
|
||||
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
|
||||
// P2 Pawn
|
||||
new Move { From = new Vector2(0, 6), To = new Vector2(0, 5) },
|
||||
new Move { From = new Vector2(0, 2), To = new Vector2(0, 3) },
|
||||
// P1 Bishop takes P2 Pawn
|
||||
new Move { From = new Vector2(1, 1), To = new Vector2(6, 6) },
|
||||
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, 8), To = new Vector2(5, 7) },
|
||||
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, 6), To = new Vector2(7, 7), IsPromotion = true },
|
||||
new Move { From = new Vector2(6, 2), To = new Vector2(7, 1), IsPromotion = true },
|
||||
// P2 Pawn again
|
||||
new Move { From = new Vector2(0, 5), To = new Vector2(0, 4) },
|
||||
new Move { From = new Vector2(0, 3), To = new Vector2(0, 4) },
|
||||
// P1 Bishop takes P2 Knight
|
||||
new Move { From = new Vector2(7, 7), To = new Vector2(7, 8) },
|
||||
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, 3) },
|
||||
new Move { From = new Vector2(0, 4), To = new Vector2(0, 5) },
|
||||
// P1 Bishop takes P2 Lance
|
||||
new Move { From = new Vector2(7, 8), To = new Vector2(8, 8) },
|
||||
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, 8), To = new Vector2(0, 7) },
|
||||
new Move { From = new Vector2(0, 0), To = new Vector2(0, 1) },
|
||||
// P1 arbitrary move
|
||||
new Move { From = new Vector2(4, 0), To = new Vector2(4, 1) },
|
||||
new Move { From = new Vector2(4, 8), To = new Vector2(4, 7) },
|
||||
// P2 Pawn again, takes P1 Pawn
|
||||
new Move { From = new Vector2(0, 3), To = new Vector2(0, 2) },
|
||||
new Move { From = new Vector2(0, 5), To = new Vector2(0, 6) },
|
||||
};
|
||||
var shogi = new ShogiBoard(moves);
|
||||
shogi.PrintStateAsAscii();
|
||||
|
||||
// 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, 8].Should().BeNull();
|
||||
var dropSuccess = shogi.Move(new Move { PieceFromCaptured = WhichPiece.Knight, To = new Vector2(7, 8) });
|
||||
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, 8].Should().BeNull();
|
||||
dropSuccess = shogi.Move(new Move { PieceFromCaptured = WhichPiece.Knight, To = new Vector2(7, 7) });
|
||||
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, 7].Should().BeNull();
|
||||
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, 8) });
|
||||
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, 8].Should().BeNull();
|
||||
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, 8) });
|
||||
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, 8].Should().BeNull();
|
||||
shogi.Board[7, 0].Should().BeNull();
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
@@ -282,25 +285,25 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move { From = new Vector2(2, 2), To = new Vector2(2, 3) },
|
||||
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
|
||||
// P2 Pawn
|
||||
new Move { From = new Vector2(8, 6), To = new Vector2(8, 5) },
|
||||
new Move { From = new Vector2(8, 2), To = new Vector2(8, 3) },
|
||||
// P1 Bishop, check
|
||||
new Move { From = new Vector2(1, 1), To = new Vector2(6, 6) },
|
||||
new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) },
|
||||
// P2 Gold, block check
|
||||
new Move { From = new Vector2(5, 8), To = new Vector2(5, 7) },
|
||||
new Move { From = new Vector2(5, 0), To = new Vector2(5, 1) },
|
||||
// P1 arbitrary move
|
||||
new Move { From = new Vector2(0, 2), To = new Vector2(0, 3) },
|
||||
new Move { From = new Vector2(0, 6), To = new Vector2(0, 5) },
|
||||
// P2 Bishop
|
||||
new Move { From = new Vector2(7, 7), To = new Vector2(8, 6) },
|
||||
new Move { From = new Vector2(7, 1), To = new Vector2(8, 2) },
|
||||
// P1 Bishop takes P2 Lance
|
||||
new Move { From = new Vector2(6, 6), To = new Vector2(8, 8) },
|
||||
new Move { From = new Vector2(6, 2), To = new Vector2(8, 0) },
|
||||
// P2 Bishop
|
||||
new Move { From = new Vector2(8, 6), To = new Vector2(7, 7) },
|
||||
new Move { From = new Vector2(8, 2), To = new Vector2(7, 1) },
|
||||
// P1 arbitrary move
|
||||
new Move { From = new Vector2(0, 3), To = new Vector2(0, 4) },
|
||||
new Move { From = new Vector2(0, 5), To = new Vector2(0, 4) },
|
||||
// P2 Bishop, check
|
||||
new Move { From = new Vector2(7, 7), To = new Vector2(2, 2) },
|
||||
new Move { From = new Vector2(7, 1), To = new Vector2(2, 6) },
|
||||
};
|
||||
var shogi = new ShogiBoard(moves);
|
||||
|
||||
@@ -325,22 +328,23 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move { From = new Vector2(2, 2), To = new Vector2(2, 3) },
|
||||
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
|
||||
// P2 Pawn
|
||||
new Move { From = new Vector2(6, 6), To = new Vector2(6, 5) },
|
||||
new Move { From = new Vector2(6, 2), To = new Vector2(6, 3) },
|
||||
// P1 Bishop, capture P2 Pawn, check
|
||||
new Move { From = new Vector2(1, 1), To = new Vector2(6, 6) },
|
||||
new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) },
|
||||
// P2 Gold, block check
|
||||
new Move { From = new Vector2(5, 8), To = new Vector2(5, 7) },
|
||||
new Move { From = new Vector2(5, 0), To = new Vector2(5, 1) },
|
||||
// P1 Bishop capture P2 Bishop
|
||||
new Move { From = new Vector2(6, 6), To = new Vector2(7, 7) },
|
||||
new Move { From = new Vector2(6, 2), To = new Vector2(7, 1) },
|
||||
// P2 arbitrary move
|
||||
new Move { From = new Vector2(0, 8), To = new Vector2(0, 7) },
|
||||
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) });
|
||||
@@ -358,16 +362,14 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move { From = new Vector2(2, 2), To = new Vector2(2, 3) },
|
||||
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
|
||||
// P2 Pawn
|
||||
new Move { From = new Vector2(6, 6), To = new Vector2(6, 5) },
|
||||
new Move { From = new Vector2(6, 2), To = new Vector2(6, 3) },
|
||||
};
|
||||
var shogi = new ShogiBoard(moves);
|
||||
shogi.PrintStateAsAscii();
|
||||
|
||||
|
||||
// Act - P1 Bishop, check
|
||||
shogi.Move(new Move { From = new Vector2(1, 1), To = new Vector2(6, 6) });
|
||||
shogi.Move(new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) });
|
||||
|
||||
// Assert
|
||||
shogi.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
@@ -380,14 +382,14 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move { From = new Vector2(2, 2), To = new Vector2(2, 3) },
|
||||
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
|
||||
// P2 Pawn
|
||||
new Move { From = new Vector2(6, 6), To = new Vector2(6, 5) }
|
||||
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, 1), To = new Vector2(7, 7) });
|
||||
var moveSuccess = shogi.Move(new Move { From = new Vector2(1, 7), To = new Vector2(7, 1) });
|
||||
|
||||
// Assert
|
||||
moveSuccess.Should().BeTrue();
|
||||
@@ -396,20 +398,20 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||
.Count(piece => piece?.WhichPiece == WhichPiece.Bishop)
|
||||
.Should()
|
||||
.Be(1);
|
||||
shogi.Board[1, 1].Should().BeNull();
|
||||
shogi.Board[7, 7].WhichPiece.Should().Be(WhichPiece.Bishop);
|
||||
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, 8), To = new Vector2(7, 7) });
|
||||
moveSuccess = shogi.Move(new Move { From = new Vector2(6, 0), To = new Vector2(7, 1) });
|
||||
|
||||
// Assert
|
||||
moveSuccess.Should().BeTrue();
|
||||
shogi.Board[6, 8].Should().BeNull();
|
||||
shogi.Board[7, 7].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
|
||||
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)
|
||||
@@ -426,19 +428,19 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move { From = new Vector2(2, 2), To = new Vector2(2, 3) },
|
||||
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
|
||||
// P2 Pawn
|
||||
new Move { From = new Vector2(6, 6), To = new Vector2(6, 5) }
|
||||
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, 1), To = new Vector2(6, 6), IsPromotion = true });
|
||||
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, 1].Should().BeNull();
|
||||
shogi.Board[6, 6].Should().Match<Piece>(piece => piece.WhichPiece == WhichPiece.Bishop && piece.IsPromoted == true);
|
||||
shogi.Board[1, 7].Should().BeNull();
|
||||
shogi.Board[6, 2].Should().Match<Piece>(piece => piece.WhichPiece == WhichPiece.Bishop && piece.IsPromoted == true);
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
@@ -448,32 +450,30 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Rook
|
||||
new Move { From = new Vector2(7, 1), To = new Vector2(4, 1) },
|
||||
new Move { From = new Vector2(7, 7), To = new Vector2(4, 7) },
|
||||
// P2 Gold
|
||||
new Move { From = new Vector2(3, 8), To = new Vector2(2, 7) },
|
||||
new Move { From = new Vector2(3, 0), To = new Vector2(2, 1) },
|
||||
// P1 Pawn
|
||||
new Move { From = new Vector2(4, 2), To = new Vector2(4, 3) },
|
||||
// P2 other Gold
|
||||
new Move { From = new Vector2(5, 8), To = new Vector2(6, 7) },
|
||||
// P1 same Pawn
|
||||
new Move { From = new Vector2(4, 3), To = new Vector2(4, 4) },
|
||||
// P2 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, 5) },
|
||||
new Move { From = new Vector2(4, 4), To = new Vector2(4, 3) },
|
||||
// P2 King
|
||||
new Move { From = new Vector2(4, 8), To = new Vector2(4, 7) },
|
||||
new Move { From = new Vector2(4, 0), To = new Vector2(4, 1) },
|
||||
// P1 Pawn promotes, threatens P2 King
|
||||
new Move { From = new Vector2(4, 5), To = new Vector2(4, 6), IsPromotion = true },
|
||||
new Move { From = new Vector2(4, 3), To = new Vector2(4, 2), IsPromotion = true },
|
||||
// P2 King retreat
|
||||
new Move { From = new Vector2(4, 7), To = new Vector2(4, 8) },
|
||||
new Move { From = new Vector2(4, 1), To = new Vector2(4, 0) },
|
||||
};
|
||||
var shogi = new ShogiBoard(moves);
|
||||
Console.WriteLine("Prereq");
|
||||
shogi.PrintStateAsAscii();
|
||||
|
||||
// Act - P1 Pawn wins by checkmate.
|
||||
var moveSuccess = shogi.Move(new Move { From = new Vector2(4, 6), To = new Vector2(4, 7) });
|
||||
var moveSuccess = shogi.Move(new Move { From = new Vector2(4, 2), To = new Vector2(4, 1) });
|
||||
|
||||
// Assert - checkmate
|
||||
moveSuccess.Should().BeTrue();
|
||||
@@ -4,15 +4,15 @@ namespace PathFinding
|
||||
{
|
||||
public static class Direction
|
||||
{
|
||||
public static readonly Vector2 Up = new(0, 1);
|
||||
public static readonly Vector2 Down = new(0, -1);
|
||||
public static readonly Vector2 Up = new(0, -1);
|
||||
public static readonly Vector2 Down = new(0, 1);
|
||||
public static readonly Vector2 Left = new(-1, 0);
|
||||
public static readonly Vector2 Right = new(1, 0);
|
||||
public static readonly Vector2 UpLeft = new(-1, 1);
|
||||
public static readonly Vector2 UpRight = new(1, 1);
|
||||
public static readonly Vector2 DownLeft = new(-1, -1);
|
||||
public static readonly Vector2 DownRight = new(1, -1);
|
||||
public static readonly Vector2 KnightLeft = new(-1, 2);
|
||||
public static readonly Vector2 KnightRight = new(1, 2);
|
||||
public static readonly Vector2 UpLeft = new(-1, -1);
|
||||
public static readonly Vector2 UpRight = new(1, -1);
|
||||
public static readonly Vector2 DownLeft = new(-1, 1);
|
||||
public static readonly Vector2 DownRight = new(1, 1);
|
||||
public static readonly Vector2 KnightLeft = new(-1, -2);
|
||||
public static readonly Vector2 KnightRight = new(1, -2);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,8 +6,6 @@ namespace PathFinding
|
||||
{
|
||||
public class PathFinder2D<T> where T : IPlanarElement
|
||||
{
|
||||
/// <summary>
|
||||
/// </summary>
|
||||
/// <param name="element">Guaranteed to be non-null.</param>
|
||||
/// <param name="position"></param>
|
||||
public delegate void Callback(T collider, Vector2 position);
|
||||
@@ -108,14 +106,8 @@ namespace PathFinding
|
||||
public static Move FindDirectionTowardsDestination(ICollection<Move> paths, Vector2 origin, Vector2 destination) =>
|
||||
paths.Aggregate((a, b) => Vector2.Distance(destination, Vector2.Add(origin, a.Direction)) < Vector2.Distance(destination, Vector2.Add(origin, b.Direction)) ? a : b);
|
||||
|
||||
public static bool IsPathable(Vector2 origin, Vector2 destination, T element)
|
||||
{
|
||||
var path = FindDirectionTowardsDestination(element.MoveSet.GetMoves(), origin, destination);
|
||||
return IsPathable(origin, destination, path.Direction);
|
||||
}
|
||||
public static bool IsPathable(Vector2 origin, Vector2 destination, Vector2 direction)
|
||||
{
|
||||
direction = Vector2.Normalize(direction);
|
||||
var next = Vector2.Add(origin, direction);
|
||||
if (Vector2.Distance(next, destination) >= Vector2.Distance(origin, destination)) return false;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user