yep
This commit is contained in:
@@ -1,240 +1,27 @@
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using Shogi.Domain.ValueObjects;
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using System.Text;
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namespace Shogi.Domain;
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namespace Shogi.Domain.Aggregates;
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/// <summary>
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/// Facilitates Shogi board state transitions, cognisant of Shogi rules.
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/// The board is always from Player1's perspective.
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/// [0,0] is the lower-left position, [8,8] is the higher-right position
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/// </summary>
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public sealed class ShogiBoard
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public class Session
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{
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private readonly StandardRules rules;
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public Session(
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string name,
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string player1Name,
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ShogiBoard board)
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{
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Name = name;
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Player1 = player1Name;
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Board = board;
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}
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public ShogiBoard(string name, BoardState initialState, string player1, string? player2 = null)
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{
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Name = name;
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Player1 = player1;
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Player2 = player2;
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BoardState = initialState;
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rules = new StandardRules(BoardState);
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}
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public string Name { get; }
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public ShogiBoard Board { get; }
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public string Player1 { get; }
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public string? Player2 { get; private set; }
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public BoardState BoardState { get; }
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public string Name { get; }
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/// <summary>
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/// Move a piece from a board position to another board position, potentially capturing an opponents piece. Respects all rules of the game.
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/// </summary>
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/// <remarks>
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/// The strategy involves simulating a move on a throw-away board state that can be used to
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/// validate legal vs illegal moves without having to worry about reverting board state.
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/// </remarks>
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/// <exception cref="InvalidOperationException"></exception>
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public void Move(string from, string to, bool isPromotion)
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{
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var simulationState = new BoardState(BoardState);
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var simulation = new StandardRules(simulationState);
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var moveResult = simulation.Move(from, to, isPromotion);
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if (!moveResult.Success)
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{
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throw new InvalidOperationException(moveResult.Reason);
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}
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// If already in check, assert the move that resulted in check no longer results in check.
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if (BoardState.InCheck == BoardState.WhoseTurn
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&& simulation.IsOpposingKingThreatenedByPosition(BoardState.PreviousMoveTo))
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{
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throw new InvalidOperationException("Unable to move because you are still in check.");
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}
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var otherPlayer = BoardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
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if (simulation.IsPlayerInCheckAfterMove())
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{
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throw new InvalidOperationException("Illegal move. This move places you in check.");
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}
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_ = rules.Move(from, to, isPromotion);
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if (rules.IsOpponentInCheckAfterMove())
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{
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BoardState.InCheck = otherPlayer;
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if (rules.IsOpponentInCheckMate())
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{
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BoardState.IsCheckmate = true;
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}
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}
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else
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{
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BoardState.InCheck = null;
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}
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BoardState.WhoseTurn = otherPlayer;
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}
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public void Move(WhichPiece pieceInHand, string to)
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{
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var index = BoardState.ActivePlayerHand.FindIndex(p => p.WhichPiece == pieceInHand);
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if (index == -1)
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{
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throw new InvalidOperationException($"{pieceInHand} does not exist in the hand.");
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}
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if (BoardState[to] != null)
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{
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throw new InvalidOperationException("Illegal placement of piece from the hand. Destination is not empty.");
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}
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var toVector = Notation.FromBoardNotation(to);
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switch (pieceInHand)
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{
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case WhichPiece.Knight:
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{
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// Knight cannot be placed onto the farthest two ranks from the hand.
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if (BoardState.WhoseTurn == WhichPlayer.Player1 && toVector.Y > 6
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|| BoardState.WhoseTurn == WhichPlayer.Player2 && toVector.Y < 2)
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{
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throw new InvalidOperationException("Illegal move. Knight has no valid moves after placement.");
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}
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break;
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}
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case WhichPiece.Lance:
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case WhichPiece.Pawn:
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{
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// Lance and Pawn cannot be placed onto the farthest rank from the hand.
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if (BoardState.WhoseTurn == WhichPlayer.Player1 && toVector.Y == 8
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|| BoardState.WhoseTurn == WhichPlayer.Player2 && toVector.Y == 0)
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{
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throw new InvalidOperationException($"Illegal move. {pieceInHand} has no valid moves after placement.");
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}
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break;
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}
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}
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var tempBoard = new BoardState(BoardState);
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var simulation = new StandardRules(tempBoard);
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var moveResult = simulation.Move(pieceInHand, to);
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if (!moveResult.Success)
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{
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throw new InvalidOperationException(moveResult.Reason);
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}
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var otherPlayer = tempBoard.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
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if (BoardState.InCheck == BoardState.WhoseTurn)
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{
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//if (simulation.IsPlayerInCheckAfterMove(boardState.PreviousMoveTo, toVector, boardState.WhoseTurn))
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//{
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// throw new InvalidOperationException("Illegal move. You're still in check!");
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//}
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}
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var kingPosition = otherPlayer == WhichPlayer.Player1 ? tempBoard.Player1KingPosition : tempBoard.Player2KingPosition;
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//if (simulation.IsPlayerInCheckAfterMove(toVector, kingPosition, otherPlayer))
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//{
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//}
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//rules.Move(from, to, isPromotion);
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//if (rules.IsPlayerInCheckAfterMove(fromVector, toVector, otherPlayer))
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//{
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// board.InCheck = otherPlayer;
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// board.IsCheckmate = rules.EvaluateCheckmate();
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//}
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//else
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//{
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// board.InCheck = null;
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//}
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BoardState.WhoseTurn = otherPlayer;
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}
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/// <summary>
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/// Prints a ASCII representation of the board for debugging board state.
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/// </summary>
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/// <returns></returns>
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public string ToStringStateAsAscii()
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{
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var builder = new StringBuilder();
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builder.Append(" ");
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builder.Append("Player 2(.)");
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builder.AppendLine();
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for (var rank = 8; rank >= 0; rank--)
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{
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// Horizontal line
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builder.Append(" - ");
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for (var file = 0; file < 8; file++) builder.Append("- - ");
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builder.Append("- -");
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// Print Rank ruler.
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builder.AppendLine();
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builder.Append($"{rank + 1} ");
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// Print pieces.
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builder.Append(" |");
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for (var x = 0; x < 9; x++)
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{
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var piece = BoardState[x, rank];
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if (piece == null)
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{
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builder.Append(" ");
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}
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else
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{
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builder.AppendFormat("{0}", ToAscii(piece));
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}
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builder.Append('|');
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}
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builder.AppendLine();
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}
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// Horizontal line
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builder.Append(" - ");
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for (var x = 0; x < 8; x++) builder.Append("- - ");
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builder.Append("- -");
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builder.AppendLine();
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builder.Append(" ");
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builder.Append("Player 1");
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builder.AppendLine();
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builder.AppendLine();
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// Print File ruler.
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builder.Append(" ");
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builder.Append(" A B C D E F G H I ");
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return builder.ToString();
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="piece"></param>
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/// <returns>
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/// A string with three characters.
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/// The first character indicates promotion status.
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/// The second character indicates piece.
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/// The third character indicates ownership.
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/// </returns>
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private static string ToAscii(Piece piece)
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{
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var builder = new StringBuilder();
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if (piece.IsPromoted) builder.Append('^');
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else builder.Append(' ');
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var name = piece.WhichPiece switch
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{
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WhichPiece.King => "K",
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WhichPiece.GoldGeneral => "G",
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WhichPiece.SilverGeneral => "S",
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WhichPiece.Bishop => "B",
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WhichPiece.Rook => "R",
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WhichPiece.Knight => "k",
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WhichPiece.Lance => "L",
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WhichPiece.Pawn => "P",
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_ => throw new ArgumentException($"Unknown value for {nameof(WhichPiece)}."),
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};
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builder.Append(name);
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if (piece.Owner == WhichPlayer.Player2) builder.Append('.');
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else builder.Append(' ');
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return builder.ToString();
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}
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public void AddPlayer2(string player2Name)
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{
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if (Player2 != null) throw new InvalidOperationException("Player 2 already exists while trying to add a second player.");
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Player2 = player2Name;
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}
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}
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@@ -1,251 +1,253 @@
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using Shogi.Domain.ValueObjects;
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using System.Collections.ObjectModel;
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using BoardTile = System.Collections.Generic.KeyValuePair<System.Numerics.Vector2, Shogi.Domain.ValueObjects.Piece>;
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namespace Shogi.Domain
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namespace Shogi.Domain;
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public class BoardState
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{
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public class BoardState
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{
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/// <summary>
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/// Board state before any moves have been made, using standard setup and rules.
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/// </summary>
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public static readonly BoardState StandardStarting = new();
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/// <summary>
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/// Board state before any moves have been made, using standard setup and rules.
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/// </summary>
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public static readonly BoardState StandardStarting = new(
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state: BuildStandardStartingBoardState(),
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player1Hand: new(),
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player2Hand: new(),
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whoseTurn: WhichPlayer.Player1,
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playerInCheck: null,
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previousMove: new Move());
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public delegate void ForEachDelegate(Piece element, Vector2 position);
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/// <summary>
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/// Key is position notation, such as "E4".
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/// </summary>
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private readonly Dictionary<string, Piece?> board;
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public delegate void ForEachDelegate(Piece element, Vector2 position);
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/// <summary>
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/// Key is position notation, such as "E4".
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/// </summary>
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private readonly Dictionary<string, Piece?> board;
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public BoardState(
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Dictionary<string, Piece?> state,
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List<Piece> player1Hand,
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List<Piece> player2Hand,
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WhichPlayer whoseTurn,
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WhichPlayer? playerInCheck,
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Move previousMove)
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{
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board = state;
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Player1Hand = player1Hand;
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Player2Hand = player2Hand;
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PreviousMove = previousMove;
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WhoseTurn = whoseTurn;
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InCheck = playerInCheck;
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}
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public BoardState(Dictionary<string, Piece?> state)
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{
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board = state;
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Player1Hand = new List<Piece>();
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Player2Hand = new List<Piece>();
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PreviousMoveTo = Vector2.Zero;
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}
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/// <summary>
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/// Copy constructor.
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/// </summary>
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public BoardState(BoardState other)
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{
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board = new(81);
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foreach (var kvp in other.board)
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{
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var piece = kvp.Value;
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board[kvp.Key] = piece == null ? null : Piece.Create(piece.WhichPiece, piece.Owner, piece.IsPromoted);
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}
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WhoseTurn = other.WhoseTurn;
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InCheck = other.InCheck;
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IsCheckmate = other.IsCheckmate;
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PreviousMove = other.PreviousMove;
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Player1Hand = new(other.Player1Hand);
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Player2Hand = new(other.Player2Hand);
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}
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public BoardState()
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{
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board = new Dictionary<string, Piece?>(81, StringComparer.OrdinalIgnoreCase);
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InitializeBoardState();
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Player1Hand = new List<Piece>();
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Player2Hand = new List<Piece>();
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PreviousMoveTo = Vector2.Zero;
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}
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public ReadOnlyDictionary<string, Piece?> State => new(board);
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public List<Piece> ActivePlayerHand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand;
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public Vector2 Player1KingPosition => Notation.FromBoardNotation(this.board.Where(kvp => kvp.Value != null).Single(kvp =>
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{
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var piece = kvp.Value;
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return piece!.IsKing() && piece!.Owner == WhichPlayer.Player1;
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}).Key);
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public Vector2 Player2KingPosition => Notation.FromBoardNotation(this.board.Where(kvp => kvp.Value != null).Single(kvp =>
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{
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var piece = kvp.Value;
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return piece!.IsKing() && piece!.Owner == WhichPlayer.Player2;
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}).Key);
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public List<Piece> Player1Hand { get; }
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public List<Piece> Player2Hand { get; }
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public Move PreviousMove { get; set; }
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public WhichPlayer WhoseTurn { get; set; }
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public WhichPlayer? InCheck { get; set; }
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public bool IsCheckmate { get; set; }
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public Dictionary<string, Piece?> State => board;
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public List<Piece> ActivePlayerHand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand;
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public Vector2 Player1KingPosition => Notation.FromBoardNotation(this.board.Where(kvp => kvp.Value != null).Single(kvp =>
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{
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var piece = kvp.Value;
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return piece!.IsKing() && piece!.Owner == WhichPlayer.Player1;
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}).Key);
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public Vector2 Player2KingPosition => Notation.FromBoardNotation(this.board.Where(kvp => kvp.Value != null).Single(kvp =>
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{
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var piece = kvp.Value;
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return piece!.IsKing() && piece!.Owner == WhichPlayer.Player2;
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}).Key);
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public List<Piece> Player1Hand { get; }
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public List<Piece> Player2Hand { get; }
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public Vector2 PreviousMoveFrom { get; private set; }
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public Vector2 PreviousMoveTo { get; private set; }
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public WhichPlayer WhoseTurn { get; set; }
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public WhichPlayer? InCheck { get; set; }
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public bool IsCheckmate { get; set; }
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public Piece? this[string notation]
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{
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// TODO: Validate "notation" here and throw an exception if invalid.
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get => board[notation];
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set => board[notation] = value;
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}
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/// <summary>
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/// Copy constructor.
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/// </summary>
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public BoardState(BoardState other) : this()
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{
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foreach (var kvp in other.board)
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{
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// Replace copy constructor with static factory method in Piece.cs
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board[kvp.Key] = kvp.Value == null ? null : Piece.CreateCopy(kvp.Value);
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}
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WhoseTurn = other.WhoseTurn;
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InCheck = other.InCheck;
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IsCheckmate = other.IsCheckmate;
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PreviousMoveTo = other.PreviousMoveTo;
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Player1Hand.AddRange(other.Player1Hand);
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Player2Hand.AddRange(other.Player2Hand);
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}
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public Piece? this[Vector2 vector]
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{
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get => this[Notation.ToBoardNotation(vector)];
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set => this[Notation.ToBoardNotation(vector)] = value;
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}
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public Piece? this[string notation]
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{
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// TODO: Validate "notation" here and throw an exception if invalid.
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get => board[notation];
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set => board[notation] = value;
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}
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public Piece? this[int x, int y]
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{
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get => this[Notation.ToBoardNotation(x, y)];
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set => this[Notation.ToBoardNotation(x, y)] = value;
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}
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public Piece? this[Vector2 vector]
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{
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get => this[Notation.ToBoardNotation(vector)];
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set => this[Notation.ToBoardNotation(vector)] = value;
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}
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/// <summary>
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/// Returns true if the given path can be traversed without colliding into a piece.
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/// </summary>
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public bool IsPathBlocked(IEnumerable<Vector2> path)
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{
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return !path.Any()
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|| path.SkipLast(1).Any(position => this[position] != null)
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|| this[path.Last()]?.Owner == WhoseTurn;
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}
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public Piece? this[int x, int y]
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{
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get => this[Notation.ToBoardNotation(x, y)];
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set => this[Notation.ToBoardNotation(x, y)] = value;
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}
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internal bool IsWithinPromotionZone(Vector2 position)
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{
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// TODO: Move this promotion zone logic into the StandardRules class.
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return (WhoseTurn == WhichPlayer.Player1 && position.Y > 5)
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|| (WhoseTurn == WhichPlayer.Player2 && position.Y < 3);
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}
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internal void RememberAsMostRecentMove(Vector2 from, Vector2 to)
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{
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PreviousMoveFrom = from;
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PreviousMoveTo = to;
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}
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internal static bool IsWithinBoardBoundary(Vector2 position)
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{
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return position.X <= 8 && position.X >= 0
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&& position.Y <= 8 && position.Y >= 0;
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}
|
||||
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/// <summary>
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/// Returns true if the given path can be traversed without colliding into a piece.
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/// </summary>
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||||
public bool IsPathBlocked(IEnumerable<Vector2> path)
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{
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return !path.Any()
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|| path.SkipLast(1).Any(position => this[position] != null)
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||||
|| this[path.Last()]?.Owner == WhoseTurn;
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}
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internal List<BoardTile> GetTilesOccupiedBy(WhichPlayer whichPlayer) => board
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.Where(kvp => kvp.Value?.Owner == whichPlayer)
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.Select(kvp => new BoardTile(Notation.FromBoardNotation(kvp.Key), kvp.Value!))
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.ToList();
|
||||
|
||||
internal bool IsWithinPromotionZone(Vector2 position)
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{
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return (WhoseTurn == WhichPlayer.Player1 && position.Y > 5)
|
||||
|| (WhoseTurn == WhichPlayer.Player2 && position.Y < 3);
|
||||
}
|
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internal void Capture(Vector2 to)
|
||||
{
|
||||
var piece = this[to];
|
||||
if (piece == null) throw new InvalidOperationException("Cannot capture. Piece at position does not exist.");
|
||||
|
||||
internal static bool IsWithinBoardBoundary(Vector2 position)
|
||||
{
|
||||
return position.X <= 8 && position.X >= 0
|
||||
&& position.Y <= 8 && position.Y >= 0;
|
||||
}
|
||||
piece.Capture(WhoseTurn);
|
||||
ActivePlayerHand.Add(piece);
|
||||
}
|
||||
|
||||
internal List<BoardTile> GetTilesOccupiedBy(WhichPlayer whichPlayer) => board
|
||||
.Where(kvp => kvp.Value?.Owner == whichPlayer)
|
||||
.Select(kvp => new BoardTile(Notation.FromBoardNotation(kvp.Key), kvp.Value!))
|
||||
.ToList();
|
||||
/// <summary>
|
||||
/// Does not include the start position.
|
||||
/// </summary>
|
||||
internal static IEnumerable<Vector2> GetPathAlongDirectionFromStartToEdgeOfBoard(Vector2 start, Vector2 direction)
|
||||
{
|
||||
var next = start;
|
||||
while (IsWithinBoardBoundary(next + direction))
|
||||
{
|
||||
next += direction;
|
||||
yield return next;
|
||||
}
|
||||
}
|
||||
|
||||
internal void Capture(Vector2 to)
|
||||
{
|
||||
var piece = this[to];
|
||||
if (piece == null) throw new InvalidOperationException("Cannot capture. Piece at position does not exist.");
|
||||
internal Piece? QueryFirstPieceInPath(IEnumerable<Vector2> path)
|
||||
{
|
||||
foreach (var step in path)
|
||||
{
|
||||
if (this[step] != null) return this[step];
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
piece.Capture(WhoseTurn);
|
||||
ActivePlayerHand.Add(piece);
|
||||
}
|
||||
private static Dictionary<string, Piece?> BuildStandardStartingBoardState()
|
||||
{
|
||||
return new Dictionary<string, Piece?>(81)
|
||||
{
|
||||
["A1"] = new Lance(WhichPlayer.Player1),
|
||||
["B1"] = new Knight(WhichPlayer.Player1),
|
||||
["C1"] = new SilverGeneral(WhichPlayer.Player1),
|
||||
["D1"] = new GoldGeneral(WhichPlayer.Player1),
|
||||
["E1"] = new King(WhichPlayer.Player1),
|
||||
["F1"] = new GoldGeneral(WhichPlayer.Player1),
|
||||
["G1"] = new SilverGeneral(WhichPlayer.Player1),
|
||||
["H1"] = new Knight(WhichPlayer.Player1),
|
||||
["I1"] = new Lance(WhichPlayer.Player1),
|
||||
|
||||
/// <summary>
|
||||
/// Does not include the start position.
|
||||
/// </summary>
|
||||
internal static IEnumerable<Vector2> GetPathAlongDirectionFromStartToEdgeOfBoard(Vector2 start, Vector2 direction)
|
||||
{
|
||||
var next = start;
|
||||
while (IsWithinBoardBoundary(next + direction))
|
||||
{
|
||||
next += direction;
|
||||
yield return next;
|
||||
}
|
||||
}
|
||||
["A2"] = null,
|
||||
["B2"] = new Bishop(WhichPlayer.Player1),
|
||||
["C2"] = null,
|
||||
["D2"] = null,
|
||||
["E2"] = null,
|
||||
["F2"] = null,
|
||||
["G2"] = null,
|
||||
["H2"] = new Rook(WhichPlayer.Player1),
|
||||
["I2"] = null,
|
||||
|
||||
internal Piece? QueryFirstPieceInPath(IEnumerable<Vector2> path)
|
||||
{
|
||||
foreach (var step in path)
|
||||
{
|
||||
if (this[step] != null) return this[step];
|
||||
}
|
||||
return null;
|
||||
}
|
||||
["A3"] = new Pawn(WhichPlayer.Player1),
|
||||
["B3"] = new Pawn(WhichPlayer.Player1),
|
||||
["C3"] = new Pawn(WhichPlayer.Player1),
|
||||
["D3"] = new Pawn(WhichPlayer.Player1),
|
||||
["E3"] = new Pawn(WhichPlayer.Player1),
|
||||
["F3"] = new Pawn(WhichPlayer.Player1),
|
||||
["G3"] = new Pawn(WhichPlayer.Player1),
|
||||
["H3"] = new Pawn(WhichPlayer.Player1),
|
||||
["I3"] = new Pawn(WhichPlayer.Player1),
|
||||
|
||||
private void InitializeBoardState()
|
||||
{
|
||||
this["A1"] = new Lance(WhichPlayer.Player1);
|
||||
this["B1"] = new Knight(WhichPlayer.Player1);
|
||||
this["C1"] = new SilverGeneral(WhichPlayer.Player1);
|
||||
this["D1"] = new GoldGeneral(WhichPlayer.Player1);
|
||||
this["E1"] = new King(WhichPlayer.Player1);
|
||||
this["F1"] = new GoldGeneral(WhichPlayer.Player1);
|
||||
this["G1"] = new SilverGeneral(WhichPlayer.Player1);
|
||||
this["H1"] = new Knight(WhichPlayer.Player1);
|
||||
this["I1"] = new Lance(WhichPlayer.Player1);
|
||||
["A4"] = null,
|
||||
["B4"] = null,
|
||||
["C4"] = null,
|
||||
["D4"] = null,
|
||||
["E4"] = null,
|
||||
["F4"] = null,
|
||||
["G4"] = null,
|
||||
["H4"] = null,
|
||||
["I4"] = null,
|
||||
|
||||
this["A2"] = null;
|
||||
this["B2"] = new Bishop(WhichPlayer.Player1);
|
||||
this["C2"] = null;
|
||||
this["D2"] = null;
|
||||
this["E2"] = null;
|
||||
this["F2"] = null;
|
||||
this["G2"] = null;
|
||||
this["H2"] = new Rook(WhichPlayer.Player1);
|
||||
this["I2"] = null;
|
||||
["A5"] = null,
|
||||
["B5"] = null,
|
||||
["C5"] = null,
|
||||
["D5"] = null,
|
||||
["E5"] = null,
|
||||
["F5"] = null,
|
||||
["G5"] = null,
|
||||
["H5"] = null,
|
||||
["I5"] = null,
|
||||
|
||||
this["A3"] = new Pawn(WhichPlayer.Player1);
|
||||
this["B3"] = new Pawn(WhichPlayer.Player1);
|
||||
this["C3"] = new Pawn(WhichPlayer.Player1);
|
||||
this["D3"] = new Pawn(WhichPlayer.Player1);
|
||||
this["E3"] = new Pawn(WhichPlayer.Player1);
|
||||
this["F3"] = new Pawn(WhichPlayer.Player1);
|
||||
this["G3"] = new Pawn(WhichPlayer.Player1);
|
||||
this["H3"] = new Pawn(WhichPlayer.Player1);
|
||||
this["I3"] = new Pawn(WhichPlayer.Player1);
|
||||
["A6"] = null,
|
||||
["B6"] = null,
|
||||
["C6"] = null,
|
||||
["D6"] = null,
|
||||
["E6"] = null,
|
||||
["F6"] = null,
|
||||
["G6"] = null,
|
||||
["H6"] = null,
|
||||
["I6"] = null,
|
||||
|
||||
this["A4"] = null;
|
||||
this["B4"] = null;
|
||||
this["C4"] = null;
|
||||
this["D4"] = null;
|
||||
this["E4"] = null;
|
||||
this["F4"] = null;
|
||||
this["G4"] = null;
|
||||
this["H4"] = null;
|
||||
this["I4"] = null;
|
||||
["A7"] = new Pawn(WhichPlayer.Player2),
|
||||
["B7"] = new Pawn(WhichPlayer.Player2),
|
||||
["C7"] = new Pawn(WhichPlayer.Player2),
|
||||
["D7"] = new Pawn(WhichPlayer.Player2),
|
||||
["E7"] = new Pawn(WhichPlayer.Player2),
|
||||
["F7"] = new Pawn(WhichPlayer.Player2),
|
||||
["G7"] = new Pawn(WhichPlayer.Player2),
|
||||
["H7"] = new Pawn(WhichPlayer.Player2),
|
||||
["I7"] = new Pawn(WhichPlayer.Player2),
|
||||
|
||||
this["A5"] = null;
|
||||
this["B5"] = null;
|
||||
this["C5"] = null;
|
||||
this["D5"] = null;
|
||||
this["E5"] = null;
|
||||
this["F5"] = null;
|
||||
this["G5"] = null;
|
||||
this["H5"] = null;
|
||||
this["I5"] = null;
|
||||
["A8"] = null,
|
||||
["B8"] = new Rook(WhichPlayer.Player2),
|
||||
["C8"] = null,
|
||||
["D8"] = null,
|
||||
["E8"] = null,
|
||||
["F8"] = null,
|
||||
["G8"] = null,
|
||||
["H8"] = new Bishop(WhichPlayer.Player2),
|
||||
["I8"] = null,
|
||||
|
||||
this["A6"] = null;
|
||||
this["B6"] = null;
|
||||
this["C6"] = null;
|
||||
this["D6"] = null;
|
||||
this["E6"] = null;
|
||||
this["F6"] = null;
|
||||
this["G6"] = null;
|
||||
this["H6"] = null;
|
||||
this["I6"] = null;
|
||||
|
||||
this["A7"] = new Pawn(WhichPlayer.Player2);
|
||||
this["B7"] = new Pawn(WhichPlayer.Player2);
|
||||
this["C7"] = new Pawn(WhichPlayer.Player2);
|
||||
this["D7"] = new Pawn(WhichPlayer.Player2);
|
||||
this["E7"] = new Pawn(WhichPlayer.Player2);
|
||||
this["F7"] = new Pawn(WhichPlayer.Player2);
|
||||
this["G7"] = new Pawn(WhichPlayer.Player2);
|
||||
this["H7"] = new Pawn(WhichPlayer.Player2);
|
||||
this["I7"] = new Pawn(WhichPlayer.Player2);
|
||||
|
||||
this["A8"] = null;
|
||||
this["B8"] = new Rook(WhichPlayer.Player2);
|
||||
this["C8"] = null;
|
||||
this["D8"] = null;
|
||||
this["E8"] = null;
|
||||
this["F8"] = null;
|
||||
this["G8"] = null;
|
||||
this["H8"] = new Bishop(WhichPlayer.Player2);
|
||||
this["I8"] = null;
|
||||
|
||||
this["A9"] = new Lance(WhichPlayer.Player2);
|
||||
this["B9"] = new Knight(WhichPlayer.Player2);
|
||||
this["C9"] = new SilverGeneral(WhichPlayer.Player2);
|
||||
this["D9"] = new GoldGeneral(WhichPlayer.Player2);
|
||||
this["E9"] = new King(WhichPlayer.Player2);
|
||||
this["F9"] = new GoldGeneral(WhichPlayer.Player2);
|
||||
this["G9"] = new SilverGeneral(WhichPlayer.Player2);
|
||||
this["H9"] = new Knight(WhichPlayer.Player2);
|
||||
this["I9"] = new Lance(WhichPlayer.Player2);
|
||||
}
|
||||
}
|
||||
["A9"] = new Lance(WhichPlayer.Player2),
|
||||
["B9"] = new Knight(WhichPlayer.Player2),
|
||||
["C9"] = new SilverGeneral(WhichPlayer.Player2),
|
||||
["D9"] = new GoldGeneral(WhichPlayer.Player2),
|
||||
["E9"] = new King(WhichPlayer.Player2),
|
||||
["F9"] = new GoldGeneral(WhichPlayer.Player2),
|
||||
["G9"] = new SilverGeneral(WhichPlayer.Player2),
|
||||
["H9"] = new Knight(WhichPlayer.Player2),
|
||||
["I9"] = new Lance(WhichPlayer.Player2)
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,10 +1,9 @@
|
||||
using Shogi.Domain.Pathing;
|
||||
using Shogi.Domain.ValueObjects;
|
||||
using Shogi.Domain.ValueObjects;
|
||||
using BoardTile = System.Collections.Generic.KeyValuePair<System.Numerics.Vector2, Shogi.Domain.ValueObjects.Piece>;
|
||||
|
||||
namespace Shogi.Domain
|
||||
{
|
||||
internal class StandardRules
|
||||
internal class StandardRules
|
||||
{
|
||||
private readonly BoardState boardState;
|
||||
|
||||
@@ -55,7 +54,7 @@ namespace Shogi.Domain
|
||||
boardState[to] = fromPiece;
|
||||
boardState[from] = null;
|
||||
|
||||
boardState.RememberAsMostRecentMove(from, to);
|
||||
boardState.PreviousMove = new Move(from, to);
|
||||
var otherPlayer = boardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
|
||||
boardState.WhoseTurn = otherPlayer;
|
||||
|
||||
@@ -121,16 +120,16 @@ namespace Shogi.Domain
|
||||
/// </remarks>
|
||||
internal bool IsPlayerInCheckAfterMove()
|
||||
{
|
||||
var previousMovedPiece = boardState[boardState.PreviousMoveTo];
|
||||
if (previousMovedPiece == null) throw new ArgumentNullException(nameof(previousMovedPiece), $"No piece exists at position {boardState.PreviousMoveTo}.");
|
||||
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 isCheck = false;
|
||||
|
||||
// Get line equation from king through the now-unoccupied location.
|
||||
var direction = Vector2.Subtract(kingPosition, boardState.PreviousMoveFrom);
|
||||
var direction = Vector2.Subtract(kingPosition, boardState.PreviousMove.From);
|
||||
var slope = Math.Abs(direction.Y / direction.X);
|
||||
var path = BoardState.GetPathAlongDirectionFromStartToEdgeOfBoard(boardState.PreviousMoveFrom, Vector2.Normalize(direction));
|
||||
var path = BoardState.GetPathAlongDirectionFromStartToEdgeOfBoard(boardState.PreviousMove.From, 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.
|
||||
@@ -165,7 +164,7 @@ namespace Shogi.Domain
|
||||
return isCheck;
|
||||
}
|
||||
|
||||
internal bool IsOpponentInCheckAfterMove() => IsOpposingKingThreatenedByPosition(boardState.PreviousMoveTo);
|
||||
internal bool IsOpponentInCheckAfterMove() => IsOpposingKingThreatenedByPosition(boardState.PreviousMove.To);
|
||||
|
||||
internal bool IsOpposingKingThreatenedByPosition(Vector2 position)
|
||||
{
|
||||
|
||||
8
Shogi.Domain/ValueObjects/Move.cs
Normal file
8
Shogi.Domain/ValueObjects/Move.cs
Normal file
@@ -0,0 +1,8 @@
|
||||
namespace Shogi.Domain.ValueObjects;
|
||||
|
||||
/// <summary>
|
||||
/// Represents a single piece being moved by a player from <paramref name="From"/> to <paramref name="To"/>.
|
||||
/// </summary>
|
||||
public record struct Move(Vector2 From, Vector2 To)
|
||||
{
|
||||
}
|
||||
@@ -6,10 +6,6 @@ namespace Shogi.Domain.ValueObjects
|
||||
[DebuggerDisplay("{WhichPiece} {Owner}")]
|
||||
public abstract record class Piece
|
||||
{
|
||||
/// <summary>
|
||||
/// Creates a clone of an existing piece.
|
||||
/// </summary>
|
||||
public static Piece CreateCopy(Piece piece) => Create(piece.WhichPiece, piece.Owner, piece.IsPromoted);
|
||||
public static Piece Create(WhichPiece piece, WhichPlayer owner, bool isPromoted = false)
|
||||
{
|
||||
return piece switch
|
||||
@@ -54,7 +50,7 @@ namespace Shogi.Domain.ValueObjects
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Respecting the move-set of the Piece, collect all positions from start to end.
|
||||
/// Respecting the move-set of the Piece, collect all positions along the shortest path from start to end.
|
||||
/// Useful if you need to iterate a move-set.
|
||||
/// </summary>
|
||||
/// <param name="start"></param>
|
||||
|
||||
235
Shogi.Domain/ValueObjects/ShogiBoard.cs
Normal file
235
Shogi.Domain/ValueObjects/ShogiBoard.cs
Normal file
@@ -0,0 +1,235 @@
|
||||
using System.Text;
|
||||
|
||||
namespace Shogi.Domain.ValueObjects;
|
||||
|
||||
/// <summary>
|
||||
/// Facilitates Shogi board state transitions, cognisant of Shogi rules.
|
||||
/// The board is always from Player1's perspective.
|
||||
/// [0,0] is the lower-left position, [8,8] is the higher-right position
|
||||
/// </summary>
|
||||
public sealed class ShogiBoard
|
||||
{
|
||||
private readonly StandardRules rules;
|
||||
|
||||
public ShogiBoard(BoardState initialState)
|
||||
{
|
||||
BoardState = initialState;
|
||||
rules = new StandardRules(BoardState);
|
||||
}
|
||||
|
||||
public BoardState BoardState { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Move a piece from a board position to another board position, potentially capturing an opponents piece. Respects all rules of the game.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The strategy involves simulating a move on a throw-away board state that can be used to
|
||||
/// validate legal vs illegal moves without having to worry about reverting board state.
|
||||
/// </remarks>
|
||||
/// <exception cref="InvalidOperationException"></exception>
|
||||
public void Move(string from, string to, bool isPromotion)
|
||||
{
|
||||
var simulationState = new BoardState(BoardState);
|
||||
var simulation = new StandardRules(simulationState);
|
||||
var moveResult = simulation.Move(from, to, isPromotion);
|
||||
if (!moveResult.Success)
|
||||
{
|
||||
throw new InvalidOperationException(moveResult.Reason);
|
||||
}
|
||||
|
||||
// If already in check, assert the move that resulted in check no longer results in check.
|
||||
if (BoardState.InCheck == BoardState.WhoseTurn
|
||||
&& simulation.IsOpposingKingThreatenedByPosition(BoardState.PreviousMove.To))
|
||||
{
|
||||
throw new InvalidOperationException("Unable to move because you are still in check.");
|
||||
}
|
||||
|
||||
var otherPlayer = BoardState.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
|
||||
if (simulation.IsPlayerInCheckAfterMove())
|
||||
{
|
||||
throw new InvalidOperationException("Illegal move. This move places you in check.");
|
||||
}
|
||||
|
||||
_ = rules.Move(from, to, isPromotion);
|
||||
if (rules.IsOpponentInCheckAfterMove())
|
||||
{
|
||||
BoardState.InCheck = otherPlayer;
|
||||
if (rules.IsOpponentInCheckMate())
|
||||
{
|
||||
BoardState.IsCheckmate = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
BoardState.InCheck = null;
|
||||
}
|
||||
BoardState.WhoseTurn = otherPlayer;
|
||||
}
|
||||
|
||||
public void Move(WhichPiece pieceInHand, string to)
|
||||
{
|
||||
var index = BoardState.ActivePlayerHand.FindIndex(p => p.WhichPiece == pieceInHand);
|
||||
if (index == -1)
|
||||
{
|
||||
throw new InvalidOperationException($"{pieceInHand} does not exist in the hand.");
|
||||
}
|
||||
|
||||
if (BoardState[to] != null)
|
||||
{
|
||||
throw new InvalidOperationException("Illegal placement of piece from the hand. Destination is not empty.");
|
||||
}
|
||||
|
||||
var toVector = Notation.FromBoardNotation(to);
|
||||
switch (pieceInHand)
|
||||
{
|
||||
case WhichPiece.Knight:
|
||||
{
|
||||
// Knight cannot be placed onto the farthest two ranks from the hand.
|
||||
if (BoardState.WhoseTurn == WhichPlayer.Player1 && toVector.Y > 6
|
||||
|| BoardState.WhoseTurn == WhichPlayer.Player2 && toVector.Y < 2)
|
||||
{
|
||||
throw new InvalidOperationException("Illegal move. Knight has no valid moves after placement.");
|
||||
}
|
||||
break;
|
||||
}
|
||||
case WhichPiece.Lance:
|
||||
case WhichPiece.Pawn:
|
||||
{
|
||||
// Lance and Pawn cannot be placed onto the farthest rank from the hand.
|
||||
if (BoardState.WhoseTurn == WhichPlayer.Player1 && toVector.Y == 8
|
||||
|| BoardState.WhoseTurn == WhichPlayer.Player2 && toVector.Y == 0)
|
||||
{
|
||||
throw new InvalidOperationException($"Illegal move. {pieceInHand} has no valid moves after placement.");
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
var tempBoard = new BoardState(BoardState);
|
||||
var simulation = new StandardRules(tempBoard);
|
||||
var moveResult = simulation.Move(pieceInHand, to);
|
||||
if (!moveResult.Success)
|
||||
{
|
||||
throw new InvalidOperationException(moveResult.Reason);
|
||||
}
|
||||
|
||||
var otherPlayer = tempBoard.WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
|
||||
if (BoardState.InCheck == BoardState.WhoseTurn)
|
||||
{
|
||||
//if (simulation.IsPlayerInCheckAfterMove(boardState.PreviousMoveTo, toVector, boardState.WhoseTurn))
|
||||
//{
|
||||
// throw new InvalidOperationException("Illegal move. You're still in check!");
|
||||
//}
|
||||
}
|
||||
|
||||
var kingPosition = otherPlayer == WhichPlayer.Player1 ? tempBoard.Player1KingPosition : tempBoard.Player2KingPosition;
|
||||
//if (simulation.IsPlayerInCheckAfterMove(toVector, kingPosition, otherPlayer))
|
||||
//{
|
||||
|
||||
//}
|
||||
|
||||
//rules.Move(from, to, isPromotion);
|
||||
//if (rules.IsPlayerInCheckAfterMove(fromVector, toVector, otherPlayer))
|
||||
//{
|
||||
// board.InCheck = otherPlayer;
|
||||
// board.IsCheckmate = rules.EvaluateCheckmate();
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// board.InCheck = null;
|
||||
//}
|
||||
BoardState.WhoseTurn = otherPlayer;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Prints a ASCII representation of the board for debugging board state.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public string ToStringStateAsAscii()
|
||||
{
|
||||
var builder = new StringBuilder();
|
||||
builder.Append(" ");
|
||||
builder.Append("Player 2(.)");
|
||||
builder.AppendLine();
|
||||
for (var rank = 8; rank >= 0; rank--)
|
||||
{
|
||||
// Horizontal line
|
||||
builder.Append(" - ");
|
||||
for (var file = 0; file < 8; file++) builder.Append("- - ");
|
||||
builder.Append("- -");
|
||||
|
||||
// Print Rank ruler.
|
||||
builder.AppendLine();
|
||||
builder.Append($"{rank + 1} ");
|
||||
|
||||
// Print pieces.
|
||||
builder.Append(" |");
|
||||
for (var x = 0; x < 9; x++)
|
||||
{
|
||||
var piece = BoardState[x, rank];
|
||||
if (piece == null)
|
||||
{
|
||||
builder.Append(" ");
|
||||
}
|
||||
else
|
||||
{
|
||||
builder.AppendFormat("{0}", ToAscii(piece));
|
||||
}
|
||||
builder.Append('|');
|
||||
}
|
||||
builder.AppendLine();
|
||||
}
|
||||
|
||||
// Horizontal line
|
||||
builder.Append(" - ");
|
||||
for (var x = 0; x < 8; x++) builder.Append("- - ");
|
||||
builder.Append("- -");
|
||||
builder.AppendLine();
|
||||
builder.Append(" ");
|
||||
builder.Append("Player 1");
|
||||
|
||||
builder.AppendLine();
|
||||
builder.AppendLine();
|
||||
// Print File ruler.
|
||||
builder.Append(" ");
|
||||
builder.Append(" A B C D E F G H I ");
|
||||
|
||||
return builder.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="piece"></param>
|
||||
/// <returns>
|
||||
/// A string with three characters.
|
||||
/// The first character indicates promotion status.
|
||||
/// The second character indicates piece.
|
||||
/// The third character indicates ownership.
|
||||
/// </returns>
|
||||
private static string ToAscii(Piece piece)
|
||||
{
|
||||
var builder = new StringBuilder();
|
||||
if (piece.IsPromoted) builder.Append('^');
|
||||
else builder.Append(' ');
|
||||
|
||||
var name = piece.WhichPiece switch
|
||||
{
|
||||
WhichPiece.King => "K",
|
||||
WhichPiece.GoldGeneral => "G",
|
||||
WhichPiece.SilverGeneral => "S",
|
||||
WhichPiece.Bishop => "B",
|
||||
WhichPiece.Rook => "R",
|
||||
WhichPiece.Knight => "k",
|
||||
WhichPiece.Lance => "L",
|
||||
WhichPiece.Pawn => "P",
|
||||
_ => throw new ArgumentException($"Unknown value for {nameof(WhichPiece)}."),
|
||||
};
|
||||
builder.Append(name);
|
||||
|
||||
if (piece.Owner == WhichPlayer.Player2) builder.Append('.');
|
||||
else builder.Append(' ');
|
||||
|
||||
return builder.ToString();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user