yep
This commit is contained in:
@@ -44,11 +44,15 @@ namespace Gameboard.ShogiUI.BoardState
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{
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for (var i = 0; i < moves.Count; i++)
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{
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if (!Move(moves[i]))
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if (!TryMove(moves[i]))
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{
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throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}.");
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}
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}
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if (EvaluateCheckAfterMove(WhoseTurn))
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{
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InCheck = WhoseTurn;
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}
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}
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private ShogiBoard(ShogiBoard toCopy)
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@@ -72,7 +76,6 @@ namespace Gameboard.ShogiUI.BoardState
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public bool Move(Move move)
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{
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var otherPlayer = WhoseTurn == WhichPlayer.Player1 ? WhichPlayer.Player2 : WhichPlayer.Player1;
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var moveSuccess = TryMove(move);
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if (!moveSuccess)
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@@ -81,11 +84,14 @@ namespace Gameboard.ShogiUI.BoardState
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}
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// Evaluate check
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InCheck = EvaluateCheck(otherPlayer) ? otherPlayer : null;
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if (EvaluateCheckAfterMove(WhoseTurn))
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{
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InCheck = WhoseTurn;
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if (InCheck.HasValue)
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{
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//IsCheckmate = EvaluateCheckmate();
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}
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}
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return true;
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}
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/// <summary>
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@@ -109,47 +115,17 @@ namespace Gameboard.ShogiUI.BoardState
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return false;
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}
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// Assert that this move does not put the moving player in check.
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if (validationBoard.EvaluateCheck(WhoseTurn)) return false;
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if (validationBoard.EvaluateCheckAfterMove(WhoseTurn))
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{
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// Sneakily using this.WhoseTurn instead of validationBoard.WhoseTurn;
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return false;
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}
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// The move is valid and legal; update board state.
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if (move.PieceFromCaptured.HasValue) PlaceFromHand(move);
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else PlaceFromBoard(move);
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return true;
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}
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private bool EvaluateCheckmate()
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{
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if (!InCheck.HasValue) return false;
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// Assume true and try to disprove.
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var isCheckmate = true;
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Board.ForEachNotNull((piece, x, y) => // For each piece...
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{
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if (!isCheckmate) return; // Short circuit
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var from = new Vector2(x, y);
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if (piece.Owner == InCheck) // Owned by the player in check...
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{
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var positionsToCheck = new List<Vector2>(10);
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//IterateMoveSet(from, (innerPiece, position) =>
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//{
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// if (innerPiece?.Owner != InCheck) positionsToCheck.Add(position); // Find possible moves...
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//});
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// And evaluate if any move gets the player out of check.
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foreach (var position in positionsToCheck)
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{
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if (validationBoard == null) validationBoard = new ShogiBoard(this);
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var moveSuccess = validationBoard.TryMove(new Move { From = from, To = position });
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if (moveSuccess)
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{
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isCheckmate &= validationBoard.EvaluateCheck(InCheck.Value);
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validationBoard = null;
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}
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}
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}
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});
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return isCheckmate;
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}
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/// <returns>True if the move was successful.</returns>
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private bool PlaceFromHand(Move move)
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{
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@@ -186,7 +162,7 @@ namespace Gameboard.ShogiUI.BoardState
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var fromPiece = Board[move.From.X, move.From.Y];
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if (fromPiece == null) return false; // Invalid move
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if (fromPiece.Owner != WhoseTurn) return false; // Invalid move; cannot move other players pieces.
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if (IsPathable(move.From, move.To, fromPiece) == false) return false; // Invalid move; move not part of move-set.
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if (IsPathable(move.From, move.To) == false) return false; // Invalid move; move not part of move-set.
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var captured = Board[move.To.X, move.To.Y];
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if (captured != null)
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@@ -227,10 +203,13 @@ namespace Gameboard.ShogiUI.BoardState
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return true;
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}
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private bool IsPathable(Vector2 from, Vector2 to, Piece piece)
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private bool IsPathable(Vector2 from, Vector2 to)
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{
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var piece = Board[from.X, from.Y];
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if (piece == null) return false;
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var isObstructed = false;
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var isPathable = pathFinder.PathTo(piece, from, to, (other, position) =>
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var isPathable = pathFinder.PathTo(from, to, (other, position) =>
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{
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if (other.Owner == piece.Owner) isObstructed = true;
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});
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@@ -272,39 +251,92 @@ namespace Gameboard.ShogiUI.BoardState
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Console.WriteLine(builder.ToString());
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}
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#region Rules Validation
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/// <summary>
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/// Evaluate if a player is in check given the current board state.
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/// </summary>
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private bool EvaluateCheck(WhichPlayer whichPlayer)
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private bool EvaluateCheckAfterMove(WhichPlayer whichPlayer)
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{
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var destination = whichPlayer == WhichPlayer.Player1 ? player1King : player2King;
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var inCheck = false;
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// Iterate every board piece...
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Board.ForEachNotNull((piece, x, y) =>
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{
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var origin = new Vector2(x, y);
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// ...that belongs to the opponent within range...
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if (piece.Owner != whichPlayer && pathFinder.IsPathable(origin, destination, piece))
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{
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pathFinder.PathTo(piece, origin, destination, (threatenedPiece, position) =>
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{
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// ...and threatens the player's king.
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inCheck |=
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threatenedPiece.WhichPiece == WhichPiece.King
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&& threatenedPiece.Owner == whichPlayer;
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});
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}
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});
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return inCheck;
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}
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/// <summary>
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/// Iterate through the possible moves of a piece at a given position.
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/// </summary>
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var isCheck = false;
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var kingPosition = whichPlayer == WhichPlayer.Player1 ? player1King : player2King;
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/// <summary>
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/// Useful for iterating the board for pieces that move many spaces.
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/// </summary>
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/// <param name="callback">A function that returns true if walking should continue.</param>
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// Get last move.
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var move = MoveHistory[^1];
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// Check if the move put the king in check.
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if (pathFinder.PathTo(move.To, kingPosition)) return true;
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// Get line equation from king through the now-unoccupied location.
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var direction = Vector2.Subtract(kingPosition, move.From);
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var slope = Math.Abs(direction.Y / direction.X);
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// If absolute slope is 45°, look for a bishop along the line.
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// If absolute slope is 0° or 90°, look for a rook along the line.
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// if absolute slope is 0°, look for lance along the line.
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if (float.IsInfinity(slope))
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{
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// if slope of the move is also infinity...can skip this?
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pathFinder.LinePathTo(kingPosition, direction, (piece, position) =>
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{
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if (piece.Owner != whichPlayer)
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{
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switch (piece.WhichPiece)
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{
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case WhichPiece.Rook:
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isCheck = true;
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break;
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case WhichPiece.Lance:
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if (!piece.IsPromoted) isCheck = true;
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break;
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}
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}
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});
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}
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else if (slope == 1)
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{
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pathFinder.LinePathTo(kingPosition, direction, (piece, position) =>
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{
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if (piece.Owner != whichPlayer && piece.WhichPiece == WhichPiece.Bishop)
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{
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isCheck = true;
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}
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});
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}
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else if (slope == 0)
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{
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pathFinder.LinePathTo(kingPosition, direction, (piece, position) =>
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{
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if (piece.Owner != whichPlayer && piece.WhichPiece == WhichPiece.Rook)
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{
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isCheck = true;
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}
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});
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}
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return isCheck;
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}
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private bool EvaluateCheckmate()
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{
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if (!InCheck.HasValue) return false;
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// Assume true and try to disprove.
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var isCheckmate = true;
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Board.ForEachNotNull((piece, x, y) => // For each piece...
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{
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// Short circuit
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if (!isCheckmate) return;
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var from = new Vector2(x, y);
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if (piece.Owner == InCheck) // ...owned by the player in check...
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{
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// ...evaluate if any move gets the player out of check.
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pathFinder.PathEvery(from, (other, position) =>
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{
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if (validationBoard == null) validationBoard = new ShogiBoard(this);
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var moveSuccess = validationBoard.TryMove(new Move { From = from, To = position });
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if (moveSuccess)
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{
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isCheckmate = false;
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}
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});
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}
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});
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return isCheckmate;
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}
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#endregion
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#region Initialize
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@@ -362,18 +394,5 @@ namespace Gameboard.ShogiUI.BoardState
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ResetRearRow(WhichPlayer.Player2);
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}
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#endregion
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//public static ShogiBoard ConstructWithMoves(IList<Move> moves)
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//{
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// var s = new ShogiBoard();
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// for (var i = 0; i < moves.Count; i++)
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// {
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// if (!s.Move(moves[i]))
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// {
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// throw new InvalidOperationException($"Unable to construct ShogiBoard with the given move at index {i}.");
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// }
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// }
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// return s;
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//}
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}
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}
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@@ -177,7 +177,6 @@ namespace Gameboard.ShogiUI.UnitTests.BoardState
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// P1 Bishop puts P2 in check
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new Move { From = new Vector2(1, 1), To = new Vector2(6, 6) }
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};
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//var shogi = new ShogiBoard(moves);
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var shogi = new ShogiBoard(moves);
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// Prerequisit
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@@ -24,14 +24,14 @@ namespace Gameboard.ShogiUI.UnitTests.PathFinding
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var result = finder.IsPathable(
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new Vector2(2, 2),
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new Vector2(7, 7),
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new Vector2(3, 3)
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new Vector2(1, 1)
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);
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result.Should().BeTrue();
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result = finder.IsPathable(
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new Vector2(2, 2),
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new Vector2(7, 7),
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new Vector2(2, 2)
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new Vector2(0, 0)
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);
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result.Should().BeFalse();
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@@ -4,7 +4,7 @@ namespace PathFinding
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{
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public interface IPlanarCollection<T> : IEnumerable<T>
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{
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T this[int x, int y] { get; set; }
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T this[float x, float y] { get; set; }
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int GetLength(int dimension);
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}
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}
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@@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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@@ -24,46 +25,50 @@ namespace PathFinding
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}
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/// <summary>
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/// Navigate the collection such that each "step" is always towards the destination.
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/// Navigate the collection such that each "step" is always towards the destination, respecting the Paths available to the element at origin.
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/// </summary>
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/// <param name="element">The pathing element.</param>
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/// <param name="origin">The starting location.</param>
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/// <param name="destination">The destination.</param>
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/// <param name="callback">Do cool stuff here.</param>
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/// <returns>True if the element reached the destination.</returns>
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public bool PathTo(T element, Vector2 origin, Vector2 destination, Callback callback)
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public bool PathTo(Vector2 origin, Vector2 destination, Callback callback = null)
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{
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if (destination.X > width - 1 || destination.Y > height - 1 || destination.X < 0 || destination.Y < 0)
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{
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return false;
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}
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var element = collection[origin.X, origin.Y];
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var path = FindDirectionTowardsDestination(element.GetPaths(), origin, destination);
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var next = Vector2.Add(origin, path.Direction);
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if (!IsPathable(origin, destination, next))
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if (!IsPathable(origin, destination, path.Direction))
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{
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// Assumption: if a single best-choice step towards the destination cannot happen, no pathing can happen.
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return false;
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}
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var shouldPath = true;
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while (shouldPath)
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var next = origin;
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while (shouldPath && next != destination)
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{
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next = Vector2.Add(next, path.Direction);
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var collider = collection[(int)next.X, (int)next.Y];
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if (collider != null) callback(collider, next);
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if (next == destination) return true;
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if (path.Distance == Distance.OneStep)
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if (collider != null)
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{
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callback?.Invoke(collider, next);
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shouldPath = false;
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}
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else if (path.Distance == Distance.OneStep)
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{
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shouldPath = false;
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}
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next = Vector2.Add(next, path.Direction);
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}
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return true;
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return next == destination;
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}
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public void PathEvery(IPlanarElement element, Vector2 from, Callback callback)
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public void PathEvery(Vector2 from, Callback callback)
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{
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var element = collection[from.X, from.Y];
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foreach (var path in element.GetPaths())
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{
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var shouldPath = true;
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@@ -84,6 +89,22 @@ namespace PathFinding
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}
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}
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/// <summary>
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/// Path the line from origin to destination, ignoring any Paths defined by the element at origin.
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/// </summary>
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public void LinePathTo(Vector2 origin, Vector2 direction, Callback callback)
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{
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direction = Vector2.Normalize(direction);
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var next = Vector2.Add(origin, direction);
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while (next.X >= 0 && next.X < width && next.Y >= 0 && next.Y < height)
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{
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var element = collection[next.X, next.Y];
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if (element != null) callback(element, next);
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next = Vector2.Add(next, direction);
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}
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}
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public Path FindDirectionTowardsDestination(ICollection<Path> paths, Vector2 origin, Vector2 destination) =>
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paths.Aggregate((a, b) => Vector2.Distance(destination, Vector2.Add(origin, a.Direction)) < Vector2.Distance(destination, Vector2.Add(origin, b.Direction)) ? a : b);
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@@ -91,20 +112,26 @@ namespace PathFinding
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public bool IsPathable(Vector2 origin, Vector2 destination, T element)
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{
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var path = FindDirectionTowardsDestination(element.GetPaths(), origin, destination);
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var next = Vector2.Add(origin, path.Direction);
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return IsPathable(origin, destination, next);
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return IsPathable(origin, destination, path.Direction);
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}
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public bool IsPathable(Vector2 origin, Vector2 destination, Vector2 next)
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public bool IsPathable(Vector2 origin, Vector2 destination, Vector2 direction)
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{
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if (Vector2.Distance(next, destination) < Vector2.Distance(origin, destination))
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{
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// y = mx + b
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// b = -mx + y
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direction = Vector2.Normalize(direction);
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var next = Vector2.Add(origin, direction);
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if (Vector2.Distance(next, destination) >= Vector2.Distance(origin, destination)) return false;
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var slope = (destination.Y - origin.Y) / (destination.X - origin.X);
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var yIntercept = -(slope * origin.X) + origin.Y;
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return float.IsInfinity(slope) || next.Y == slope * next.X + yIntercept;
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if (float.IsInfinity(slope))
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{
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return next.X == destination.X;
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}
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else
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{
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// b = -mx + y
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var yIntercept = -slope * origin.X + origin.Y;
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// y = mx + b
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return next.Y == slope * next.X + yIntercept;
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}
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return false;
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}
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}
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}
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Reference in New Issue
Block a user