Before changing Piece[,] to Dictionary<string,Piece>
This commit is contained in:
@@ -1,11 +1,10 @@
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using FluentAssertions;
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using Gameboard.ShogiUI.Rules;
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using Gameboard.ShogiUI.Rules.Pieces;
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using Gameboard.ShogiUI.Sockets.Models;
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using Microsoft.VisualStudio.TestTools.UnitTesting;
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using System;
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using System.Linq;
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using System.Numerics;
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using WhichPlayer = Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types.WhichPlayer;
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using WhichPiece = Gameboard.ShogiUI.Sockets.ServiceModels.Socket.Types.WhichPiece;
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namespace Gameboard.ShogiUI.UnitTests.Rules
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{
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[TestClass]
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@@ -15,54 +14,54 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
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public void InitializeBoardState()
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{
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// Assert
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var board = new ShogiBoard().Board;
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var board = new Shogi().Board;
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// Assert pieces do not start promoted.
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foreach (var piece in board) piece?.IsPromoted.Should().BeFalse();
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// Assert Player1.
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for (var y = 0; y < 3; y++)
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for (var x = 0; x < 9; x++)
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board[x, y]?.Owner.Should().Be(WhichPlayer.Player2);
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board[y, x]?.Owner.Should().Be(WhichPlayer.Player2);
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board[0, 0].WhichPiece.Should().Be(WhichPiece.Lance);
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board[1, 0].WhichPiece.Should().Be(WhichPiece.Knight);
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board[2, 0].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
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board[3, 0].WhichPiece.Should().Be(WhichPiece.GoldGeneral);
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board[4, 0].WhichPiece.Should().Be(WhichPiece.King);
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board[5, 0].WhichPiece.Should().Be(WhichPiece.GoldGeneral);
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board[6, 0].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
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board[7, 0].WhichPiece.Should().Be(WhichPiece.Knight);
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board[8, 0].WhichPiece.Should().Be(WhichPiece.Lance);
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board[0, 1].Should().BeNull();
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board[0, 1].WhichPiece.Should().Be(WhichPiece.Knight);
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board[0, 2].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
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board[0, 3].WhichPiece.Should().Be(WhichPiece.GoldGeneral);
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board[0, 4].WhichPiece.Should().Be(WhichPiece.King);
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board[0, 5].WhichPiece.Should().Be(WhichPiece.GoldGeneral);
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board[0, 6].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
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board[0, 7].WhichPiece.Should().Be(WhichPiece.Knight);
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board[0, 8].WhichPiece.Should().Be(WhichPiece.Lance);
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board[1, 0].Should().BeNull();
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board[1, 1].WhichPiece.Should().Be(WhichPiece.Rook);
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for (var x = 2; x < 7; x++) board[x, 1].Should().BeNull();
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board[7, 1].WhichPiece.Should().Be(WhichPiece.Bishop);
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board[8, 1].Should().BeNull();
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for (var x = 0; x < 9; x++) board[x, 2].WhichPiece.Should().Be(WhichPiece.Pawn);
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for (var x = 2; x < 7; x++) board[1, x].Should().BeNull();
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board[1, 7].WhichPiece.Should().Be(WhichPiece.Bishop);
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board[1, 8].Should().BeNull();
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for (var x = 0; x < 9; x++) board[2, x].WhichPiece.Should().Be(WhichPiece.Pawn);
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// Assert empty locations.
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for (var y = 3; y < 6; y++)
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for (var x = 0; x < 9; x++)
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board[x, y].Should().BeNull();
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board[y, x].Should().BeNull();
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// Assert Player2.
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for (var y = 6; y < 9; y++)
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for (var x = 0; x < 9; x++)
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board[x, y]?.Owner.Should().Be(WhichPlayer.Player1);
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board[0, 8].WhichPiece.Should().Be(WhichPiece.Lance);
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board[1, 8].WhichPiece.Should().Be(WhichPiece.Knight);
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board[2, 8].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
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board[3, 8].WhichPiece.Should().Be(WhichPiece.GoldGeneral);
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board[4, 8].WhichPiece.Should().Be(WhichPiece.King);
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board[5, 8].WhichPiece.Should().Be(WhichPiece.GoldGeneral);
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board[6, 8].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
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board[7, 8].WhichPiece.Should().Be(WhichPiece.Knight);
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board[y, x]?.Owner.Should().Be(WhichPlayer.Player1);
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board[8, 0].WhichPiece.Should().Be(WhichPiece.Lance);
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board[8, 1].WhichPiece.Should().Be(WhichPiece.Knight);
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board[8, 2].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
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board[8, 3].WhichPiece.Should().Be(WhichPiece.GoldGeneral);
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board[8, 4].WhichPiece.Should().Be(WhichPiece.King);
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board[8, 5].WhichPiece.Should().Be(WhichPiece.GoldGeneral);
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board[8, 6].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
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board[8, 7].WhichPiece.Should().Be(WhichPiece.Knight);
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board[8, 8].WhichPiece.Should().Be(WhichPiece.Lance);
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board[0, 7].Should().BeNull();
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board[1, 7].WhichPiece.Should().Be(WhichPiece.Bishop);
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for (var x = 2; x < 7; x++) board[x, 7].Should().BeNull();
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board[7, 0].Should().BeNull();
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board[7, 1].WhichPiece.Should().Be(WhichPiece.Bishop);
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for (var x = 2; x < 7; x++) board[7, x].Should().BeNull();
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board[7, 7].WhichPiece.Should().Be(WhichPiece.Rook);
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board[8, 7].Should().BeNull();
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for (var x = 0; x < 9; x++) board[x, 6].WhichPiece.Should().Be(WhichPiece.Pawn);
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board[7, 8].Should().BeNull();
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for (var x = 0; x < 9; x++) board[6, x].WhichPiece.Should().Be(WhichPiece.Pawn);
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}
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[TestMethod]
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@@ -70,60 +69,52 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
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{
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var moves = new[]
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{
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new Move
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{
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// Pawn
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From = new Vector2(0, 6),
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To = new Vector2(0, 5)
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}
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new Move(new Vector2(0, 6), new Vector2(0, 5))
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};
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var shogi = new ShogiBoard(moves);
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shogi.Board[0, 6].Should().BeNull();
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shogi.Board[0, 5].WhichPiece.Should().Be(WhichPiece.Pawn);
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var shogi = new Shogi(moves);
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shogi.Board[6, 0].Should().BeNull();
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shogi.Board[5, 0].WhichPiece.Should().Be(WhichPiece.Pawn);
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}
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[TestMethod]
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public void PreventInvalidMoves_MoveFromEmptyPosition()
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{
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// Arrange
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var shogi = new ShogiBoard();
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var shogi = new Shogi();
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// Prerequisit
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shogi.Board[4, 4].Should().BeNull();
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// Act
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var moveSuccess = shogi.Move(new Move { From = new Vector2(4, 4), To = new Vector2(4, 5) });
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var moveSuccess = shogi.Move(new Move(new Vector2(4, 4), new Vector2(4, 5)));
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// Assert
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moveSuccess.Should().BeFalse();
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shogi.Board[4, 4].Should().BeNull();
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shogi.Board[4, 5].Should().BeNull();
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shogi.Board[5, 4].Should().BeNull();
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}
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[TestMethod]
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public void PreventInvalidMoves_MoveToCurrentPosition()
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{
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// Arrange
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var shogi = new ShogiBoard();
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var shogi = new Shogi();
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// Act - P1 "moves" pawn to the position it already exists at.
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var moveSuccess = shogi.Move(new Move { From = new Vector2(0, 6), To = new Vector2(0, 6) });
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var moveSuccess = shogi.Move(new Move(new Vector2(0, 6), new Vector2(0, 6)));
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// Assert
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moveSuccess.Should().BeFalse();
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shogi.Board[0, 6].WhichPiece.Should().Be(WhichPiece.Pawn);
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shogi.Board[6, 0].WhichPiece.Should().Be(WhichPiece.Pawn);
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}
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[TestMethod]
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public void PreventInvalidMoves_MoveSet()
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{
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var invalidLanceMove = new Move
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{
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// Bishop moving lateral
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From = new Vector2(1, 1),
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To = new Vector2(2, 1)
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};
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// Bishop moving lateral
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var invalidLanceMove = new Move(new Vector2(1, 1), new Vector2(2, 1));
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var shogi = new ShogiBoard();
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var shogi = new Shogi();
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var moveSuccess = shogi.Move(invalidLanceMove);
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moveSuccess.Should().BeFalse();
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@@ -135,30 +126,26 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
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public void PreventInvalidMoves_Ownership()
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{
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// Arrange
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var shogi = new ShogiBoard();
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var shogi = new Shogi();
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shogi.WhoseTurn.Should().Be(WhichPlayer.Player1);
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shogi.Board[8, 2].Owner.Should().Be(WhichPlayer.Player2);
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shogi.Board[2, 8].Owner.Should().Be(WhichPlayer.Player2);
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// Act - Move Player2 Pawn when it's Player1 turn.
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var moveSuccess = shogi.Move(new Move { From = new Vector2(8, 2), To = new Vector2(8, 3) });
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var moveSuccess = shogi.Move(new Move(new Vector2(8, 2), new Vector2(8, 3)));
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// Assert
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moveSuccess.Should().BeFalse();
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shogi.Board[8, 6].WhichPiece.Should().Be(WhichPiece.Pawn);
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shogi.Board[8, 5].Should().BeNull();
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shogi.Board[6, 8].WhichPiece.Should().Be(WhichPiece.Pawn);
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shogi.Board[5, 8].Should().BeNull();
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}
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[TestMethod]
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public void PreventInvalidMoves_MoveThroughAllies()
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{
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var invalidLanceMove = new Move
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{
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// Lance moving through the pawn before it.
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From = new Vector2(0, 8),
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To = new Vector2(0, 4)
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};
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// Lance moving through the pawn before it.
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var invalidLanceMove = new Move(new Vector2(0, 8), new Vector2(0, 4));
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var shogi = new ShogiBoard();
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var shogi = new Shogi();
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var moveSuccess = shogi.Move(invalidLanceMove);
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moveSuccess.Should().BeFalse();
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@@ -169,20 +156,16 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
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[TestMethod]
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public void PreventInvalidMoves_CaptureAlly()
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{
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var invalidKnightMove = new Move
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{
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// Knight capturing allied Pawn
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From = new Vector2(1, 8),
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To = new Vector2(0, 6)
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};
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// Knight capturing allied Pawn
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var invalidKnightMove = new Move(new Vector2(1, 8), new Vector2(0, 6));
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var shogi = new ShogiBoard();
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var shogi = new Shogi();
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var moveSuccess = shogi.Move(invalidKnightMove);
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moveSuccess.Should().BeFalse();
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// Assert the Knight has not actually moved or captured.
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shogi.Board[1, 0].WhichPiece.Should().Be(WhichPiece.Knight);
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shogi.Board[0, 2].WhichPiece.Should().Be(WhichPiece.Pawn);
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shogi.Board[0, 1].WhichPiece.Should().Be(WhichPiece.Knight);
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shogi.Board[2, 0].WhichPiece.Should().Be(WhichPiece.Pawn);
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}
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[TestMethod]
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@@ -192,25 +175,25 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
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var moves = new[]
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{
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// P1 Pawn
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new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
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new Move(new Vector2(2, 6), new Vector2(2, 5)),
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// P2 Pawn
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new Move { From = new Vector2(6, 2), To = new Vector2(6, 3) },
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new Move(new Vector2(6, 2), new Vector2(6, 3)),
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// P1 Bishop puts P2 in check
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new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) }
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new Move(new Vector2(1, 7), new Vector2(6, 2))
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};
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var shogi = new ShogiBoard(moves);
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var shogi = new Shogi(moves);
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// Prerequisit
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shogi.InCheck.Should().Be(WhichPlayer.Player2);
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// Act - P2 moves Lance while remaining in check.
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var moveSuccess = shogi.Move(new Move { From = new Vector2(0, 8), To = new Vector2(0, 7) });
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var moveSuccess = shogi.Move(new Move(new Vector2(0, 8), new Vector2(0, 7)));
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// Assert
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moveSuccess.Should().BeFalse();
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shogi.InCheck.Should().Be(WhichPlayer.Player2);
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shogi.Board[8, 8].WhichPiece.Should().Be(WhichPiece.Lance);
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shogi.Board[8, 7].Should().BeNull();
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shogi.Board[7, 8].Should().BeNull();
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}
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[TestMethod]
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@@ -220,31 +203,31 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
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var moves = new[]
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{
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// P1 Pawn
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new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
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// P2 Pawn
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new Move { From = new Vector2(0, 2), To = new Vector2(0, 3) },
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new Move(new Vector2(2, 6), new Vector2(2, 5) ),
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// P2 Pawn
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new Move(new Vector2(0, 2), new Vector2(0, 3) ),
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// P1 Bishop takes P2 Pawn
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new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) },
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new Move(new Vector2(1, 7), new Vector2(6, 2) ),
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// P2 Gold, block check from P1 Bishop.
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new Move { From = new Vector2(5, 0), To = new Vector2(5, 1) },
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new Move(new Vector2(5, 0), new Vector2(5, 1) ),
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// P1 Bishop takes P2 Bishop, promotes so it can capture P2 Knight and P2 Lance
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new Move { From = new Vector2(6, 2), To = new Vector2(7, 1), IsPromotion = true },
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new Move(new Vector2(6, 2), new Vector2(7, 1), true ),
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// P2 Pawn again
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new Move { From = new Vector2(0, 3), To = new Vector2(0, 4) },
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new Move(new Vector2(0, 3), new Vector2(0, 4) ),
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// P1 Bishop takes P2 Knight
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new Move { From = new Vector2(7, 1), To = new Vector2(7, 0) },
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new Move(new Vector2(7, 1), new Vector2(7, 0) ),
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// P2 Pawn again
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new Move { From = new Vector2(0, 4), To = new Vector2(0, 5) },
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new Move(new Vector2(0, 4), new Vector2(0, 5) ),
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// P1 Bishop takes P2 Lance
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new Move { From = new Vector2(7, 0), To = new Vector2(8, 0) },
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new Move(new Vector2(7, 0), new Vector2(8, 0) ),
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// P2 Lance (move to make room for attempted P1 Pawn placement)
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new Move { From = new Vector2(0, 0), To = new Vector2(0, 1) },
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new Move(new Vector2(0, 0), new Vector2(0, 1) ),
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// P1 arbitrary move
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new Move { From = new Vector2(4, 8), To = new Vector2(4, 7) },
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new Move(new Vector2(4, 8), new Vector2(4, 7) ),
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// P2 Pawn again, takes P1 Pawn
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new Move { From = new Vector2(0, 5), To = new Vector2(0, 6) },
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new Move(new Vector2(0, 5) , new Vector2(0, 6) ),
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};
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var shogi = new ShogiBoard(moves);
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var shogi = new Shogi(moves);
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// Prerequisites
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shogi.Hands[WhichPlayer.Player1].Count.Should().Be(4);
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@@ -255,27 +238,27 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
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// Act | Assert - It is P1 turn
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/// try illegally placing Knight from the hand.
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shogi.Board[7, 0].Should().BeNull();
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var dropSuccess = shogi.Move(new Move { PieceFromHand = WhichPiece.Knight, To = new Vector2(7, 0) });
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shogi.Board[0, 7].Should().BeNull();
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var dropSuccess = shogi.Move(new Move(WhichPiece.Knight, new Vector2(7, 0)));
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dropSuccess.Should().BeFalse();
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shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
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shogi.Board[7, 0].Should().BeNull();
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dropSuccess = shogi.Move(new Move { PieceFromHand = WhichPiece.Knight, To = new Vector2(7, 1) });
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shogi.Board[0, 7].Should().BeNull();
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dropSuccess = shogi.Move(new Move(WhichPiece.Knight, new Vector2(7, 1)));
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dropSuccess.Should().BeFalse();
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shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
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shogi.Board[7, 1].Should().BeNull();
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shogi.Board[1, 7].Should().BeNull();
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/// try illegally placing Pawn from the hand
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dropSuccess = shogi.Move(new Move { PieceFromHand = WhichPiece.Pawn, To = new Vector2(7, 0) });
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dropSuccess = shogi.Move(new Move(WhichPiece.Pawn, new Vector2(7, 0)));
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dropSuccess.Should().BeFalse();
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shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
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shogi.Board[7, 0].Should().BeNull();
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shogi.Board[0, 7].Should().BeNull();
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/// try illegally placing Lance from the hand
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dropSuccess = shogi.Move(new Move { PieceFromHand = WhichPiece.Lance, To = new Vector2(7, 0) });
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dropSuccess = shogi.Move(new Move(WhichPiece.Lance, new Vector2(7, 0)));
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dropSuccess.Should().BeFalse();
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shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
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shogi.Board[7, 0].Should().BeNull();
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shogi.Board[0, 7].Should().BeNull();
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}
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[TestMethod]
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@@ -285,34 +268,34 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
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var moves = new[]
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{
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// P1 Pawn
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new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
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// P2 Pawn
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new Move { From = new Vector2(8, 2), To = new Vector2(8, 3) },
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new Move(new Vector2(2, 6), new Vector2(2, 5)),
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// P2 Pawn
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new Move(new Vector2(8, 2), new Vector2(8, 3)),
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// P1 Bishop, check
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new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) },
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new Move(new Vector2(1, 7), new Vector2(6, 2)),
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// P2 Gold, block check
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new Move { From = new Vector2(5, 0), To = new Vector2(5, 1) },
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new Move(new Vector2(5, 0), new Vector2(5, 1)),
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// P1 arbitrary move
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new Move { From = new Vector2(0, 6), To = new Vector2(0, 5) },
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new Move(new Vector2(0, 6), new Vector2(0, 5)),
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// P2 Bishop
|
||||
new Move { From = new Vector2(7, 1), To = new Vector2(8, 2) },
|
||||
new Move(new Vector2(7, 1), new Vector2(8, 2)),
|
||||
// P1 Bishop takes P2 Lance
|
||||
new Move { From = new Vector2(6, 2), To = new Vector2(8, 0) },
|
||||
new Move(new Vector2(6, 2), new Vector2(8, 0)),
|
||||
// P2 Bishop
|
||||
new Move { From = new Vector2(8, 2), To = new Vector2(7, 1) },
|
||||
new Move(new Vector2(8, 2), new Vector2(7, 1)),
|
||||
// P1 arbitrary move
|
||||
new Move { From = new Vector2(0, 5), To = new Vector2(0, 4) },
|
||||
new Move(new Vector2(0, 5), new Vector2(0, 4)),
|
||||
// P2 Bishop, check
|
||||
new Move { From = new Vector2(7, 1), To = new Vector2(2, 6) },
|
||||
new Move(new Vector2(7, 1), new Vector2(2, 6)),
|
||||
};
|
||||
var shogi = new ShogiBoard(moves);
|
||||
var shogi = new Shogi(moves);
|
||||
|
||||
// Prerequisites
|
||||
shogi.InCheck.Should().Be(WhichPlayer.Player1);
|
||||
shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
|
||||
|
||||
// Act - P1 tries to place a Lance while in check.
|
||||
var dropSuccess = shogi.Move(new Move { PieceFromHand = WhichPiece.Lance, To = new Vector2(4, 4) });
|
||||
var dropSuccess = shogi.Move(new Move(WhichPiece.Lance, new Vector2(4, 4)));
|
||||
|
||||
// Assert
|
||||
dropSuccess.Should().BeFalse();
|
||||
@@ -328,31 +311,31 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
|
||||
// P2 Pawn
|
||||
new Move { From = new Vector2(6, 2), To = new Vector2(6, 3) },
|
||||
new Move(new Vector2(2, 6), new Vector2(2, 5)),
|
||||
// P2 Pawn
|
||||
new Move(new Vector2(6, 2), new Vector2(6, 3)),
|
||||
// P1 Bishop, capture P2 Pawn, check
|
||||
new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) },
|
||||
new Move(new Vector2(1, 7), new Vector2(6, 2)),
|
||||
// P2 Gold, block check
|
||||
new Move { From = new Vector2(5, 0), To = new Vector2(5, 1) },
|
||||
new Move(new Vector2(5, 0), new Vector2(5, 1)),
|
||||
// P1 Bishop capture P2 Bishop
|
||||
new Move { From = new Vector2(6, 2), To = new Vector2(7, 1) },
|
||||
new Move(new Vector2(6, 2), new Vector2(7, 1)),
|
||||
// P2 arbitrary move
|
||||
new Move { From = new Vector2(0, 0), To = new Vector2(0, 1) },
|
||||
new Move(new Vector2(0, 0), new Vector2(0, 1)),
|
||||
};
|
||||
var shogi = new ShogiBoard(moves);
|
||||
var shogi = new Shogi(moves);
|
||||
|
||||
// Prerequisites
|
||||
shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
|
||||
shogi.Board[4, 0].Should().NotBeNull();
|
||||
shogi.Board[0, 4].Should().NotBeNull();
|
||||
|
||||
// Act - P1 tries to place Bishop from hand to an already-occupied position
|
||||
var dropSuccess = shogi.Move(new Move { PieceFromHand = WhichPiece.Bishop, To = new Vector2(4, 0) });
|
||||
var dropSuccess = shogi.Move(new Move(WhichPiece.Bishop, new Vector2(4, 0)));
|
||||
|
||||
// Assert
|
||||
dropSuccess.Should().BeFalse();
|
||||
shogi.Hands[WhichPlayer.Player1].Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
|
||||
shogi.Board[4, 0].WhichPiece.Should().Be(WhichPiece.King);
|
||||
shogi.Board[0, 4].WhichPiece.Should().Be(WhichPiece.King);
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
@@ -362,14 +345,14 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
|
||||
// P2 Pawn
|
||||
new Move { From = new Vector2(6, 2), To = new Vector2(6, 3) },
|
||||
new Move(new Vector2(2, 6), new Vector2(2, 5) ),
|
||||
// P2 Pawn
|
||||
new Move(new Vector2(6, 2), new Vector2(6, 3) ),
|
||||
};
|
||||
var shogi = new ShogiBoard(moves);
|
||||
var shogi = new Shogi(moves);
|
||||
|
||||
// Act - P1 Bishop, check
|
||||
shogi.Move(new Move { From = new Vector2(1, 7), To = new Vector2(6, 2) });
|
||||
shogi.Move(new Move(new Vector2(1, 7), new Vector2(6, 2)));
|
||||
|
||||
// Assert
|
||||
shogi.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
@@ -382,14 +365,14 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
|
||||
new Move(new Vector2(2, 6), new Vector2(2, 5)),
|
||||
// P2 Pawn
|
||||
new Move { From = new Vector2(6, 2), To = new Vector2(6, 3) }
|
||||
new Move(new Vector2(6, 2), new Vector2(6, 3))
|
||||
};
|
||||
var shogi = new ShogiBoard(moves);
|
||||
var shogi = new Shogi(moves);
|
||||
|
||||
// Act - P1 Bishop captures P2 Bishop
|
||||
var moveSuccess = shogi.Move(new Move { From = new Vector2(1, 7), To = new Vector2(7, 1) });
|
||||
var moveSuccess = shogi.Move(new Move(new Vector2(1, 7), new Vector2(7, 1)));
|
||||
|
||||
// Assert
|
||||
moveSuccess.Should().BeTrue();
|
||||
@@ -398,20 +381,20 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
.Count(piece => piece?.WhichPiece == WhichPiece.Bishop)
|
||||
.Should()
|
||||
.Be(1);
|
||||
shogi.Board[1, 7].Should().BeNull();
|
||||
shogi.Board[7, 1].WhichPiece.Should().Be(WhichPiece.Bishop);
|
||||
shogi.Board[7, 1].Should().BeNull();
|
||||
shogi.Board[1, 7].WhichPiece.Should().Be(WhichPiece.Bishop);
|
||||
shogi.Hands[WhichPlayer.Player1]
|
||||
.Should()
|
||||
.ContainSingle(piece => piece.WhichPiece == WhichPiece.Bishop && piece.Owner == WhichPlayer.Player1);
|
||||
|
||||
|
||||
// Act - P2 Silver captures P1 Bishop
|
||||
moveSuccess = shogi.Move(new Move { From = new Vector2(6, 0), To = new Vector2(7, 1) });
|
||||
moveSuccess = shogi.Move(new Move(new Vector2(6, 0), new Vector2(7, 1)));
|
||||
|
||||
// Assert
|
||||
moveSuccess.Should().BeTrue();
|
||||
shogi.Board[6, 0].Should().BeNull();
|
||||
shogi.Board[7, 1].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
|
||||
shogi.Board[0, 6].Should().BeNull();
|
||||
shogi.Board[1, 7].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
|
||||
shogi.Board
|
||||
.Cast<Piece>()
|
||||
.Count(piece => piece?.WhichPiece == WhichPiece.Bishop)
|
||||
@@ -428,19 +411,19 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move { From = new Vector2(2, 6), To = new Vector2(2, 5) },
|
||||
// P2 Pawn
|
||||
new Move { From = new Vector2(6, 2), To = new Vector2(6, 3) }
|
||||
};
|
||||
var shogi = new ShogiBoard(moves);
|
||||
new Move(new Vector2(2, 6), new Vector2(2, 5) ),
|
||||
// P2 Pawn
|
||||
new Move(new Vector2(6, 2), new Vector2(6, 3) )
|
||||
};
|
||||
var shogi = new Shogi(moves);
|
||||
|
||||
// Act - P1 moves across promote threshold.
|
||||
var moveSuccess = shogi.Move(new Move { From = new Vector2(1, 7), To = new Vector2(6, 2), IsPromotion = true });
|
||||
var moveSuccess = shogi.Move(new Move(new Vector2(1, 7), new Vector2(6, 2), true));
|
||||
|
||||
// Assert
|
||||
moveSuccess.Should().BeTrue();
|
||||
shogi.Board[1, 7].Should().BeNull();
|
||||
shogi.Board[6, 2].Should().Match<Piece>(piece => piece.WhichPiece == WhichPiece.Bishop && piece.IsPromoted == true);
|
||||
shogi.Board[7, 1].Should().BeNull();
|
||||
shogi.Board[2, 6].Should().Match<Piece>(piece => piece.WhichPiece == WhichPiece.Bishop && piece.IsPromoted == true);
|
||||
}
|
||||
|
||||
[TestMethod]
|
||||
@@ -450,30 +433,30 @@ namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Rook
|
||||
new Move { From = new Vector2(7, 7), To = new Vector2(4, 7) },
|
||||
new Move(new Vector2(7, 7), new Vector2(4, 7) ),
|
||||
// P2 Gold
|
||||
new Move { From = new Vector2(3, 0), To = new Vector2(2, 1) },
|
||||
new Move(new Vector2(3, 0), new Vector2(2, 1) ),
|
||||
// P1 Pawn
|
||||
new Move { From = new Vector2(4, 6), To = new Vector2(4, 5) },
|
||||
new Move(new Vector2(4, 6), new Vector2(4, 5) ),
|
||||
// P2 other Gold
|
||||
new Move { From = new Vector2(5, 0), To = new Vector2(6, 1) },
|
||||
new Move(new Vector2(5, 0), new Vector2(6, 1) ),
|
||||
// P1 same Pawn
|
||||
new Move { From = new Vector2(4, 5), To = new Vector2(4, 4) },
|
||||
new Move(new Vector2(4, 5), new Vector2(4, 4) ),
|
||||
// P2 Pawn
|
||||
new Move { From = new Vector2(4, 2), To = new Vector2(4, 3) },
|
||||
new Move(new Vector2(4, 2), new Vector2(4, 3) ),
|
||||
// P1 Pawn takes P2 Pawn
|
||||
new Move { From = new Vector2(4, 4), To = new Vector2(4, 3) },
|
||||
new Move(new Vector2(4, 4), new Vector2(4, 3) ),
|
||||
// P2 King
|
||||
new Move { From = new Vector2(4, 0), To = new Vector2(4, 1) },
|
||||
new Move(new Vector2(4, 0), new Vector2(4, 1) ),
|
||||
// P1 Pawn promotes, threatens P2 King
|
||||
new Move { From = new Vector2(4, 3), To = new Vector2(4, 2), IsPromotion = true },
|
||||
new Move(new Vector2(4, 3), new Vector2(4, 2), true ),
|
||||
// P2 King retreat
|
||||
new Move { From = new Vector2(4, 1), To = new Vector2(4, 0) },
|
||||
new Move(new Vector2(4, 1), new Vector2(4, 0) ),
|
||||
};
|
||||
var shogi = new ShogiBoard(moves);
|
||||
var shogi = new Shogi(moves);
|
||||
|
||||
// Act - P1 Pawn wins by checkmate.
|
||||
var moveSuccess = shogi.Move(new Move { From = new Vector2(4, 2), To = new Vector2(4, 1) });
|
||||
var moveSuccess = shogi.Move(new Move(new Vector2(4, 2), new Vector2(4, 1)));
|
||||
|
||||
// Assert - checkmate
|
||||
moveSuccess.Should().BeTrue();
|
||||
|
||||
Reference in New Issue
Block a user