checkpoint
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@@ -1,5 +1,6 @@
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using Shogi.Domain.Pieces;
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using System.Text.RegularExpressions;
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using BoardTile = System.Collections.Generic.KeyValuePair<System.Numerics.Vector2, Shogi.Domain.Pieces.Piece>;
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namespace Shogi.Domain
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{
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@@ -15,25 +16,6 @@ namespace Shogi.Domain
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/// </summary>
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private readonly Dictionary<string, Piece?> board;
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public List<Piece> ActivePlayerHand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand;
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/// <summary>
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/// "Active Player" means the player whose turn it is.
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/// </summary>
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public Vector2 ActivePlayerKingPosition => WhoseTurn == WhichPlayer.Player1 ? Player1KingPosition : Player2KingPosition;
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/// <summary>
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/// "Opposing Player" means the player whose turn it isn't.
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/// </summary>
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public Vector2 OpposingPlayerKingPosition => WhoseTurn == WhichPlayer.Player1 ? Player2KingPosition : Player1KingPosition;
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public Vector2 Player1KingPosition { get; set; }
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public Vector2 Player2KingPosition { get; set; }
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public List<Piece> Player1Hand { get; }
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public List<Piece> Player2Hand { get; }
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public Vector2 PreviousMoveFrom { get; private set; }
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public Vector2 PreviousMoveTo { get; private set; }
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public WhichPlayer WhoseTurn { get; set; }
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public WhichPlayer? InCheck { get; set; }
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public bool IsCheckmate { get; set; }
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public ShogiBoardState()
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{
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board = new Dictionary<string, Piece?>(81, StringComparer.OrdinalIgnoreCase);
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@@ -41,9 +23,26 @@ namespace Shogi.Domain
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Player1Hand = new List<Piece>();
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Player2Hand = new List<Piece>();
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PreviousMoveTo = Vector2.Zero;
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CacheKingPositions();
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}
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public List<Piece> ActivePlayerHand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand;
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public Vector2 Player1KingPosition => FromBoardNotation(this.board.Where(kvp => kvp.Value != null).Single(kvp =>
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{
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var piece = kvp.Value;
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return piece!.IsKing() && piece!.Owner == WhichPlayer.Player1;
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}).Key);
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public Vector2 Player2KingPosition => FromBoardNotation(this.board.Where(kvp => kvp.Value != null).Single(kvp =>
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{
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var piece = kvp.Value;
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return piece!.IsKing() && piece!.Owner == WhichPlayer.Player2;
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}).Key);
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public List<Piece> Player1Hand { get; }
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public List<Piece> Player2Hand { get; }
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public Vector2 PreviousMoveFrom { get; private set; }
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public Vector2 PreviousMoveTo { get; private set; }
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public WhichPlayer WhoseTurn { get; set; }
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public WhichPlayer? InCheck { get; set; }
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public bool IsCheckmate { get; set; }
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/// <summary>
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/// Copy constructor.
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@@ -61,30 +60,13 @@ namespace Shogi.Domain
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PreviousMoveTo = other.PreviousMoveTo;
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Player1Hand.AddRange(other.Player1Hand);
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Player2Hand.AddRange(other.Player2Hand);
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Player1KingPosition = other.Player1KingPosition;
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Player2KingPosition = other.Player2KingPosition;
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}
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public Piece? this[string notation]
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{
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// TODO: Validate "notation" here and throw an exception if invalid.
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get => board[notation];
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set
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{
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if (value?.WhichPiece == WhichPiece.King)
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{
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if (value.Owner == WhichPlayer.Player1)
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{
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// TODO: This FromBoardNotation() is a waste if the Vector2 indexer was called. :(
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Player1KingPosition = FromBoardNotation(notation);
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}
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else if (value.Owner == WhichPlayer.Player2)
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{
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Player2KingPosition = FromBoardNotation(notation);
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}
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}
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board[notation] = value;
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}
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set => board[notation] = value;
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}
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public Piece? this[Vector2 vector]
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@@ -112,21 +94,7 @@ namespace Shogi.Domain
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{
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return !path.Any()
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|| path.SkipLast(1).Any(position => this[position] != null)
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|| this[path.Last()]?.Owner == WhoseTurn;
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}
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public void ForEachNotNull(ForEachDelegate callback)
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{
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for (var x = 0; x < 9; x++)
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{
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for (var y = 0; y < 9; y++)
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{
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var position = new Vector2(x, y);
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var elem = this[position];
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if (elem != null)
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callback(elem, position);
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}
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}
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|| this[path.Last()]?.Owner == WhoseTurn;
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}
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internal bool IsWithinPromotionZone(Vector2 position)
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@@ -141,9 +109,10 @@ namespace Shogi.Domain
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&& position.Y <= 8 && position.Y >= 0;
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}
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internal IEnumerable<BoardTile> GetTilesOccupiedBy(WhichPlayer whichPlayer) => board
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internal List<BoardTile> GetTilesOccupiedBy(WhichPlayer whichPlayer) => board
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.Where(kvp => kvp.Value?.Owner == whichPlayer)
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.Select(kvp => new BoardTile(kvp.Value!, FromBoardNotation(kvp.Key)));
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.Select(kvp => new BoardTile(FromBoardNotation(kvp.Key), kvp.Value!))
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.ToList();
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internal void Capture(Vector2 to)
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{
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@@ -167,7 +136,7 @@ namespace Shogi.Domain
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}
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}
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internal Piece? GetFirstPieceAlongPath(IEnumerable<Vector2> path)
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internal Piece? QueryFirstPieceInPath(IEnumerable<Vector2> path)
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{
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foreach (var step in path)
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{
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@@ -197,24 +166,6 @@ namespace Shogi.Domain
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throw new ArgumentException($"Board notation not recognized. Notation given: {notation}");
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}
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private void CacheKingPositions()
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{
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ForEachNotNull((tile, position) =>
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{
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if (tile.WhichPiece == WhichPiece.King)
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{
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if (tile.Owner == WhichPlayer.Player1)
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{
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Player1KingPosition = position;
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}
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else if (tile.Owner == WhichPlayer.Player2)
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{
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Player2KingPosition = position;
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}
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}
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});
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}
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private void InitializeBoardState()
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{
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this["A1"] = new Lance(WhichPlayer.Player1);
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