checkpoint
This commit is contained in:
@@ -6,7 +6,10 @@ namespace Gameboard.ShogiUI.Sockets.ServiceModels.Api
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public class GetSessionResponse
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{
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public Game Game { get; set; }
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public WhichPlayer PlayerPerspective { get; set; }
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/// <summary>
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/// The perspective on the game of the requesting user.
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/// </summary>
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public WhichPerspective PlayerPerspective { get; set; }
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public BoardState BoardState { get; set; }
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public IList<Move> MoveHistory { get; set; }
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}
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@@ -1,5 +1,4 @@
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using Gameboard.ShogiUI.Sockets.ServiceModels.Api;
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using Gameboard.ShogiUI.Sockets.ServiceModels.Types;
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using Gameboard.ShogiUI.Sockets.ServiceModels.Types;
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namespace Gameboard.ShogiUI.Sockets.ServiceModels.Socket
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{
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@@ -8,7 +8,7 @@ namespace Gameboard.ShogiUI.Sockets.ServiceModels.Types
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public Dictionary<string, Piece?> Board { get; set; } = new Dictionary<string, Piece?>();
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public IReadOnlyCollection<Piece> Player1Hand { get; set; } = Array.Empty<Piece>();
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public IReadOnlyCollection<Piece> Player2Hand { get; set; } = Array.Empty<Piece>();
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public WhichPlayer? PlayerInCheck { get; set; }
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public WhichPlayer WhoseTurn { get; set; }
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public WhichPerspective? PlayerInCheck { get; set; }
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public WhichPerspective WhoseTurn { get; set; }
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}
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}
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@@ -4,9 +4,10 @@ namespace Gameboard.ShogiUI.Sockets.ServiceModels.Types
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{
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public class Game
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{
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public string Player1 { get; set; } = string.Empty;
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public string? Player2 { get; set; } = string.Empty;
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public string Player1 { get; set; }
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public string? Player2 { get; set; }
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public string GameName { get; set; } = string.Empty;
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/// <summary>
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/// Players[0] is the session owner, Players[1] is the other person.
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/// </summary>
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@@ -20,9 +21,13 @@ namespace Gameboard.ShogiUI.Sockets.ServiceModels.Types
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}
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}
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/// <summary>
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/// Constructor for serialization.
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/// </summary>
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public Game()
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{
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}
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public Game(string gameName, string player1, string? player2 = null)
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{
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GameName = gameName;
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@@ -4,6 +4,6 @@
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{
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public bool IsPromoted { get; set; }
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public WhichPiece WhichPiece { get; set; }
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public WhichPlayer Owner { get; set; }
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public WhichPerspective Owner { get; set; }
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}
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}
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9
Gameboard.ShogiUI.Sockets.ServiceModels/Types/User.cs
Normal file
9
Gameboard.ShogiUI.Sockets.ServiceModels/Types/User.cs
Normal file
@@ -0,0 +1,9 @@
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namespace Gameboard.ShogiUI.Sockets.ServiceModels.Types
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{
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public class User
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{
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public string Id { get; set; } = string.Empty;
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public string Name { get; set; } = string.Empty;
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}
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}
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@@ -0,0 +1,9 @@
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namespace Gameboard.ShogiUI.Sockets.ServiceModels.Types
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{
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public enum WhichPerspective
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{
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Player1,
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Player2,
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Spectator
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}
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}
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@@ -1,8 +0,0 @@
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namespace Gameboard.ShogiUI.Sockets.ServiceModels.Types
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{
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public enum WhichPlayer
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{
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Player1,
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Player2
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}
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}
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@@ -136,17 +136,20 @@ namespace Gameboard.ShogiUI.Sockets.Controllers
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if (success)
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{
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try
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{
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await communicationManager.BroadcastToAll(new CreateGameResponse
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{
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Game = session.ToServiceModel(),
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PlayerName = user.Id
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}).ContinueWith(cont =>
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{
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if (cont.Exception != null)
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{
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Console.Error.WriteLine("Yep");
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}
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});
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}
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catch (Exception e)
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{
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Console.Error.WriteLine("Error broadcasting during PostSession");
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}
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return Ok();
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}
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return Conflict();
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@@ -166,13 +169,23 @@ namespace Gameboard.ShogiUI.Sockets.Controllers
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return NotFound();
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}
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var playerPerspective = WhichPerspective.Spectator;
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if (session.Player1.Id == user.Id)
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{
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playerPerspective = WhichPerspective.Player1;
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}
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else if (session.Player2?.Id == user.Id)
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{
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playerPerspective = WhichPerspective.Player2;
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}
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communicationManager.SubscribeToGame(session, user!.Id);
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var response = new GetSessionResponse()
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{
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Game = new Models.SessionMetadata(session).ToServiceModel(user),
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Game = new Models.SessionMetadata(session).ToServiceModel(),
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BoardState = session.Shogi.ToServiceModel(),
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MoveHistory = session.Shogi.MoveHistory.Select(_ => _.ToServiceModel()).ToList(),
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PlayerPerspective = user.Id == session.Player1.Id ? WhichPlayer.Player1 : WhichPlayer.Player2
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PlayerPerspective = playerPerspective
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};
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return new JsonResult(response);
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}
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@@ -24,18 +24,22 @@ namespace Gameboard.ShogiUI.Sockets.Controllers
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private readonly ISocketTokenCache tokenCache;
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private readonly IGameboardManager gameboardManager;
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private readonly IGameboardRepository gameboardRepository;
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private readonly ISocketConnectionManager connectionManager;
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private readonly AuthenticationProperties authenticationProps;
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public SocketController(
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ILogger<SocketController> logger,
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ISocketTokenCache tokenCache,
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IGameboardManager gameboardManager,
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IGameboardRepository gameboardRepository)
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IGameboardRepository gameboardRepository,
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ISocketConnectionManager connectionManager)
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{
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this.logger = logger;
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this.tokenCache = tokenCache;
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this.gameboardManager = gameboardManager;
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this.gameboardRepository = gameboardRepository;
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this.connectionManager = connectionManager;
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authenticationProps = new AuthenticationProperties
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{
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AllowRefresh = true,
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@@ -47,7 +51,15 @@ namespace Gameboard.ShogiUI.Sockets.Controllers
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[AllowAnonymous]
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public async Task<IActionResult> GuestLogout()
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{
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await HttpContext.SignOutAsync(CookieAuthenticationDefaults.AuthenticationScheme);
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var signoutTask = HttpContext.SignOutAsync(CookieAuthenticationDefaults.AuthenticationScheme);
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var userId = User?.UserId();
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if (!string.IsNullOrEmpty(userId))
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{
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connectionManager.UnsubscribeFromBroadcastAndGames(userId);
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}
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await signoutTask;
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return Ok();
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}
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@@ -1,6 +1,8 @@
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using Microsoft.AspNetCore.Builder;
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using Microsoft.AspNetCore.Http;
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using Microsoft.Extensions.Logging;
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using System.IO;
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using System.Text;
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using System.Threading.Tasks;
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namespace Gameboard.ShogiUI.Sockets.Extensions
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@@ -10,6 +12,7 @@ namespace Gameboard.ShogiUI.Sockets.Extensions
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private readonly RequestDelegate next;
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private readonly ILogger logger;
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public LogMiddleware(RequestDelegate next, ILoggerFactory factory)
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{
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this.next = next;
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@@ -24,10 +27,14 @@ namespace Gameboard.ShogiUI.Sockets.Extensions
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}
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finally
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{
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logger.LogInformation("Request {method} {url} => {statusCode}",
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using var stream = new MemoryStream();
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context.Request?.Body.CopyToAsync(stream);
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logger.LogInformation("Request {method} {url} => {statusCode} \n Body: {body}",
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context.Request?.Method,
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context.Request?.Path.Value,
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context.Response?.StatusCode);
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context.Response?.StatusCode,
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Encoding.UTF8.GetString(stream.ToArray()));
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}
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}
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}
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@@ -1,5 +1,4 @@
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using Gameboard.ShogiUI.Sockets.ServiceModels.Types;
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using System;
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using System.Text;
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using System.Text.RegularExpressions;
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@@ -21,7 +20,7 @@ namespace Gameboard.ShogiUI.Sockets.Extensions
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WhichPiece.Pawn => self.IsPromoted ? "^P " : " P ",
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_ => " ? ",
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};
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if (self.Owner == WhichPlayer.Player2)
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if (self.Owner == WhichPerspective.Player2)
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name = Regex.Replace(name, @"([^\s]+)\s", "$1.");
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return name;
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}
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@@ -43,6 +43,7 @@ namespace Gameboard.ShogiUI.Sockets.Managers
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public void SubscribeToBroadcast(WebSocket socket, string playerName)
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{
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connections.TryRemove(playerName, out var _);
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connections.TryAdd(playerName, socket);
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}
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@@ -8,11 +8,11 @@ namespace Gameboard.ShogiUI.Sockets.Models
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public class Piece : IPlanarElement
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{
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public WhichPiece WhichPiece { get; }
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public WhichPlayer Owner { get; private set; }
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public WhichPerspective Owner { get; private set; }
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public bool IsPromoted { get; private set; }
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public bool IsUpsideDown => Owner == WhichPlayer.Player2;
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public bool IsUpsideDown => Owner == WhichPerspective.Player2;
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public Piece(WhichPiece piece, WhichPlayer owner, bool isPromoted = false)
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public Piece(WhichPiece piece, WhichPerspective owner, bool isPromoted = false)
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{
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WhichPiece = piece;
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Owner = owner;
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@@ -28,9 +28,9 @@ namespace Gameboard.ShogiUI.Sockets.Models
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public void ToggleOwnership()
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{
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Owner = Owner == WhichPlayer.Player1
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? WhichPlayer.Player2
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: WhichPlayer.Player1;
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Owner = Owner == WhichPerspective.Player1
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? WhichPerspective.Player2
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: WhichPerspective.Player1;
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}
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public void Promote() => IsPromoted = CanPromote;
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@@ -33,6 +33,6 @@ namespace Gameboard.ShogiUI.Sockets.Models
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Player2 = user;
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}
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public Game ToServiceModel() => new() { GameName = Name, Player1 = Player1.DisplayName, Player2 = Player2?.DisplayName };
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public Game ToServiceModel() => new(Name, Player1.DisplayName, Player2?.DisplayName);
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}
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}
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@@ -32,20 +32,6 @@
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public bool IsSeated(User user) => user.Id == Player1.Id || user.Id == Player2?.Id;
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public ServiceModels.Types.Game ToServiceModel(User? user = null)
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{
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// TODO: Find a better way for the UI to know whether or not they are seated at a given game than client-side ID matching.
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var player1 = Player1.DisplayName;
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var player2 = Player2?.DisplayName;
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if (user != null)
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{
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if (user.Id == Player1.Id) player1 = Player1.Id;
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if (Player2 != null && user.Id == Player2.Id)
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{
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player2 = Player2.DisplayName;
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}
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}
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return new(Name, player1, player2);
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}
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public ServiceModels.Types.Game ToServiceModel() => new(Name, Player1.DisplayName, Player2?.DisplayName);
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}
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}
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@@ -20,13 +20,13 @@ namespace Gameboard.ShogiUI.Sockets.Models
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private Shogi? validationBoard;
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private Vector2 player1King;
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private Vector2 player2King;
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private List<Piece> Hand => WhoseTurn == WhichPlayer.Player1 ? Player1Hand : Player2Hand;
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private List<Piece> Hand => WhoseTurn == WhichPerspective.Player1 ? Player1Hand : Player2Hand;
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public List<Piece> Player1Hand { get; }
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public List<Piece> Player2Hand { get; }
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public CoordsToNotationCollection Board { get; } //TODO: Hide this being a getter method
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public List<Move> MoveHistory { get; }
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public WhichPlayer WhoseTurn => MoveHistory.Count % 2 == 0 ? WhichPlayer.Player1 : WhichPlayer.Player2;
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public WhichPlayer? InCheck { get; private set; }
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public WhichPerspective WhoseTurn => MoveHistory.Count % 2 == 0 ? WhichPerspective.Player1 : WhichPerspective.Player2;
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public WhichPerspective? InCheck { get; private set; }
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public bool IsCheckmate { get; private set; }
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public string Error { get; private set; }
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@@ -76,7 +76,7 @@ namespace Gameboard.ShogiUI.Sockets.Models
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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 otherPlayer = WhoseTurn == WhichPerspective.Player1 ? WhichPerspective.Player2 : WhichPerspective.Player1;
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var moveSuccess = TryMove(move);
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if (!moveSuccess)
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@@ -90,6 +90,10 @@ namespace Gameboard.ShogiUI.Sockets.Models
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InCheck = otherPlayer;
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IsCheckmate = EvaluateCheckmate();
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}
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else
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{
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InCheck = null;
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}
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return true;
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}
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/// <summary>
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@@ -149,8 +153,8 @@ namespace Gameboard.ShogiUI.Sockets.Models
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case WhichPiece.Knight:
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{
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// Knight cannot be placed onto the farthest two ranks from the hand.
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if ((WhoseTurn == WhichPlayer.Player1 && move.To.Y > 6)
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|| (WhoseTurn == WhichPlayer.Player2 && move.To.Y < 2))
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if ((WhoseTurn == WhichPerspective.Player1 && move.To.Y > 6)
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|| (WhoseTurn == WhichPerspective.Player2 && move.To.Y < 2))
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{
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Error = $"Knight has no valid moves after placed.";
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return false;
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@@ -161,8 +165,8 @@ namespace Gameboard.ShogiUI.Sockets.Models
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case WhichPiece.Pawn:
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{
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// Lance and Pawn cannot be placed onto the farthest rank from the hand.
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if ((WhoseTurn == WhichPlayer.Player1 && move.To.Y == 8)
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|| (WhoseTurn == WhichPlayer.Player2 && move.To.Y == 0))
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if ((WhoseTurn == WhichPerspective.Player1 && move.To.Y == 8)
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|| (WhoseTurn == WhichPerspective.Player2 && move.To.Y == 0))
|
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{
|
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Error = $"{move.PieceFromHand} has no valid moves after placed.";
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return false;
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@@ -174,6 +178,7 @@ namespace Gameboard.ShogiUI.Sockets.Models
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// Mutate the board.
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Board[move.To] = Hand[index];
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Hand.RemoveAt(index);
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MoveHistory.Add(move);
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|
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return true;
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}
|
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@@ -208,11 +213,11 @@ namespace Gameboard.ShogiUI.Sockets.Models
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//Mutate the board.
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if (move.IsPromotion)
|
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{
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if (WhoseTurn == WhichPlayer.Player1 && (move.To.Y > 5 || move.From.Value.Y > 5))
|
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if (WhoseTurn == WhichPerspective.Player1 && (move.To.Y > 5 || move.From.Value.Y > 5))
|
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{
|
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fromPiece.Promote();
|
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}
|
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else if (WhoseTurn == WhichPlayer.Player2 && (move.To.Y < 3 || move.From.Value.Y < 3))
|
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else if (WhoseTurn == WhichPerspective.Player2 && (move.To.Y < 3 || move.From.Value.Y < 3))
|
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{
|
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fromPiece.Promote();
|
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}
|
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@@ -221,12 +226,12 @@ namespace Gameboard.ShogiUI.Sockets.Models
|
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Board[move.From!.Value] = null;
|
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if (fromPiece.WhichPiece == WhichPiece.King)
|
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{
|
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if (fromPiece.Owner == WhichPlayer.Player1)
|
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if (fromPiece.Owner == WhichPerspective.Player1)
|
||||
{
|
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player1King.X = move.To.X;
|
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player1King.Y = move.To.Y;
|
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}
|
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else if (fromPiece.Owner == WhichPlayer.Player2)
|
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else if (fromPiece.Owner == WhichPerspective.Player2)
|
||||
{
|
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player2King.X = move.To.X;
|
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player2King.Y = move.To.Y;
|
||||
@@ -250,12 +255,12 @@ namespace Gameboard.ShogiUI.Sockets.Models
|
||||
}
|
||||
|
||||
#region Rules Validation
|
||||
private bool EvaluateCheckAfterMove(Move move, WhichPlayer whichPlayer)
|
||||
private bool EvaluateCheckAfterMove(Move move, WhichPerspective WhichPerspective)
|
||||
{
|
||||
if (whichPlayer == InCheck) return true; // If we already know the player is in check, don't bother.
|
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if (WhichPerspective == InCheck) return true; // If we already know the player is in check, don't bother.
|
||||
|
||||
var isCheck = false;
|
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var kingPosition = whichPlayer == WhichPlayer.Player1 ? player1King : player2King;
|
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var kingPosition = WhichPerspective == WhichPerspective.Player1 ? player1King : player2King;
|
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|
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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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@@ -273,7 +278,7 @@ namespace Gameboard.ShogiUI.Sockets.Models
|
||||
// if slope of the move is also infinity...can skip this?
|
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pathFinder.LinePathTo(kingPosition, direction, (piece, position) =>
|
||||
{
|
||||
if (piece.Owner != whichPlayer)
|
||||
if (piece.Owner != WhichPerspective)
|
||||
{
|
||||
switch (piece.WhichPiece)
|
||||
{
|
||||
@@ -291,7 +296,7 @@ namespace Gameboard.ShogiUI.Sockets.Models
|
||||
{
|
||||
pathFinder.LinePathTo(kingPosition, direction, (piece, position) =>
|
||||
{
|
||||
if (piece.Owner != whichPlayer && piece.WhichPiece == WhichPiece.Bishop)
|
||||
if (piece.Owner != WhichPerspective && piece.WhichPiece == WhichPiece.Bishop)
|
||||
{
|
||||
isCheck = true;
|
||||
}
|
||||
@@ -301,7 +306,7 @@ namespace Gameboard.ShogiUI.Sockets.Models
|
||||
{
|
||||
pathFinder.LinePathTo(kingPosition, direction, (piece, position) =>
|
||||
{
|
||||
if (piece.Owner != whichPlayer && piece.WhichPiece == WhichPiece.Rook)
|
||||
if (piece.Owner != WhichPerspective && piece.WhichPiece == WhichPiece.Rook)
|
||||
{
|
||||
isCheck = true;
|
||||
}
|
||||
@@ -352,35 +357,35 @@ namespace Gameboard.ShogiUI.Sockets.Models
|
||||
|
||||
private void InitializeBoardState()
|
||||
{
|
||||
Board["A1"] = new Piece(WhichPiece.Lance, WhichPlayer.Player1);
|
||||
Board["B1"] = new Piece(WhichPiece.Knight, WhichPlayer.Player1);
|
||||
Board["C1"] = new Piece(WhichPiece.SilverGeneral, WhichPlayer.Player1);
|
||||
Board["D1"] = new Piece(WhichPiece.GoldGeneral, WhichPlayer.Player1);
|
||||
Board["E1"] = new Piece(WhichPiece.King, WhichPlayer.Player1);
|
||||
Board["F1"] = new Piece(WhichPiece.GoldGeneral, WhichPlayer.Player1);
|
||||
Board["G1"] = new Piece(WhichPiece.SilverGeneral, WhichPlayer.Player1);
|
||||
Board["H1"] = new Piece(WhichPiece.Knight, WhichPlayer.Player1);
|
||||
Board["I1"] = new Piece(WhichPiece.Lance, WhichPlayer.Player1);
|
||||
Board["A1"] = new Piece(WhichPiece.Lance, WhichPerspective.Player1);
|
||||
Board["B1"] = new Piece(WhichPiece.Knight, WhichPerspective.Player1);
|
||||
Board["C1"] = new Piece(WhichPiece.SilverGeneral, WhichPerspective.Player1);
|
||||
Board["D1"] = new Piece(WhichPiece.GoldGeneral, WhichPerspective.Player1);
|
||||
Board["E1"] = new Piece(WhichPiece.King, WhichPerspective.Player1);
|
||||
Board["F1"] = new Piece(WhichPiece.GoldGeneral, WhichPerspective.Player1);
|
||||
Board["G1"] = new Piece(WhichPiece.SilverGeneral, WhichPerspective.Player1);
|
||||
Board["H1"] = new Piece(WhichPiece.Knight, WhichPerspective.Player1);
|
||||
Board["I1"] = new Piece(WhichPiece.Lance, WhichPerspective.Player1);
|
||||
|
||||
Board["A2"] = null;
|
||||
Board["B2"] = new Piece(WhichPiece.Bishop, WhichPlayer.Player1);
|
||||
Board["B2"] = new Piece(WhichPiece.Bishop, WhichPerspective.Player1);
|
||||
Board["C2"] = null;
|
||||
Board["D2"] = null;
|
||||
Board["E2"] = null;
|
||||
Board["F2"] = null;
|
||||
Board["G2"] = null;
|
||||
Board["H2"] = new Piece(WhichPiece.Rook, WhichPlayer.Player1);
|
||||
Board["H2"] = new Piece(WhichPiece.Rook, WhichPerspective.Player1);
|
||||
Board["I2"] = null;
|
||||
|
||||
Board["A3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
|
||||
Board["B3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
|
||||
Board["C3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
|
||||
Board["D3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
|
||||
Board["E3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
|
||||
Board["F3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
|
||||
Board["G3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
|
||||
Board["H3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
|
||||
Board["I3"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player1);
|
||||
Board["A3"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player1);
|
||||
Board["B3"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player1);
|
||||
Board["C3"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player1);
|
||||
Board["D3"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player1);
|
||||
Board["E3"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player1);
|
||||
Board["F3"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player1);
|
||||
Board["G3"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player1);
|
||||
Board["H3"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player1);
|
||||
Board["I3"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player1);
|
||||
|
||||
Board["A4"] = null;
|
||||
Board["B4"] = null;
|
||||
@@ -412,35 +417,35 @@ namespace Gameboard.ShogiUI.Sockets.Models
|
||||
Board["H6"] = null;
|
||||
Board["I6"] = null;
|
||||
|
||||
Board["A7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
|
||||
Board["B7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
|
||||
Board["C7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
|
||||
Board["D7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
|
||||
Board["E7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
|
||||
Board["F7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
|
||||
Board["G7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
|
||||
Board["H7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
|
||||
Board["I7"] = new Piece(WhichPiece.Pawn, WhichPlayer.Player2);
|
||||
Board["A7"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player2);
|
||||
Board["B7"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player2);
|
||||
Board["C7"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player2);
|
||||
Board["D7"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player2);
|
||||
Board["E7"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player2);
|
||||
Board["F7"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player2);
|
||||
Board["G7"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player2);
|
||||
Board["H7"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player2);
|
||||
Board["I7"] = new Piece(WhichPiece.Pawn, WhichPerspective.Player2);
|
||||
|
||||
Board["A8"] = null;
|
||||
Board["B8"] = new Piece(WhichPiece.Rook, WhichPlayer.Player2);
|
||||
Board["B8"] = new Piece(WhichPiece.Rook, WhichPerspective.Player2);
|
||||
Board["C8"] = null;
|
||||
Board["D8"] = null;
|
||||
Board["E8"] = null;
|
||||
Board["F8"] = null;
|
||||
Board["G8"] = null;
|
||||
Board["H8"] = new Piece(WhichPiece.Bishop, WhichPlayer.Player2);
|
||||
Board["H8"] = new Piece(WhichPiece.Bishop, WhichPerspective.Player2);
|
||||
Board["I8"] = null;
|
||||
|
||||
Board["A9"] = new Piece(WhichPiece.Lance, WhichPlayer.Player2);
|
||||
Board["B9"] = new Piece(WhichPiece.Knight, WhichPlayer.Player2);
|
||||
Board["C9"] = new Piece(WhichPiece.SilverGeneral, WhichPlayer.Player2);
|
||||
Board["D9"] = new Piece(WhichPiece.GoldGeneral, WhichPlayer.Player2);
|
||||
Board["E9"] = new Piece(WhichPiece.King, WhichPlayer.Player2);
|
||||
Board["F9"] = new Piece(WhichPiece.GoldGeneral, WhichPlayer.Player2);
|
||||
Board["G9"] = new Piece(WhichPiece.SilverGeneral, WhichPlayer.Player2);
|
||||
Board["H9"] = new Piece(WhichPiece.Knight, WhichPlayer.Player2);
|
||||
Board["I9"] = new Piece(WhichPiece.Lance, WhichPlayer.Player2);
|
||||
Board["A9"] = new Piece(WhichPiece.Lance, WhichPerspective.Player2);
|
||||
Board["B9"] = new Piece(WhichPiece.Knight, WhichPerspective.Player2);
|
||||
Board["C9"] = new Piece(WhichPiece.SilverGeneral, WhichPerspective.Player2);
|
||||
Board["D9"] = new Piece(WhichPiece.GoldGeneral, WhichPerspective.Player2);
|
||||
Board["E9"] = new Piece(WhichPiece.King, WhichPerspective.Player2);
|
||||
Board["F9"] = new Piece(WhichPiece.GoldGeneral, WhichPerspective.Player2);
|
||||
Board["G9"] = new Piece(WhichPiece.SilverGeneral, WhichPerspective.Player2);
|
||||
Board["H9"] = new Piece(WhichPiece.Knight, WhichPerspective.Player2);
|
||||
Board["I9"] = new Piece(WhichPiece.Lance, WhichPerspective.Player2);
|
||||
}
|
||||
|
||||
public BoardState ToServiceModel()
|
||||
|
||||
@@ -14,7 +14,7 @@ namespace Gameboard.ShogiUI.Sockets.Models
|
||||
"Fortuitous", "Retractable", "Happy", "Habbitable", "Creative", "Fluffy", "Impervious", "Kingly"
|
||||
});
|
||||
public static readonly ReadOnlyCollection<string> Subjects = new(new[] {
|
||||
"Hippo", "Basil", "Mouse", "Walnut", "Prince", "Lima Bean", "Coala", "Potato"
|
||||
"Hippo", "Basil", "Mouse", "Walnut", "Prince", "Lima Bean", "Coala", "Potato", "Penguin"
|
||||
});
|
||||
public static User CreateMsalUser(string id) => new(id, id, WhichLoginPlatform.Microsoft);
|
||||
public static User CreateGuestUser(string id)
|
||||
@@ -75,5 +75,11 @@ namespace Gameboard.ShogiUI.Sockets.Models
|
||||
return new ClaimsIdentity(claims, JwtBearerDefaults.AuthenticationScheme);
|
||||
}
|
||||
}
|
||||
|
||||
public ServiceModels.Types.User ToServiceModel() => new()
|
||||
{
|
||||
Id = Id,
|
||||
Name = DisplayName
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,7 +5,7 @@ namespace Gameboard.ShogiUI.Sockets.Repositories.CouchModels
|
||||
public class Piece
|
||||
{
|
||||
public bool IsPromoted { get; set; }
|
||||
public WhichPlayer Owner { get; set; }
|
||||
public WhichPerspective Owner { get; set; }
|
||||
public WhichPiece WhichPiece { get; set; }
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -1,8 +1,5 @@
|
||||
using Gameboard.ShogiUI.Sockets.Repositories;
|
||||
using Microsoft.AspNetCore.Authentication;
|
||||
using Microsoft.AspNetCore.Authentication.JwtBearer;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Security.Claims;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
@@ -3,7 +3,7 @@ using Gameboard.ShogiUI.Sockets.Models;
|
||||
using Microsoft.VisualStudio.TestTools.UnitTesting;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using WhichPlayer = Gameboard.ShogiUI.Sockets.ServiceModels.Types.WhichPlayer;
|
||||
using WhichPerspective = Gameboard.ShogiUI.Sockets.ServiceModels.Types.WhichPerspective;
|
||||
using WhichPiece = Gameboard.ShogiUI.Sockets.ServiceModels.Types.WhichPiece;
|
||||
namespace Gameboard.ShogiUI.UnitTests.Rules
|
||||
{
|
||||
|
||||
@@ -6,7 +6,7 @@ using System.Linq;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
using WhichPiece = Gameboard.ShogiUI.Sockets.ServiceModels.Types.WhichPiece;
|
||||
using WhichPlayer = Gameboard.ShogiUI.Sockets.ServiceModels.Types.WhichPlayer;
|
||||
using WhichPerspective = Gameboard.ShogiUI.Sockets.ServiceModels.Types.WhichPerspective;
|
||||
|
||||
namespace Gameboard.ShogiUI.xUnitTests
|
||||
{
|
||||
@@ -26,36 +26,36 @@ namespace Gameboard.ShogiUI.xUnitTests
|
||||
|
||||
// Assert
|
||||
board["A1"].WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
board["A1"].Owner.Should().Be(WhichPlayer.Player1);
|
||||
board["A1"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
board["A1"].IsPromoted.Should().Be(false);
|
||||
board["B1"].WhichPiece.Should().Be(WhichPiece.Knight);
|
||||
board["B1"].Owner.Should().Be(WhichPlayer.Player1);
|
||||
board["B1"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
board["B1"].IsPromoted.Should().Be(false);
|
||||
board["C1"].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
|
||||
board["C1"].Owner.Should().Be(WhichPlayer.Player1);
|
||||
board["C1"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
board["C1"].IsPromoted.Should().Be(false);
|
||||
board["D1"].WhichPiece.Should().Be(WhichPiece.GoldGeneral);
|
||||
board["D1"].Owner.Should().Be(WhichPlayer.Player1);
|
||||
board["D1"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
board["D1"].IsPromoted.Should().Be(false);
|
||||
board["E1"].WhichPiece.Should().Be(WhichPiece.King);
|
||||
board["E1"].Owner.Should().Be(WhichPlayer.Player1);
|
||||
board["E1"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
board["E1"].IsPromoted.Should().Be(false);
|
||||
board["F1"].WhichPiece.Should().Be(WhichPiece.GoldGeneral);
|
||||
board["F1"].Owner.Should().Be(WhichPlayer.Player1);
|
||||
board["F1"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
board["F1"].IsPromoted.Should().Be(false);
|
||||
board["G1"].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
|
||||
board["G1"].Owner.Should().Be(WhichPlayer.Player1);
|
||||
board["G1"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
board["G1"].IsPromoted.Should().Be(false);
|
||||
board["H1"].WhichPiece.Should().Be(WhichPiece.Knight);
|
||||
board["H1"].Owner.Should().Be(WhichPlayer.Player1);
|
||||
board["H1"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
board["H1"].IsPromoted.Should().Be(false);
|
||||
board["I1"].WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
board["I1"].Owner.Should().Be(WhichPlayer.Player1);
|
||||
board["I1"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
board["I1"].IsPromoted.Should().Be(false);
|
||||
|
||||
board["A2"].Should().BeNull();
|
||||
board["B2"].WhichPiece.Should().Be(WhichPiece.Bishop);
|
||||
board["B2"].Owner.Should().Be(WhichPlayer.Player1);
|
||||
board["B2"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
board["B2"].IsPromoted.Should().Be(false);
|
||||
board["C2"].Should().BeNull();
|
||||
board["D2"].Should().BeNull();
|
||||
@@ -63,36 +63,36 @@ namespace Gameboard.ShogiUI.xUnitTests
|
||||
board["F2"].Should().BeNull();
|
||||
board["G2"].Should().BeNull();
|
||||
board["H2"].WhichPiece.Should().Be(WhichPiece.Rook);
|
||||
board["H2"].Owner.Should().Be(WhichPlayer.Player1);
|
||||
board["H2"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
board["H2"].IsPromoted.Should().Be(false);
|
||||
board["I2"].Should().BeNull();
|
||||
|
||||
board["A3"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
board["A3"].Owner.Should().Be(WhichPlayer.Player1);
|
||||
board["A3"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
board["A3"].IsPromoted.Should().Be(false);
|
||||
board["B3"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
board["B3"].Owner.Should().Be(WhichPlayer.Player1);
|
||||
board["B3"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
board["B3"].IsPromoted.Should().Be(false);
|
||||
board["C3"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
board["C3"].Owner.Should().Be(WhichPlayer.Player1);
|
||||
board["C3"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
board["C3"].IsPromoted.Should().Be(false);
|
||||
board["D3"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
board["D3"].Owner.Should().Be(WhichPlayer.Player1);
|
||||
board["D3"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
board["D3"].IsPromoted.Should().Be(false);
|
||||
board["E3"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
board["E3"].Owner.Should().Be(WhichPlayer.Player1);
|
||||
board["E3"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
board["E3"].IsPromoted.Should().Be(false);
|
||||
board["F3"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
board["F3"].Owner.Should().Be(WhichPlayer.Player1);
|
||||
board["F3"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
board["F3"].IsPromoted.Should().Be(false);
|
||||
board["G3"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
board["G3"].Owner.Should().Be(WhichPlayer.Player1);
|
||||
board["G3"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
board["G3"].IsPromoted.Should().Be(false);
|
||||
board["H3"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
board["H3"].Owner.Should().Be(WhichPlayer.Player1);
|
||||
board["H3"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
board["H3"].IsPromoted.Should().Be(false);
|
||||
board["I3"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
board["I3"].Owner.Should().Be(WhichPlayer.Player1);
|
||||
board["I3"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
board["I3"].IsPromoted.Should().Be(false);
|
||||
|
||||
board["A4"].Should().BeNull();
|
||||
@@ -126,36 +126,36 @@ namespace Gameboard.ShogiUI.xUnitTests
|
||||
board["I6"].Should().BeNull();
|
||||
|
||||
board["A7"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
board["A7"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
board["A7"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
board["A7"].IsPromoted.Should().Be(false);
|
||||
board["B7"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
board["B7"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
board["B7"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
board["B7"].IsPromoted.Should().Be(false);
|
||||
board["C7"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
board["C7"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
board["C7"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
board["C7"].IsPromoted.Should().Be(false);
|
||||
board["D7"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
board["D7"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
board["D7"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
board["D7"].IsPromoted.Should().Be(false);
|
||||
board["E7"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
board["E7"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
board["E7"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
board["E7"].IsPromoted.Should().Be(false);
|
||||
board["F7"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
board["F7"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
board["F7"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
board["F7"].IsPromoted.Should().Be(false);
|
||||
board["G7"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
board["G7"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
board["G7"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
board["G7"].IsPromoted.Should().Be(false);
|
||||
board["H7"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
board["H7"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
board["H7"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
board["H7"].IsPromoted.Should().Be(false);
|
||||
board["I7"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
board["I7"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
board["I7"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
board["I7"].IsPromoted.Should().Be(false);
|
||||
|
||||
board["A8"].Should().BeNull();
|
||||
board["B8"].WhichPiece.Should().Be(WhichPiece.Rook);
|
||||
board["B8"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
board["B8"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
board["B8"].IsPromoted.Should().Be(false);
|
||||
board["C8"].Should().BeNull();
|
||||
board["D8"].Should().BeNull();
|
||||
@@ -163,36 +163,36 @@ namespace Gameboard.ShogiUI.xUnitTests
|
||||
board["F8"].Should().BeNull();
|
||||
board["G8"].Should().BeNull();
|
||||
board["H8"].WhichPiece.Should().Be(WhichPiece.Bishop);
|
||||
board["H8"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
board["H8"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
board["H8"].IsPromoted.Should().Be(false);
|
||||
board["I8"].Should().BeNull();
|
||||
|
||||
board["A9"].WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
board["A9"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
board["A9"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
board["A9"].IsPromoted.Should().Be(false);
|
||||
board["B9"].WhichPiece.Should().Be(WhichPiece.Knight);
|
||||
board["B9"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
board["B9"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
board["B9"].IsPromoted.Should().Be(false);
|
||||
board["C9"].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
|
||||
board["C9"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
board["C9"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
board["C9"].IsPromoted.Should().Be(false);
|
||||
board["D9"].WhichPiece.Should().Be(WhichPiece.GoldGeneral);
|
||||
board["D9"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
board["D9"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
board["D9"].IsPromoted.Should().Be(false);
|
||||
board["E9"].WhichPiece.Should().Be(WhichPiece.King);
|
||||
board["E9"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
board["E9"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
board["E9"].IsPromoted.Should().Be(false);
|
||||
board["F9"].WhichPiece.Should().Be(WhichPiece.GoldGeneral);
|
||||
board["F9"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
board["F9"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
board["F9"].IsPromoted.Should().Be(false);
|
||||
board["G9"].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
|
||||
board["G9"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
board["G9"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
board["G9"].IsPromoted.Should().Be(false);
|
||||
board["H9"].WhichPiece.Should().Be(WhichPiece.Knight);
|
||||
board["H9"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
board["H9"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
board["H9"].IsPromoted.Should().Be(false);
|
||||
board["I9"].WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
board["I9"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
board["I9"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
board["I9"].IsPromoted.Should().Be(false);
|
||||
}
|
||||
|
||||
@@ -209,6 +209,32 @@ namespace Gameboard.ShogiUI.xUnitTests
|
||||
shogi.Board["A4"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AllowValidMoves_AfterCheck()
|
||||
{
|
||||
// Arrange
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move("C3", "C4"),
|
||||
// P2 Pawn
|
||||
new Move("G7", "G6"),
|
||||
// P1 Bishop puts P2 in check
|
||||
new Move("B2", "G7"),
|
||||
};
|
||||
var shogi = new Shogi(moves);
|
||||
shogi.InCheck.Should().Be(WhichPerspective.Player2);
|
||||
|
||||
// Act - P2 is able to un-check theirself.
|
||||
/// P2 King moves out of check
|
||||
var moveSuccess = shogi.Move(new Move("E9", "E8"));
|
||||
|
||||
// Assert
|
||||
using var _ = new AssertionScope();
|
||||
moveSuccess.Should().BeTrue();
|
||||
shogi.InCheck.Should().BeNull();
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreventInvalidMoves_MoveFromEmptyPosition()
|
||||
{
|
||||
@@ -263,8 +289,8 @@ namespace Gameboard.ShogiUI.xUnitTests
|
||||
{
|
||||
// Arrange
|
||||
var shogi = new Shogi();
|
||||
shogi.WhoseTurn.Should().Be(WhichPlayer.Player1);
|
||||
shogi.Board["A7"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
shogi.WhoseTurn.Should().Be(WhichPerspective.Player1);
|
||||
shogi.Board["A7"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
|
||||
// Act - Move Player2 Pawn when it is Player1 turn.
|
||||
var moveSuccess = shogi.Move(new Move("A7", "A6"));
|
||||
@@ -322,14 +348,14 @@ namespace Gameboard.ShogiUI.xUnitTests
|
||||
new Move("B2", "G7")
|
||||
};
|
||||
var shogi = new Shogi(moves);
|
||||
shogi.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
shogi.InCheck.Should().Be(WhichPerspective.Player2);
|
||||
|
||||
// Act - P2 moves Lance while in check.
|
||||
var moveSuccess = shogi.Move(new Move("I9", "I8"));
|
||||
|
||||
// Assert
|
||||
moveSuccess.Should().BeFalse();
|
||||
shogi.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
shogi.InCheck.Should().Be(WhichPerspective.Player2);
|
||||
shogi.Board["I9"].WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
shogi.Board["I8"].Should().BeNull();
|
||||
}
|
||||
@@ -367,7 +393,7 @@ namespace Gameboard.ShogiUI.xUnitTests
|
||||
shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
|
||||
shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
|
||||
shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
|
||||
shogi.WhoseTurn.Should().Be(WhichPlayer.Player1);
|
||||
shogi.WhoseTurn.Should().Be(WhichPerspective.Player1);
|
||||
|
||||
// Act | Assert - Illegally placing Knight from the hand in farthest row.
|
||||
shogi.Board["H9"].Should().BeNull();
|
||||
@@ -423,7 +449,7 @@ namespace Gameboard.ShogiUI.xUnitTests
|
||||
new Move(WhichPiece.Bishop, "G7")
|
||||
};
|
||||
var shogi = new Shogi(moves);
|
||||
shogi.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
shogi.InCheck.Should().Be(WhichPerspective.Player2);
|
||||
shogi.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
|
||||
shogi.Board["E5"].Should().BeNull();
|
||||
|
||||
@@ -433,7 +459,7 @@ namespace Gameboard.ShogiUI.xUnitTests
|
||||
// Assert
|
||||
dropSuccess.Should().BeFalse();
|
||||
shogi.Board["E5"].Should().BeNull();
|
||||
shogi.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
shogi.InCheck.Should().Be(WhichPerspective.Player2);
|
||||
shogi.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
|
||||
}
|
||||
|
||||
@@ -458,7 +484,7 @@ namespace Gameboard.ShogiUI.xUnitTests
|
||||
shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
|
||||
shogi.Board["I9"].Should().NotBeNull();
|
||||
shogi.Board["I9"].WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
shogi.Board["I9"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
shogi.Board["I9"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
}
|
||||
|
||||
// Act - P1 tries to place a piece where an opponent's piece resides.
|
||||
@@ -471,7 +497,7 @@ namespace Gameboard.ShogiUI.xUnitTests
|
||||
shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
|
||||
shogi.Board["I9"].Should().NotBeNull();
|
||||
shogi.Board["I9"].WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
shogi.Board["I9"].Owner.Should().Be(WhichPlayer.Player2);
|
||||
shogi.Board["I9"].Owner.Should().Be(WhichPerspective.Player2);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -492,7 +518,7 @@ namespace Gameboard.ShogiUI.xUnitTests
|
||||
shogi.Move(new Move("B2", "G7"));
|
||||
|
||||
// Assert
|
||||
shogi.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
shogi.InCheck.Should().Be(WhichPerspective.Player2);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
@@ -518,7 +544,7 @@ namespace Gameboard.ShogiUI.xUnitTests
|
||||
shogi.Board["B2"].Should().BeNull();
|
||||
shogi.Board["G7"].Should().NotBeNull();
|
||||
shogi.Board["G7"].WhichPiece.Should().Be(WhichPiece.Bishop);
|
||||
shogi.Board["G7"].Owner.Should().Be(WhichPlayer.Player1);
|
||||
shogi.Board["G7"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
shogi.Board["G7"].IsPromoted.Should().BeTrue();
|
||||
}
|
||||
}
|
||||
@@ -560,7 +586,7 @@ namespace Gameboard.ShogiUI.xUnitTests
|
||||
// Assert - checkmate
|
||||
moveSuccess.Should().BeTrue();
|
||||
shogi.IsCheckmate.Should().BeTrue();
|
||||
shogi.InCheck.Should().Be(WhichPlayer.Player2);
|
||||
shogi.InCheck.Should().Be(WhichPerspective.Player2);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
@@ -581,14 +607,14 @@ namespace Gameboard.ShogiUI.xUnitTests
|
||||
moveSuccess.Should().BeTrue();
|
||||
shogi.Board["B2"].Should().BeNull();
|
||||
shogi.Board["H8"].WhichPiece.Should().Be(WhichPiece.Bishop);
|
||||
shogi.Board["H8"].Owner.Should().Be(WhichPlayer.Player1);
|
||||
shogi.Board["H8"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
shogi.Board.Values
|
||||
.Where(p => p != null)
|
||||
.Should().ContainSingle(piece => piece.WhichPiece == WhichPiece.Bishop);
|
||||
|
||||
shogi.Player1Hand
|
||||
.Should()
|
||||
.ContainSingle(p => p.WhichPiece == WhichPiece.Bishop && p.Owner == WhichPlayer.Player1);
|
||||
.ContainSingle(p => p.WhichPiece == WhichPiece.Bishop && p.Owner == WhichPerspective.Player1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user