checkpoint
This commit is contained in:
@@ -1,41 +0,0 @@
|
||||
using AutoFixture;
|
||||
using FluentAssertions;
|
||||
using Gameboard.ShogiUI.Sockets.Models;
|
||||
using Gameboard.ShogiUI.Sockets.Utilities;
|
||||
using Xunit;
|
||||
|
||||
namespace Gameboard.ShogiUI.xUnitTests
|
||||
{
|
||||
public class CoordsToNotationCollectionShould
|
||||
{
|
||||
private readonly Fixture fixture;
|
||||
private readonly CoordsToNotationCollection collection;
|
||||
public CoordsToNotationCollectionShould()
|
||||
{
|
||||
fixture = new Fixture();
|
||||
collection = new CoordsToNotationCollection();
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TranslateCoordinatesToNotation()
|
||||
{
|
||||
// Arrange
|
||||
collection[0, 0] = fixture.Create<Piece>();
|
||||
collection[4, 4] = fixture.Create<Piece>();
|
||||
collection[8, 8] = fixture.Create<Piece>();
|
||||
collection[2, 2] = fixture.Create<Piece>();
|
||||
|
||||
// Assert
|
||||
collection["A1"].Should().BeSameAs(collection[0, 0]);
|
||||
collection["E5"].Should().BeSameAs(collection[4, 4]);
|
||||
collection["I9"].Should().BeSameAs(collection[8, 8]);
|
||||
collection["C3"].Should().BeSameAs(collection[2, 2]);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Yep()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -9,7 +9,7 @@ namespace Gameboard.ShogiUI.xUnitTests
|
||||
[Fact]
|
||||
public void DiscardNullPLayers()
|
||||
{
|
||||
var game = new Game("Test", "P1", null);
|
||||
var game = new Session("Test", "P1", null);
|
||||
|
||||
game.Players.Count.Should().Be(1);
|
||||
}
|
||||
|
||||
@@ -1,621 +0,0 @@
|
||||
using FluentAssertions;
|
||||
using FluentAssertions.Execution;
|
||||
using Gameboard.ShogiUI.Sockets.Extensions;
|
||||
using Gameboard.ShogiUI.Sockets.Models;
|
||||
using System.Linq;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
using WhichPiece = Gameboard.ShogiUI.Sockets.ServiceModels.Types.WhichPiece;
|
||||
using WhichPerspective = Gameboard.ShogiUI.Sockets.ServiceModels.Types.WhichPerspective;
|
||||
using ShogiModel = Gameboard.ShogiUI.Sockets.Models.Shogi;
|
||||
|
||||
namespace Gameboard.ShogiUI.xUnitTests
|
||||
{
|
||||
public class ShogiShould
|
||||
{
|
||||
private readonly ITestOutputHelper output;
|
||||
public ShogiShould(ITestOutputHelper output)
|
||||
{
|
||||
this.output = output;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void InitializeBoardState()
|
||||
{
|
||||
// Act
|
||||
var board = new ShogiModel().Board;
|
||||
|
||||
// Assert
|
||||
board["A1"].WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
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(WhichPerspective.Player1);
|
||||
board["B1"].IsPromoted.Should().Be(false);
|
||||
board["C1"].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
|
||||
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(WhichPerspective.Player1);
|
||||
board["D1"].IsPromoted.Should().Be(false);
|
||||
board["E1"].WhichPiece.Should().Be(WhichPiece.King);
|
||||
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(WhichPerspective.Player1);
|
||||
board["F1"].IsPromoted.Should().Be(false);
|
||||
board["G1"].WhichPiece.Should().Be(WhichPiece.SilverGeneral);
|
||||
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(WhichPerspective.Player1);
|
||||
board["H1"].IsPromoted.Should().Be(false);
|
||||
board["I1"].WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
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(WhichPerspective.Player1);
|
||||
board["B2"].IsPromoted.Should().Be(false);
|
||||
board["C2"].Should().BeNull();
|
||||
board["D2"].Should().BeNull();
|
||||
board["E2"].Should().BeNull();
|
||||
board["F2"].Should().BeNull();
|
||||
board["G2"].Should().BeNull();
|
||||
board["H2"].WhichPiece.Should().Be(WhichPiece.Rook);
|
||||
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(WhichPerspective.Player1);
|
||||
board["A3"].IsPromoted.Should().Be(false);
|
||||
board["B3"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
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(WhichPerspective.Player1);
|
||||
board["C3"].IsPromoted.Should().Be(false);
|
||||
board["D3"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
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(WhichPerspective.Player1);
|
||||
board["E3"].IsPromoted.Should().Be(false);
|
||||
board["F3"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
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(WhichPerspective.Player1);
|
||||
board["G3"].IsPromoted.Should().Be(false);
|
||||
board["H3"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
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(WhichPerspective.Player1);
|
||||
board["I3"].IsPromoted.Should().Be(false);
|
||||
|
||||
board["A4"].Should().BeNull();
|
||||
board["B4"].Should().BeNull();
|
||||
board["C4"].Should().BeNull();
|
||||
board["D4"].Should().BeNull();
|
||||
board["E4"].Should().BeNull();
|
||||
board["F4"].Should().BeNull();
|
||||
board["G4"].Should().BeNull();
|
||||
board["H4"].Should().BeNull();
|
||||
board["I4"].Should().BeNull();
|
||||
|
||||
board["A5"].Should().BeNull();
|
||||
board["B5"].Should().BeNull();
|
||||
board["C5"].Should().BeNull();
|
||||
board["D5"].Should().BeNull();
|
||||
board["E5"].Should().BeNull();
|
||||
board["F5"].Should().BeNull();
|
||||
board["G5"].Should().BeNull();
|
||||
board["H5"].Should().BeNull();
|
||||
board["I5"].Should().BeNull();
|
||||
|
||||
board["A6"].Should().BeNull();
|
||||
board["B6"].Should().BeNull();
|
||||
board["C6"].Should().BeNull();
|
||||
board["D6"].Should().BeNull();
|
||||
board["E6"].Should().BeNull();
|
||||
board["F6"].Should().BeNull();
|
||||
board["G6"].Should().BeNull();
|
||||
board["H6"].Should().BeNull();
|
||||
board["I6"].Should().BeNull();
|
||||
|
||||
board["A7"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
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(WhichPerspective.Player2);
|
||||
board["B7"].IsPromoted.Should().Be(false);
|
||||
board["C7"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
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(WhichPerspective.Player2);
|
||||
board["D7"].IsPromoted.Should().Be(false);
|
||||
board["E7"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
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(WhichPerspective.Player2);
|
||||
board["F7"].IsPromoted.Should().Be(false);
|
||||
board["G7"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
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(WhichPerspective.Player2);
|
||||
board["H7"].IsPromoted.Should().Be(false);
|
||||
board["I7"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
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(WhichPerspective.Player2);
|
||||
board["B8"].IsPromoted.Should().Be(false);
|
||||
board["C8"].Should().BeNull();
|
||||
board["D8"].Should().BeNull();
|
||||
board["E8"].Should().BeNull();
|
||||
board["F8"].Should().BeNull();
|
||||
board["G8"].Should().BeNull();
|
||||
board["H8"].WhichPiece.Should().Be(WhichPiece.Bishop);
|
||||
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(WhichPerspective.Player2);
|
||||
board["A9"].IsPromoted.Should().Be(false);
|
||||
board["B9"].WhichPiece.Should().Be(WhichPiece.Knight);
|
||||
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(WhichPerspective.Player2);
|
||||
board["C9"].IsPromoted.Should().Be(false);
|
||||
board["D9"].WhichPiece.Should().Be(WhichPiece.GoldGeneral);
|
||||
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(WhichPerspective.Player2);
|
||||
board["E9"].IsPromoted.Should().Be(false);
|
||||
board["F9"].WhichPiece.Should().Be(WhichPiece.GoldGeneral);
|
||||
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(WhichPerspective.Player2);
|
||||
board["G9"].IsPromoted.Should().Be(false);
|
||||
board["H9"].WhichPiece.Should().Be(WhichPiece.Knight);
|
||||
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(WhichPerspective.Player2);
|
||||
board["I9"].IsPromoted.Should().Be(false);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void InitializeBoardStateWithMoves()
|
||||
{
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move("A3", "A4")
|
||||
};
|
||||
var shogi = new ShogiModel(moves);
|
||||
shogi.Board["A3"].Should().BeNull();
|
||||
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 ShogiModel(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()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = new ShogiModel();
|
||||
shogi.Board["D5"].Should().BeNull();
|
||||
|
||||
// Act
|
||||
var moveSuccess = shogi.Move(new Move("D5", "D6"));
|
||||
|
||||
// Assert
|
||||
moveSuccess.Should().BeFalse();
|
||||
shogi.Board["D5"].Should().BeNull();
|
||||
shogi.Board["D6"].Should().BeNull();
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreventInvalidMoves_MoveToCurrentPosition()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = new ShogiModel();
|
||||
|
||||
// Act - P1 "moves" pawn to the position it already exists at.
|
||||
var moveSuccess = shogi.Move(new Move("A3", "A3"));
|
||||
|
||||
// Assert
|
||||
moveSuccess.Should().BeFalse();
|
||||
shogi.Board["A3"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
shogi.Player1Hand.Should().BeEmpty();
|
||||
shogi.Player2Hand.Should().BeEmpty();
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreventInvalidMoves_MoveSet()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = new ShogiModel();
|
||||
|
||||
// Act - Move Lance illegally
|
||||
var moveSuccess = shogi.Move(new Move("A1", "D5"));
|
||||
|
||||
// Assert
|
||||
moveSuccess.Should().BeFalse();
|
||||
shogi.Board["A1"].WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
shogi.Board["A5"].Should().BeNull();
|
||||
shogi.Player1Hand.Should().BeEmpty();
|
||||
shogi.Player2Hand.Should().BeEmpty();
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreventInvalidMoves_Ownership()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = new ShogiModel();
|
||||
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"));
|
||||
|
||||
// Assert
|
||||
moveSuccess.Should().BeFalse();
|
||||
shogi.Board["A7"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
shogi.Board["A6"].Should().BeNull();
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreventInvalidMoves_MoveThroughAllies()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = new ShogiModel();
|
||||
|
||||
// Act - Move P1 Lance through P1 Pawn.
|
||||
var moveSuccess = shogi.Move(new Move("A1", "A5"));
|
||||
|
||||
// Assert
|
||||
moveSuccess.Should().BeFalse();
|
||||
shogi.Board["A1"].WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
shogi.Board["A3"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
shogi.Board["A5"].Should().BeNull();
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreventInvalidMoves_CaptureAlly()
|
||||
{
|
||||
// Arrange
|
||||
var shogi = new ShogiModel();
|
||||
|
||||
// Act - P1 Knight tries to capture P1 Pawn.
|
||||
var moveSuccess = shogi.Move(new Move("B1", "C3"));
|
||||
|
||||
// Arrange
|
||||
moveSuccess.Should().BeFalse();
|
||||
shogi.Board["B1"].WhichPiece.Should().Be(WhichPiece.Knight);
|
||||
shogi.Board["C3"].WhichPiece.Should().Be(WhichPiece.Pawn);
|
||||
shogi.Player1Hand.Should().BeEmpty();
|
||||
shogi.Player2Hand.Should().BeEmpty();
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreventInvalidMoves_Check()
|
||||
{
|
||||
// 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 ShogiModel(moves);
|
||||
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(WhichPerspective.Player2);
|
||||
shogi.Board["I9"].WhichPiece.Should().Be(WhichPiece.Lance);
|
||||
shogi.Board["I8"].Should().BeNull();
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreventInvalidDrops_MoveSet()
|
||||
{
|
||||
// Arrange
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move("C3", "C4"),
|
||||
// P2 Pawn
|
||||
new Move("I7", "I6"),
|
||||
// P1 Bishop takes P2 Pawn.
|
||||
new Move("B2", "G7"),
|
||||
// P2 Gold, block check from P1 Bishop.
|
||||
new Move("F9", "F8"),
|
||||
// P1 Bishop takes P2 Bishop, promotes so it can capture P2 Knight and P2 Lance
|
||||
new Move("G7", "H8", true),
|
||||
// P2 Pawn again
|
||||
new Move("I6", "I5"),
|
||||
// P1 Bishop takes P2 Knight
|
||||
new Move("H8", "H9"),
|
||||
// P2 Pawn again
|
||||
new Move("I5", "I4"),
|
||||
// P1 Bishop takes P2 Lance
|
||||
new Move("H9", "I9"),
|
||||
// P2 Pawn captures P1 Pawn
|
||||
new Move("I4", "I3")
|
||||
};
|
||||
var shogi = new ShogiModel(moves);
|
||||
shogi.Player1Hand.Count.Should().Be(4);
|
||||
shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
|
||||
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(WhichPerspective.Player1);
|
||||
|
||||
// Act | Assert - Illegally placing Knight from the hand in farthest row.
|
||||
shogi.Board["H9"].Should().BeNull();
|
||||
var dropSuccess = shogi.Move(new Move(WhichPiece.Knight, "H9"));
|
||||
dropSuccess.Should().BeFalse();
|
||||
shogi.Board["H9"].Should().BeNull();
|
||||
shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
|
||||
|
||||
// Act | Assert - Illegally placing Knight from the hand in second farthest row.
|
||||
shogi.Board["H8"].Should().BeNull();
|
||||
dropSuccess = shogi.Move(new Move(WhichPiece.Knight, "H8"));
|
||||
dropSuccess.Should().BeFalse();
|
||||
shogi.Board["H8"].Should().BeNull();
|
||||
shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Knight);
|
||||
|
||||
// Act | Assert - Illegally place Lance from the hand.
|
||||
shogi.Board["H9"].Should().BeNull();
|
||||
dropSuccess = shogi.Move(new Move(WhichPiece.Knight, "H9"));
|
||||
dropSuccess.Should().BeFalse();
|
||||
shogi.Board["H9"].Should().BeNull();
|
||||
shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Lance);
|
||||
|
||||
// Act | Assert - Illegally place Pawn from the hand.
|
||||
shogi.Board["H9"].Should().BeNull();
|
||||
dropSuccess = shogi.Move(new Move(WhichPiece.Pawn, "H9"));
|
||||
dropSuccess.Should().BeFalse();
|
||||
shogi.Board["H9"].Should().BeNull();
|
||||
shogi.Player1Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Pawn);
|
||||
|
||||
// Act | Assert - Illegally place Pawn from the hand in a row which already has an unpromoted Pawn.
|
||||
// TODO
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreventInvalidDrop_Check()
|
||||
{
|
||||
// Arrange
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move("C3", "C4"),
|
||||
// P2 Pawn
|
||||
new Move("G7", "G6"),
|
||||
// P1 Pawn, arbitrary move.
|
||||
new Move("A3", "A4"),
|
||||
// P2 Bishop takes P1 Bishop
|
||||
new Move("H8", "B2"),
|
||||
// P1 Silver takes P2 Bishop
|
||||
new Move("C1", "B2"),
|
||||
// P2 Pawn, arbtrary move
|
||||
new Move("A7", "A6"),
|
||||
// P1 drop Bishop, place P2 in check
|
||||
new Move(WhichPiece.Bishop, "G7")
|
||||
};
|
||||
var shogi = new ShogiModel(moves);
|
||||
shogi.InCheck.Should().Be(WhichPerspective.Player2);
|
||||
shogi.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
|
||||
shogi.Board["E5"].Should().BeNull();
|
||||
|
||||
// Act - P2 places a Bishop while in check.
|
||||
var dropSuccess = shogi.Move(new Move(WhichPiece.Bishop, "E5"));
|
||||
|
||||
// Assert
|
||||
dropSuccess.Should().BeFalse();
|
||||
shogi.Board["E5"].Should().BeNull();
|
||||
shogi.InCheck.Should().Be(WhichPerspective.Player2);
|
||||
shogi.Player2Hand.Should().ContainSingle(_ => _.WhichPiece == WhichPiece.Bishop);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PreventInvalidDrop_Capture()
|
||||
{
|
||||
// Arrange
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move("C3", "C4"),
|
||||
// P2 Pawn
|
||||
new Move("G7", "G6"),
|
||||
// P1 Bishop capture P2 Bishop
|
||||
new Move("B2", "H8"),
|
||||
// P2 Pawn
|
||||
new Move("G6", "G5")
|
||||
};
|
||||
var shogi = new ShogiModel(moves);
|
||||
using (new AssertionScope())
|
||||
{
|
||||
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(WhichPerspective.Player2);
|
||||
}
|
||||
|
||||
// Act - P1 tries to place a piece where an opponent's piece resides.
|
||||
var dropSuccess = shogi.Move(new Move(WhichPiece.Bishop, "I9"));
|
||||
|
||||
// Assert
|
||||
using (new AssertionScope())
|
||||
{
|
||||
dropSuccess.Should().BeFalse();
|
||||
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(WhichPerspective.Player2);
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Check()
|
||||
{
|
||||
// Arrange
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move("C3", "C4"),
|
||||
// P2 Pawn
|
||||
new Move("G7", "G6"),
|
||||
};
|
||||
var shogi = new ShogiModel(moves);
|
||||
|
||||
// Act - P1 Bishop, check
|
||||
shogi.Move(new Move("B2", "G7"));
|
||||
|
||||
// Assert
|
||||
shogi.InCheck.Should().Be(WhichPerspective.Player2);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Promote()
|
||||
{
|
||||
// Arrange
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Pawn
|
||||
new Move("C3", "C4" ),
|
||||
// P2 Pawn
|
||||
new Move("G7", "G6" )
|
||||
};
|
||||
var shogi = new ShogiModel(moves);
|
||||
|
||||
// Act - P1 moves across promote threshold.
|
||||
var moveSuccess = shogi.Move(new Move("B2", "G7", true));
|
||||
|
||||
// Assert
|
||||
using (new AssertionScope())
|
||||
{
|
||||
moveSuccess.Should().BeTrue();
|
||||
shogi.Board["B2"].Should().BeNull();
|
||||
shogi.Board["G7"].Should().NotBeNull();
|
||||
shogi.Board["G7"].WhichPiece.Should().Be(WhichPiece.Bishop);
|
||||
shogi.Board["G7"].Owner.Should().Be(WhichPerspective.Player1);
|
||||
shogi.Board["G7"].IsPromoted.Should().BeTrue();
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CheckMate()
|
||||
{
|
||||
// Arrange
|
||||
var moves = new[]
|
||||
{
|
||||
// P1 Rook
|
||||
new Move("H2", "E2"),
|
||||
// P2 Gold
|
||||
new Move("F9", "G8"),
|
||||
// P1 Pawn
|
||||
new Move("E3", "E4"),
|
||||
// P2 other Gold
|
||||
new Move("D9", "C8"),
|
||||
// P1 same Pawn
|
||||
new Move("E4", "E5"),
|
||||
// P2 Pawn
|
||||
new Move("E7", "E6"),
|
||||
// P1 Pawn takes P2 Pawn
|
||||
new Move("E5", "E6"),
|
||||
// P2 King
|
||||
new Move("E9", "E8"),
|
||||
// P1 Pawn promotes, threatens P2 King
|
||||
new Move("E6", "E7", true),
|
||||
// P2 King retreat
|
||||
new Move("E8", "E9"),
|
||||
};
|
||||
var shogi = new ShogiModel(moves);
|
||||
output.WriteLine(shogi.PrintStateAsAscii());
|
||||
|
||||
// Act - P1 Pawn wins by checkmate.
|
||||
var moveSuccess = shogi.Move(new Move("E7", "E8"));
|
||||
output.WriteLine(shogi.PrintStateAsAscii());
|
||||
|
||||
// Assert - checkmate
|
||||
moveSuccess.Should().BeTrue();
|
||||
shogi.IsCheckmate.Should().BeTrue();
|
||||
shogi.InCheck.Should().Be(WhichPerspective.Player2);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Capture()
|
||||
{
|
||||
// Arrange
|
||||
var moves = new[]
|
||||
{
|
||||
new Move("C3", "C4"),
|
||||
new Move("G7", "G6")
|
||||
};
|
||||
var shogi = new ShogiModel(moves);
|
||||
|
||||
// Act - P1 Bishop captures P2 Bishop
|
||||
var moveSuccess = shogi.Move(new Move("B2", "H8"));
|
||||
|
||||
// Assert
|
||||
moveSuccess.Should().BeTrue();
|
||||
shogi.Board["B2"].Should().BeNull();
|
||||
shogi.Board["H8"].WhichPiece.Should().Be(WhichPiece.Bishop);
|
||||
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 == WhichPerspective.Player1);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user