checkpoint

This commit is contained in:
2022-06-07 20:29:04 -05:00
parent b3e0d154bd
commit 3a9a627e0d
8 changed files with 105 additions and 166 deletions

View File

@@ -1,6 +1,5 @@
using System.Runtime.CompilerServices;
using BoardTile = System.Collections.Generic.KeyValuePair<System.Numerics.Vector2, Shogi.Domain.Pieces.Piece>;
[assembly: InternalsVisibleTo("Shogi.Domain.UnitTests")]
namespace Shogi.Domain
{
internal class StandardRules
@@ -130,7 +129,7 @@ namespace Shogi.Domain
var direction = Vector2.Subtract(kingPosition, boardState.PreviousMoveFrom);
var slope = Math.Abs(direction.Y / direction.X);
var path = ShogiBoardState.GetPathAlongDirectionFromStartToEdgeOfBoard(boardState.PreviousMoveFrom, Vector2.Normalize(direction));
var threat = boardState.GetFirstPieceAlongPath(path);
var threat = boardState.QueryFirstPieceInPath(path);
if (threat == null || threat.Owner == previousMovedPiece.Owner) return false;
// If absolute slope is 45°, look for a bishop along the line.
// If absolute slope is 0° or 90°, look for a rook along the line.
@@ -173,7 +172,7 @@ namespace Shogi.Domain
var kingPosition = previousMovedPiece.Owner == WhichPlayer.Player1 ? boardState.Player2KingPosition : boardState.Player1KingPosition;
var path = previousMovedPiece.GetPathFromStartToEnd(position, kingPosition);
var threatenedPiece = boardState.GetFirstPieceAlongPath(path);
var threatenedPiece = boardState.QueryFirstPieceInPath(path);
if (!path.Any() || threatenedPiece == null) return false;
return threatenedPiece.WhichPiece == WhichPiece.King;
@@ -183,32 +182,44 @@ namespace Shogi.Domain
{
if (!boardState.InCheck.HasValue) return false;
// Get all pieces from "other player" who threaten the king in question.
var otherPlayer = whichPlayer == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
var tilesOccupiedByOtherPlayer = boardState.GetTilesOccupiedBy(otherPlayer);
var kingPosition = whichPlayer == WhichPlayer.Player1
? boardState.Player1KingPosition
: boardState.Player2KingPosition;
var threats = tilesOccupiedByOtherPlayer.Where(tile => PieceHasLineOfSight(tile, kingPosition)).ToList();
if (tilesOccupiedByOtherPlayer.SingleOrDefault() != default)
if (threats.Count == 1)
{
/* If there is exactly one threat it is possible to block the check.
* Foreach piece owned by whichPlayer
* if piece can intercept check, return false;
*/
var threat = tilesOccupiedByOtherPlayer.Single();
var kingPosition = whichPlayer == WhichPlayer.Player1
? boardState.Player1KingPosition
: boardState.Player2KingPosition;
var tiles = boardState.GetTilesOccupiedBy(whichPlayer);
var line = Vector2.Subtract(kingPosition, threat.Position);
var slope = line.Y / line.X;
foreach (var tile in tiles)
var threat = threats.Single();
var pathFromThreatToKing = threat.Value.GetPathFromStartToEnd(threat.Key, kingPosition);
var tilesThatCouldBlockTheThreat = boardState.GetTilesOccupiedBy(whichPlayer);
foreach (var threatBlockingPosition in pathFromThreatToKing)
{
// y = mx + b; slope intercept
// b = -mx + y;
var b = -slope * tile.Position.X + tile.Position.Y;
//if (tile.Position.Y = slope * tile.Position.X + )
}
var tilesThatDoBlockThreat = tilesThatCouldBlockTheThreat
.Where(tile => PieceHasLineOfSight(tile, threatBlockingPosition))
.ToList();
if (tilesThatCouldBlockTheThreat.Any())
{
return false; // Cannot be check-mate if a piece can intercept the threat.
}
}
//var line = Vector2.Subtract(kingPosition, threat.Position);
//var slope = line.Y / line.X;
//foreach (var tile in tilesThatCouldBlockTheThreat)
//{
// // y = mx + b; slope intercept
// // b = -mx + y;
// var b = -slope * tile.Position.X + tile.Position.Y;
// //if (tile.Position.Y = slope * tile.Position.X + )
//}
}
/* If no ability to block the check, maybe the king can evade check by moving.
@@ -217,34 +228,15 @@ namespace Shogi.Domain
* Foreach piece owned by "other player", check if piece threatens king position.
*/
//
return false;
}
//foreach (var kvp in boardState)
//{
// if (kvp.Value == null) continue;
// var position = ShogiBoardState.FromBoardNotation(kvp.Key);
// var piece = kvp.Value;
// foreach (var path in piece.MoveSet)
// {
// if (path.Distance == Distance.OneStep)
// {
// var move = path.Direction + position;
// var simulationState = new ShogiBoardState(boardState);
// var simulation = new Shogi(simulationState);
// simulation.Move(position, move);
// }
// else if (path.Distance == Distance.MultiStep)
// {
// }
// }
//}
private bool PieceHasLineOfSight(BoardTile tile, Vector2 lineOfSightTarget)
{
var path = tile.Value.GetPathFromStartToEnd(tile.Key, lineOfSightTarget);
return path
.SkipLast(1)
.All(position => this.boardState[ShogiBoardState.ToBoardNotation(position)] == null);
}
public bool EvaluateCheckmate_Old()
@@ -253,31 +245,31 @@ namespace Shogi.Domain
// Assume true and try to disprove.
var isCheckmate = true;
boardState.ForEachNotNull((piece, from) => // For each piece...
{
// Short circuit
if (!isCheckmate) return;
//boardState.ForEachNotNull((piece, from) => // For each piece...
//{
// Short circuit
//if (!isCheckmate) return;
if (piece.Owner == boardState.InCheck) // ...owned by the player in check...
{
// ...evaluate if any move gets the player out of check.
//PathEvery(from, (other, position) =>
//{
// var simulationBoard = new StandardRules(new ShogiBoardState(board));
// var fromNotation = ShogiBoardState.ToBoardNotation(from);
// var toNotation = ShogiBoardState.ToBoardNotation(position);
// var simulationResult = simulationBoard.Move(fromNotation, toNotation, false);
// if (simulationResult.Success)
// {
// //if (!IsPlayerInCheckAfterMove(from, position, board.InCheck.Value))
// //{
// // isCheckmate = false;
// //}
// }
//});
}
// TODO: Assert that a player could not place a piece from their hand to avoid check.
});
//if (piece.Owner == boardState.InCheck) // ...owned by the player in check...
//{
// ...evaluate if any move gets the player out of check.
//PathEvery(from, (other, position) =>
//{
// var simulationBoard = new StandardRules(new ShogiBoardState(board));
// var fromNotation = ShogiBoardState.ToBoardNotation(from);
// var toNotation = ShogiBoardState.ToBoardNotation(position);
// var simulationResult = simulationBoard.Move(fromNotation, toNotation, false);
// if (simulationResult.Success)
// {
// //if (!IsPlayerInCheckAfterMove(from, position, board.InCheck.Value))
// //{
// // isCheckmate = false;
// //}
// }
//});
//}
// TODO: Assert that a player could not place a piece from their hand to avoid check.
//});
return isCheckmate;
}
}