Yep
This commit is contained in:
97
Tests/UnitTests/Extensions.cs
Normal file
97
Tests/UnitTests/Extensions.cs
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@@ -0,0 +1,97 @@
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using Shogi.Domain.ValueObjects;
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using System;
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using System.Text;
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namespace UnitTests;
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public static class Extensions
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{
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/// <summary>
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/// Prints a ASCII representation of the board for debugging board state.
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/// </summary>
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/// <returns></returns>
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public static string ToStringStateAsAscii(this ShogiBoard board)
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{
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var boardState = board.BoardState;
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var builder = new StringBuilder();
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builder.Append(" ");
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builder.Append("Player 2");
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builder.AppendLine();
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for (var rank = 8; rank >= 0; rank--)
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{
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// Horizontal line
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builder.Append(" - ");
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for (var file = 0; file < 8; file++) builder.Append("- - ");
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builder.Append("- -");
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// Print Rank ruler.
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builder.AppendLine();
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builder.Append($"{rank + 1} ");
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// Print pieces.
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builder.Append(" |");
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for (var x = 0; x < 9; x++)
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{
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var piece = boardState[x, rank];
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if (piece == null)
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{
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builder.Append(" ");
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}
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else
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{
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builder.AppendFormat("{0}", ToAscii(piece));
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}
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builder.Append('|');
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}
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builder.AppendLine();
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}
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// Horizontal line
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builder.Append(" - ");
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for (var x = 0; x < 8; x++) builder.Append("- - ");
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builder.Append("- -");
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builder.AppendLine();
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builder.Append(" ");
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builder.Append("Player 1");
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builder.AppendLine();
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builder.AppendLine();
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// Print File ruler.
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builder.Append(" ");
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builder.Append(" A B C D E F G H I ");
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return builder.ToString();
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}
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/// <returns>
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/// A string with three characters.
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/// The first character indicates promotion status.
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/// The second character indicates piece.
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/// The third character indicates ownership.
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/// </returns>
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private static string ToAscii(Piece piece)
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{
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var builder = new StringBuilder();
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if (piece.IsPromoted) builder.Append('^');
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else builder.Append(' ');
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var name = piece.WhichPiece switch
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{
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WhichPiece.King => "K",
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WhichPiece.GoldGeneral => "G",
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WhichPiece.SilverGeneral => "S",
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WhichPiece.Bishop => "B",
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WhichPiece.Rook => "R",
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WhichPiece.Knight => "k",
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WhichPiece.Lance => "L",
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WhichPiece.Pawn => "P",
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_ => throw new ArgumentException($"Unknown value for {nameof(WhichPiece)}."),
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};
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builder.Append(name);
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if (piece.Owner == WhichPlayer.Player2) builder.Append('.');
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else builder.Append(' ');
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return builder.ToString();
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}
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}
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@@ -1,9 +1,9 @@
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using System.Numerics;
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using Shogi.Domain.YetToBeAssimilatedIntoDDD;
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namespace Shogi.Domain.UnitTests
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namespace UnitTests
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{
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public class NotationShould
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public class NotationShould
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{
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[Fact]
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public void ConvertFromNotationToVector()
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@@ -2,221 +2,221 @@
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using Shogi.Domain.YetToBeAssimilatedIntoDDD.Pathing;
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using System.Numerics;
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namespace Shogi.Domain.UnitTests;
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namespace UnitTests;
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public class RookShould
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{
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public class MoveSet
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{
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private readonly Rook rook1;
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private readonly Rook rook2;
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public class MoveSet
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{
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private readonly Rook rook1;
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private readonly Rook rook2;
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public MoveSet()
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{
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this.rook1 = new Rook(WhichPlayer.Player1);
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this.rook2 = new Rook(WhichPlayer.Player2);
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}
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public MoveSet()
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{
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rook1 = new Rook(WhichPlayer.Player1);
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rook2 = new Rook(WhichPlayer.Player2);
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}
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[Fact]
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public void Player1_HasCorrectMoveSet()
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{
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var moveSet = rook1.MoveSet;
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moveSet.Should().HaveCount(4);
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Forward, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Backward, Distance.MultiStep));
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}
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[Fact]
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public void Player1_HasCorrectMoveSet()
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{
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var moveSet = rook1.MoveSet;
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moveSet.Should().HaveCount(4);
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Forward, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Backward, Distance.MultiStep));
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}
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[Fact]
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public void Player1_Promoted_HasCorrectMoveSet()
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{
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// Arrange
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rook1.Promote();
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rook1.IsPromoted.Should().BeTrue();
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[Fact]
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public void Player1_Promoted_HasCorrectMoveSet()
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{
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// Arrange
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rook1.Promote();
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rook1.IsPromoted.Should().BeTrue();
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// Assert
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var moveSet = rook1.MoveSet;
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moveSet.Should().HaveCount(8);
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Forward, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Backward, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.ForwardLeft, Distance.OneStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.BackwardLeft, Distance.OneStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.ForwardRight, Distance.OneStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.BackwardRight, Distance.OneStep));
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}
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// Assert
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var moveSet = rook1.MoveSet;
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moveSet.Should().HaveCount(8);
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Forward, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Backward, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.ForwardLeft, Distance.OneStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.BackwardLeft, Distance.OneStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.ForwardRight, Distance.OneStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.BackwardRight, Distance.OneStep));
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}
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[Fact]
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public void Player2_HasCorrectMoveSet()
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{
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var moveSet = rook2.MoveSet;
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moveSet.Should().HaveCount(4);
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Forward, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Backward, Distance.MultiStep));
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}
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[Fact]
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public void Player2_HasCorrectMoveSet()
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{
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var moveSet = rook2.MoveSet;
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moveSet.Should().HaveCount(4);
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Forward, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Backward, Distance.MultiStep));
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}
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[Fact]
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public void Player2_Promoted_HasCorrectMoveSet()
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{
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// Arrange
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rook2.Promote();
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rook2.IsPromoted.Should().BeTrue();
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[Fact]
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public void Player2_Promoted_HasCorrectMoveSet()
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{
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// Arrange
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rook2.Promote();
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rook2.IsPromoted.Should().BeTrue();
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// Assert
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var moveSet = rook2.MoveSet;
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moveSet.Should().HaveCount(8);
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Forward, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Backward, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.ForwardLeft, Distance.OneStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.BackwardLeft, Distance.OneStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.ForwardRight, Distance.OneStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.BackwardRight, Distance.OneStep));
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}
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// Assert
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var moveSet = rook2.MoveSet;
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moveSet.Should().HaveCount(8);
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Forward, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Left, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Right, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.Backward, Distance.MultiStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.ForwardLeft, Distance.OneStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.BackwardLeft, Distance.OneStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.ForwardRight, Distance.OneStep));
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moveSet.Should().ContainEquivalentOf(new Path(Direction.BackwardRight, Distance.OneStep));
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}
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}
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private readonly Rook rookPlayer1;
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}
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private readonly Rook rookPlayer1;
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public RookShould()
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{
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this.rookPlayer1 = new Rook(WhichPlayer.Player1);
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}
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public RookShould()
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{
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rookPlayer1 = new Rook(WhichPlayer.Player1);
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}
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[Fact]
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public void Promote()
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{
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this.rookPlayer1.IsPromoted.Should().BeFalse();
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this.rookPlayer1.CanPromote.Should().BeTrue();
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this.rookPlayer1.Promote();
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this.rookPlayer1.IsPromoted.Should().BeTrue();
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this.rookPlayer1.CanPromote.Should().BeFalse();
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}
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[Fact]
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public void Promote()
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{
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rookPlayer1.IsPromoted.Should().BeFalse();
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rookPlayer1.CanPromote.Should().BeTrue();
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rookPlayer1.Promote();
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rookPlayer1.IsPromoted.Should().BeTrue();
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rookPlayer1.CanPromote.Should().BeFalse();
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}
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[Fact]
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public void GetStepsFromStartToEnd_Player1NotPromoted_LateralMove()
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{
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Vector2 start = new(0, 0);
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Vector2 end = new(0, 5);
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[Fact]
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public void GetStepsFromStartToEnd_Player1NotPromoted_LateralMove()
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{
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Vector2 start = new(0, 0);
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Vector2 end = new(0, 5);
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var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
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var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
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rookPlayer1.IsPromoted.Should().BeFalse();
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steps.Should().HaveCount(5);
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steps.Should().Contain(new Vector2(0, 1));
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steps.Should().Contain(new Vector2(0, 2));
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steps.Should().Contain(new Vector2(0, 3));
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steps.Should().Contain(new Vector2(0, 4));
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steps.Should().Contain(new Vector2(0, 5));
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}
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rookPlayer1.IsPromoted.Should().BeFalse();
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steps.Should().HaveCount(5);
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steps.Should().Contain(new Vector2(0, 1));
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steps.Should().Contain(new Vector2(0, 2));
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steps.Should().Contain(new Vector2(0, 3));
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steps.Should().Contain(new Vector2(0, 4));
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steps.Should().Contain(new Vector2(0, 5));
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}
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[Fact]
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public void GetStepsFromStartToEnd_Player1NotPromoted_DiagonalMove()
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{
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Vector2 start = new(0, 0);
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Vector2 end = new(1, 1);
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[Fact]
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public void GetStepsFromStartToEnd_Player1NotPromoted_DiagonalMove()
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{
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Vector2 start = new(0, 0);
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Vector2 end = new(1, 1);
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var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
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var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
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rookPlayer1.IsPromoted.Should().BeFalse();
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steps.Should().BeEmpty();
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}
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rookPlayer1.IsPromoted.Should().BeFalse();
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steps.Should().BeEmpty();
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}
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[Fact]
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public void GetStepsFromStartToEnd_Player1Promoted_LateralMove()
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{
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Vector2 start = new(0, 0);
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Vector2 end = new(0, 5);
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rookPlayer1.Promote();
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[Fact]
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public void GetStepsFromStartToEnd_Player1Promoted_LateralMove()
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{
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Vector2 start = new(0, 0);
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Vector2 end = new(0, 5);
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rookPlayer1.Promote();
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var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
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var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
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rookPlayer1.IsPromoted.Should().BeTrue();
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steps.Should().HaveCount(5);
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steps.Should().Contain(new Vector2(0, 1));
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steps.Should().Contain(new Vector2(0, 2));
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steps.Should().Contain(new Vector2(0, 3));
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steps.Should().Contain(new Vector2(0, 4));
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steps.Should().Contain(new Vector2(0, 5));
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}
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rookPlayer1.IsPromoted.Should().BeTrue();
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steps.Should().HaveCount(5);
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steps.Should().Contain(new Vector2(0, 1));
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steps.Should().Contain(new Vector2(0, 2));
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steps.Should().Contain(new Vector2(0, 3));
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steps.Should().Contain(new Vector2(0, 4));
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steps.Should().Contain(new Vector2(0, 5));
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}
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[Fact]
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public void GetStepsFromStartToEnd_Player1Promoted_DiagonalMove()
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{
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Vector2 start = new(0, 0);
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Vector2 end = new(1, 1);
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rookPlayer1.Promote();
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[Fact]
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public void GetStepsFromStartToEnd_Player1Promoted_DiagonalMove()
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{
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Vector2 start = new(0, 0);
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Vector2 end = new(1, 1);
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rookPlayer1.Promote();
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var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
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var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
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rookPlayer1.IsPromoted.Should().BeTrue();
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steps.Should().HaveCount(1);
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steps.Should().Contain(new Vector2(1, 1));
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}
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rookPlayer1.IsPromoted.Should().BeTrue();
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steps.Should().HaveCount(1);
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steps.Should().Contain(new Vector2(1, 1));
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}
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[Fact]
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public void GetStepsFromStartToEnd_Player2NotPromoted_LateralMove()
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{
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Vector2 start = new(0, 0);
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Vector2 end = new(0, 5);
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[Fact]
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public void GetStepsFromStartToEnd_Player2NotPromoted_LateralMove()
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{
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Vector2 start = new(0, 0);
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Vector2 end = new(0, 5);
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var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
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var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
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rookPlayer1.IsPromoted.Should().BeFalse();
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steps.Should().HaveCount(5);
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steps.Should().Contain(new Vector2(0, 1));
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steps.Should().Contain(new Vector2(0, 2));
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steps.Should().Contain(new Vector2(0, 3));
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steps.Should().Contain(new Vector2(0, 4));
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steps.Should().Contain(new Vector2(0, 5));
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}
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rookPlayer1.IsPromoted.Should().BeFalse();
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steps.Should().HaveCount(5);
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steps.Should().Contain(new Vector2(0, 1));
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steps.Should().Contain(new Vector2(0, 2));
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steps.Should().Contain(new Vector2(0, 3));
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steps.Should().Contain(new Vector2(0, 4));
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steps.Should().Contain(new Vector2(0, 5));
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}
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||||
[Fact]
|
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public void GetStepsFromStartToEnd_Player2NotPromoted_DiagonalMove()
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{
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Vector2 start = new(0, 0);
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Vector2 end = new(1, 1);
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||||
[Fact]
|
||||
public void GetStepsFromStartToEnd_Player2NotPromoted_DiagonalMove()
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||||
{
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Vector2 start = new(0, 0);
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Vector2 end = new(1, 1);
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var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
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var steps = rookPlayer1.GetPathFromStartToEnd(start, end);
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||||
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||||
rookPlayer1.IsPromoted.Should().BeFalse();
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steps.Should().BeEmpty();
|
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}
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rookPlayer1.IsPromoted.Should().BeFalse();
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||||
steps.Should().BeEmpty();
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||||
}
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||||
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||||
[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