checkpoint

This commit is contained in:
2025-09-05 18:13:35 -05:00
parent e2a8b771d9
commit 0a415a2292
24 changed files with 622 additions and 492 deletions

120
BoardRules/BoardRules.cs Normal file
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@@ -0,0 +1,120 @@
//using System.Drawing;
//using System.Numerics;
//namespace BoardRules;
//public static class PieceMoves
//{
// public static readonly ICollection<Vector2> GoldGeneralMoves =
// [
// new(-1, 1),
// new(0, 1),
// new(1, 1),
// new(-1, 0),
// new(1, 0),
// new(0, -1)
// ];
// public static readonly ICollection<Vector2> PawnMoves = [new(0, 1)];
// public static readonly ICollection<Vector2> KnightMoves = [new(-1, 2), new(1, 2)];
// public static readonly ICollection<Vector2> BishopMoves =
// [
// new(float.NegativeInfinity, float.NegativeInfinity),
// new(float.NegativeInfinity, float.PositiveInfinity),
// new(float.PositiveInfinity, float.PositiveInfinity),
// new(float.PositiveInfinity, float.NegativeInfinity),
// ];
//}
//public class BoardRules
//{
// private readonly Dictionary<string, IPiece> pieces = [];
// public BoardRules WithSize(int width, int height)
// {
// this.BoardSize = new Size(width, height);
// return this;
// }
// public Size BoardSize { get; private set; }
// public BoardRules AddPiece(IPiece piece)
// {
// pieces.Add(piece.Name, piece);
// return this;
// }
//}
//public class BoardPieceRules(BoardRules rules, IPiece piece)
//{
// public IPiece Piece { get; } = piece;
// public BoardRules WithStartingPositions(ICollection<Vector2> positions)
// {
// // Validate positions against board size
// foreach (var pos in positions)
// {
// if (pos.X < 0 || pos.Y < 0 || pos.X >= rules.BoardSize.Width || pos.Y >= rules.BoardSize.Height)
// {
// throw new ArgumentOutOfRangeException(nameof(positions), $"Position {pos} is out of bounds for board size {rules.BoardSize}.");
// }
// }
// // Assuming piece has a way to set starting positions, which it currently does not.
// // This is just a placeholder to show intent.
// // piece.SetStartingPositions(positions);
// return rules;
// }
//}
//public interface IPiece
//{
// public string Name { get; }
// public ICollection<Vector2> MoveSet { get; }
// public ICollection<Vector2> PromotedMoveSet { get; }
// /// <summary>
// /// The starting positions for this type of piece on the board. There could be one or many.
// /// </summary>
// public ICollection<Vector2> StartingPositions { get; }
//}
//public class GoldGeneral : IPiece
//{
// public string Name => nameof(GoldGeneral);
// public ICollection<Vector2> MoveSet => PieceMoves.GoldGeneralMoves;
// public ICollection<Vector2> PromotedMoveSet => PieceMoves.GoldGeneralMoves;
// public ICollection<Vector2> StartingPositions => [new(3, 0), new(5, 0), new(4, 1)];
//}
//public class Pawn : IPiece
//{
// public string Name => nameof(Pawn);
// public ICollection<Vector2> MoveSet => PieceMoves.PawnMoves;
// public ICollection<Vector2> PromotedMoveSet => PieceMoves.GoldGeneralMoves;
//}
//public class Knight : IPiece
//{
// public string Name => nameof(Knight);
// public ICollection<Vector2> MoveSet => PieceMoves.KnightMoves;
// public ICollection<Vector2> PromotedMoveSet => PieceMoves.GoldGeneralMoves;
//}
//public class Bishop : IPiece
//{
// public string Name => nameof(Bishop);
// public ICollection<Vector2> MoveSet => PieceMoves.BishopMoves;
// public ICollection<Vector2> PromotedMoveSet => PieceMoves.BishopMoves;
//}
//public class Luke
//{
// public void Yep()
// {
// var board = new BoardRules()
// .WithSize(9, 9)
// .AddPiece(new Pawn())
// }
//}

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@@ -0,0 +1,9 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
</Project>

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@@ -32,3 +32,9 @@ public enum WhichPiece
Pawn, Pawn,
//PromotedPawn, //PromotedPawn,
} }
public enum WhichPlayer
{
Player1,
Player2
}

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@@ -1,4 +1,4 @@
namespace Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing; namespace Shogi.Domain.ValueObjects;
public static class Direction public static class Direction
{ {

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@@ -1,4 +1,4 @@
namespace Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing; namespace Shogi.Domain.ValueObjects;
public enum Distance public enum Distance
{ {

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@@ -1,6 +1,6 @@
using System.Diagnostics; using System.Diagnostics;
namespace Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing; namespace Shogi.Domain.ValueObjects.Movement;
[DebuggerDisplay("{Step} - {Distance}")] [DebuggerDisplay("{Step} - {Distance}")]
public record Path public record Path
@@ -17,7 +17,7 @@ public record Path
public Path(Vector2 step, Distance distance = Distance.OneStep) public Path(Vector2 step, Distance distance = Distance.OneStep)
{ {
Step = step; Step = step;
this.Distance = distance; Distance = distance;
} }
public Path Invert() => new(Vector2.Negate(Step), Distance); public Path Invert() => new(Vector2.Negate(Step), Distance);

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@@ -1,4 +1,4 @@
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing; using Shogi.Domain.ValueObjects.Movement;
using System.Collections.ObjectModel; using System.Collections.ObjectModel;
namespace Shogi.Domain.ValueObjects namespace Shogi.Domain.ValueObjects

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@@ -1,4 +1,4 @@
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing; using Shogi.Domain.ValueObjects.Movement;
using System.Collections.ObjectModel; using System.Collections.ObjectModel;
namespace Shogi.Domain.ValueObjects; namespace Shogi.Domain.ValueObjects;

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@@ -1,4 +1,4 @@
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing; using Shogi.Domain.ValueObjects.Movement;
using System.Collections.ObjectModel; using System.Collections.ObjectModel;
namespace Shogi.Domain.ValueObjects; namespace Shogi.Domain.ValueObjects;

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@@ -1,4 +1,4 @@
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing; using Shogi.Domain.ValueObjects.Movement;
using System.Collections.ObjectModel; using System.Collections.ObjectModel;
namespace Shogi.Domain.ValueObjects namespace Shogi.Domain.ValueObjects

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@@ -1,4 +1,4 @@
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing; using Shogi.Domain.ValueObjects.Movement;
using System.Collections.ObjectModel; using System.Collections.ObjectModel;
namespace Shogi.Domain.ValueObjects namespace Shogi.Domain.ValueObjects

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@@ -1,4 +1,4 @@
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing; using Shogi.Domain.ValueObjects.Movement;
using System.Collections.ObjectModel; using System.Collections.ObjectModel;
namespace Shogi.Domain.ValueObjects namespace Shogi.Domain.ValueObjects

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@@ -1,4 +1,4 @@
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing; using Shogi.Domain.ValueObjects.Movement;
using System.Diagnostics; using System.Diagnostics;
namespace Shogi.Domain.ValueObjects namespace Shogi.Domain.ValueObjects

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@@ -1,4 +1,4 @@
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing; using Shogi.Domain.ValueObjects.Movement;
using System.Collections.ObjectModel; using System.Collections.ObjectModel;
namespace Shogi.Domain.ValueObjects; namespace Shogi.Domain.ValueObjects;

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@@ -1,4 +1,4 @@
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing; using Shogi.Domain.ValueObjects.Movement;
using System.Collections.ObjectModel; using System.Collections.ObjectModel;
namespace Shogi.Domain.ValueObjects namespace Shogi.Domain.ValueObjects

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@@ -1,4 +1,5 @@
using Shogi.Domain.YetToBeAssimilatedIntoDDD; using Shogi.Domain.ValueObjects.Movement;
using Shogi.Domain.YetToBeAssimilatedIntoDDD;
namespace Shogi.Domain.ValueObjects; namespace Shogi.Domain.ValueObjects;
/// <summary> /// <summary>
@@ -247,7 +248,7 @@ public sealed class ShogiBoard(BoardState initialState)
{ {
var list = new List<Vector2>(10); var list = new List<Vector2>(10);
var position = path.Step + piecePosition; var position = path.Step + piecePosition;
if (path.Distance == YetToBeAssimilatedIntoDDD.Pathing.Distance.MultiStep) if (path.Distance == Distance.MultiStep)
{ {
while (position.IsInsideBoardBoundary()) while (position.IsInsideBoardBoundary())
@@ -340,7 +341,7 @@ public sealed class ShogiBoard(BoardState initialState)
else else
{ {
var multiStepPaths = matchingPaths var multiStepPaths = matchingPaths
.Where(path => path.Distance == YetToBeAssimilatedIntoDDD.Pathing.Distance.MultiStep) .Where(path => path.Distance == Distance.MultiStep)
.ToArray(); .ToArray();
if (multiStepPaths.Length == 0) if (multiStepPaths.Length == 0)
{ {
@@ -371,7 +372,7 @@ public sealed class ShogiBoard(BoardState initialState)
return new MoveResult(true); return new MoveResult(true);
} }
private static IEnumerable<Vector2> GetPositionsAlongPath(Vector2 from, Vector2 to, YetToBeAssimilatedIntoDDD.Pathing.Path path) private static IEnumerable<Vector2> GetPositionsAlongPath(Vector2 from, Vector2 to, Path path)
{ {
var next = from; var next = from;
while (next != to && next.X >= 0 && next.X < 9 && next.Y >= 0 && next.Y < 9) while (next != to && next.X >= 0 && next.X < 9 && next.Y >= 0 && next.Y < 9)

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@@ -1,8 +0,0 @@
namespace Shogi.Domain.ValueObjects
{
public enum WhichPlayer
{
Player1,
Player2
}
}

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@@ -30,6 +30,8 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Shogi.Api", "Shogi.Api\Shog
EndProject EndProject
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "E2ETests", "Tests\E2ETests\E2ETests.csproj", "{401120C3-45D6-4A23-8D87-C2BED29F4950}" Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "E2ETests", "Tests\E2ETests\E2ETests.csproj", "{401120C3-45D6-4A23-8D87-C2BED29F4950}"
EndProject EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BoardRules", "BoardRules\BoardRules.csproj", "{5B2F47A0-6AD5-4DA9-9CFE-9F52F634DD5E}"
EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU Debug|Any CPU = Debug|Any CPU
@@ -67,6 +69,10 @@ Global
{401120C3-45D6-4A23-8D87-C2BED29F4950}.Debug|Any CPU.Build.0 = Debug|Any CPU {401120C3-45D6-4A23-8D87-C2BED29F4950}.Debug|Any CPU.Build.0 = Debug|Any CPU
{401120C3-45D6-4A23-8D87-C2BED29F4950}.Release|Any CPU.ActiveCfg = Release|Any CPU {401120C3-45D6-4A23-8D87-C2BED29F4950}.Release|Any CPU.ActiveCfg = Release|Any CPU
{401120C3-45D6-4A23-8D87-C2BED29F4950}.Release|Any CPU.Build.0 = Release|Any CPU {401120C3-45D6-4A23-8D87-C2BED29F4950}.Release|Any CPU.Build.0 = Release|Any CPU
{5B2F47A0-6AD5-4DA9-9CFE-9F52F634DD5E}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{5B2F47A0-6AD5-4DA9-9CFE-9F52F634DD5E}.Debug|Any CPU.Build.0 = Debug|Any CPU
{5B2F47A0-6AD5-4DA9-9CFE-9F52F634DD5E}.Release|Any CPU.ActiveCfg = Release|Any CPU
{5B2F47A0-6AD5-4DA9-9CFE-9F52F634DD5E}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE

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@@ -1,26 +1,25 @@
using System.Numerics; using Shogi.Domain.YetToBeAssimilatedIntoDDD;
using Shogi.Domain.YetToBeAssimilatedIntoDDD; using System.Numerics;
namespace UnitTests namespace UnitTests;
public class NotationShould
{ {
public class NotationShould [Fact]
public void ConvertFromNotationToVector()
{ {
[Fact] Notation.FromBoardNotation("A1").Should().Be(new Vector2(0, 0));
public void ConvertFromNotationToVector() Notation.FromBoardNotation("E5").Should().Be(new Vector2(4, 4));
{ Notation.FromBoardNotation("I9").Should().Be(new Vector2(8, 8));
Notation.FromBoardNotation("A1").Should().Be(new Vector2(0, 0)); Notation.FromBoardNotation("C3").Should().Be(new Vector2(2, 2));
Notation.FromBoardNotation("E5").Should().Be(new Vector2(4, 4)); }
Notation.FromBoardNotation("I9").Should().Be(new Vector2(8, 8));
Notation.FromBoardNotation("C3").Should().Be(new Vector2(2, 2));
}
[Fact] [Fact]
public void ConvertFromVectorToNotation() public void ConvertFromVectorToNotation()
{ {
Notation.ToBoardNotation(new Vector2(0, 0)).Should().Be("A1"); Notation.ToBoardNotation(new Vector2(0, 0)).Should().Be("A1");
Notation.ToBoardNotation(new Vector2(4, 4)).Should().Be("E5"); Notation.ToBoardNotation(new Vector2(4, 4)).Should().Be("E5");
Notation.ToBoardNotation(new Vector2(8, 8)).Should().Be("I9"); Notation.ToBoardNotation(new Vector2(8, 8)).Should().Be("I9");
Notation.ToBoardNotation(new Vector2(2, 2)).Should().Be("C3"); Notation.ToBoardNotation(new Vector2(2, 2)).Should().Be("C3");
}
} }
} }

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@@ -1,5 +1,5 @@
using Shogi.Domain.ValueObjects; using Shogi.Domain.ValueObjects;
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing; using Shogi.Domain.ValueObjects.Movement;
using System.Numerics; using System.Numerics;
namespace UnitTests; namespace UnitTests;

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@@ -1,460 +1,457 @@
using Shogi.Domain.ValueObjects; using Shogi.Domain.ValueObjects;
using System;
using System.Linq;
namespace UnitTests namespace UnitTests;
public class ShogiShould
{ {
public class ShogiShould private readonly ITestOutputHelper console;
public ShogiShould(ITestOutputHelper console)
{ {
private readonly ITestOutputHelper console; this.console = console;
public ShogiShould(ITestOutputHelper console) }
[Fact]
public void MoveAPieceToAnEmptyPosition()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
board["A4"].Should().BeNull();
var expectedPiece = board["A3"];
expectedPiece.Should().NotBeNull();
// Act
shogi.Move("A3", "A4", false);
// Assert
board["A3"].Should().BeNull();
board["A4"].Should().Be(expectedPiece);
}
[Fact]
public void AllowValidMoves_AfterCheck()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
// P1 Pawn
shogi.Move("C3", "C4", false);
// P2 Pawn
shogi.Move("G7", "G6", false);
// P1 Bishop puts P2 in check
shogi.Move("B2", "G7", false);
board.InCheck.Should().Be(WhichPlayer.Player2);
// Act - P2 is able to un-check theirself.
/// P2 King moves out of check
shogi.Move("E9", "E8", false);
// Assert
using (new AssertionScope())
{ {
this.console = console; board.InCheck.Should().BeNull();
} }
}
[Fact] [Fact]
public void MoveAPieceToAnEmptyPosition() public void PreventInvalidMoves_MoveFromEmptyPosition()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
board["D5"].Should().BeNull();
// Act
var moveResult = shogi.Move("D5", "D6", false);
// Assert
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse();
board["D5"].Should().BeNull();
board["D6"].Should().BeNull();
board.Player1Hand.Should().BeEmpty();
board.Player2Hand.Should().BeEmpty();
}
[Fact]
public void PreventInvalidMoves_MoveToCurrentPosition()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
var expectedPiece = board["A3"];
// Act - P1 "moves" pawn to the position it already exists at.
var moveResult = shogi.Move("A3", "A3", false);
// Assert
using (new AssertionScope())
{ {
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
board["A4"].Should().BeNull();
var expectedPiece = board["A3"];
expectedPiece.Should().NotBeNull();
// Act
shogi.Move("A3", "A4", false);
// Assert
board["A3"].Should().BeNull();
board["A4"].Should().Be(expectedPiece);
}
[Fact]
public void AllowValidMoves_AfterCheck()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
// P1 Pawn
shogi.Move("C3", "C4", false);
// P2 Pawn
shogi.Move("G7", "G6", false);
// P1 Bishop puts P2 in check
shogi.Move("B2", "G7", false);
board.InCheck.Should().Be(WhichPlayer.Player2);
// Act - P2 is able to un-check theirself.
/// P2 King moves out of check
shogi.Move("E9", "E8", false);
// Assert
using (new AssertionScope())
{
board.InCheck.Should().BeNull();
}
}
[Fact]
public void PreventInvalidMoves_MoveFromEmptyPosition()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
board["D5"].Should().BeNull();
// Act
var moveResult = shogi.Move("D5", "D6", false);
// Assert
moveResult.Should().NotBeNull(); moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse(); moveResult.IsSuccess.Should().BeFalse(); board["A3"].Should().Be(expectedPiece);
board["D5"].Should().BeNull();
board["D6"].Should().BeNull();
board.Player1Hand.Should().BeEmpty(); board.Player1Hand.Should().BeEmpty();
board.Player2Hand.Should().BeEmpty(); board.Player2Hand.Should().BeEmpty();
} }
[Fact]
public void PreventInvalidMoves_MoveToCurrentPosition()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
var expectedPiece = board["A3"];
// Act - P1 "moves" pawn to the position it already exists at.
var moveResult = shogi.Move("A3", "A3", false);
// Assert
using (new AssertionScope())
{
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse(); board["A3"].Should().Be(expectedPiece);
board.Player1Hand.Should().BeEmpty();
board.Player2Hand.Should().BeEmpty();
}
}
[Fact]
public void PreventInvalidMoves_MoveSet()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
var expectedPiece = board["D1"];
expectedPiece!.WhichPiece.Should().Be(WhichPiece.GoldGeneral);
// Act - Move General illegally
var moveResult = shogi.Move("D1", "D5", false);
// Assert
using (new AssertionScope())
{
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse();
board["D1"].Should().Be(expectedPiece);
board["D5"].Should().BeNull();
board.Player1Hand.Should().BeEmpty();
board.Player2Hand.Should().BeEmpty();
}
}
[Fact]
public void PreventInvalidMoves_Ownership()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
var expectedPiece = board["A7"];
expectedPiece!.Owner.Should().Be(WhichPlayer.Player2);
board.WhoseTurn.Should().Be(WhichPlayer.Player1);
// Act - Move Player2 Pawn when it is Player1 turn.
var moveResult = shogi.Move("A7", "A6", false);
// Assert
using (new AssertionScope())
{
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse(); board["A7"].Should().Be(expectedPiece);
board["A6"].Should().BeNull();
}
}
[Fact]
public void PreventInvalidMoves_MoveThroughAllies()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
var lance = board["A1"];
var pawn = board["A3"];
lance!.Owner.Should().Be(pawn!.Owner);
// Act - Move P1 Lance through P1 Pawn.
var moveResult = shogi.Move("A1", "A5", false);
// Assert
using (new AssertionScope())
{
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse(); board["A1"].Should().Be(lance);
board["A3"].Should().Be(pawn);
board["A5"].Should().BeNull();
}
}
[Fact]
public void PreventInvalidMoves_CaptureAlly()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
var knight = board["B1"];
var pawn = board["C3"];
knight!.Owner.Should().Be(pawn!.Owner);
// Act - P1 Knight tries to capture P1 Pawn.
var moveResult = shogi.Move("B1", "C3", false);
// Arrange
using (new AssertionScope())
{
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse(); board["B1"].Should().Be(knight);
board["C3"].Should().Be(pawn);
board.Player1Hand.Should().BeEmpty();
board.Player2Hand.Should().BeEmpty();
}
}
[Fact]
public void PreventInvalidMoves_Check()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
// P1 Pawn
shogi.Move("C3", "C4", false);
// P2 Pawn
shogi.Move("G7", "G6", false);
// P1 Bishop puts P2 in check
shogi.Move("B2", "G7", false);
board.InCheck.Should().Be(WhichPlayer.Player2);
var lance = board["I9"];
// Act - P2 moves Lance while in check.
var moveResult = shogi.Move("I9", "I8", false);
// Assert
using (new AssertionScope())
{
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse(); board.InCheck.Should().Be(WhichPlayer.Player2);
board["I9"].Should().Be(lance);
board["I8"].Should().BeNull();
}
}
[Fact]
public void PreventInvalidDrops_MoveSet()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
// P1 Pawn
shogi.Move("C3", "C4", false);
// P2 Pawn
shogi.Move("I7", "I6", false);
// P1 Bishop takes P2 Pawn.
shogi.Move("B2", "G7", false);
// P2 Gold, block check from P1 Bishop.
shogi.Move("F9", "F8", false);
// P1 Bishop takes P2 Bishop, promotes so it can capture P2 Knight and P2 Lance
shogi.Move("G7", "H8", true);
// P2 Pawn again
shogi.Move("I6", "I5", false);
// P1 Bishop takes P2 Knight
shogi.Move("H8", "H9", false);
// P2 Pawn again
shogi.Move("I5", "I4", false);
// P1 Bishop takes P2 Lance
shogi.Move("H9", "I9", false);
// P2 Pawn captures P1 Pawn
shogi.Move("I4", "I3", false);
board.Player1Hand.Count.Should().Be(4);
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
board.WhoseTurn.Should().Be(WhichPlayer.Player1);
// Act | Assert - Illegally placing Knight from the hand in farthest rank.
board["H9"].Should().BeNull();
var moveResult = shogi.Move(WhichPiece.Knight, "H9");
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse();
board["H9"].Should().BeNull();
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
// Act | Assert - Illegally placing Knight from the hand in second farthest row.
board["H8"].Should().BeNull();
moveResult = shogi.Move(WhichPiece.Knight, "H8");
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse();
board["H8"].Should().BeNull();
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
// Act | Assert - Illegally place Lance from the hand.
board["H9"].Should().BeNull();
moveResult = shogi.Move(WhichPiece.Knight, "H9");
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse();
board["H9"].Should().BeNull();
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
// Act | Assert - Illegally place Pawn from the hand.
board["H9"].Should().BeNull();
moveResult = shogi.Move(WhichPiece.Pawn, "H9");
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse();
board["H9"].Should().BeNull();
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
// // Act | Assert - Illegally place Pawn from the hand in a row which already has an unpromoted Pawn.
// // TODO
}
[Fact]
public void PreventInvalidDrop_Check()
{
// Arrange
var shogi = MockShogiBoard();
// P1 Pawn
shogi.Move("C3", "C4", false).IsSuccess.Should().BeTrue();
// P2 Pawn
shogi.Move("G7", "G6", false).IsSuccess.Should().BeTrue();
// P1 Pawn, arbitrary move.
shogi.Move("A3", "A4", false).IsSuccess.Should().BeTrue();
// P2 Bishop takes P1 Bishop
shogi.Move("H8", "B2", false).IsSuccess.Should().BeTrue();
// P1 Silver takes P2 Bishop
shogi.Move("C1", "B2", false).IsSuccess.Should().BeTrue();
// P2 Pawn, arbtrary move
shogi.Move("A7", "A6", false).IsSuccess.Should().BeTrue();
// P1 drop Bishop, place P2 in check
shogi.Move(WhichPiece.Bishop, "G7").IsSuccess.Should().BeTrue();
shogi.BoardState.InCheck.Should().Be(WhichPlayer.Player2);
shogi.BoardState.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
shogi.BoardState["E5"].Should().BeNull();
// Act - P2 places a Bishop while in check.
var moveResult = shogi.Move(WhichPiece.Bishop, "E5");
// Assert
using var scope = new AssertionScope();
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse();
shogi.BoardState["E5"].Should().BeNull();
shogi.BoardState.InCheck.Should().Be(WhichPlayer.Player2);
shogi.BoardState.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
}
[Fact]
public void PreventInvalidDrop_Capture()
{
// Arrange
var shogi = MockShogiBoard();
// P1 Pawn
shogi.Move("C3", "C4", false);
// P2 Pawn
shogi.Move("G7", "G6", false);
// P1 Bishop capture P2 Bishop
shogi.Move("B2", "H8", false);
// P2 Pawn
shogi.Move("G6", "G5", false);
shogi.BoardState.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
shogi.BoardState["I9"].Should().NotBeNull();
shogi.BoardState["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance);
shogi.BoardState["I9"]!.Owner.Should().Be(WhichPlayer.Player2);
// Act - P1 tries to place a piece where an opponent's piece resides.
var moveResult = shogi.Move(WhichPiece.Bishop, "I9");
// Assert
using var scope = new AssertionScope();
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse();
shogi.BoardState.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
shogi.BoardState["I9"].Should().NotBeNull();
shogi.BoardState["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance);
shogi.BoardState["I9"]!.Owner.Should().Be(WhichPlayer.Player2);
}
[Fact]
public void Check()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
// P1 Pawn
shogi.Move("C3", "C4", false);
// P2 Pawn
shogi.Move("G7", "G6", false);
// Act - P1 Bishop, check
shogi.Move("B2", "G7", false);
// Assert
board.InCheck.Should().Be(WhichPlayer.Player2);
}
[Fact]
public void Promote()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
// P1 Pawn
shogi.Move("C3", "C4", false);
// P2 Pawn
shogi.Move("G7", "G6", false);
// Act - P1 moves across promote threshold.
shogi.Move("B2", "G7", true);
// Assert
using (new AssertionScope())
{
board["B2"].Should().BeNull();
board["G7"].Should().NotBeNull();
board["G7"]!.WhichPiece.Should().Be(WhichPiece.Bishop);
board["G7"]!.Owner.Should().Be(WhichPlayer.Player1);
board["G7"]!.IsPromoted.Should().BeTrue();
}
}
[Fact]
public void Capture()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
var p1Bishop = board["B2"];
p1Bishop!.WhichPiece.Should().Be(WhichPiece.Bishop);
shogi.Move("C3", "C4", false);
shogi.Move("G7", "G6", false);
// Act - P1 Bishop captures P2 Bishop
shogi.Move("B2", "H8", false);
// Assert
board["B2"].Should().BeNull();
board["H8"].Should().Be(p1Bishop);
board
.Player1Hand
.Should()
.ContainSingle(p => p.WhichPiece == WhichPiece.Bishop && p.Owner == WhichPlayer.Player1);
}
[Fact]
public void CheckMate()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
// P1 Rook
shogi.Move("H2", "E2", false);
// P2 Gold
shogi.Move("F9", "G8", false);
// P1 Pawn
shogi.Move("E3", "E4", false);
// P2 other Gold
shogi.Move("D9", "C8", false);
// P1 same Pawn
shogi.Move("E4", "E5", false);
// P2 Pawn
shogi.Move("E7", "E6", false);
// P1 Pawn takes P2 Pawn
shogi.Move("E5", "E6", false);
// P2 King
shogi.Move("E9", "E8", false);
// P1 Pawn promotes; threatens P2 King
shogi.Move("E6", "E7", true);
// P2 King retreat
shogi.Move("E8", "E9", false);
// Act - P1 Pawn wins by checkmate.
shogi.Move("E7", "E8", false);
// Assert - checkmate
board.IsCheckmate.Should().BeTrue();
board.InCheck.Should().Be(WhichPlayer.Player2);
}
private static ShogiBoard MockShogiBoard() => new(BoardState.StandardStarting);
} }
[Fact]
public void PreventInvalidMoves_MoveSet()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
var expectedPiece = board["D1"];
expectedPiece!.WhichPiece.Should().Be(WhichPiece.GoldGeneral);
// Act - Move General illegally
var moveResult = shogi.Move("D1", "D5", false);
// Assert
using (new AssertionScope())
{
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse();
board["D1"].Should().Be(expectedPiece);
board["D5"].Should().BeNull();
board.Player1Hand.Should().BeEmpty();
board.Player2Hand.Should().BeEmpty();
}
}
[Fact]
public void PreventInvalidMoves_Ownership()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
var expectedPiece = board["A7"];
expectedPiece!.Owner.Should().Be(WhichPlayer.Player2);
board.WhoseTurn.Should().Be(WhichPlayer.Player1);
// Act - Move Player2 Pawn when it is Player1 turn.
var moveResult = shogi.Move("A7", "A6", false);
// Assert
using (new AssertionScope())
{
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse(); board["A7"].Should().Be(expectedPiece);
board["A6"].Should().BeNull();
}
}
[Fact]
public void PreventInvalidMoves_MoveThroughAllies()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
var lance = board["A1"];
var pawn = board["A3"];
lance!.Owner.Should().Be(pawn!.Owner);
// Act - Move P1 Lance through P1 Pawn.
var moveResult = shogi.Move("A1", "A5", false);
// Assert
using (new AssertionScope())
{
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse(); board["A1"].Should().Be(lance);
board["A3"].Should().Be(pawn);
board["A5"].Should().BeNull();
}
}
[Fact]
public void PreventInvalidMoves_CaptureAlly()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
var knight = board["B1"];
var pawn = board["C3"];
knight!.Owner.Should().Be(pawn!.Owner);
// Act - P1 Knight tries to capture P1 Pawn.
var moveResult = shogi.Move("B1", "C3", false);
// Arrange
using (new AssertionScope())
{
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse(); board["B1"].Should().Be(knight);
board["C3"].Should().Be(pawn);
board.Player1Hand.Should().BeEmpty();
board.Player2Hand.Should().BeEmpty();
}
}
[Fact]
public void PreventInvalidMoves_Check()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
// P1 Pawn
shogi.Move("C3", "C4", false);
// P2 Pawn
shogi.Move("G7", "G6", false);
// P1 Bishop puts P2 in check
shogi.Move("B2", "G7", false);
board.InCheck.Should().Be(WhichPlayer.Player2);
var lance = board["I9"];
// Act - P2 moves Lance while in check.
var moveResult = shogi.Move("I9", "I8", false);
// Assert
using (new AssertionScope())
{
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse(); board.InCheck.Should().Be(WhichPlayer.Player2);
board["I9"].Should().Be(lance);
board["I8"].Should().BeNull();
}
}
[Fact]
public void PreventInvalidDrops_MoveSet()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
// P1 Pawn
shogi.Move("C3", "C4", false);
// P2 Pawn
shogi.Move("I7", "I6", false);
// P1 Bishop takes P2 Pawn.
shogi.Move("B2", "G7", false);
// P2 Gold, block check from P1 Bishop.
shogi.Move("F9", "F8", false);
// P1 Bishop takes P2 Bishop, promotes so it can capture P2 Knight and P2 Lance
shogi.Move("G7", "H8", true);
// P2 Pawn again
shogi.Move("I6", "I5", false);
// P1 Bishop takes P2 Knight
shogi.Move("H8", "H9", false);
// P2 Pawn again
shogi.Move("I5", "I4", false);
// P1 Bishop takes P2 Lance
shogi.Move("H9", "I9", false);
// P2 Pawn captures P1 Pawn
shogi.Move("I4", "I3", false);
board.Player1Hand.Count.Should().Be(4);
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
board.WhoseTurn.Should().Be(WhichPlayer.Player1);
// Act | Assert - Illegally placing Knight from the hand in farthest rank.
board["H9"].Should().BeNull();
var moveResult = shogi.Move(WhichPiece.Knight, "H9");
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse();
board["H9"].Should().BeNull();
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
// Act | Assert - Illegally placing Knight from the hand in second farthest row.
board["H8"].Should().BeNull();
moveResult = shogi.Move(WhichPiece.Knight, "H8");
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse();
board["H8"].Should().BeNull();
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
// Act | Assert - Illegally place Lance from the hand.
board["H9"].Should().BeNull();
moveResult = shogi.Move(WhichPiece.Knight, "H9");
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse();
board["H9"].Should().BeNull();
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
// Act | Assert - Illegally place Pawn from the hand.
board["H9"].Should().BeNull();
moveResult = shogi.Move(WhichPiece.Pawn, "H9");
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse();
board["H9"].Should().BeNull();
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
// // Act | Assert - Illegally place Pawn from the hand in a row which already has an unpromoted Pawn.
// // TODO
}
[Fact]
public void PreventInvalidDrop_Check()
{
// Arrange
var shogi = MockShogiBoard();
// P1 Pawn
shogi.Move("C3", "C4", false).IsSuccess.Should().BeTrue();
// P2 Pawn
shogi.Move("G7", "G6", false).IsSuccess.Should().BeTrue();
// P1 Pawn, arbitrary move.
shogi.Move("A3", "A4", false).IsSuccess.Should().BeTrue();
// P2 Bishop takes P1 Bishop
shogi.Move("H8", "B2", false).IsSuccess.Should().BeTrue();
// P1 Silver takes P2 Bishop
shogi.Move("C1", "B2", false).IsSuccess.Should().BeTrue();
// P2 Pawn, arbtrary move
shogi.Move("A7", "A6", false).IsSuccess.Should().BeTrue();
// P1 drop Bishop, place P2 in check
shogi.Move(WhichPiece.Bishop, "G7").IsSuccess.Should().BeTrue();
shogi.BoardState.InCheck.Should().Be(WhichPlayer.Player2);
shogi.BoardState.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
shogi.BoardState["E5"].Should().BeNull();
// Act - P2 places a Bishop while in check.
var moveResult = shogi.Move(WhichPiece.Bishop, "E5");
// Assert
using var scope = new AssertionScope();
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse();
shogi.BoardState["E5"].Should().BeNull();
shogi.BoardState.InCheck.Should().Be(WhichPlayer.Player2);
shogi.BoardState.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
}
[Fact]
public void PreventInvalidDrop_Capture()
{
// Arrange
var shogi = MockShogiBoard();
// P1 Pawn
shogi.Move("C3", "C4", false);
// P2 Pawn
shogi.Move("G7", "G6", false);
// P1 Bishop capture P2 Bishop
shogi.Move("B2", "H8", false);
// P2 Pawn
shogi.Move("G6", "G5", false);
shogi.BoardState.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
shogi.BoardState["I9"].Should().NotBeNull();
shogi.BoardState["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance);
shogi.BoardState["I9"]!.Owner.Should().Be(WhichPlayer.Player2);
// Act - P1 tries to place a piece where an opponent's piece resides.
var moveResult = shogi.Move(WhichPiece.Bishop, "I9");
// Assert
using var scope = new AssertionScope();
moveResult.Should().NotBeNull();
moveResult.IsSuccess.Should().BeFalse();
shogi.BoardState.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
shogi.BoardState["I9"].Should().NotBeNull();
shogi.BoardState["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance);
shogi.BoardState["I9"]!.Owner.Should().Be(WhichPlayer.Player2);
}
[Fact]
public void Check()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
// P1 Pawn
shogi.Move("C3", "C4", false);
// P2 Pawn
shogi.Move("G7", "G6", false);
// Act - P1 Bishop, check
shogi.Move("B2", "G7", false);
// Assert
board.InCheck.Should().Be(WhichPlayer.Player2);
}
[Fact]
public void Promote()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
// P1 Pawn
shogi.Move("C3", "C4", false);
// P2 Pawn
shogi.Move("G7", "G6", false);
// Act - P1 moves across promote threshold.
shogi.Move("B2", "G7", true);
// Assert
using (new AssertionScope())
{
board["B2"].Should().BeNull();
board["G7"].Should().NotBeNull();
board["G7"]!.WhichPiece.Should().Be(WhichPiece.Bishop);
board["G7"]!.Owner.Should().Be(WhichPlayer.Player1);
board["G7"]!.IsPromoted.Should().BeTrue();
}
}
[Fact]
public void Capture()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
var p1Bishop = board["B2"];
p1Bishop!.WhichPiece.Should().Be(WhichPiece.Bishop);
shogi.Move("C3", "C4", false);
shogi.Move("G7", "G6", false);
// Act - P1 Bishop captures P2 Bishop
shogi.Move("B2", "H8", false);
// Assert
board["B2"].Should().BeNull();
board["H8"].Should().Be(p1Bishop);
board
.Player1Hand
.Should()
.ContainSingle(p => p.WhichPiece == WhichPiece.Bishop && p.Owner == WhichPlayer.Player1);
}
[Fact]
public void CheckMate()
{
// Arrange
var shogi = MockShogiBoard();
var board = shogi.BoardState;
// P1 Rook
shogi.Move("H2", "E2", false);
// P2 Gold
shogi.Move("F9", "G8", false);
// P1 Pawn
shogi.Move("E3", "E4", false);
// P2 other Gold
shogi.Move("D9", "C8", false);
// P1 same Pawn
shogi.Move("E4", "E5", false);
// P2 Pawn
shogi.Move("E7", "E6", false);
// P1 Pawn takes P2 Pawn
shogi.Move("E5", "E6", false);
// P2 King
shogi.Move("E9", "E8", false);
// P1 Pawn promotes; threatens P2 King
shogi.Move("E6", "E7", true);
// P2 King retreat
shogi.Move("E8", "E9", false);
// Act - P1 Pawn wins by checkmate.
shogi.Move("E7", "E8", false);
// Assert - checkmate
board.IsCheckmate.Should().BeTrue();
board.InCheck.Should().Be(WhichPlayer.Player2);
}
private static ShogiBoard MockShogiBoard() => new(BoardState.StandardStarting);
} }