Yep
This commit is contained in:
@@ -10,6 +10,8 @@
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/**
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* Local setup instructions, in order:
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* 1. To setup the Shogi database, use the publish menu option in visual studio with the Shogi.Database project.
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* 2. Install the Entity Framework dotnet tools, via power shell run this command: dotnet tool install --global dotnet-ef
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* 2. To setup the Entity Framework users database, run this powershell command using Shogi.Api as the target project: dotnet ef database update
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*
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* 2. Setup Entity Framework because that's what the login system uses.
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* 2.a. Install the Entity Framework dotnet tools, via power shell run this command: dotnet tool install --global dotnet-ef
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* 2.b. To setup the Entity Framework users database, run this powershell command using Shogi.Api as the target project: dotnet ef database update
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*/
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@@ -1,81 +0,0 @@
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namespace Shogi.Domain.Other;
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/// <summary>
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/// </summary>
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/// <typeparam name="TPiece"></typeparam>
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/// <param name="boardState">A 2D array of pieces, representing your board. Indexed as [x, y].</param>
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public class BoardRules<TPiece>(TPiece?[,] boardState) where TPiece : IRulesLifecycle<TPiece>
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{
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private readonly Vector2 MaxIndex = new(boardState.GetLength(0) - 1, boardState.GetLength(1) - 1);
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/// <summary>
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/// Validates a move, invoking the <see cref="IRulesLifecycle{TPiece}.OnMoveValidation(MoveValidationContext{TPiece})"/> callback which you should implement.
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/// A move is considered valid if it could be made legally, ignoring check or check-mate rules.
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/// Check and check-mate verifying happens in a different lifecycle callback.
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/// </summary>
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/// <param name="from">The position of the piece being moved.</param>
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/// <param name="to">The desired destination of the piece being moved.</param>
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/// <param name="isPromotion">TODO</param>
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/// <returns></returns>
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public RulesLifecycleResult ValidateMove(Vector2 from, Vector2 to, bool isPromotion)
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{
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if (IsWithinBounds(from) && IsWithinBounds(to))
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{
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var piece = boardState[(int)from.X, (int)from.Y];
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if (piece == null)
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{
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return new RulesLifecycleResult(IsError: true, $"There is no piece at position {from}.");
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}
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return piece.OnMoveValidation(new MoveValidationContext<TPiece>(from, to, isPromotion, boardState));
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}
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return new RulesLifecycleResult(IsError: true, "test message");
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}
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//foreach (var piece in boardState)
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//{
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// if (piece != null)
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// {
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// var result = piece.OnMoveValidation(new MoveValidationContext<TPiece>(from, to, isPromotion, boardState));
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// if (result.IsError)
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// {
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// return result;
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// }
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// }
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//}
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//public int ValidateMove(Vector2 start, Vector2 end)
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//{
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// if (board.GetLength(0) != boardSize.X || board.GetLength(1) != boardSize.Y)
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// {
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// throw new ArgumentException($"2D array dimensions must match boardSize given during {nameof(CreateNewRules)} method.", nameof(board));
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// }
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// if (start - start != Vector2.Zero)
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// {
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// throw new ArgumentException("Negative values not allowed.", nameof(start));
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// }
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// if (end - end != Vector2.Zero)
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// {
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// throw new ArgumentException("Negative values not allowed.", nameof(end));
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// }
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// if (start.X >= boardSize.X || start.Y >= boardSize.Y)
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// {
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// throw new ArgumentException("Start position must be within the given boardSize.", nameof(start));
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// }
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// if (end.X >= boardSize.X || end.Y >= boardSize.Y)
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// {
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// throw new ArgumentException("End position must be within the given boardSize.", nameof(end));
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// }
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// return 0;
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//}
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private bool IsWithinBounds(Vector2 position)
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{
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var isPositive = position - position == Vector2.Zero;
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return isPositive && position.X <= MaxIndex.X && position.Y <= MaxIndex.Y;
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}
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}
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@@ -1,15 +0,0 @@
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namespace Shogi.Domain.Other;
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public interface IRulesLifecycle<TPiece> where TPiece : IRulesLifecycle<TPiece>
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{
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/// <summary>
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/// Invoked by <see cref="BoardRules{TPiece}.ValidateMove(Vector2, Vector2, bool)"/> during the MoveValidation life cycle event.
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/// If a move begins or ends outside the board space coordinates, this function is not called.
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/// The purpose is to ensure a proposed board move is valid with regard to the moved piece's rules.
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/// This event does not worry about check or check-mate, or if a move is legal.
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///
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/// </summary>
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/// <param name="context">A context object with information for you to use to assess whether a move is valid for your implementing piece.</param>
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/// <returns>A new <see cref="RulesLifecycleResult"/> object indicating whether or not the move is valid.</returns>
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RulesLifecycleResult OnMoveValidation(MoveValidationContext<TPiece> context);
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}
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@@ -1,14 +0,0 @@
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namespace Shogi.Domain.Other;
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public record MoveValidationContext<TPiece>(
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Vector2 From,
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Vector2 To,
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bool IsPromotion,
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TPiece?[,] BoardState) where TPiece : IRulesLifecycle<TPiece>
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{
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public TPiece? GetPieceByRelativePosition(Vector2 relativePosition)
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{
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var absolute = From + relativePosition;
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return BoardState[(int)absolute.X, (int)absolute.Y];
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}
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}
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@@ -1,5 +0,0 @@
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namespace Shogi.Domain.Other;
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public record RulesLifecycleResult(bool IsError, string ResultMessage = "")
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{
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}
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@@ -39,7 +39,7 @@ public class BoardState
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}
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/// <summary>
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/// Copy constructor.
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/// Copy constructor. Creates a deep copy.
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/// </summary>
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public BoardState(BoardState other)
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{
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@@ -115,6 +115,7 @@ public class BoardState
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var fromPiece = this[fromNotation]
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?? throw new InvalidOperationException($"No piece exists at position {fromNotation}.");
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if (isPromotionRequested &&
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(IsWithinPromotionZone(to) || IsWithinPromotionZone(from)))
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{
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@@ -5,17 +5,17 @@ namespace Shogi.Domain.ValueObjects;
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internal record class GoldGeneral : Piece
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{
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private static readonly ReadOnlyCollection<Path> Player1Paths = new(new List<Path>(6)
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{
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new Path(Direction.Forward),
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new Path(Direction.ForwardLeft),
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new Path(Direction.ForwardRight),
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new Path(Direction.Left),
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new Path(Direction.Right),
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new Path(Direction.Backward)
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});
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public static readonly ReadOnlyCollection<Path> Player1Paths = new(
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[
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new Path(Direction.Forward),
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new Path(Direction.ForwardLeft),
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new Path(Direction.ForwardRight),
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new Path(Direction.Left),
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new Path(Direction.Right),
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new Path(Direction.Backward)
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]);
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private static readonly ReadOnlyCollection<Path> Player2Paths =
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public static readonly ReadOnlyCollection<Path> Player2Paths =
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Player1Paths
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.Select(p => p.Invert())
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.ToList()
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9
Shogi.Domain/ValueObjects/InCheckResult.cs
Normal file
9
Shogi.Domain/ValueObjects/InCheckResult.cs
Normal file
@@ -0,0 +1,9 @@
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namespace Shogi.Domain.ValueObjects;
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[Flags]
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internal enum InCheckResult
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{
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NobodyInCheck = 1, // This kinda doesn't make sense from a Flags perspective, but it works. =/
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Player1InCheck = 2,
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Player2InCheck = 4
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}
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@@ -1,14 +1,6 @@
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namespace Shogi.Domain.ValueObjects
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{
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public class MoveResult
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{
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public bool Success { get; }
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public string Reason { get; }
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public MoveResult(bool isSuccess, string reason = "")
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{
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Success = isSuccess;
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Reason = reason;
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}
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}
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public record MoveResult(bool IsSuccess, string Reason = "")
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{
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}
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}
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@@ -1,11 +1,10 @@
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using Shogi.Domain.Other;
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using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
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using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
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using System.Diagnostics;
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namespace Shogi.Domain.ValueObjects
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{
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[DebuggerDisplay("{WhichPiece} {Owner}")]
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public abstract record class Piece : IRulesLifecycle<Piece>
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public abstract record class Piece
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{
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public static Piece Create(WhichPiece piece, WhichPlayer owner, bool isPromoted = false)
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{
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@@ -65,7 +64,7 @@ namespace Shogi.Domain.ValueObjects
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var position = start;
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while (Vector2.Distance(start, position) < Vector2.Distance(start, end))
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{
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position += path.NormalizedDirection;
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position += path.Step;
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steps.Add(position);
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if (path.Distance == Distance.OneStep) break;
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@@ -76,51 +75,7 @@ namespace Shogi.Domain.ValueObjects
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return steps;
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}
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return Array.Empty<Vector2>();
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return [];
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}
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#region IRulesLifecycle
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public RulesLifecycleResult OnMoveValidation(MoveValidationContext<Piece> ctx)
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{
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var paths = this.MoveSet;
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var matchingPaths = paths.Where(p => p.NormalizedDirection == Vector2.Normalize(ctx.To - ctx.From));
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if (!matchingPaths.Any())
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{
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return new RulesLifecycleResult(IsError: true, "Piece cannot move like that.");
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}
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var multiStepPaths = matchingPaths.Where(p => p.Distance == Distance.MultiStep).ToArray();
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foreach (var path in multiStepPaths)
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{
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// Assert that no pieces exist along the from -> to path.
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var isPathObstructed = GetPositionsAlongPath(ctx.From, ctx.To, path)
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.Any(pos => ctx.BoardState[(int)pos.X, (int)pos.Y] != null);
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if (isPathObstructed)
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{
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return new RulesLifecycleResult(IsError: true, "Piece cannot move through other pieces.");
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}
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}
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var pieceAtTo = ctx.BoardState[(int)ctx.To.X, (int)ctx.To.Y];
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if (pieceAtTo?.Owner == this.Owner)
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{
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return new RulesLifecycleResult(IsError: true, "Cannot capture your own pieces.");
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}
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return new RulesLifecycleResult(IsError: false);
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static IEnumerable<Vector2> GetPositionsAlongPath(Vector2 from, Vector2 to, Path path)
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{
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var next = from;
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while (next != to && next.X >= 0 && next.X < 9 && next.Y >= 0 && next.Y < 9)
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{
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next += path.NormalizedDirection;
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yield return next;
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}
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||||
}
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||||
}
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||||
#endregion
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||||
}
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||||
}
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@@ -1,7 +1,4 @@
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||||
using System.Text;
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||||
using Shogi.Domain.Other;
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using Shogi.Domain.YetToBeAssimilatedIntoDDD;
|
||||
|
||||
using Shogi.Domain.YetToBeAssimilatedIntoDDD;
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namespace Shogi.Domain.ValueObjects;
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||||
/// <summary>
|
||||
@@ -12,6 +9,7 @@ namespace Shogi.Domain.ValueObjects;
|
||||
public sealed class ShogiBoard
|
||||
{
|
||||
private readonly StandardRules rules;
|
||||
private static readonly Vector2 BoardSize = new Vector2(9, 9);
|
||||
|
||||
public ShogiBoard(BoardState initialState)
|
||||
{
|
||||
@@ -29,239 +27,273 @@ public sealed class ShogiBoard
|
||||
/// 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 = false)
|
||||
public MoveResult Move(string from, string to, bool isPromotion = false)
|
||||
{
|
||||
// Validate the move
|
||||
var rulesState = new Piece?[9, 9];
|
||||
for (int x = 0; x < 9; x++)
|
||||
for (int y = 0; y < 9; y++)
|
||||
{
|
||||
rulesState[x, y] = this.BoardState[x, y];
|
||||
}
|
||||
|
||||
var rules = new BoardRules<Piece>(rulesState);
|
||||
var validationResult = rules.ValidateMove(Notation.FromBoardNotation(from), Notation.FromBoardNotation(to), isPromotion);
|
||||
if (validationResult.IsError)
|
||||
var moveResult = IsMoveValid(Notation.FromBoardNotation(from), Notation.FromBoardNotation(to));
|
||||
if (!moveResult.IsSuccess)
|
||||
{
|
||||
throw new InvalidOperationException(validationResult.ResultMessage);
|
||||
return moveResult;
|
||||
}
|
||||
|
||||
// Move is valid, but is it legal?
|
||||
// Check for correct player's turn.
|
||||
if (BoardState.WhoseTurn != BoardState[from]!.Owner)
|
||||
{
|
||||
throw new InvalidOperationException("Not allowed to move the opponent's pieces.");
|
||||
return new MoveResult(false, "Not allowed to move the opponent's pieces.");
|
||||
}
|
||||
|
||||
// Simulate the move on a throw -away state and look for "check" and "check-mate".
|
||||
var simulationState = new BoardState(BoardState);
|
||||
var moveResult = simulationState.Move(from, to, isPromotion);
|
||||
if (!moveResult.Success)
|
||||
// Simulate the move on a throw-away state and look for "check" and "check-mate".
|
||||
var simState = new BoardState(BoardState);
|
||||
moveResult = simState.Move(from, to, isPromotion);
|
||||
if (!moveResult.IsSuccess)
|
||||
{
|
||||
throw new InvalidOperationException(moveResult.Reason);
|
||||
return moveResult;
|
||||
}
|
||||
|
||||
var simulation = new StandardRules(simulationState);
|
||||
// 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))
|
||||
var kings = simState.State
|
||||
.Where(kvp => kvp.Value?.WhichPiece == WhichPiece.King)
|
||||
.Cast<KeyValuePair<string, Piece>>()
|
||||
.ToArray();
|
||||
|
||||
if (kings.Length != 2) throw new InvalidOperationException("Unexpected scenario: board does not have two kings in play.");
|
||||
|
||||
// Look for threats against the kings.
|
||||
var inCheckResult = simState.State
|
||||
.Where(kvp => kvp.Value != null)
|
||||
.Cast<KeyValuePair<string, Piece>>()
|
||||
.Aggregate(InCheckResult.NobodyInCheck, (inCheckResult, kvp) =>
|
||||
{
|
||||
var newInCheckResult = inCheckResult;
|
||||
var threatPiece = kvp.Value;
|
||||
var opposingKingPosition = Notation.FromBoardNotation(kings.Single(king => king.Value.Owner != threatPiece.Owner).Key);
|
||||
var candidatePositions = threatPiece.GetPathFromStartToEnd(Notation.FromBoardNotation(kvp.Key), opposingKingPosition);
|
||||
|
||||
foreach (var position in candidatePositions)
|
||||
{
|
||||
// No piece at this position, so pathing is unobstructed. Continue pathing.
|
||||
if (simState[position] == null) continue;
|
||||
|
||||
var pieceAtPosition = simState[position]!;
|
||||
if (pieceAtPosition.WhichPiece == WhichPiece.King && pieceAtPosition.Owner != threatPiece.Owner)
|
||||
{
|
||||
newInCheckResult &= pieceAtPosition.Owner == WhichPlayer.Player1 ? InCheckResult.Player2InCheck : InCheckResult.Player1InCheck;
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return newInCheckResult;
|
||||
});
|
||||
|
||||
var playerPutThemselfInCheck = BoardState.WhoseTurn == WhichPlayer.Player1
|
||||
? inCheckResult.HasFlag(InCheckResult.Player1InCheck)
|
||||
: inCheckResult.HasFlag(InCheckResult.Player2InCheck);
|
||||
|
||||
if (playerPutThemselfInCheck)
|
||||
{
|
||||
throw new InvalidOperationException("Unable to move because you are still in check.");
|
||||
return new MoveResult(false, "This move puts the moving player in check, which is illega.");
|
||||
}
|
||||
|
||||
if (simulation.DidPlayerPutThemselfInCheck())
|
||||
// Move is legal; mutate the real state.
|
||||
BoardState.Move(from, to, isPromotion);
|
||||
var playerPutOpponentInCheck = BoardState.WhoseTurn == WhichPlayer.Player1
|
||||
? inCheckResult.HasFlag(InCheckResult.Player2InCheck)
|
||||
: inCheckResult.HasFlag(InCheckResult.Player1InCheck);
|
||||
if (playerPutOpponentInCheck)
|
||||
{
|
||||
throw new InvalidOperationException("Illegal move. This move places you in check.");
|
||||
}
|
||||
|
||||
var otherPlayer = BoardState.WhoseTurn == WhichPlayer.Player1
|
||||
BoardState.InCheck = BoardState.WhoseTurn == WhichPlayer.Player1
|
||||
? WhichPlayer.Player2
|
||||
: WhichPlayer.Player1;
|
||||
_ = BoardState.Move(from, to, isPromotion); // "Rules" should not be doing any data changes. "State" should do that.
|
||||
if (rules.IsOpponentInCheckAfterMove())
|
||||
{
|
||||
BoardState.InCheck = otherPlayer;
|
||||
if (rules.IsOpponentInCheckMate())
|
||||
{
|
||||
BoardState.IsCheckmate = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
BoardState.InCheck = null;
|
||||
}
|
||||
BoardState.WhoseTurn = otherPlayer;
|
||||
|
||||
// TODO: Look for check-mate.
|
||||
return new MoveResult(true);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//var simulation = new StandardRules(simState);
|
||||
//// 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.");
|
||||
//}
|
||||
|
||||
//if (simulation.DidPlayerPutThemselfInCheck())
|
||||
//{
|
||||
// throw new InvalidOperationException("Illegal move. This move places you in check.");
|
||||
//}
|
||||
|
||||
//var otherPlayer = BoardState.WhoseTurn == WhichPlayer.Player1
|
||||
// ? WhichPlayer.Player2
|
||||
// : WhichPlayer.Player1;
|
||||
//_ = BoardState.Move(from, to, isPromotion); // "Rules" should not be doing any data changes. "State" should do that.
|
||||
//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.");
|
||||
}
|
||||
//var index = BoardState.ActivePlayerHand.FindIndex(p => p.WhichPiece == pieceInHand);
|
||||
//if (index == -1)
|
||||
//{
|
||||
// throw new InvalidOperationException($"{pieceInHand} does not exist in the hand.");
|
||||
//}
|
||||
|
||||
if (BoardState[to] != null)
|
||||
{
|
||||
throw new InvalidOperationException("Illegal placement of piece from the hand. Destination is not empty.");
|
||||
}
|
||||
//if (BoardState[to] != null)
|
||||
//{
|
||||
// throw new InvalidOperationException("Illegal placement of piece from the hand. Destination is not empty.");
|
||||
//}
|
||||
|
||||
var toVector = Notation.FromBoardNotation(to);
|
||||
switch (pieceInHand)
|
||||
{
|
||||
case WhichPiece.Knight:
|
||||
{
|
||||
// Knight cannot be placed onto the farthest two ranks from the hand.
|
||||
if (BoardState.WhoseTurn == WhichPlayer.Player1 && toVector.Y > 6
|
||||
|| BoardState.WhoseTurn == WhichPlayer.Player2 && toVector.Y < 2)
|
||||
{
|
||||
throw new InvalidOperationException("Illegal move. Knight has no valid moves after placement.");
|
||||
}
|
||||
break;
|
||||
}
|
||||
case WhichPiece.Lance:
|
||||
case WhichPiece.Pawn:
|
||||
{
|
||||
// Lance and Pawn cannot be placed onto the farthest rank from the hand.
|
||||
if (BoardState.WhoseTurn == WhichPlayer.Player1 && toVector.Y == 8
|
||||
|| BoardState.WhoseTurn == WhichPlayer.Player2 && toVector.Y == 0)
|
||||
{
|
||||
throw new InvalidOperationException($"Illegal move. {pieceInHand} has no valid moves after placement.");
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
//var 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 tempBoard = new BoardState(BoardState);
|
||||
//var simulation = new StandardRules(tempBoard);
|
||||
//var moveResult = simulation.Move(pieceInHand, to);
|
||||
//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 drop piece becauase you are still in check.");
|
||||
}
|
||||
//// 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 drop piece becauase you are still in check.");
|
||||
//}
|
||||
|
||||
if (simulation.DidPlayerPutThemselfInCheck())
|
||||
{
|
||||
throw new InvalidOperationException("Illegal move. This move places you in check.");
|
||||
}
|
||||
//if (simulation.DidPlayerPutThemselfInCheck())
|
||||
//{
|
||||
// throw new InvalidOperationException("Illegal move. This move places you in check.");
|
||||
//}
|
||||
|
||||
// Update the non-simulation board.
|
||||
var otherPlayer = tempBoard.WhoseTurn == WhichPlayer.Player1
|
||||
? WhichPlayer.Player2
|
||||
: WhichPlayer.Player1;
|
||||
_ = rules.Move(pieceInHand, to);
|
||||
if (rules.IsOpponentInCheckAfterMove())
|
||||
{
|
||||
BoardState.InCheck = otherPlayer;
|
||||
// A pawn, placed from the hand, cannot be the cause of checkmate.
|
||||
if (rules.IsOpponentInCheckMate() && pieceInHand != WhichPiece.Pawn)
|
||||
{
|
||||
BoardState.IsCheckmate = true;
|
||||
}
|
||||
}
|
||||
//// Update the non-simulation board.
|
||||
//var otherPlayer = tempBoard.WhoseTurn == WhichPlayer.Player1
|
||||
// ? WhichPlayer.Player2
|
||||
// : WhichPlayer.Player1;
|
||||
//_ = rules.Move(pieceInHand, to);
|
||||
//if (rules.IsOpponentInCheckAfterMove())
|
||||
//{
|
||||
// BoardState.InCheck = otherPlayer;
|
||||
// // A pawn, placed from the hand, cannot be the cause of checkmate.
|
||||
// if (rules.IsOpponentInCheckMate() && pieceInHand != WhichPiece.Pawn)
|
||||
// {
|
||||
// BoardState.IsCheckmate = true;
|
||||
// }
|
||||
//}
|
||||
|
||||
var kingPosition = otherPlayer == WhichPlayer.Player1
|
||||
? tempBoard.Player1KingPosition
|
||||
: tempBoard.Player2KingPosition;
|
||||
BoardState.WhoseTurn = otherPlayer;
|
||||
//var kingPosition = otherPlayer == WhichPlayer.Player1
|
||||
// ? tempBoard.Player1KingPosition
|
||||
// : tempBoard.Player2KingPosition;
|
||||
//BoardState.WhoseTurn = otherPlayer;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Prints a ASCII representation of the board for debugging board state.
|
||||
/// The purpose is to ensure a proposed board move is valid with regard to the moved piece's rules.
|
||||
/// This event does not worry about check or check-mate, or if a move is legal according to all Shogi rules.
|
||||
/// It asserts that a proposed move is possible and worthy of further validation (check, check-mate, etc).
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public string ToStringStateAsAscii()
|
||||
private MoveResult IsMoveValid(Vector2 from, Vector2 to)
|
||||
{
|
||||
var builder = new StringBuilder();
|
||||
builder.Append(" ");
|
||||
builder.Append("Player 2");
|
||||
builder.AppendLine();
|
||||
for (var rank = 8; rank >= 0; rank--)
|
||||
if (IsWithinBounds(from) && IsWithinBounds(to))
|
||||
{
|
||||
// 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++)
|
||||
if (BoardState[to]?.WhichPiece == WhichPiece.King)
|
||||
{
|
||||
var piece = BoardState[x, rank];
|
||||
if (piece == null)
|
||||
{
|
||||
builder.Append(" ");
|
||||
}
|
||||
else
|
||||
{
|
||||
builder.AppendFormat("{0}", ToAscii(piece));
|
||||
}
|
||||
builder.Append('|');
|
||||
return new MoveResult(false, "Kings may not be captured.");
|
||||
}
|
||||
builder.AppendLine();
|
||||
|
||||
var piece = BoardState[from];
|
||||
if (piece == null)
|
||||
{
|
||||
return new MoveResult(false, $"There is no piece at position {from}.");
|
||||
}
|
||||
var matchingPaths = piece.MoveSet.Where(p => p.NormalizedStep == Vector2.Normalize(to - from));
|
||||
if (!matchingPaths.Any())
|
||||
{
|
||||
return new MoveResult(false, "Piece cannot move like that.");
|
||||
}
|
||||
|
||||
var multiStepPaths = matchingPaths.Where(path => path.Distance == YetToBeAssimilatedIntoDDD.Pathing.Distance.MultiStep).ToArray();
|
||||
foreach (var path in multiStepPaths)
|
||||
{
|
||||
// Assert that no pieces exist along the from -> to path.
|
||||
var isPathObstructed = GetPositionsAlongPath(from, to, path)
|
||||
.Any(pos => BoardState[pos] != null);
|
||||
if (isPathObstructed)
|
||||
{
|
||||
return new MoveResult(false, "Piece cannot move through other pieces.");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
var pieceAtTo = BoardState[to];
|
||||
if (pieceAtTo?.Owner == piece.Owner)
|
||||
{
|
||||
return new MoveResult(false, "Cannot capture your own pieces.");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// 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();
|
||||
return new MoveResult(true);
|
||||
}
|
||||
|
||||
/// <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)
|
||||
private static IEnumerable<Vector2> GetPositionsAlongPath(Vector2 from, Vector2 to, YetToBeAssimilatedIntoDDD.Pathing.Path path)
|
||||
{
|
||||
var builder = new StringBuilder();
|
||||
if (piece.IsPromoted) builder.Append('^');
|
||||
else builder.Append(' ');
|
||||
|
||||
var name = piece.WhichPiece switch
|
||||
var next = from;
|
||||
while (next != to && next.X >= 0 && next.X < 9 && next.Y >= 0 && next.Y < 9)
|
||||
{
|
||||
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);
|
||||
next += path.Step;
|
||||
yield return next;
|
||||
}
|
||||
}
|
||||
|
||||
if (piece.Owner == WhichPlayer.Player2) builder.Append('.');
|
||||
else builder.Append(' ');
|
||||
|
||||
return builder.ToString();
|
||||
private static bool IsWithinBounds(Vector2 position)
|
||||
{
|
||||
var isPositive = position - position == Vector2.Zero;
|
||||
return isPositive && position.X <= BoardSize.X && position.Y <= BoardSize.Y;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -147,7 +147,7 @@ namespace Shogi.Domain.ValueObjects
|
||||
|
||||
var paths = boardState[kingPosition]!.MoveSet;
|
||||
return paths
|
||||
.Select(path => path.NormalizedDirection + kingPosition)
|
||||
.Select(path => path.Step + kingPosition)
|
||||
// Because the king could be on the edge of the board, where some of its paths do not make sense.
|
||||
.Where(newPosition => newPosition.IsInsideBoardBoundary())
|
||||
// Where tile at position is empty, meaning the king could move there.
|
||||
|
||||
@@ -5,15 +5,15 @@ public enum WhichPiece
|
||||
King,
|
||||
GoldGeneral,
|
||||
SilverGeneral,
|
||||
PromotedSilverGeneral,
|
||||
//PromotedSilverGeneral,
|
||||
Bishop,
|
||||
PromotedBishop,
|
||||
//PromotedBishop,
|
||||
Rook,
|
||||
PromotedRook,
|
||||
//PromotedRook,
|
||||
Knight,
|
||||
PromotedKnight,
|
||||
//PromotedKnight,
|
||||
Lance,
|
||||
PromotedLance,
|
||||
Pawn
|
||||
PromotedPawn
|
||||
//PromotedLance,
|
||||
Pawn,
|
||||
//PromotedPawn,
|
||||
}
|
||||
|
||||
@@ -1,19 +1,32 @@
|
||||
using System.Diagnostics;
|
||||
using static Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing.Path;
|
||||
|
||||
namespace Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
|
||||
|
||||
[DebuggerDisplay("{Direction} - {Distance}")]
|
||||
[DebuggerDisplay("{Step} - {Distance}")]
|
||||
public record Path
|
||||
{
|
||||
public Vector2 NormalizedDirection { get; }
|
||||
public Vector2 Step { get; }
|
||||
public Vector2 NormalizedStep => Vector2.Normalize(Step);
|
||||
public Distance Distance { get; }
|
||||
|
||||
public Path(Vector2 direction, Distance distance = Distance.OneStep)
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="step">The smallest distance that can occur during a move.</param>
|
||||
/// <param name="distance"></param>
|
||||
public Path(Vector2 step, Distance distance = Distance.OneStep)
|
||||
{
|
||||
NormalizedDirection = Vector2.Normalize(direction);
|
||||
Step = step;
|
||||
this.Distance = distance;
|
||||
}
|
||||
public Path Invert() => new(Vector2.Negate(NormalizedDirection), Distance);
|
||||
public Path Invert() => new(Vector2.Negate(Step), Distance);
|
||||
|
||||
//public enum PathingResult
|
||||
//{
|
||||
// Obstructed,
|
||||
// CompletedWithoutObstruction
|
||||
//}
|
||||
}
|
||||
|
||||
public static class PathExtensions
|
||||
@@ -28,8 +41,8 @@ public static class PathExtensions
|
||||
var shortestPath = paths.First();
|
||||
foreach (var path in paths.Skip(1))
|
||||
{
|
||||
var distance = Vector2.Distance(start + path.NormalizedDirection, end); //Normalizing the direction probably broke this.
|
||||
var shortestDistance = Vector2.Distance(start + shortestPath.NormalizedDirection, end); // And this.
|
||||
var distance = Vector2.Distance(start + path.Step, end);
|
||||
var shortestDistance = Vector2.Distance(start + shortestPath.Step, end);
|
||||
if (distance < shortestDistance)
|
||||
{
|
||||
shortestPath = path;
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
|
||||
@implements IDisposable
|
||||
@inject ShogiApi ShogiApi
|
||||
@inject PromotePrompt PromotePrompt
|
||||
@inject GameHubNode hubNode
|
||||
@inject NavigationManager navigator
|
||||
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
@using Shogi.Contracts.Types;
|
||||
@using System.Text.Json;
|
||||
@inject PromotePrompt PromotePrompt;
|
||||
|
||||
<article class="game-board">
|
||||
@if (IsSpectating)
|
||||
@@ -53,16 +52,6 @@
|
||||
<span>H</span>
|
||||
<span>I</span>
|
||||
</div>
|
||||
|
||||
<!-- Promote prompt -->
|
||||
<div class="promote-prompt" data-visible="@PromotePrompt.IsVisible">
|
||||
<p>Do you wish to promote?</p>
|
||||
<div>
|
||||
<button type="button">Yes</button>
|
||||
<button type="button">No</button>
|
||||
<button type="button">Cancel</button>
|
||||
</div>
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<!-- Side board -->
|
||||
@@ -121,13 +110,6 @@
|
||||
</article>
|
||||
|
||||
@code {
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
static readonly string[] Files = new[] { "A", "B", "C", "D", "E", "F", "G", "H", "I" };
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -110,20 +110,4 @@
|
||||
grid-template-rows: 3rem;
|
||||
place-items: center start;
|
||||
padding: 0.5rem;
|
||||
}
|
||||
|
||||
.promote-prompt {
|
||||
display: none;
|
||||
position: absolute;
|
||||
top: 50%;
|
||||
left: 50%;
|
||||
transform: translate(-50%, -50%);
|
||||
border: 2px solid #444;
|
||||
padding: 1rem;
|
||||
box-shadow: 1px 1px 1px #444;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.promote-prompt[data-visible="true"] {
|
||||
display: block;
|
||||
}
|
||||
}
|
||||
@@ -2,16 +2,31 @@
|
||||
@using Shogi.Contracts.Types;
|
||||
@using System.Text.RegularExpressions;
|
||||
@using System.Net;
|
||||
@inject PromotePrompt PromotePrompt;
|
||||
@inject ShogiApi ShogiApi;
|
||||
|
||||
<GameBoardPresentation Session="Session"
|
||||
Perspective="Perspective"
|
||||
OnClickHand="OnClickHand"
|
||||
OnClickTile="OnClickTile"
|
||||
SelectedPosition="@selectedBoardPosition"
|
||||
SelectedPieceFromHand="@selectedPieceFromHand"
|
||||
IsMyTurn="IsMyTurn" />
|
||||
<div style="position: relative;">
|
||||
<GameBoardPresentation Session="Session"
|
||||
Perspective="Perspective"
|
||||
OnClickHand="OnClickHand"
|
||||
OnClickTile="OnClickTile"
|
||||
SelectedPosition="@selectedBoardPosition"
|
||||
SelectedPieceFromHand="@selectedPieceFromHand"
|
||||
IsMyTurn="IsMyTurn" />
|
||||
|
||||
@if (showPromotePrompt)
|
||||
{
|
||||
<!-- Promote prompt -->
|
||||
<!-- TODO: Add a background div which prevents mouse inputs to the board while this decision is being made. -->
|
||||
<section class="promote-prompt">
|
||||
<p>Do you wish to promote?</p>
|
||||
<div>
|
||||
<button type="button" @onclick="() => OnClickPromotionChoice(true)">Yes</button>
|
||||
<button type="button" @onclick="() => OnClickPromotionChoice(false)">No</button>
|
||||
<button type="button" @onclick="() => showPromotePrompt = false">Cancel</button>
|
||||
</div>
|
||||
</section>
|
||||
}
|
||||
</div>
|
||||
|
||||
@code {
|
||||
[Parameter, EditorRequired]
|
||||
@@ -21,6 +36,8 @@
|
||||
private bool IsMyTurn => Session?.BoardState.WhoseTurn == Perspective;
|
||||
private string? selectedBoardPosition;
|
||||
private WhichPiece? selectedPieceFromHand;
|
||||
private bool showPromotePrompt;
|
||||
private string? moveTo;
|
||||
|
||||
protected override void OnParametersSet()
|
||||
{
|
||||
@@ -75,7 +92,7 @@
|
||||
{
|
||||
// Placing a piece from the hand to an empty space.
|
||||
var success = await ShogiApi.Move(
|
||||
Session.SessionId.ToString(),
|
||||
Session.SessionId,
|
||||
new MovePieceCommand(selectedPieceFromHand.Value, position));
|
||||
if (!success)
|
||||
{
|
||||
@@ -88,18 +105,24 @@
|
||||
|
||||
if (selectedBoardPosition != null)
|
||||
{
|
||||
Console.WriteLine("pieceAtPosition is null? {0}", pieceAtPosition == null);
|
||||
|
||||
if (pieceAtPosition == null || pieceAtPosition?.Owner != Perspective)
|
||||
{
|
||||
// Moving to an empty space or capturing an opponent's piece.
|
||||
if (ShouldPromptForPromotion(position) || ShouldPromptForPromotion(selectedBoardPosition))
|
||||
{
|
||||
PromotePrompt.Show(
|
||||
Session.SessionId.ToString(),
|
||||
new MovePieceCommand(selectedBoardPosition, position, false));
|
||||
Console.WriteLine("Prompt!");
|
||||
moveTo = position;
|
||||
showPromotePrompt = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
var success = await ShogiApi.Move(Session.SessionId.ToString(), new MovePieceCommand(selectedBoardPosition, position, false));
|
||||
|
||||
Console.WriteLine("OnClick to move to {0}", position);
|
||||
var success = await ShogiApi.Move(Session.SessionId, new MovePieceCommand(selectedBoardPosition, position, false));
|
||||
|
||||
Console.WriteLine("Success? {0}", success);
|
||||
if (!success)
|
||||
{
|
||||
selectedBoardPosition = null;
|
||||
@@ -125,4 +148,14 @@
|
||||
|
||||
StateHasChanged();
|
||||
}
|
||||
|
||||
private Task OnClickPromotionChoice(bool shouldPromote)
|
||||
{
|
||||
if (selectedBoardPosition == null && selectedPieceFromHand.HasValue && moveTo != null)
|
||||
{
|
||||
return ShogiApi.Move(Session.SessionId, new MovePieceCommand(selectedPieceFromHand.Value, moveTo));
|
||||
}
|
||||
|
||||
throw new InvalidOperationException("Unexpected scenario during OnClickPromotionChoice.");
|
||||
}
|
||||
}
|
||||
|
||||
14
Shogi.UI/Pages/Play/GameBoard/SeatedGameBoard.razor.css
Normal file
14
Shogi.UI/Pages/Play/GameBoard/SeatedGameBoard.razor.css
Normal file
@@ -0,0 +1,14 @@
|
||||
.promote-prompt {
|
||||
position: absolute;
|
||||
top: 50%;
|
||||
left: 50%;
|
||||
transform: translate(-50%, -50%);
|
||||
border: 2px solid #444;
|
||||
padding: 1rem;
|
||||
box-shadow: 1px 1px 1px #444;
|
||||
text-align: center;
|
||||
z-index: 101;
|
||||
|
||||
background-color: #444;
|
||||
border: 1px solid black;
|
||||
}
|
||||
@@ -1,58 +0,0 @@
|
||||
using Shogi.Contracts.Api;
|
||||
using Shogi.UI.Shared;
|
||||
|
||||
namespace Shogi.UI.Pages.Play;
|
||||
|
||||
public class PromotePrompt
|
||||
{
|
||||
private readonly ShogiApi shogiApi;
|
||||
private string? sessionName;
|
||||
private MovePieceCommand? command;
|
||||
|
||||
public PromotePrompt(ShogiApi shogiApi)
|
||||
{
|
||||
this.shogiApi = shogiApi;
|
||||
this.IsVisible = false;
|
||||
this.OnClickCancel = this.Hide;
|
||||
}
|
||||
|
||||
public bool IsVisible { get; private set; }
|
||||
public Action OnClickCancel;
|
||||
public Func<Task>? OnClickNo;
|
||||
public Func<Task>? OnClickYes;
|
||||
|
||||
public void Show(string sessionName, MovePieceCommand command)
|
||||
{
|
||||
this.sessionName = sessionName;
|
||||
this.command = command;
|
||||
this.IsVisible = true;
|
||||
this.OnClickNo = this.Move;
|
||||
this.OnClickYes = this.MoveAndPromote;
|
||||
}
|
||||
|
||||
public void Hide()
|
||||
{
|
||||
this.IsVisible = false;
|
||||
this.OnClickNo = null;
|
||||
this.OnClickYes = null;
|
||||
}
|
||||
|
||||
private Task Move()
|
||||
{
|
||||
if (this.command != null && this.sessionName != null)
|
||||
{
|
||||
this.command.IsPromotion = false;
|
||||
return this.shogiApi.Move(this.sessionName, this.command);
|
||||
}
|
||||
return Task.CompletedTask;
|
||||
}
|
||||
private Task MoveAndPromote()
|
||||
{
|
||||
if (this.command != null && this.sessionName != null)
|
||||
{
|
||||
this.command.IsPromotion = true;
|
||||
return this.shogiApi.Move(this.sessionName, this.command);
|
||||
}
|
||||
return Task.CompletedTask;
|
||||
}
|
||||
}
|
||||
@@ -39,8 +39,7 @@ static void ConfigureDependencies(IServiceCollection services, IConfiguration co
|
||||
|
||||
services
|
||||
.AddTransient<CookieCredentialsMessageHandler>()
|
||||
.AddTransient<ILocalStorage, LocalStorage>()
|
||||
.AddSingleton<PromotePrompt>();
|
||||
.AddTransient<ILocalStorage, LocalStorage>();
|
||||
|
||||
// Identity
|
||||
services
|
||||
|
||||
@@ -52,7 +52,7 @@ public class ShogiApi(HttpClient httpClient)
|
||||
/// <summary>
|
||||
/// Returns false if the move was not accepted by the server.
|
||||
/// </summary>
|
||||
public async Task<bool> Move(string sessionName, MovePieceCommand command)
|
||||
public async Task<bool> Move(Guid sessionName, MovePieceCommand command)
|
||||
{
|
||||
var response = await httpClient.PatchAsync(Relative($"Sessions/{sessionName}/Move"), JsonContent.Create(command));
|
||||
return response.IsSuccessStatusCode;
|
||||
|
||||
97
Tests/UnitTests/Extensions.cs
Normal file
97
Tests/UnitTests/Extensions.cs
Normal file
@@ -0,0 +1,97 @@
|
||||
using Shogi.Domain.ValueObjects;
|
||||
using System;
|
||||
using System.Text;
|
||||
|
||||
namespace UnitTests;
|
||||
|
||||
public static class Extensions
|
||||
{
|
||||
/// <summary>
|
||||
/// Prints a ASCII representation of the board for debugging board state.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static string ToStringStateAsAscii(this ShogiBoard board)
|
||||
{
|
||||
var boardState = board.BoardState;
|
||||
var builder = new StringBuilder();
|
||||
builder.Append(" ");
|
||||
builder.Append("Player 2");
|
||||
builder.AppendLine();
|
||||
for (var rank = 8; rank >= 0; rank--)
|
||||
{
|
||||
// Horizontal line
|
||||
builder.Append(" - ");
|
||||
for (var file = 0; file < 8; file++) builder.Append("- - ");
|
||||
builder.Append("- -");
|
||||
|
||||
// Print Rank ruler.
|
||||
builder.AppendLine();
|
||||
builder.Append($"{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();
|
||||
}
|
||||
|
||||
/// <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();
|
||||
}
|
||||
}
|
||||
@@ -1,9 +1,9 @@
|
||||
using System.Numerics;
|
||||
using Shogi.Domain.YetToBeAssimilatedIntoDDD;
|
||||
|
||||
namespace Shogi.Domain.UnitTests
|
||||
namespace UnitTests
|
||||
{
|
||||
public class NotationShould
|
||||
public class NotationShould
|
||||
{
|
||||
[Fact]
|
||||
public void ConvertFromNotationToVector()
|
||||
|
||||
@@ -2,221 +2,221 @@
|
||||
using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Shogi.Domain.UnitTests;
|
||||
namespace UnitTests;
|
||||
|
||||
public class RookShould
|
||||
{
|
||||
public class MoveSet
|
||||
{
|
||||
private readonly Rook rook1;
|
||||
private readonly Rook rook2;
|
||||
public class MoveSet
|
||||
{
|
||||
private readonly Rook rook1;
|
||||
private readonly Rook rook2;
|
||||
|
||||
public MoveSet()
|
||||
{
|
||||
this.rook1 = new Rook(WhichPlayer.Player1);
|
||||
this.rook2 = new Rook(WhichPlayer.Player2);
|
||||
}
|
||||
public MoveSet()
|
||||
{
|
||||
rook1 = new Rook(WhichPlayer.Player1);
|
||||
rook2 = new Rook(WhichPlayer.Player2);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Player1_HasCorrectMoveSet()
|
||||
{
|
||||
var moveSet = rook1.MoveSet;
|
||||
moveSet.Should().HaveCount(4);
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Forward, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Backward, Distance.MultiStep));
|
||||
}
|
||||
[Fact]
|
||||
public void Player1_HasCorrectMoveSet()
|
||||
{
|
||||
var moveSet = rook1.MoveSet;
|
||||
moveSet.Should().HaveCount(4);
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Forward, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Backward, Distance.MultiStep));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Player1_Promoted_HasCorrectMoveSet()
|
||||
{
|
||||
// Arrange
|
||||
rook1.Promote();
|
||||
rook1.IsPromoted.Should().BeTrue();
|
||||
[Fact]
|
||||
public void Player1_Promoted_HasCorrectMoveSet()
|
||||
{
|
||||
// Arrange
|
||||
rook1.Promote();
|
||||
rook1.IsPromoted.Should().BeTrue();
|
||||
|
||||
// Assert
|
||||
var moveSet = rook1.MoveSet;
|
||||
moveSet.Should().HaveCount(8);
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Forward, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Backward, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.ForwardLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.BackwardLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.ForwardRight, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.BackwardRight, Distance.OneStep));
|
||||
}
|
||||
// Assert
|
||||
var moveSet = rook1.MoveSet;
|
||||
moveSet.Should().HaveCount(8);
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Forward, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Backward, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.ForwardLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.BackwardLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.ForwardRight, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.BackwardRight, Distance.OneStep));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Player2_HasCorrectMoveSet()
|
||||
{
|
||||
var moveSet = rook2.MoveSet;
|
||||
moveSet.Should().HaveCount(4);
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Forward, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Backward, Distance.MultiStep));
|
||||
}
|
||||
[Fact]
|
||||
public void Player2_HasCorrectMoveSet()
|
||||
{
|
||||
var moveSet = rook2.MoveSet;
|
||||
moveSet.Should().HaveCount(4);
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Forward, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Backward, Distance.MultiStep));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Player2_Promoted_HasCorrectMoveSet()
|
||||
{
|
||||
// Arrange
|
||||
rook2.Promote();
|
||||
rook2.IsPromoted.Should().BeTrue();
|
||||
[Fact]
|
||||
public void Player2_Promoted_HasCorrectMoveSet()
|
||||
{
|
||||
// Arrange
|
||||
rook2.Promote();
|
||||
rook2.IsPromoted.Should().BeTrue();
|
||||
|
||||
// Assert
|
||||
var moveSet = rook2.MoveSet;
|
||||
moveSet.Should().HaveCount(8);
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Forward, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Backward, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.ForwardLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.BackwardLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.ForwardRight, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.BackwardRight, Distance.OneStep));
|
||||
}
|
||||
// Assert
|
||||
var moveSet = rook2.MoveSet;
|
||||
moveSet.Should().HaveCount(8);
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Forward, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.Backward, Distance.MultiStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.ForwardLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.BackwardLeft, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.ForwardRight, Distance.OneStep));
|
||||
moveSet.Should().ContainEquivalentOf(new Path(Direction.BackwardRight, Distance.OneStep));
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
private readonly Rook rookPlayer1;
|
||||
}
|
||||
private readonly Rook rookPlayer1;
|
||||
|
||||
public RookShould()
|
||||
{
|
||||
this.rookPlayer1 = new Rook(WhichPlayer.Player1);
|
||||
}
|
||||
public RookShould()
|
||||
{
|
||||
rookPlayer1 = new Rook(WhichPlayer.Player1);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Promote()
|
||||
{
|
||||
this.rookPlayer1.IsPromoted.Should().BeFalse();
|
||||
this.rookPlayer1.CanPromote.Should().BeTrue();
|
||||
this.rookPlayer1.Promote();
|
||||
this.rookPlayer1.IsPromoted.Should().BeTrue();
|
||||
this.rookPlayer1.CanPromote.Should().BeFalse();
|
||||
}
|
||||
[Fact]
|
||||
public void Promote()
|
||||
{
|
||||
rookPlayer1.IsPromoted.Should().BeFalse();
|
||||
rookPlayer1.CanPromote.Should().BeTrue();
|
||||
rookPlayer1.Promote();
|
||||
rookPlayer1.IsPromoted.Should().BeTrue();
|
||||
rookPlayer1.CanPromote.Should().BeFalse();
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player1NotPromoted_LateralMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(0, 5);
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player1NotPromoted_LateralMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(0, 5);
|
||||
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
|
||||
rookPlayer1.IsPromoted.Should().BeFalse();
|
||||
steps.Should().HaveCount(5);
|
||||
steps.Should().Contain(new Vector2(0, 1));
|
||||
steps.Should().Contain(new Vector2(0, 2));
|
||||
steps.Should().Contain(new Vector2(0, 3));
|
||||
steps.Should().Contain(new Vector2(0, 4));
|
||||
steps.Should().Contain(new Vector2(0, 5));
|
||||
}
|
||||
rookPlayer1.IsPromoted.Should().BeFalse();
|
||||
steps.Should().HaveCount(5);
|
||||
steps.Should().Contain(new Vector2(0, 1));
|
||||
steps.Should().Contain(new Vector2(0, 2));
|
||||
steps.Should().Contain(new Vector2(0, 3));
|
||||
steps.Should().Contain(new Vector2(0, 4));
|
||||
steps.Should().Contain(new Vector2(0, 5));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player1NotPromoted_DiagonalMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(1, 1);
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player1NotPromoted_DiagonalMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(1, 1);
|
||||
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
|
||||
rookPlayer1.IsPromoted.Should().BeFalse();
|
||||
steps.Should().BeEmpty();
|
||||
}
|
||||
rookPlayer1.IsPromoted.Should().BeFalse();
|
||||
steps.Should().BeEmpty();
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player1Promoted_LateralMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(0, 5);
|
||||
rookPlayer1.Promote();
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player1Promoted_LateralMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(0, 5);
|
||||
rookPlayer1.Promote();
|
||||
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
|
||||
rookPlayer1.IsPromoted.Should().BeTrue();
|
||||
steps.Should().HaveCount(5);
|
||||
steps.Should().Contain(new Vector2(0, 1));
|
||||
steps.Should().Contain(new Vector2(0, 2));
|
||||
steps.Should().Contain(new Vector2(0, 3));
|
||||
steps.Should().Contain(new Vector2(0, 4));
|
||||
steps.Should().Contain(new Vector2(0, 5));
|
||||
}
|
||||
rookPlayer1.IsPromoted.Should().BeTrue();
|
||||
steps.Should().HaveCount(5);
|
||||
steps.Should().Contain(new Vector2(0, 1));
|
||||
steps.Should().Contain(new Vector2(0, 2));
|
||||
steps.Should().Contain(new Vector2(0, 3));
|
||||
steps.Should().Contain(new Vector2(0, 4));
|
||||
steps.Should().Contain(new Vector2(0, 5));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player1Promoted_DiagonalMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(1, 1);
|
||||
rookPlayer1.Promote();
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player1Promoted_DiagonalMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(1, 1);
|
||||
rookPlayer1.Promote();
|
||||
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
|
||||
rookPlayer1.IsPromoted.Should().BeTrue();
|
||||
steps.Should().HaveCount(1);
|
||||
steps.Should().Contain(new Vector2(1, 1));
|
||||
}
|
||||
rookPlayer1.IsPromoted.Should().BeTrue();
|
||||
steps.Should().HaveCount(1);
|
||||
steps.Should().Contain(new Vector2(1, 1));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player2NotPromoted_LateralMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(0, 5);
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player2NotPromoted_LateralMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(0, 5);
|
||||
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
|
||||
rookPlayer1.IsPromoted.Should().BeFalse();
|
||||
steps.Should().HaveCount(5);
|
||||
steps.Should().Contain(new Vector2(0, 1));
|
||||
steps.Should().Contain(new Vector2(0, 2));
|
||||
steps.Should().Contain(new Vector2(0, 3));
|
||||
steps.Should().Contain(new Vector2(0, 4));
|
||||
steps.Should().Contain(new Vector2(0, 5));
|
||||
}
|
||||
rookPlayer1.IsPromoted.Should().BeFalse();
|
||||
steps.Should().HaveCount(5);
|
||||
steps.Should().Contain(new Vector2(0, 1));
|
||||
steps.Should().Contain(new Vector2(0, 2));
|
||||
steps.Should().Contain(new Vector2(0, 3));
|
||||
steps.Should().Contain(new Vector2(0, 4));
|
||||
steps.Should().Contain(new Vector2(0, 5));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player2NotPromoted_DiagonalMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(1, 1);
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player2NotPromoted_DiagonalMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(1, 1);
|
||||
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
|
||||
rookPlayer1.IsPromoted.Should().BeFalse();
|
||||
steps.Should().BeEmpty();
|
||||
}
|
||||
rookPlayer1.IsPromoted.Should().BeFalse();
|
||||
steps.Should().BeEmpty();
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player2Promoted_LateralMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(0, 5);
|
||||
rookPlayer1.Promote();
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player2Promoted_LateralMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(0, 5);
|
||||
rookPlayer1.Promote();
|
||||
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
|
||||
rookPlayer1.IsPromoted.Should().BeTrue();
|
||||
steps.Should().HaveCount(5);
|
||||
steps.Should().Contain(new Vector2(0, 1));
|
||||
steps.Should().Contain(new Vector2(0, 2));
|
||||
steps.Should().Contain(new Vector2(0, 3));
|
||||
steps.Should().Contain(new Vector2(0, 4));
|
||||
steps.Should().Contain(new Vector2(0, 5));
|
||||
}
|
||||
rookPlayer1.IsPromoted.Should().BeTrue();
|
||||
steps.Should().HaveCount(5);
|
||||
steps.Should().Contain(new Vector2(0, 1));
|
||||
steps.Should().Contain(new Vector2(0, 2));
|
||||
steps.Should().Contain(new Vector2(0, 3));
|
||||
steps.Should().Contain(new Vector2(0, 4));
|
||||
steps.Should().Contain(new Vector2(0, 5));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player2Promoted_DiagonalMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(1, 1);
|
||||
rookPlayer1.Promote();
|
||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player2Promoted_DiagonalMove()
|
||||
{
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(1, 1);
|
||||
rookPlayer1.Promote();
|
||||
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
|
||||
|
||||
rookPlayer1.IsPromoted.Should().BeTrue();
|
||||
steps.Should().HaveCount(1);
|
||||
steps.Should().Contain(new Vector2(1, 1));
|
||||
}
|
||||
rookPlayer1.IsPromoted.Should().BeTrue();
|
||||
steps.Should().HaveCount(1);
|
||||
steps.Should().Contain(new Vector2(1, 1));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using Shogi.Domain.ValueObjects;
|
||||
|
||||
namespace Shogi.Domain.UnitTests;
|
||||
namespace UnitTests;
|
||||
|
||||
public class ShogiBoardStateShould
|
||||
{
|
||||
|
||||
@@ -2,453 +2,453 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
|
||||
namespace Shogi.Domain.UnitTests
|
||||
namespace UnitTests
|
||||
{
|
||||
public class ShogiShould
|
||||
{
|
||||
private readonly ITestOutputHelper console;
|
||||
public ShogiShould(ITestOutputHelper console)
|
||||
{
|
||||
this.console = console;
|
||||
}
|
||||
public class ShogiShould
|
||||
{
|
||||
private readonly ITestOutputHelper console;
|
||||
public ShogiShould(ITestOutputHelper console)
|
||||
{
|
||||
this.console = console;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MoveAPieceToAnEmptyPosition()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
[Fact]
|
||||
public void MoveAPieceToAnEmptyPosition()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
|
||||
board["A4"].Should().BeNull();
|
||||
var expectedPiece = board["A3"];
|
||||
expectedPiece.Should().NotBeNull();
|
||||
board["A4"].Should().BeNull();
|
||||
var expectedPiece = board["A3"];
|
||||
expectedPiece.Should().NotBeNull();
|
||||
|
||||
// Act
|
||||
shogi.Move("A3", "A4", false);
|
||||
// Act
|
||||
shogi.Move("A3", "A4", false);
|
||||
|
||||
// Assert
|
||||
board["A3"].Should().BeNull();
|
||||
board["A4"].Should().Be(expectedPiece);
|
||||
}
|
||||
// Assert
|
||||
board["A3"].Should().BeNull();
|
||||
board["A4"].Should().Be(expectedPiece);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AllowValidMoves_AfterCheck()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
// P1 Pawn
|
||||
shogi.Move("C3", "C4", false);
|
||||
// P2 Pawn
|
||||
shogi.Move("G7", "G6", false);
|
||||
// P1 Bishop puts P2 in check
|
||||
shogi.Move("B2", "G7", false);
|
||||
board.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
[Fact]
|
||||
public void AllowValidMoves_AfterCheck()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
// P1 Pawn
|
||||
shogi.Move("C3", "C4", false);
|
||||
// P2 Pawn
|
||||
shogi.Move("G7", "G6", false);
|
||||
// P1 Bishop puts P2 in check
|
||||
shogi.Move("B2", "G7", false);
|
||||
board.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
|
||||
// Act - P2 is able to un-check theirself.
|
||||
/// P2 King moves out of check
|
||||
shogi.Move("E9", "E8", false);
|
||||
// Act - P2 is able to un-check theirself.
|
||||
/// P2 King moves out of check
|
||||
shogi.Move("E9", "E8", false);
|
||||
|
||||
// Assert
|
||||
using (new AssertionScope())
|
||||
{
|
||||
board.InCheck.Should().BeNull();
|
||||
}
|
||||
}
|
||||
// Assert
|
||||
using (new AssertionScope())
|
||||
{
|
||||
board.InCheck.Should().BeNull();
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreventInvalidMoves_MoveFromEmptyPosition()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
board["D5"].Should().BeNull();
|
||||
[Fact]
|
||||
public void PreventInvalidMoves_MoveFromEmptyPosition()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
board["D5"].Should().BeNull();
|
||||
|
||||
// Act
|
||||
var act = () => shogi.Move("D5", "D6", false);
|
||||
// Act
|
||||
var act = () => shogi.Move("D5", "D6", false);
|
||||
|
||||
// Assert
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
board["D5"].Should().BeNull();
|
||||
board["D6"].Should().BeNull();
|
||||
board.Player1Hand.Should().BeEmpty();
|
||||
board.Player2Hand.Should().BeEmpty();
|
||||
}
|
||||
// Assert
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
board["D5"].Should().BeNull();
|
||||
board["D6"].Should().BeNull();
|
||||
board.Player1Hand.Should().BeEmpty();
|
||||
board.Player2Hand.Should().BeEmpty();
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreventInvalidMoves_MoveToCurrentPosition()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
var expectedPiece = board["A3"];
|
||||
[Fact]
|
||||
public void PreventInvalidMoves_MoveToCurrentPosition()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
var expectedPiece = board["A3"];
|
||||
|
||||
// Act - P1 "moves" pawn to the position it already exists at.
|
||||
var act = () => shogi.Move("A3", "A3", false);
|
||||
// Act - P1 "moves" pawn to the position it already exists at.
|
||||
var act = () => shogi.Move("A3", "A3", false);
|
||||
|
||||
// Assert
|
||||
using (new AssertionScope())
|
||||
{
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
board["A3"].Should().Be(expectedPiece);
|
||||
board.Player1Hand.Should().BeEmpty();
|
||||
board.Player2Hand.Should().BeEmpty();
|
||||
}
|
||||
}
|
||||
// Assert
|
||||
using (new AssertionScope())
|
||||
{
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
board["A3"].Should().Be(expectedPiece);
|
||||
board.Player1Hand.Should().BeEmpty();
|
||||
board.Player2Hand.Should().BeEmpty();
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreventInvalidMoves_MoveSet()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
var expectedPiece = board["A1"];
|
||||
expectedPiece!.WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
[Fact]
|
||||
public void PreventInvalidMoves_MoveSet()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
var expectedPiece = board["A1"];
|
||||
expectedPiece!.WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
|
||||
// Act - Move Lance illegally
|
||||
var act = () => shogi.Move("A1", "D5", false);
|
||||
// Act - Move Lance illegally
|
||||
var act = () => shogi.Move("A1", "D5", false);
|
||||
|
||||
// Assert
|
||||
using (new AssertionScope())
|
||||
{
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
board["A1"].Should().Be(expectedPiece);
|
||||
board["A5"].Should().BeNull();
|
||||
board.Player1Hand.Should().BeEmpty();
|
||||
board.Player2Hand.Should().BeEmpty();
|
||||
}
|
||||
}
|
||||
// Assert
|
||||
using (new AssertionScope())
|
||||
{
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
board["A1"].Should().Be(expectedPiece);
|
||||
board["A5"].Should().BeNull();
|
||||
board.Player1Hand.Should().BeEmpty();
|
||||
board.Player2Hand.Should().BeEmpty();
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreventInvalidMoves_Ownership()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
var expectedPiece = board["A7"];
|
||||
expectedPiece!.Owner.Should().Be(WhichPlayer.Player2);
|
||||
board.WhoseTurn.Should().Be(WhichPlayer.Player1);
|
||||
[Fact]
|
||||
public void PreventInvalidMoves_Ownership()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
var expectedPiece = board["A7"];
|
||||
expectedPiece!.Owner.Should().Be(WhichPlayer.Player2);
|
||||
board.WhoseTurn.Should().Be(WhichPlayer.Player1);
|
||||
|
||||
// Act - Move Player2 Pawn when it is Player1 turn.
|
||||
var act = () => shogi.Move("A7", "A6", false);
|
||||
// Act - Move Player2 Pawn when it is Player1 turn.
|
||||
var act = () => shogi.Move("A7", "A6", false);
|
||||
|
||||
// Assert
|
||||
using (new AssertionScope())
|
||||
{
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
board["A7"].Should().Be(expectedPiece);
|
||||
board["A6"].Should().BeNull();
|
||||
}
|
||||
}
|
||||
// Assert
|
||||
using (new AssertionScope())
|
||||
{
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
board["A7"].Should().Be(expectedPiece);
|
||||
board["A6"].Should().BeNull();
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreventInvalidMoves_MoveThroughAllies()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
var lance = board["A1"];
|
||||
var pawn = board["A3"];
|
||||
lance!.Owner.Should().Be(pawn!.Owner);
|
||||
[Fact]
|
||||
public void PreventInvalidMoves_MoveThroughAllies()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
var lance = board["A1"];
|
||||
var pawn = board["A3"];
|
||||
lance!.Owner.Should().Be(pawn!.Owner);
|
||||
|
||||
// Act - Move P1 Lance through P1 Pawn.
|
||||
var act = () => shogi.Move("A1", "A5", false);
|
||||
// Act - Move P1 Lance through P1 Pawn.
|
||||
var act = () => shogi.Move("A1", "A5", false);
|
||||
|
||||
// Assert
|
||||
using (new AssertionScope())
|
||||
{
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
board["A1"].Should().Be(lance);
|
||||
board["A3"].Should().Be(pawn);
|
||||
board["A5"].Should().BeNull();
|
||||
}
|
||||
}
|
||||
// Assert
|
||||
using (new AssertionScope())
|
||||
{
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
board["A1"].Should().Be(lance);
|
||||
board["A3"].Should().Be(pawn);
|
||||
board["A5"].Should().BeNull();
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreventInvalidMoves_CaptureAlly()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
var knight = board["B1"];
|
||||
var pawn = board["C3"];
|
||||
knight!.Owner.Should().Be(pawn!.Owner);
|
||||
[Fact]
|
||||
public void PreventInvalidMoves_CaptureAlly()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
var knight = board["B1"];
|
||||
var pawn = board["C3"];
|
||||
knight!.Owner.Should().Be(pawn!.Owner);
|
||||
|
||||
// Act - P1 Knight tries to capture P1 Pawn.
|
||||
var act = () => shogi.Move("B1", "C3", false);
|
||||
// Act - P1 Knight tries to capture P1 Pawn.
|
||||
var act = () => shogi.Move("B1", "C3", false);
|
||||
|
||||
// Arrange
|
||||
using (new AssertionScope())
|
||||
{
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
board["B1"].Should().Be(knight);
|
||||
board["C3"].Should().Be(pawn);
|
||||
board.Player1Hand.Should().BeEmpty();
|
||||
board.Player2Hand.Should().BeEmpty();
|
||||
}
|
||||
}
|
||||
// Arrange
|
||||
using (new AssertionScope())
|
||||
{
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
board["B1"].Should().Be(knight);
|
||||
board["C3"].Should().Be(pawn);
|
||||
board.Player1Hand.Should().BeEmpty();
|
||||
board.Player2Hand.Should().BeEmpty();
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreventInvalidMoves_Check()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
// P1 Pawn
|
||||
shogi.Move("C3", "C4", false);
|
||||
// P2 Pawn
|
||||
shogi.Move("G7", "G6", false);
|
||||
// P1 Bishop puts P2 in check
|
||||
shogi.Move("B2", "G7", false);
|
||||
board.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
var lance = board["I9"];
|
||||
[Fact]
|
||||
public void PreventInvalidMoves_Check()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
// P1 Pawn
|
||||
shogi.Move("C3", "C4", false);
|
||||
// P2 Pawn
|
||||
shogi.Move("G7", "G6", false);
|
||||
// P1 Bishop puts P2 in check
|
||||
shogi.Move("B2", "G7", false);
|
||||
board.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
var lance = board["I9"];
|
||||
|
||||
// Act - P2 moves Lance while in check.
|
||||
var act = () => shogi.Move("I9", "I8", false);
|
||||
// Act - P2 moves Lance while in check.
|
||||
var act = () => shogi.Move("I9", "I8", false);
|
||||
|
||||
// Assert
|
||||
using (new AssertionScope())
|
||||
{
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
board.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
board["I9"].Should().Be(lance);
|
||||
board["I8"].Should().BeNull();
|
||||
}
|
||||
}
|
||||
// Assert
|
||||
using (new AssertionScope())
|
||||
{
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
board.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
board["I9"].Should().Be(lance);
|
||||
board["I8"].Should().BeNull();
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreventInvalidDrops_MoveSet()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
// P1 Pawn
|
||||
shogi.Move("C3", "C4", false);
|
||||
// P2 Pawn
|
||||
shogi.Move("I7", "I6", false);
|
||||
// P1 Bishop takes P2 Pawn.
|
||||
shogi.Move("B2", "G7", false);
|
||||
// P2 Gold, block check from P1 Bishop.
|
||||
shogi.Move("F9", "F8", false);
|
||||
// P1 Bishop takes P2 Bishop, promotes so it can capture P2 Knight and P2 Lance
|
||||
shogi.Move("G7", "H8", true);
|
||||
// P2 Pawn again
|
||||
shogi.Move("I6", "I5", false);
|
||||
// P1 Bishop takes P2 Knight
|
||||
shogi.Move("H8", "H9", false);
|
||||
// P2 Pawn again
|
||||
shogi.Move("I5", "I4", false);
|
||||
// P1 Bishop takes P2 Lance
|
||||
shogi.Move("H9", "I9", false);
|
||||
// P2 Pawn captures P1 Pawn
|
||||
shogi.Move("I4", "I3", false);
|
||||
board.Player1Hand.Count.Should().Be(4);
|
||||
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
|
||||
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
|
||||
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
|
||||
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
|
||||
board.WhoseTurn.Should().Be(WhichPlayer.Player1);
|
||||
[Fact]
|
||||
public void PreventInvalidDrops_MoveSet()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
// P1 Pawn
|
||||
shogi.Move("C3", "C4", false);
|
||||
// P2 Pawn
|
||||
shogi.Move("I7", "I6", false);
|
||||
// P1 Bishop takes P2 Pawn.
|
||||
shogi.Move("B2", "G7", false);
|
||||
// P2 Gold, block check from P1 Bishop.
|
||||
shogi.Move("F9", "F8", false);
|
||||
// P1 Bishop takes P2 Bishop, promotes so it can capture P2 Knight and P2 Lance
|
||||
shogi.Move("G7", "H8", true);
|
||||
// P2 Pawn again
|
||||
shogi.Move("I6", "I5", false);
|
||||
// P1 Bishop takes P2 Knight
|
||||
shogi.Move("H8", "H9", false);
|
||||
// P2 Pawn again
|
||||
shogi.Move("I5", "I4", false);
|
||||
// P1 Bishop takes P2 Lance
|
||||
shogi.Move("H9", "I9", false);
|
||||
// P2 Pawn captures P1 Pawn
|
||||
shogi.Move("I4", "I3", false);
|
||||
board.Player1Hand.Count.Should().Be(4);
|
||||
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
|
||||
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
|
||||
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
|
||||
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
|
||||
board.WhoseTurn.Should().Be(WhichPlayer.Player1);
|
||||
|
||||
// Act | Assert - Illegally placing Knight from the hand in farthest rank.
|
||||
board["H9"].Should().BeNull();
|
||||
var act = () => shogi.Move(WhichPiece.Knight, "H9");
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
board["H9"].Should().BeNull();
|
||||
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
|
||||
// Act | Assert - Illegally placing Knight from the hand in farthest rank.
|
||||
board["H9"].Should().BeNull();
|
||||
var act = () => shogi.Move(WhichPiece.Knight, "H9");
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
board["H9"].Should().BeNull();
|
||||
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
|
||||
|
||||
// Act | Assert - Illegally placing Knight from the hand in second farthest row.
|
||||
board["H8"].Should().BeNull();
|
||||
act = () => shogi.Move(WhichPiece.Knight, "H8");
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
board["H8"].Should().BeNull();
|
||||
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
|
||||
// Act | Assert - Illegally placing Knight from the hand in second farthest row.
|
||||
board["H8"].Should().BeNull();
|
||||
act = () => shogi.Move(WhichPiece.Knight, "H8");
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
board["H8"].Should().BeNull();
|
||||
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
|
||||
|
||||
// Act | Assert - Illegally place Lance from the hand.
|
||||
board["H9"].Should().BeNull();
|
||||
act = () => shogi.Move(WhichPiece.Knight, "H9");
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
board["H9"].Should().BeNull();
|
||||
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
|
||||
// Act | Assert - Illegally place Lance from the hand.
|
||||
board["H9"].Should().BeNull();
|
||||
act = () => shogi.Move(WhichPiece.Knight, "H9");
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
board["H9"].Should().BeNull();
|
||||
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
|
||||
|
||||
// Act | Assert - Illegally place Pawn from the hand.
|
||||
board["H9"].Should().BeNull();
|
||||
act = () => shogi.Move(WhichPiece.Pawn, "H9");
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
board["H9"].Should().BeNull();
|
||||
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
|
||||
// Act | Assert - Illegally place Pawn from the hand.
|
||||
board["H9"].Should().BeNull();
|
||||
act = () => shogi.Move(WhichPiece.Pawn, "H9");
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
board["H9"].Should().BeNull();
|
||||
board.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
|
||||
|
||||
// // Act | Assert - Illegally place Pawn from the hand in a row which already has an unpromoted Pawn.
|
||||
// // TODO
|
||||
}
|
||||
// // Act | Assert - Illegally place Pawn from the hand in a row which already has an unpromoted Pawn.
|
||||
// // TODO
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreventInvalidDrop_Check()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
// P1 Pawn
|
||||
shogi.Move("C3", "C4", false);
|
||||
// P2 Pawn
|
||||
shogi.Move("G7", "G6", false);
|
||||
// P1 Pawn, arbitrary move.
|
||||
shogi.Move("A3", "A4", false);
|
||||
// P2 Bishop takes P1 Bishop
|
||||
shogi.Move("H8", "B2", false);
|
||||
// P1 Silver takes P2 Bishop
|
||||
shogi.Move("C1", "B2", false);
|
||||
// P2 Pawn, arbtrary move
|
||||
shogi.Move("A7", "A6", false);
|
||||
// P1 drop Bishop, place P2 in check
|
||||
shogi.Move(WhichPiece.Bishop, "G7");
|
||||
shogi.BoardState.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
shogi.BoardState.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
|
||||
shogi.BoardState["E5"].Should().BeNull();
|
||||
[Fact]
|
||||
public void PreventInvalidDrop_Check()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
// P1 Pawn
|
||||
shogi.Move("C3", "C4", false);
|
||||
// P2 Pawn
|
||||
shogi.Move("G7", "G6", false);
|
||||
// P1 Pawn, arbitrary move.
|
||||
shogi.Move("A3", "A4", false);
|
||||
// P2 Bishop takes P1 Bishop
|
||||
shogi.Move("H8", "B2", false);
|
||||
// P1 Silver takes P2 Bishop
|
||||
shogi.Move("C1", "B2", false);
|
||||
// P2 Pawn, arbtrary move
|
||||
shogi.Move("A7", "A6", false);
|
||||
// P1 drop Bishop, place P2 in check
|
||||
shogi.Move(WhichPiece.Bishop, "G7");
|
||||
shogi.BoardState.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
shogi.BoardState.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
|
||||
shogi.BoardState["E5"].Should().BeNull();
|
||||
|
||||
// Act - P2 places a Bishop while in check.
|
||||
var act = () => shogi.Move(WhichPiece.Bishop, "E5");
|
||||
// Act - P2 places a Bishop while in check.
|
||||
var act = () => shogi.Move(WhichPiece.Bishop, "E5");
|
||||
|
||||
// Assert
|
||||
using var scope = new AssertionScope();
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
shogi.BoardState["E5"].Should().BeNull();
|
||||
shogi.BoardState.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
shogi.BoardState.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
|
||||
}
|
||||
// Assert
|
||||
using var scope = new AssertionScope();
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
shogi.BoardState["E5"].Should().BeNull();
|
||||
shogi.BoardState.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
shogi.BoardState.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreventInvalidDrop_Capture()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
// P1 Pawn
|
||||
shogi.Move("C3", "C4", false);
|
||||
// P2 Pawn
|
||||
shogi.Move("G7", "G6", false);
|
||||
// P1 Bishop capture P2 Bishop
|
||||
shogi.Move("B2", "H8", false);
|
||||
// P2 Pawn
|
||||
shogi.Move("G6", "G5", false);
|
||||
shogi.BoardState.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
|
||||
shogi.BoardState["I9"].Should().NotBeNull();
|
||||
shogi.BoardState["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
shogi.BoardState["I9"]!.Owner.Should().Be(WhichPlayer.Player2);
|
||||
[Fact]
|
||||
public void PreventInvalidDrop_Capture()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
// P1 Pawn
|
||||
shogi.Move("C3", "C4", false);
|
||||
// P2 Pawn
|
||||
shogi.Move("G7", "G6", false);
|
||||
// P1 Bishop capture P2 Bishop
|
||||
shogi.Move("B2", "H8", false);
|
||||
// P2 Pawn
|
||||
shogi.Move("G6", "G5", false);
|
||||
shogi.BoardState.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
|
||||
shogi.BoardState["I9"].Should().NotBeNull();
|
||||
shogi.BoardState["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
shogi.BoardState["I9"]!.Owner.Should().Be(WhichPlayer.Player2);
|
||||
|
||||
// Act - P1 tries to place a piece where an opponent's piece resides.
|
||||
var act = () => shogi.Move(WhichPiece.Bishop, "I9");
|
||||
// Act - P1 tries to place a piece where an opponent's piece resides.
|
||||
var act = () => shogi.Move(WhichPiece.Bishop, "I9");
|
||||
|
||||
// Assert
|
||||
using var scope = new AssertionScope();
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
shogi.BoardState.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
|
||||
shogi.BoardState["I9"].Should().NotBeNull();
|
||||
shogi.BoardState["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
shogi.BoardState["I9"]!.Owner.Should().Be(WhichPlayer.Player2);
|
||||
}
|
||||
// Assert
|
||||
using var scope = new AssertionScope();
|
||||
act.Should().Throw<InvalidOperationException>();
|
||||
shogi.BoardState.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
|
||||
shogi.BoardState["I9"].Should().NotBeNull();
|
||||
shogi.BoardState["I9"]!.WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
shogi.BoardState["I9"]!.Owner.Should().Be(WhichPlayer.Player2);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Check()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
// P1 Pawn
|
||||
shogi.Move("C3", "C4", false);
|
||||
// P2 Pawn
|
||||
shogi.Move("G7", "G6", false);
|
||||
[Fact]
|
||||
public void Check()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
// P1 Pawn
|
||||
shogi.Move("C3", "C4", false);
|
||||
// P2 Pawn
|
||||
shogi.Move("G7", "G6", false);
|
||||
|
||||
// Act - P1 Bishop, check
|
||||
shogi.Move("B2", "G7", false);
|
||||
// Act - P1 Bishop, check
|
||||
shogi.Move("B2", "G7", false);
|
||||
|
||||
// Assert
|
||||
board.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
}
|
||||
// Assert
|
||||
board.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Promote()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
// P1 Pawn
|
||||
shogi.Move("C3", "C4", false);
|
||||
// P2 Pawn
|
||||
shogi.Move("G7", "G6", false);
|
||||
[Fact]
|
||||
public void Promote()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
// P1 Pawn
|
||||
shogi.Move("C3", "C4", false);
|
||||
// P2 Pawn
|
||||
shogi.Move("G7", "G6", false);
|
||||
|
||||
// Act - P1 moves across promote threshold.
|
||||
shogi.Move("B2", "G7", true);
|
||||
// Act - P1 moves across promote threshold.
|
||||
shogi.Move("B2", "G7", true);
|
||||
|
||||
// Assert
|
||||
using (new AssertionScope())
|
||||
{
|
||||
board["B2"].Should().BeNull();
|
||||
board["G7"].Should().NotBeNull();
|
||||
board["G7"]!.WhichPiece.Should().Be(WhichPiece.Bishop);
|
||||
board["G7"]!.Owner.Should().Be(WhichPlayer.Player1);
|
||||
board["G7"]!.IsPromoted.Should().BeTrue();
|
||||
}
|
||||
}
|
||||
// Assert
|
||||
using (new AssertionScope())
|
||||
{
|
||||
board["B2"].Should().BeNull();
|
||||
board["G7"].Should().NotBeNull();
|
||||
board["G7"]!.WhichPiece.Should().Be(WhichPiece.Bishop);
|
||||
board["G7"]!.Owner.Should().Be(WhichPlayer.Player1);
|
||||
board["G7"]!.IsPromoted.Should().BeTrue();
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Capture()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
var p1Bishop = board["B2"];
|
||||
p1Bishop!.WhichPiece.Should().Be(WhichPiece.Bishop);
|
||||
shogi.Move("C3", "C4", false);
|
||||
shogi.Move("G7", "G6", false);
|
||||
[Fact]
|
||||
public void Capture()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
var p1Bishop = board["B2"];
|
||||
p1Bishop!.WhichPiece.Should().Be(WhichPiece.Bishop);
|
||||
shogi.Move("C3", "C4", false);
|
||||
shogi.Move("G7", "G6", false);
|
||||
|
||||
// Act - P1 Bishop captures P2 Bishop
|
||||
shogi.Move("B2", "H8", false);
|
||||
// Act - P1 Bishop captures P2 Bishop
|
||||
shogi.Move("B2", "H8", false);
|
||||
|
||||
// Assert
|
||||
board["B2"].Should().BeNull();
|
||||
board["H8"].Should().Be(p1Bishop);
|
||||
// Assert
|
||||
board["B2"].Should().BeNull();
|
||||
board["H8"].Should().Be(p1Bishop);
|
||||
|
||||
board
|
||||
.Player1Hand
|
||||
.Should()
|
||||
.ContainSingle(p => p.WhichPiece == WhichPiece.Bishop && p.Owner == WhichPlayer.Player1);
|
||||
}
|
||||
board
|
||||
.Player1Hand
|
||||
.Should()
|
||||
.ContainSingle(p => p.WhichPiece == WhichPiece.Bishop && p.Owner == WhichPlayer.Player1);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CheckMate()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
// P1 Rook
|
||||
shogi.Move("H2", "E2", false);
|
||||
// P2 Gold
|
||||
shogi.Move("F9", "G8", false);
|
||||
// P1 Pawn
|
||||
shogi.Move("E3", "E4", false);
|
||||
// P2 other Gold
|
||||
shogi.Move("D9", "C8", false);
|
||||
// P1 same Pawn
|
||||
shogi.Move("E4", "E5", false);
|
||||
// P2 Pawn
|
||||
shogi.Move("E7", "E6", false);
|
||||
// P1 Pawn takes P2 Pawn
|
||||
shogi.Move("E5", "E6", false);
|
||||
// P2 King
|
||||
shogi.Move("E9", "E8", false);
|
||||
// P1 Pawn promotes; threatens P2 King
|
||||
shogi.Move("E6", "E7", true);
|
||||
// P2 King retreat
|
||||
shogi.Move("E8", "E9", false);
|
||||
[Fact]
|
||||
public void CheckMate()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = MockShogiBoard();
|
||||
var board = shogi.BoardState;
|
||||
// P1 Rook
|
||||
shogi.Move("H2", "E2", false);
|
||||
// P2 Gold
|
||||
shogi.Move("F9", "G8", false);
|
||||
// P1 Pawn
|
||||
shogi.Move("E3", "E4", false);
|
||||
// P2 other Gold
|
||||
shogi.Move("D9", "C8", false);
|
||||
// P1 same Pawn
|
||||
shogi.Move("E4", "E5", false);
|
||||
// P2 Pawn
|
||||
shogi.Move("E7", "E6", false);
|
||||
// P1 Pawn takes P2 Pawn
|
||||
shogi.Move("E5", "E6", false);
|
||||
// P2 King
|
||||
shogi.Move("E9", "E8", false);
|
||||
// P1 Pawn promotes; threatens P2 King
|
||||
shogi.Move("E6", "E7", true);
|
||||
// P2 King retreat
|
||||
shogi.Move("E8", "E9", false);
|
||||
|
||||
// Act - P1 Pawn wins by checkmate.
|
||||
shogi.Move("E7", "E8", false);
|
||||
// Act - P1 Pawn wins by checkmate.
|
||||
shogi.Move("E7", "E8", false);
|
||||
|
||||
// Assert - checkmate
|
||||
console.WriteLine(shogi.ToStringStateAsAscii());
|
||||
console.WriteLine(string.Join(",", shogi.BoardState.Player1Hand.Select(p => p.WhichPiece.ToString())));
|
||||
board.IsCheckmate.Should().BeTrue();
|
||||
board.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
}
|
||||
// Assert - checkmate
|
||||
console.WriteLine(shogi.ToStringStateAsAscii());
|
||||
console.WriteLine(string.Join(",", shogi.BoardState.Player1Hand.Select(p => p.WhichPiece.ToString())));
|
||||
board.IsCheckmate.Should().BeTrue();
|
||||
board.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
}
|
||||
|
||||
private static ShogiBoard MockShogiBoard() => new(BoardState.StandardStarting);
|
||||
}
|
||||
private static ShogiBoard MockShogiBoard() => new(BoardState.StandardStarting);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user