checkpoint
This commit is contained in:
166
Shogi.Domain/ValueObjects/Rules/StandardRules.cs
Normal file
166
Shogi.Domain/ValueObjects/Rules/StandardRules.cs
Normal file
@@ -0,0 +1,166 @@
|
||||
using Shogi.Domain.YetToBeAssimilatedIntoDDD;
|
||||
using BoardTile = System.Collections.Generic.KeyValuePair<System.Numerics.Vector2, Shogi.Domain.ValueObjects.Piece>;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects
|
||||
{
|
||||
internal class StandardRules
|
||||
{
|
||||
private readonly BoardState boardState;
|
||||
|
||||
internal StandardRules(BoardState board)
|
||||
{
|
||||
boardState = board;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines if the last move put the player who moved in check.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This strategy recognizes that a "discover check" could only occur from a subset of pieces: Rook, Bishop, Lance.
|
||||
/// In this way, only those pieces need to be considered when evaluating if a move placed the moving player in check.
|
||||
/// </remarks>
|
||||
internal bool DidPlayerPutThemselfInCheck()
|
||||
{
|
||||
if (boardState.PreviousMove.From == null)
|
||||
{
|
||||
// You can't place yourself in check by placing a piece from your hand.
|
||||
return false;
|
||||
}
|
||||
|
||||
var previousMovedPiece = boardState[boardState.PreviousMove.To];
|
||||
if (previousMovedPiece == null) throw new ArgumentNullException(nameof(previousMovedPiece), $"No piece exists at position {boardState.PreviousMove.To}.");
|
||||
var kingPosition = previousMovedPiece.Owner == WhichPlayer.Player1 ? boardState.Player1KingPosition : boardState.Player2KingPosition;
|
||||
|
||||
|
||||
var isDiscoverCheck = false;
|
||||
// Get line equation from king through the now-unoccupied location.
|
||||
var direction = Vector2.Subtract(kingPosition, boardState.PreviousMove.From.Value);
|
||||
var slope = Math.Abs(direction.Y / direction.X);
|
||||
var path = BoardState.GetPathAlongDirectionFromStartToEdgeOfBoard(boardState.PreviousMove.From.Value, Vector2.Normalize(direction));
|
||||
var threat = boardState.QueryFirstPieceInPath(path);
|
||||
if (threat == null || threat.Owner == previousMovedPiece.Owner) return false;
|
||||
// If absolute slope is 45°, look for a bishop along the line.
|
||||
// If absolute slope is 0° or 90°, look for a rook along the line.
|
||||
// if absolute slope is 0°, look for lance along the line.
|
||||
if (float.IsInfinity(slope))
|
||||
{
|
||||
isDiscoverCheck = threat.WhichPiece switch
|
||||
{
|
||||
WhichPiece.Lance => !threat.IsPromoted,
|
||||
WhichPiece.Rook => true,
|
||||
_ => false
|
||||
};
|
||||
}
|
||||
else if (slope == 1)
|
||||
{
|
||||
isDiscoverCheck = threat.WhichPiece switch
|
||||
{
|
||||
WhichPiece.Bishop => true,
|
||||
_ => false
|
||||
};
|
||||
}
|
||||
else if (slope == 0)
|
||||
{
|
||||
isDiscoverCheck = threat.WhichPiece switch
|
||||
{
|
||||
WhichPiece.Rook => true,
|
||||
_ => false
|
||||
};
|
||||
}
|
||||
return isDiscoverCheck;
|
||||
}
|
||||
|
||||
internal bool IsOpponentInCheckAfterMove() => IsOpposingKingThreatenedByPosition(boardState.PreviousMove.To);
|
||||
|
||||
internal bool IsOpposingKingThreatenedByPosition(Vector2 position)
|
||||
{
|
||||
var previousMovedPiece = boardState[position];
|
||||
if (previousMovedPiece == null) return false;
|
||||
|
||||
var kingPosition = previousMovedPiece.Owner == WhichPlayer.Player1 ? boardState.Player2KingPosition : boardState.Player1KingPosition;
|
||||
var path = previousMovedPiece.GetPathFromStartToEnd(position, kingPosition);
|
||||
var threatenedPiece = boardState.QueryFirstPieceInPath(path);
|
||||
if (!path.Any() || threatenedPiece == null) return false;
|
||||
|
||||
return threatenedPiece.WhichPiece == WhichPiece.King;
|
||||
}
|
||||
|
||||
internal bool IsOpponentInCheckMate()
|
||||
{
|
||||
// Assume checkmate, then try to disprove.
|
||||
if (!boardState.InCheck.HasValue) return false;
|
||||
// Get all pieces from opponent who threaten the king in question.
|
||||
var opponent = boardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
|
||||
var tilesOccupiedByOpponent = boardState.GetTilesOccupiedBy(opponent);
|
||||
var kingPosition = boardState.WhoseTurn == WhichPlayer.Player1
|
||||
? boardState.Player1KingPosition
|
||||
: boardState.Player2KingPosition;
|
||||
var threats = tilesOccupiedByOpponent.Where(tile => PieceHasLineOfSight(tile, kingPosition)).ToList();
|
||||
if (threats.Count == 1)
|
||||
{
|
||||
/* If there is exactly one threat it is possible to block the check.
|
||||
* Foreach piece owned by whichPlayer
|
||||
* if piece can intercept check, return false;
|
||||
*/
|
||||
var threat = threats.Single();
|
||||
var pathFromThreatToKing = threat.Value.GetPathFromStartToEnd(threat.Key, kingPosition);
|
||||
var tilesThatCouldBlockTheThreat = boardState.GetTilesOccupiedBy(boardState.WhoseTurn);
|
||||
foreach (var threatBlockingPosition in pathFromThreatToKing)
|
||||
{
|
||||
var tilesThatDoBlockThreat = tilesThatCouldBlockTheThreat
|
||||
.Where(tile => PieceHasLineOfSight(tile, threatBlockingPosition))
|
||||
.ToList();
|
||||
|
||||
if (tilesThatDoBlockThreat.Any())
|
||||
{
|
||||
return false; // Cannot be check-mate if a piece can intercept the threat.
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
/*
|
||||
* If no ability to block the check, maybe the king can evade check by moving.
|
||||
*/
|
||||
|
||||
foreach (var maybeSafePosition in GetPossiblePositionsForKing(boardState.WhoseTurn))
|
||||
{
|
||||
threats = tilesOccupiedByOpponent
|
||||
.Where(tile => PieceHasLineOfSight(tile, maybeSafePosition))
|
||||
.ToList();
|
||||
if (!threats.Any())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private List<Vector2> GetPossiblePositionsForKing(WhichPlayer whichPlayer)
|
||||
{
|
||||
var kingPosition = whichPlayer == WhichPlayer.Player1
|
||||
? boardState.Player1KingPosition
|
||||
: boardState.Player2KingPosition;
|
||||
|
||||
var paths = boardState[kingPosition]!.MoveSet;
|
||||
return paths
|
||||
.Select(path => path.Step + kingPosition)
|
||||
// Because the king could be on the edge of the board, where some of its paths do not make sense.
|
||||
.Where(newPosition => newPosition.IsInsideBoardBoundary())
|
||||
// Where tile at position is empty, meaning the king could move there.
|
||||
.Where(newPosition => boardState[newPosition] == null)
|
||||
.ToList();
|
||||
}
|
||||
|
||||
private bool PieceHasLineOfSight(BoardTile tile, Vector2 lineOfSightTarget)
|
||||
{
|
||||
var path = tile.Value.GetPathFromStartToEnd(tile.Key, lineOfSightTarget);
|
||||
return path
|
||||
.SkipLast(1)
|
||||
.All(position => boardState[Notation.ToBoardNotation(position)] == null);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user